Death Knight Spells
| Paladin Level | Spells |
|---|---|
| 3rd | bane, cause fear |
| 5th | Blindness/Deafness, Ray of Enfeeblement |
| 9th | animate dead, bestow curse |
| 13th | blight, shadow of moil |
| 17th | Danse Macabre, Negative Energy Flood |
Channel Divinity: Control Undead
As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
Control Divinity: Revengence
When a hostile creature within 30 feet of you deals damage to you, as a reaction you can cause that creature to make a Constitution saving throw or take necrotic damage equal to your paladin level x3 or half as much on a successful save.
Aura of Death
By 7th level, you produce an aura that rots away your enemies. when hostile creatures enter 10 feet of you or starts its turn their they take necrotic damage equal to your charisma modifier (minimum of 1).
At 18th level, the range of this aura increases to 30 feet.
Grim Armor
Starting at 15th level, when you finish a short or long rest you gain temporary hit points equal to your Charisma modifier +half your paladin level, rounded down.
Dead Lord
At 20th level, when you fail 3 death saving throws or die from another effect you can assume the form of a true undead combatant. For 1 minute, you gain the following benefits:
- You have immunity to all damage
- Creatures you hit with a melee weapon attack must make a Wisdom saving throw or become frightened of you until the start of your next turn.
- Creatures you kill raise as Zombies at the start of their next turn, they remain until destroyed or this transformation ends.
Once you use this feature, you can't use it again until you finish a long rest.