Death Knight 5E

by Hamlord21

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Death Knight

A pale dwarf, with skin cold as ice, raises his axe to meet the orc chieftan's own. The dwarf had single handedly carved a path through the orc's tribe, with a single goal on his mind. The orc hoped that the dwarf's energy would fade, and that the fight would be easy by the time he took the field, but the dwarf swung again and again, machinelike in his fury. Suddenly a blue rune lit above the dwarf's axe, and it swung with more force than ever, and the orc was unable to meet it.

A man clad in black plate armor strides through the disease ridden town. Flanked by undead bodygaurds, he fears no rebuttal from the meager townsfolk. Finding a corpse ridden with boils, he reaches down to inspect it. Satisfied with the speed at which his new plague rendered the town desecrated, he ordered his thralls to hunt down survivors. There will always be new diseases to test, and new victims to test them on.

Seeing her ally in danger, the elven warrior flung herself between them and the horde of goblins baring down on them. A whirling mass of bones moves to defend the pair, and tears the attacking horde asunder. Inspecting her ally's wounds, a red rune appears above her hand, and the wounds began to mend themselves. Satisfied with her work, she willed her weapon back to her. Suddenly her sword leapt from the ground, landed in her hand, and she sheathed it. It would be a long night, and there would be many more goblins ahead of them, and she'd be ready.

Sowers of Death

To say that a Death Knight is tied to death is to say a person is tied to food. They feel an unnatural drive to cause as much death and destruction as possible. Some fall to this desire, and become little more than monsters given mortal shell, but

Credit: Keun-ju Kim

others focus this desire to further their goals. Be it razing the countryside, or leading a rebellion agaisnt a tyrant, death follows Death Knights wherever they go.

Users of Dark Magic

An edgy name and tendency to kill, are far from a Death Knights only characteristics. They channel their dark magic through runes, small symbols that appear on the Death Knights weapons, armor, or even on their skin. By expending the latent power in the runes, the Death Knights can cause a number of magical affects.

Creating a Death Knight

When creating a Death Knight, consider how you obtained your dark powers. Death Knights use ancient runic magic, little of which is known or understood. Some learn their magic from dark tomes found in a lich's lair, ancient scrolls found in some dragon's den, or some return to life with knowledge from beyond the grave. Sometimes even near death experiences can trigger memories to surface from deep within the psyche of mortal men. Regardless of their source, the dark runic magic leads to many powers that some might consider... unnatural.

Quick Build

You can make a Death Knight quickly by following these suggestions. First make Strength your highest ability score followed by Constitution. Second choose the Soldier or Criminal background.

Class Features

As a Death Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Death Knight level
  • Hit Points at 1st Level: 10 + Your Constituion Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Con Mod per Death Knight level past 1st level

Proficiencies


  • Armor: Light, Medium, and Heavy Armor and Shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Strength and Constitution
  • Skills: Choose 2 from Athletics, Arcana, Religion, Insight, Perception, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two Martial Weapons or (b) any martial melee weapon and a shield
  • (a) Five Javelins or (b) any simple melee weapon
  • (a) Chainmail or (b) Scalemail

An explorer’s pack and a dagger

Death Knight
Level Proficiency Bonus Features Rune Empowered Attacks
1st +2 Undead Warrior -
2nd +2 Fighting Style, Runes 3
3rd +2 Specialization, Runic Power 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Blood Tap 5
7th +3 Archetype Feature 6
8th +3 Ability Score Improvement 6
9th +4 On a Pale Horse 7
10th +4 Tireless Undead 7
11th +4 Archetype Feature 8
12th +4 Ability Score Improvement 8
13th +5 - 9
14th +5 Raise Ally 9
15th +5 Murderous Efficiency 10
16th +5 Ability Score Improvement 10
17th +6 Archetype Feature 10
18th +6 - 11
19th +6 Ability Score Improvement 11
20th +6 Empower Rune Weapon 12

Undead Warrior

Your connection to death gives you a few benefits:

  • You may add your Proficiency bonus to death saving throws (Natural 1’s still count as 2 failures).

  • Proficiency in Intimidation. If you are already Proficient, you may add double your Proficiency bonus.

  • You have Advantage on Arcana and Religion skills for knowledge about undead.

Credit: Ivan Kuzkin

Fighting Style:

You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Runes

Starting at 2nd level, you learn to use Runes to fuel your powers. You have a total of 6 Runes. 2 of them are Blood Runes, 2 are Frost Runes, and 2 are Unholy Runes. You expend them on some class features and your Rune Empowered Attacks. Many attacks will call for specific kinds of runes, so learning to utilize them all effectively will be key. There is a fourth kind of Rune called a Death Rune, which you can get from certain abilities, these Death Runes count for any kind of Rune for any feature. You can never have more than 6 Runes, if a feature would give you runes, and that would put you over your total of 6, any additional Runes are lost. You regain all spent runes on a Long Rest.

Rune Empowered Attacks

At 2nd level you learn 3 Rune Empowered Attacks of your choice from the list at the end of the class description. When you gain certain Death Knight levels, you gain additional Rune Empowered Attacks of your choice as shown in the column of the Death Knight Table. Additionally, when you gain a level in this class, you can choose one of the Rune Empowered Attacks you know and replace it with another Rune Empowered Attack that you could learn at that level.

Casting Spells: Some Rune Empowered abilities allow you to cast spells, and other ask you to maintain concentration. To cast one of those spells, you use its casting time and other rules, but you don't need to provide material or somatic components for it. If an ability requires you to maintain Concentration, you must Concentrate on it as though it were a spell.

Rune Empowered Attack Save DC = 8 + your Proficiency Bonus + your Constitution Modifier

Specialization

At 3rd level your powers begin to settle into a certain discipline. You learn to have a favor for one of your types of Runes, and begin to focus more into that type of magic. You choose either the Frost Specialization, Blood Specialization, or the Unholy Specialization. Frost Death Knights focus on the icy chill of the grave, and fighting their enemies in melee combat. Blood Death Knights generally focus on blood magics, healing themselves and allies, and debuffing their foes. Finally, Unholy Death Knights generally focus on poisons, diseases, and their undead minions.. Depending on what archetype you choose you get different abilities at 3rd, 7th, 11th, and 17th levels, as well as certain allowing access to certain Rune Empowered Attacks.

Runic Power

Also at 3rd level, you gain the ability to harness Runic Power. Runic Power is the leftover remnants of magic that remain after you use a Rune. Whenever you spend a Rune(s), you gain 1 Runic Power for every Rune Spent. You may have up to 10 Runic Power maximum, and it is reset to 0 upon taking a Long Rest. Runic Power can be spent in a few ways. All Death Knights have Death Strike, your Archetype abilities that you gain at 3rd and 17th level use it, and some choices for Rune Empowered Attacks use it as well.

Credit: SimonARPalmer

Death Strike

By spending 2 Runic Power when you land a weapon attack, you deal bonus necrotic damage equal to your Proficiency Modifier and regain hit points equal to twice that amount.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th leveI, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Tap

Starting at level 6, you learn to quickly convert your unharnessed power into Runes. Whenever you take a Short Rest, you regain up to 2 spent runes. The regained Runes are Death Runes, and can be used as any Rune. Once you use this ability, you cannot do so again until you finish a long rest.

On A Pale Horse:

At level 9 you learn a ritual to summon a worthy steed. It works as the Paladin spell “Find Steed” with a few modifications. The steeds type is undead, and anytime that you heal yourself while riding the steed, it is healed for the same amount as well. Finally if it would die it does not disappear, instead your may touch its corpse and expend 2 Runes (of any type) as an action. If you do so it regains half of its maximum HP. You can still use an action to make the steed disappear, whether it is ‘alive’ or not. Once you’ve cast the ritual, you may not do so again until you finish a Long Rest.

Tireless Undead

One thing you have learned from the undead, is their unending fortitude. Starting at level 10, whenever you finish a Short Rest, your Exhaustion level, if any, is reduced by one.

Raise Ally

At 14th level you become more skilled at manipulating the dead and nearly dead. You can use this ability on a creature that is unconscious or has died in the last minute. As an action select a creature within 30 ft, who’s level (or CR if the creature has one) is equal to or less than your level. The target loses the unconscious/dead condition for a number of rounds equal to your Constitution Modifier. If they were making Death Saving Throws they continue to do so, but they do not take automatic fails from being hit. The creature acts as if it had 1 HP for the duration. When the effect ends, the target returns to unconsciousness/dead. Once used, this ability can’t be used again until after a Long Rest.

Murderous Efficiency

At 15th level, you learn to feed on death. When you reduce a hostile creature to 0 HP, you regain a spent Rune. The returned Rune is a Death Rune, and can be used as any type of rune.

Empower Rune Weapon

At level 20 you learn to empower your weapon to its maximum. As a bonus action you regain 3 spent Runes and generate 3 Runic Power. At the beginning of your next 3 turns, you regain 1 spend Rune and generate 1 Runic Power. All regained Runes are Death Runes. You cannot use this ability again until you finish a Long Rest.

Credit: Raymond Swanland

Specializations

There are two types of Death Knights, the ones that got strong, and the ones that die trying. The first category can be further divided up into 3 Specializations depending on which kind of runic magic they prefer. While all Death Knights have similar beginnings, they soon diverge into wildly different beasts once they hit 3rd level. Your choices are either Frost, Blood, or Unholy.

Frost Death Knight

Frost Strike

At 3rd level you learn Frost strike. When you declare the Attack action, using a melee weapon, you may spend 2 runic power to make an extra attack with one of your weapons. You must spend this 2 Runic Power before actually making any attacks. This extra attack covers the weapon in a brittle layer of ice, and deals Cold damage rather than any other type of damage the attack would normally do.

Pillar of Frost

Also at 3rd level you learn to channel the chill of the grave to strengthen your body. As a bonus action, you become covered in a light frost and you gain the following benefits for one minute. You have Advantage on STR Checks and Saving Throws, as well as dealing 1d6 extra cold damage on all melee attacks. After you use this ability, you cannot do so again until you finish a Long Rest.

Frost Presence

At 7th level you get Advantage on Saving Throws against Fear and Charm effects.

Frostscythe

At 11th level you learn to use your icy attacks against hordes of enemies. Whenever you land a melee weapon attack, if it did any Cold Damage, you may cause the attack to burst, causing another creature within 5ft of the target to take the same amount of Cold Damage.

Breath of Sindragosa

At 17th level you learn to channel the icy breath of Sindragosa. As an action you spend 2 Runic Power, and cause a torrent of icy wind to come forth from your lungs. You cause all creatures in a 15 ft cone in front of you to make a DEX Saving Throw. If they fail you deal 5d8 cold damage to them. At the beginning of your next turn you may choose to spend another 2 Runic Power to continue using this ability, but your next use does not require an action, you merely choose to use it during some part of your turn. This continues until you run out of Runic Power, you choose not to spend it, or 1 minute passes.

Credit: Eric Braddock

Blood Death Knight

Vampiric Blood

At 3rd level you learn Vampiric Blood. By spending 2 runic power, as a bonus action you can heal an ally, within 30 ft, with a surge of bloody magic. The target heals for 1d4 + your Constitution Modifier and gets temporary HP equal to that same amount. This amount increases to 2d4 at level 7, and 3d4 at level 13.

Dancing Rune Weapon

Also at 3rd level you learn a ritual to animate your weapon temporarily. The ritual can be cast on any melee weapon, and takes 1 hour to complete which can be done as part of a short rest. The magic remains within the weapon until you use the ritual on a different one. As a bonus action you can animate the weapon for one minute. You do not need to be touching the weapon, but you must be within 60 ft of it. Once activated the weapon takes the stats of the Dancing Rune Weapon in the stat blocks at the end of this document, and you add your Proficiency Bonus to the Dancing Rune Weapon’s attack and damage rolls.

You can command it to move and attack as a bonus action. If you don’t give it any commands, it takes the dodge action. Any ally (including yourself) within 5 ft of the weapon gets a +2 bonus to AC. After 1 minute the weapon returns to normal and can’t be reactivated until after a Long Rest.

Blood Presence

Starting at 7th level, you have ADV on Constitution Checks to maintain concentration.

Gorefiend’s Grasp

Starting at 11th level you learn to manipulate large groups of enemies. As an action, choose a point within 40 ft, all creatures (Large or smaller) of your choice, must make a STR Saving Throw. All who fail are pulled to a space within 5 ft of you. This movement does not provoke AoO and cannot pull them through areas that would cause them direct harm (lava, spikes, etc) Once used you cannot use this ability again until you finish a long rest.

Bonestorm

At 17th level you learn to spend runic power to create a whirlwind of bone to protect you. As an action, you spend 2 runic power to start the storm. It is centered on you, moves with you, and has a radius of 10 ft, lasting until the beginning of your next turn. All creatures within this radius must make a Dexterity Saving Throw or take 5d8 Necrotic damage, and you heal for the same amount (you may only heal from this ability once per turn). Any creature that enters or ends their turn there must also make a Dexterity Saving Throw or be affected. At the beginning of your next turn you may choose to spend 2 more runic power to continue using this ability. This continues until you run out of Runic Power, you choose not to spend Runic Power, or until 1 minute has passed. Once the storm ends, you cannot activate this again until the end of a Long Rest.

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Unholy Death Knight:

Death Coil

At 3rd level you learn Death Coil. As a bonus action you can spend 2 Runic Power to unleash a necrotic orb at a creature within 30 ft. Target must make a DEX Save or take 2d6 necrotic damage. Increased to 3d6 at level 7, then 4d6 at 13.

Raise Ghoul

Also at 3rd you learn to summon a ghoulish pet to fight alongside you. It’s stats are at the back of the document. Add your proficiency bonus to the ghoul's AC, attack rolls, and damage rolls, as weIl as to any saving throws and skills it is proficient in. It takes its turn on your initiative, though unless commanded the only action it will take is the Dodge action. On your turn, you can mentally command the ghoul where to move (no action required by you). You can use a Bonus Action to command it to take the Attack, Dash, Disengage, or Help action. You can summon/desummon the Ghoul as an action, but if you dismiss it or it dies you cannot summon it again until you finish a long rest. Unlike a traditional “Animate Dead” spell, you do not need a dead body to summon it, it is a construct of your unholy magics.

Unholy Presence

Starting at 7th level, you have Advantage on saving throws against being poisoned (condition) or diseased, and resistance to poison damage.

Dark Transformation

Starting at level 11 you can use an action to temporarily pump up your ghouls power. It grows to Large, deals an extra 1d6 on all weapon attacks, and has resistance to all damage. The transformation lasts for one minute. Once you use this feature, you cannot do so again until the end of a Long Rest.

Defile

Starting at level 17 you learn to corrupt the land you walk upon. As an action you may spend 2 runic power to create a 5 ft radius pool on the ground within 30 feet that lasts until the beginning of your next turn. All creatures (other than yourself) within this area, must make a Constitution Save or be poisoned (see condition), have their speed halved until the start of your next turn, and take 5d8 necrotic damage. Any creature that enters the area or ends their turn there, must also make a CON Saving Throw or be affected. The poisoned condition and speed reduction lasts until the end of the creature’s next turn, assuming they leave the area. If the creature is still in the area, they may try to make the Save again at the end of its turn. At the beginning of your next turn you may choose to spend 2 more Runic Power to keep the puddle active, if you do so it’s radius doubles. This continues every turn until you run out of Runic Power, choose not to spend Runic Power, or 1 minute passes. Once you use this ability you cannot do so again until you finish a Long Rest.

Rune Empowered Attacks

Blood Boil (1 Blood Rune):

As an action, you expend one Blood Rune to manipulate the blood of nearby enemies. All creatures of your choice within 10 ft of you must make a Constitution Saving Throw (creatures without blood, such as undead or constructs, automatically succeed this Saving Throw). If they fail, they take 1d12 necrotic damage, and disadvantage on their next attack roll made by the end of their next turn. The damage of this attack increases to 2d12 at level 5, 3d12 at level 11, and 4d12 at level 17.

Howling Blast (1 Frost Rune):

As an action you may expend 1 Frost Rune to unleash a blast of cold air upon an area. Choose a creature within 30 ft. That creature and all creatures within 5 ft of it, must make a Dexterity Saving Throw. The primary creature you targeted must succeed it’s DEX Save or take the 2d6 cold damage and have their speed lowered by 10 until the end of its next turn. If it succeeds, it takes half damage and is not slowed. The targets around it take half of that damage, and their speed is lowered by 10, if they fail their save, and take no damage and aren’t slowed on a success. The damage of this ability increases to 4d6 at level 5, 6d6 at 11, and 8d6 at 17.

Outbreak (1 Unholy Rune):

As an action you may expend 1 Unholy Rune to create a cloud of poisonous gas. You create a 10ft radius burst of poison centered on a point within 60 ft. Any creature in the area must make a Constitution Saving Throw. If they fail, they are affected by Shadow Plague. A creature afflicted with Shadow Plague takes 1d6 Poison damage at the beginning of each of its turns, and they only deal half damage with any Strength based attacks. They may make a new save against your Rune Save DC at the end of each of their turns to end these effects. The Shadow Plague lasts until they succeed on a save, or until 1 minute passes. Once a creature has been afflicted by your Shadow Plague, it cannot be so again, until after you finish a Long Rest. The damage of this attack increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Death and Decay (1 Unholy Rune):

As an action you expend the required runes, to put down a 10 ft radius circle at a point within 30 ft. This circle requires concentration, and can last up to 1 minute. This area counts as difficult terrain for all creatures except yourself. Whenever you hit a weapon attack against a creature in the circle, all creatures of your choice in the circle take 1d4 necrotic damage, as their fallen blood fuels the attack. The damage of this ability increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17.

Chains of Ice (1 Blood Rune):

As an action you may expend the required runes to create icy chains to freeze the blood of a creature within 30 ft. The target must make a Strength Saving Throw or be restrained. A creature restrained by the chains can use an action to make a Strength check agaisnt your Save DC. On a Success, the ability ends early. The chains require concentration and can last up to 1 minute. At later levels you can create multiple chains at the same time. 2 at level 5, 3 at 11, and 4 at 17.

Death’s Advance (none):

Passively your speed is increased by 10 feet. As a bonus action you may increase this bonus by 20 until the beginning of your next turn. Once you do so, you may not do so again until you finish a Long Rest.

Rune Tap (Any Rune):

As a reaction to taking damage, you may expend any 1 rune to gain resistance to all damage (except psychic) until the start of your next turn.

Dark Command (Any Rune):

You may expend any rune to cast the spell “Compelled Duel”.

Obliterate (1 Frost Rune):

Prerequisite: (Frost Death Knight) (Level 3)

When you land a melee attack on your turn, you may expend a Frost Rune to deal an additional 2d8 cold damage. The damage of this ability increases to 3d8 at level 5, 4d8 at level 11, and 5d8 at level 17.

Festering Strike (1 Unholy Rune):

Prerequisite: (Unholy Death Knight) (Level 3)

When you hit an enemy with a weapon strike you can spend 1 Unholy rune to infect the enemy with bursting boils. The enemy becomes covered in a number of disease ridden wounds equal to 1d4 + your CON Mod. They last for one hour or until they burst. Your subsequent weapon attacks burst 1 boil each, and when they burst they deal damage equal to your Proficiency Modifier. Creatures immune to disease are immune to these wounds. The number of wounds created increases to 2d4 at level 5, 3d4 at 11, and 4d4 at 17.

Bone Shield (1 Blood Rune):

Prerequisite: (Blood Death Knight) (Level 3)

As an action you can expend a blood rune to animate bones to protect yourself. Your AC is increased by 2 (this bonus does not stack with a Shield), and you have resistance to non-magical weapon attacks. This ability can protect you from a number of attacks equal to your Proficiency Mod (regardless of if they attacks hit or miss).

Frost Fever (1 Frost Rune):

Prerequisite: (Level 3)

As an action you can expend the required runes to unleash freezing disease upon a target within 30 ft. They must make a Con save against your Rune Save DC or become afflicted. The afflicted can make a new save at the end of each of their turns to end the effects early, otherwise the effects last 1 minute. While they are afflicted their Speed is lowered by 10, they take 1d6 cold damage at the beginning of each of their turns, and you generate 1 Runic Power.

Horn of Winter (None):

Prerequisite: (Level 3)

As an action you may raise your allies. A loud horn sound is emitted, you gain 1 runic power, and up to 5 creatures deal an extra d6 of cold damage on weapon attacks. This effect requires concentration and can last up to 1 minute. Once you use this ability you cannot do so again until you finish a short rest.

Control Undead (1 Unholy Rune):

Prerequisite (Level 5):

As an action you may expend an unholy rune to try to gain control over an undead creature. The creature makes a Charisma saving throw or is charmed by you for one minute. The effect ends immediately if attacked by you or an ally. Any undead that has Turn Resistance, has ADV on this saving throw.

Runeforging (none):

Prerequisite (Level 5):

You learn to enchant your weapons with your runic magic. Using a ritual that takes 1 minute to complete, you give a weapon a +1 bonus to attack and damage rolls. You may have 2 weapons enchanted this way at one time, but the enchantments wear off after 1 round if they are not in your possession.

Dark Succor (Passive):

Prerequisite (Level 5):

Whenever you reduce a hostile creature to 0 hit points, your next Death Strike heals for an additional amount equal to your Death Knight level.

Death Grip (Any):

Prerequisite (Level 5):

As an action you may expend a rune to create a large phantasmal hand that extends from you, targeting a creature within 30 feet of you that is Large or smaller. The target makes a STR saving Throw, if it fails, it is pulled to a space within 5 feet of you. This movement does not provoke AoO and cannot pull them into/through a directly harmful space (lava, pit, spike, etc.)

Anti-Magic Shell (Any):

Prerequisite (Level 5):

As a reaction to taking cold, electric, fire, thunder, or poison damage, you may expend a rune to create a magical shield with 50 temporary hit points. These temporary hit points can only absorb cold, electric, fire, thunder or poison damage. In addition you have Advantage on INT, WIS, and CHA saving throws against spells while the shield persists. The shield lasts until the start of your next turn. When it does, you gain 1 Runic Power for every 10 damage the shield absorbed rounded down. (For example if you took 27 damage, you would get 2 Runic Power)

Asphyxiate (1 Blood):

Prerequisite (Level 5):

As an action you can expend a blood rune to try to choke an enemy. They make a CON Save or are silenced and take 2d6 Bludgeoning damage. This effect requires concentration, and can last up to one minute. The target can make a new save at the end of each of their turns. On a failed save the effect continues and they take 2d6 bludgeoning damage.

Path of Frost (1 Frost):

Prerequisite (Level 9):

As an action you can expend a frost rune to walk on water. It works as the spell water walking, but only works on water, and creatures affected by Path of Frost freeze the water they are walking on. The ice thaws after 30 seconds.

Icebound Fortitude (none):

Prerequisite (Level 9):

As an action you can pump the icy touch of death through your veins to push through obstacles. You gain the effects of the Freedom of Movement spell and resistance to non-magical bludgeoning, piercing, and slashing damage. This effect lasts for a number of rounds equal to your Constitution Modifier +1. Once you use this ability you may not do so again until you finish a long rest.

Mind Freeze (none):

Prerequisite (Level 9):

As a reaction to a creature casting a spell within 5 feet of you, you make an opportunity attack against that creature. If you hit, you may either do damage as normal, or forgo that damage to try to stop their casting. If the spell is 3rd level or lower the spell fails and has no effect. If it is 4th level or higher, make an ability check using the same stat you used to make your weapon attack. The DC is 10 + the spells level. On a success the spell fails and has no effect. Regardless of the outcome, you cannot use this ability again until you finish a short rest.

Death Pact (none):

Prerequisite (Level 9):

When you take damage that would reduce you to 0 HP, but not kill you outright, you can drop to 1 HP instead. If you do, you also gain Temp HP equal to your Constitution Modifier times your Death Knight level. This Temp HP lasts for one minute, and while it does you cannot receive magical healing. Once you use this ability you cannot do so again until you finish a long rest.

Death’s Caress (1 Blood Rune):

Prerequisite (Blood Death Knight) (Level 9):

As an action you may expend a Blood Rune to send out 3 bloody tendrils. They may target up to 3 creatures within 30 feet of you. The targets take 1d4+1 damage and must make a Wis Saving Throw. If they fail, they have disadvantage on all attack rolls against any target other than yourself until the end of your next turn. If you hit a creature with multiple tendrils, they have disadvantage on the save.

Raise Undead (1 Unholy Rune):

Prerequisite (Unholy Death Knight) (Level 9):

As an action you can expend the required runes to cast Animate Dead as a 3rd level spell.

Relentless Winter (1 Frost):

Prerequisite (Frost Death Knight) (Level 9) : As an action you can expend a frost rune and begin to produce an icy fog around you. The fog works as Fog Cloud, but with a few changes. The cloud is centered on you, and follows you as you move. You can see through the fog as if it was only lightly obscuring, and all creatures (large or smaller) in the fog other than you have their speed halved. This effect requires concentration, and can last up to 1 minute.

Death Gate (None)

Prerequisite (Level 13):

You learn two rituals to open Death Gates, allowing you to quickly travel through the realm of the dead. The first ritual takes one hour to complete, and the second ritual takes one minute. Once you complete the second ritual, a portal opens in front of you, leading to the location where you completed the first ritual. The portal lasts for 1 minute or until you use an action to dismiss it, and is large enough to fit a large creature through. You do not need to recast the first ritual, assuming you always want to return to the same place. Once you complete a ritual, you may not use the same ritual again until you finish a long rest.

Improved Runeforging (None)

Prerequisite (Level 13) (Runeforging:

Beginning at 13th level, when you Runeforge your weapon, you may also give each weapon a unique bonus while wielded. Choose one of the following for each weapon:

  • Razorice: If you deal cold damage with the enchanted weapon, once per turn you may deal 1d4 more cold damage
  • Fallen Crusader: If you critically strike with this weapon, it heals you for 1d8 health.
  • Stoneskin Gargoyle: Grants you +1 to AC while wielded. \pagebreak

Army of the Dead (Any 2 Runes)

Prerequisite (Level 17):

As an action you can expend 2 Runes (of any type) to summon an undead horde. The stat block for this horde is at the end of this document. They last for 1 minute or until they are killed. You do not need dead bodies to animate to use this feature as they are a construct of your runic magic. The swarm takes its turn directly after yours, and obeys commands as best as it’s able to. Once you use this feature, you cannot use this feature again until you finish a Long Rest.

Glacial Advance (None)

Prerequisite (Frost Death Knight) (Level 17):

As an Action, send out a cone of unnatural icy wind in front of you, that saps the energy from those it afflicts. Each creature in a 60-foot cone must make a Constitution Saving Throw. On a failed save, a creature takes 3d8 Cold damage and 3d8 Necrotic damage and is Incapacitated until the end of its next turn. On a successful save, they take half damage, but no other effects.

Soul Reaper (None)

Prerequisite (Unholy Death Knight) (Level 17):

As an Action, you attempt to steal the soul from someone’s body, and make it fight for you. One creature of your choice, within 10 feet of you, must make a Wisdom Saving Throw. On a failed save, you rip out part (or all) of their soul, and it manifests as a Shadow (your DM has the statistics) under your control, for up to one minute. While it’s soul is manifested like this, the creature is Poisoned (condition). At the end of each of its turns, the target can make another Wisdom Saving Throw. On a successful save, after the Shadow dies, or after one minute, the soul returns to the creature’s body, ending the Poison effect.

Will of the Necropolis (None)

Prerequisite (Blood Death Knight) (Level 17):

As an action, you push your allies beyond what they would be able to normally do. This ability requires concentration. You may choose up to 4 creatures within 30 feet of you, and cast the spell “Haste” on them. As a downside, when the spell ends, they get one level of Exhaustion in addition to the normal wave of lethargy.

Credit: Dave Allsop


Army of the Dead

Huge Swarm of Medium Zombies, Chaotic Evil


  • Armor Class 8 (Natural Armor)
  • Hit Points 150 (13d12 +65)
  • Speed 20 feet

STR DEX CON INT WIS CHA
25 (+6) 6 (-2) 20 (+5) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 60ft., Passive Perception 8
  • Languages Understands all languages of its creator, but cannot speak.

Swarm: The swarm can occupy another creatures’ space and can move through any opening that a medium creature could. Can’t regain HP or gain Temp HP.

Undead Fortitude: If damage reduces the swarm to 0, it makes a CON saving throw with the DC as the damage unless the damage was from a Critical Hit or Radiant. On a success drop to 1 HP instead.

Actions

Mob. Melee Weapon Attack: +10 to hit, reach 0ft., one target in the swarms space. Hit: 2d6+6 bludgeoning damage. Creatures that are large or smaller are grappled. They can use their action to make a contested Athletics or Acrobatics to escape, DC 17.


Dancing Rune Weapon

Small Construct, unaligned


  • Armor Class 12 + Your Proficiency Bonus (Natural Armor)
  • Hit Points equal the weapon's Constitution modifier + five times your death knight level
  • Speed fly 50ft. (Hover)

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5)

  • Saving Throws Dex +4
  • Damage Immunities poison; psychic
  • Condition Immunities blinded, charmed deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7

Antimagic Susceptibility The weapon is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the weapon must succeed on a Constitution saving throw against the caster's save DC or turn back into a normal weapon

False Appearance While the weapon remains motionless and isn't flying, it is indistinguishable from a normal weapon.

A Trusted Tool All allies within 5 ft. of the weapon get +2 to their AC bonus.

Blood Magic The Death Knigth that made the weapon adds their Proficiency Bonus to the weapons Attack and Damage rolls

Actions

Slash Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning, slashing, or piercing damage (Whichever is appropriate for the weapon you are using)

Credit: Dave Allsop


Unholy Ghoul

Medium Undead, Chaotic Evil


  • Armor Class 12 + Your Proficiency Bonus (Natural Armor)
  • Hit Points equal the ghoul's Consituion modifier + your Constitution Modifier + 5 times your Death Knight level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Saving Throws STR +3, WIS +2
  • Damage Immunities Necrotic
  • Condition Immunities Charmed
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands all languages its creator speaks, but cannot speak.

Loyal Minion: Add your proficiency bonus to the ghoul's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.

Vile Claws: If the Ghoul attacks a target that is infested by boils from a Death Knight’s Festering Strike, its attack can pop one boil for bonus necrotic damage equal to the Death Knights Proficiency Modifier.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1d6 + 1 slashing damage.


Credit: Blizzard Entertainment

 

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