Death Knight[edit]
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By Rayph Beisner for World of Warcraft
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“
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Risen from the dead, the death knights gain power from a pact they formed with dark forces, reborn as powerful Knights who are controllers of the undead.
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”
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—JohnSmith82
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Class Traits
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Role: Striker. A melee striker, they utilize minions and special effects to provide both damage and utility, and often weaken or hamper the target in some way.
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Power Source: Divine. Despite being a dark and necrotic empowered class, they still gain power from divine inspiration. However, their inspiration is dark and unsettling, usually from evil or unaligned gods, willing to imbue their followers with power if they pledge allegiance to them.
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Key Abilities: Strength, Charisma, Constitution
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Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
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Weapon Proficiencies: Simple melee, military melee, simple ranged
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Implements: Holy Symbol
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Bonus to Defense: +1 Fortitude, +1 Will
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Hit Points at 1st Level: 12 + Constitution score
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Hit Points per Level Gained: 5
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Healing Surges per Day: 8 + Constitution modifier
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Trained Skills: Religion. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int)
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Build Options: Pestilence, War, Death
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Class Features: Summon Minion, Channel Divinity, Undead Body, Death's Embrace, Pestilence Pact, War Pact, Death Pact
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Death Knight Overview
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Characteristics: The death knight is a predominately melee striker who augments his powers with unholy power, and utilizes minion attacks. While death knights mostly lack ranged powers, they can choose to strike at a distance with minions.
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Religion: Death knights are divinely inspired, so their religion is extremely important to them. Despite being divinely inspired however, many death knights simply dedicate themselves to their gods as a way to gain power in return, meaning that their commitment to these Gods is quite often conditional. Death knights most often favor unaligned or evil gods, however a blend of variously aligned gods is not uncommon, with some choosing to worship both good and evil Gods. Many Good or Lawful Good death knights have forged a pact with Bane, the god of war, in order to receive his dark blessing, still being moral individuals who pay penance to their previous good aligned deities. Death knights who follow this route use their dark powers for good, rather than evil, but justify their often questionable actions and power source as a necessary for pragmatic reasons. As many death knights were previously paladins, it's not uncommon for them still to worship good or even lawfully good gods, and follow strict moral codes in other areas of life.
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Races: The death knight favors races with Strength and either Charisma or Constitution, with Strength being the primary ability for all paths of the death knight. Dragonborn, goliaths, dwarves, muls, minotaurs, warforged and orcs strongly favor the class, while half-orcs and humans are known to make strong death knights, due to their extra utility and damage. Because their secondary abilities are not as important as strength, any race which boosts Strength can be ideal for the death knight.
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Creating a Death Knight[edit]
- Ability Scores
Strength should be your primary ability. As almost all of your powers utilize strength for the attack and damage roll, strength should have the highest score of all your abilities, and 20 or 18 strength at character creation (after racial bonuses are added) is recommended. Secondary abilities, such as Charisma or Constitution, are also useful for the death knight. Charisma will help boost abilities in the Pestilence Pact, or with powers that possess special abilities, where as Constitution helps to boost the War Pact, which rests primarily on doing extra damage. The Death Pact benefits primarily from strength, and can benefit from either constitution or charisma powers depending on your choice of powers.
- Feats
Death knights are as much about toughness and utility as they are about doing extra damage. Therefore, a blend of defensive and offensive feats is recommended, although your naturally high defenses may not necessitate such feats. Toughness and improved defenses are good, but like for any melee striker, an emphasis on weapon's and expertise feats are suggested. Any weapon proficiency or similar feat is thus suggested, as well as weapon focus. With an emphasis on cold and necrotic damage, Burning Blizzard or Dark Fury are recommended. Newer death knight feats are also recommended, which allow you to replace abilities like Dark Fury or Burning Blizzard, and augment your other powers.
- Equipment
As you are a class dependent on heavy armor, with secondary abilities that do not boost lightly armored defenses (such as Dexterity or Intelligence), you should start with the highest armor you can, or plate. Scale is a possible option, however you will lose some defenses for added maneuverability. Choosing heavy shields or two-handed weapons will be your biggest choice; if you want to do more damage, you should go with two-handed weapons, which also can receive additional benefits with certain powers based on your pact and secondary attributes (adding constitution as extra damage on some attacks). As all of your melee attacks can substitute your enhancement with your implement bonus instead, and your minion attacks will be dependent on your implement bonus, it is wise to choose a magical holy symbol. Otherwise, standard adventuring gear is suggested.
- Implement Bonus
When you wear or hold your holy symbol, you can add its enhancement bonus to the attack rolls and the damage rolls of powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you have proficiency.
You can also use a weapon as an implement if you are proficient with that weapon. When wielding the weapon as an implement, the weapon's characteristics-proficiency bonus, damage die, and weapon properties like defensive or high crit-are irrelevant to your implement powers. Only the weapon's enhancement bonus applies to implement rolls.
If you have both an implement and a magic weapon, you choose before you use an attack power whether to draw on the magic of the implement or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of implement and the critical hit effect of your magic weapon with the same attack.
Death Knight Class Features[edit]
Undead Body[edit]
Members of this class are considered undead creatures for the purpose of effects that relate to the undead keyword. You are also considered a living creature. You do not need to eat, drink, breathe or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation.
Summon Minion[edit]
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By mindspaceapocalyspe [1]
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Summon Minion
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Death Knight Attack 1
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You summon an arcane minion of the damned, eager to follow your every command.
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At-Will Necrotic
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Minor Action
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Ranged 10
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Target: One unoccupied square
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Effect: You can summon an ordinary death knight minion to fight by your side.
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Special: You can only summon a number of death knight minions (including special minions) per day equal to your minion threshold. In addition, you can only summon one minion at a time (unless another power specifies otherwise).
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Death Knight Minion's (4e Creature)
You can summon a minion under your control, a number of times per day, equal to your Minion Threshold limit. An ordinary minion lasts until the end of the day or until it is killed. The minion can attack separately from you, and can make move, minor, and standard actions as if it were another character or creature. As it is a minion of yours, it cannot speak to most creatures and does not have the common language, although it can speak to other undead and death knights. You can communicate with your minion telepathically out to a range of 20 squares. The minion's attributes, capabilities, and damage are all determined by the minion of your choice. When minions die, they disappear for the rest of the day, but can be re-summoned the next day. Minions never truly die, as they simply return to the netherworld to heal, or can be reanimated. You gain a minion threshold, which limits how many minions you can summon or resummon per day, which at heroic tier is 2 minions per day. At level 11, you can summon a minion 3 times per day, and at level 21, you can summon a minion 4 times per day. You still cannot have more than one minion summoned at a time, unless a power otherwise specifies. Certain powers (especially dailies), allow you to summon additional minions. However, you can only summon these additional minions a number of times equal to your daily value. So, for instance, if you summoned a ghoul minion one time in a day, you could only summon one daily minion for that day (although you could still use that daily power, just not summon the minion). Summoning daily minions often dismiss your primary minion, but this minion can be resummoned without counting towards your daily value (unless otherwise stated).
A list of death knight minions can be found in the Death Knight Minion's (4e Creature) page. Death knight minions are an important part of the death knight's damage, just like the ranger's Hunter's Quarry or Warlock's Curse. For all intents and purposes, they count as another creature, and thus provide flanking benefits for combat advantage. They are not capable of opportunity attacks, however (unless a power otherwise specifies). In addition to this, they provide extra damage, ranging from 1d4 to 1d10 as extra damage to the target, more or less replicating abilities like Hunter's Quarry or Warlock's Curse of similar striker classes. They also allow multiple targets to be targeted, giving them the ability to pick off multiple enemies at once. Death knight minions are an extension of the death knight themselves; any creature they kill or do damage to count as the death knight, and their attributes are based on the death knight's own. Further, they use the death knight's strength to determine their own attack and damage rolls, as well use a fraction of the death knight's health. Their defenses and skill bonuses also improve by the death knight's, or 1/2 the death knight's level. Any armor enhancement bonuses you receive from your equipment are also added to the minion's defense bonuses. Minions gain your implement enhancement bonus to attack rolls; as your weapon can serve as an implement, this bonus can be the equivalent of your weapon. They do not however gain any special effects from your weapon or implement when attacking, just the enhancement bonus to attack rolls.
If you choose the ghoul minion, you can summon two at a time at no extra cost or limit to your daily summoning value. However, all other minions can only be summoned once at a time (unless otherwise specified). Certain powers allow you to summon extra minions, and these powers are considered separate from the Summon Minion power. So for instance, if the War Pact allowed you to summon an extra ghoul to damage, it would not count towards your daily summoning limit, or count as an ordinary Summon Ghoul ability. Thus, you can use two ghouls, instead of one (capable of striking 3 targets instead of 2, and using 2d4 total damage).
Minion Threshhold
You can only summon a number of minions per day, equal to your minion threshold. This starts off at 2 at level 1, and increases to 3 at level 11, and 4 at level 21. Whether special minions or ordinary minions, you can only summon so many minions per day. Unless a power otherwise specifies, summoning any kind of minion counts towards your daily threshold. In particular, daily powers generally allow you to summon a creature for only 2 turns before it counts towards your daily minion threshold. After 2 turns, the creature counts towards your daily minion threshold and thus the total number you can summon. Thus, you can only summon your primarily minion and a special minion with your daily power once per day. If you primary minion dies, you must resummon it, and thus this counts towards your daily minion threshold. If you switch minions and summon another minion in it's place, this also counts towards your daily minion threshold. This prevents you from using too many daily powers or summoning too many different types of minions per day. It also prevents you from resummoning your minion an infinite amount of times per day, should it die. As it is an essential part of your damage, you don't want to lose the ability to summon your minions. Ghouls notably don't count towards your daily minion threshold like normal minions do. You can summon an extra ghoul with no impact on your daily minion threshold.
Death's Embrace[edit]
You gain an extra attack power, based on either Charisma or Constitution. You can use the power once per day equal to your highest ability modifier of Charisma or Constitution. So, if you had 16 Charisma, you could use the power 3 times per day. You deal extra damage to the target equal to half your healing surge value plus your strength modifier as extra damage, at the cost of one healing surge, which cannot be reduced in any way.
Death's Embrace
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Death Knight Attack 1
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Unlike the paladin, death knights consume the lifeforce of their enemies, weakening the enemy at a melee's touch.
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At-Will Necrotic, Divine
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Minor Action
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Melee
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Target: One Creature
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Effect: You lose one healing surge, but regain no hitpoints. Instead, the next time you damage a creature with an attack, you deal extra damage to the target equal to half your healing surge value plus your strength modifier.
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Special: You can only use this power once per day, equal to your highest ability modifier of either Charisma or Constitution. In addition, you can only use this ability once per round.
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Channel Divinity[edit]
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as Patron Mettle and Unholy Strength. Some death knights learn other uses for this feature; for instance, the divinity feats in Chapter 6 (PHB1) grant characters with access to the Channel Divinity class feature the ability to use additional special powers.
Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Unholy Strength
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Channel Divinity Utility 1
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Your dedication and allegiance to the gods fills you with great strength.
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Encounter Necrotic, Divine
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Free Action
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Melee
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Trigger: You damage a creature with an attack.
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Target: The creature.
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Effect: You deal extra damage to the target equal to your strength modifier.
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Patron Mettle
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Channel Divinity Utility 1
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Your pleas to the gods have caused them to mettle in ordinary mortal affairs to aid you in battle.
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Encounter Necrotic, Divine
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Free Action
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Ranged 10
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Trigger: An ally is targeted with an attack.
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Target: The Ally
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Effect: The creature re-rolls the attack roll with a -2 penalty. The creature uses the lowest result of either dice roll.
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Knight Pact[edit]
As a death knight, you have the choice of three pacts, the Pestilence Pact, the War Pact, and the Death Pact. As the unholy knights of death, you gain features of the Horsemen of the Apocalypse. With each pact, you gain the following bonuses:
Pestilence Pact:
The pestilence pact favors Strength and Charisma as it's primary and secondary abilities. In addition, any target suffering from an ongoing condition you've inflicted takes a -2 penalty to saving throws against them. Certain powers receive bonus's when you use the Pestilence Pact. In addition, you gain the encounter power "The Plague." When a non-minion creature you've attacked in the last turn dies, you can choose for any creature moving through it's space to contract "The Plague", which deals damage over time equal to your Charisma modifier (save ends).
War Pact:
The war pact favors Strength and Constitution as it's primary and secondary abilities. With certain powers, you may add your constitution modifier as extra damage to the target. In addition, you gain the "Rising Fury" encounter power. When a non-minion creature you've attacked dies from that attack, you can choose for it to be reanimated as a ghoul, until the end of the encounter.
Death Pact
The Death Pact pact favors Strength and either Constitution or Charisma as it's primary and secondary abilities. When you have the Death Pact, you may use a one-handed weapon in your off-hand as if it is an off-handed weapon. In addition, you gain the two-weapon defense feat even if you don't meet the prerequisites. You also gain the "Shadow Burst" encounter power. When a non-minion creature you've attacked in the last turn dies, a cloud of shadow forms in a 5 x 5 zone in the creature's space, which grants all creatures within it partial concealment (which you can ignore). While in the cloud of shadow, you can take a free reaction to gain concealment, and the concealment can persist with a sustain minor.
If you chose the Pestilence pact, you gain the power "The Plague."
The Plague
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Death Knight Utility 1
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All life inevitably comes to an end, and not with a bang, but with a whimper.
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Encounter Necrotic, Divine
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Free Action
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Ranged 10
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Trigger: A creature you've targeted with an attack in the last turn dies.
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Target: The creature.
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Effect: When the creature dies, it contracts "the plague", which causes ongoing damage to all creatures next to it you choose equal to your Charisma modifier damage (save ends). In addition, if a creature walks through the space of the creature who died, you can choose for it to contract the plague, and cause ongoing damage to enemy's adjacent to it.
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Special: Once per turn, you can choose for creatures adjacent to creatures with "the plague" to contract the plague, and receive the same ongoing damage (save ends). A creature who has gained the plague cannot spread it in the same turn it has contracted it.
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If you chose the War Pact, you gain the "Rising Fury", power.
Rising Fury
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War Pact Utility 1
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Death, is only the beginning.
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Encounter Necrotic, Divine
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Free Action
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Ranged 10
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Trigger: You kill a non-minion creature.
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Target: The creature.
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Effect: When the creature dies, it is reanimated as a ghoul. As a result you may summon an additional ghoul minion in the square the previous creature occupied, although it does not count towards your minions summoned for the day. It has all the same abilities and attributes as a ghoul minion, and can attack independently of you. This minion is dismissed at the end of the encounter.
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If you chose the Death pact, you gain the power "Shadow Burst."
Shadow Burst
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Death Pact Utility 1
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A ring of death forms around the targets you defeat, concealing the area around them.
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Encounter Necrotic, Divine
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Free Action
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Ranged 10
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Trigger: A creature you've targeted with an attack in the last turn dies.
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Target: The creature.
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Effect: When the creature dies, a close burst 2 area forms around the creature, which creates a zone that lasts until the end of the encounter. All creatures within the zone gain partial concealment, and while in the zone you can ignore all concealment against creatures you target with an attack.
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Special: While you are in the zone, you can take a free action to gain partial concealment until the end of your next turn, whether you are in the zone or not. With a sustain minor, you can maintain partial concealment and the condition persists.
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Heroic Death Knight[edit]
Level |
Feats Known |
Class Features and Powers
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1 |
1 |
Undead Body
Summon Minion
Death's Embrace
Channel Divinity
Knight Pact
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2 |
+1 |
Utility Power
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3 |
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1 Encounter Power
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4 |
+1 |
Ability Score Increase
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5 |
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1 Daily Power
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6 |
+1 |
Utility Power
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7 |
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1 Encounter Power
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8 |
+1 |
Ability Score Increase
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9 |
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1 Daily Power
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10 |
+1 |
Utility Power
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Level 1: At-Will Powers[edit]
Benefit: You gain two of the following powers. At level 21, the damage of the at-wills increases to double the damage die or 2[W].
Blight
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Death Knight Attack 1
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Life and death become fleeting terms for those of us unfortunate enough to be afflicted with the plague.
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At-Will Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. AC
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Hit: 1[W] + strength modifier necrotic damage. In addition, the target suffers either a -1 penalty to attack rolls or all defenses (save ends). This ability can stack with itself; for instance, two successful attacks could result in -2 to all defenses, and so on, up to a limit of -4.
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Special: (Pestilence Pact) If you possess the Pestilence Pact, on a successful hit the target is also slowed.
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Unholy Strike
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Death Knight Attack 1
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Some attacks are designed to weaken the target. Others are designed to kill and maim as efficiently as possible.
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At-Will Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. AC
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Hit: 1[W] + strength modifier necrotic damage.
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Miss: On a miss, you do strength damage instead.
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Special: (War Pact) If you are wielding a two-handed weapon and possess the war pact, on a successful hit the target takes extra damage equal to your constitution modifier.
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Unholy Covenant
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Death Knight Attack 1
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You push with all your might, sending each creature adjacent to you flying away.
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At-Will Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. Fortitude
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Hit: 1[W] + strength modifier damage. You can make a secondary attack against each adjacent creature to you, including the target of the attack (Strength vs. Fortitude). If the attack is successful, the creature is pushed 1 square.
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Invigorating Strike
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Death Knight Attack 1
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Your attacks invigorate you, giving you the will to continue battle.
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At-Will Divine, Weapon, Necrotic, Cold, "Invigorating"
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. AC
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Hit: 1[W] + strength modifier damage.
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Special: As the attack possesses the invigorating keyword, you gain temporary hitpoints equal to your constitution modifier if you are trained in endurance. As well, you can use the attack as a melee basic attack.
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Death's Touch
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Death Knight Attack 1
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Your attacks stretch to an unnatural distance, a clear indication of your mastery of the undead.
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At-Will Divine, Weapon, Necrotic, Cold, Reach
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Standard Action
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Reach Reach 1, Charisma Modifier
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Target: One Creature.
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Attack: Strength Vs. AC
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Hit: 1[W] + strength modifier damage.
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Special: (Pestilence Pact) Your reach becomes your Charisma modifier.
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Frost Strike
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Death Knight Attack 1
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The cool, icy touch of death plagues anyone not accustomed to the undead.
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At-Will Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength + 2 Vs. AC
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Hit: 1[W] + strength modifier cold damage.
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Heart Strike
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Death Knight Attack 1
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You draw on the power of your blood to satiate your eternal hunger.
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At-Will Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One creatures
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Attack: Strength Vs. AC
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Hit: 1[W] and in addition each enemy adjacent to you takes damage equal to your Charisma or Constitution modifier.
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Death Strike
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Death Knight Attack 1
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Your attacks are powered by the inevitability of death.
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At-Will Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Requirement: You must be wielding two melee weapons.
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Target: One or two Creatures.
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Attack: Strength Vs. AC (melee; main weapon and off-hand weapon), two attacks
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Hit: 1[W]
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Level 1:[edit]
Benefit: You gain one of the following encounter powers, and gain one of the following daily powers:
Piercing Strike
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Death Knight Attack 1
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Silvery spikes cover your weapon, punching through your foe’s armor.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature
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Attack: Strength Vs. Will
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Hit: 2[W] + strength modifier damage.
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Special: (War Pact) If you possess the war pact, the target takes extra damage equal to your constitution modifier.
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Enfeebling Strike
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Death Knight Attack 1
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Your brutal weapon attack leaves your foe weakened.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. Fortitude
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Hit: 1[W] + Strength. In addition, the target takes 5 ongoing damage and takes a -2 penalty to attack rolls or defense (save ends).
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Special: (Pestilence Pact) If you possess the pestilence pact, on a successful hit the target is additionally blinded or dazed.
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Unholy Challenge
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Death Knight Attack 1
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You strike at each enemy around you, challenging them to strike you instead of your enemies.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Close Burst 1
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Target: Each creature in Burst.
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Attack: Strength Vs. AC
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Hit: 1[W] + Strength. The target is slowed until the end of your next turn.
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Judgment of the Armageddon
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Death Knight Attack 1
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Judgment awaits those facing the final end of Armageddon.
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Daily Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. Fortitude
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Hit: 3[W] + Strength. In addition, the target takes 5 ongoing damage and the target is additionally dazed or blinded (save ends).
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Miss: Half damage, and the target takes 2 ongoing damage and is additionally dazed or blinded.
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Effect: You spend a healing surge, but do not regain hitpoints.
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Summon Zombie
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Death Knight Attack 1
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You summon an additional zombie minion to aid you, demonstrating your power over the undead.
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Daily Divine, Implement, Necrotic, Cold
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Standard Action
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Ranged 10
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Target: One Unoccupied Square
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Effect: You summon a zombie minion in an unoccupied square within range of the power and adjacent to an enemy, which it makes a melee basic attack against. On a successful hit, the zombie does 2d8 + Strength extra damage.
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Special: 2 turns after the daily power is activated, the zombie minion is dismissed. However with a sustain minor, the zombie persists until the end of your next turn (until the end of the encounter). While the daily power counts towards your total minion limit if you exceed the 2 turn limit, it does not dismiss your primary minion.
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Level 2: Utility Power[edit]
Benefit: You gain one of the following powers.
Týr's Weapon
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Death Knight Utility 2
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You are blessed by the god of war, not to fulfill a divine purpose but solely for destruction.
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Daily Divine
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Minor Action
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Personal
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Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra necrotic or cold damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18 - 20 against creatures vulnerable to necrotic or cold damage.
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Unnatural Vitality
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Death Knight Utility 2
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You possess an unnatural vitality, and a way to artificially improve your body's vigor.
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Encounter Divine
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Minor Action
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Personal
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Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.
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Inhuman Sprint
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Death Knight Utility 2
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You travel with an inhuman grace, your body unnaturally stretching to allow you to travel at higher speeds than your body would normally allow.
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Encounter Divine
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Free Action
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Personal
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Trigger: You or your minion make a move action.
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Effect: The target can move their speed +4. In addition, they gain a +4 bonus to oppurtunity attacks provoked during the movement.
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Level 3:[edit]
Benefit: You gain one of the following powers.
Unholy Smite
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Death Knight Attack 3
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You smite the target with your weapons blessed by unholy power, delivering tremendous force to your enemies.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature.
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Attack: Strength Vs. AC
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Hit: 3[W] + strength modifier damage.
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Special: You grant combat advantage against the target until the end of your next turn.
(War Pact) If you possess the war pact, the target takes extra damage equal to your constitution modifier.
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Dual Strike
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Death Knight Attack 3
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You strike with a sudden haste, allowing you to hit more than one target at a time.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature or two creatures.
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Attack: Strength Vs. AC, two attacks
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Hit: 1[W] + strength modifier damage. In addition, the target suffers either a -1 penalty to attack rolls or all defenses (save ends). This ability can stack with itself, so for instance two successful attacks could result in -2 to all defenses, and so on.
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Special: (Pestilence Pact) If you possess the Pestilence Pact, the target also takes the penalty to perception rolls and either grants combat advantaged, or is slowed.
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Crippling Will
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Death Knight Attack 3
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You target the creature's will directly, taking them out of the fight before the battle even begins.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Ranged 10
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Target: One Creature
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Attack: Strength + 2 Vs. Will
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Hit: 2d8 + Strength Modifier. In addition, the target is immobilized until the end of your next turn.
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Minion Strike
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Death Knight Attack 3
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Your minion eagerly attacks your enemies, eager to serve your every command.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. Reflex
|
Hit: 3 [Minion] + strength modifier damage. In addition, the target is weakened until the end of your next turn.
|
*Note: This power can only be used with regular minions, and not special minions.
Level 4: Ability Score Increase[edit]
Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 5:[edit]
Benefit: You gain one of the following powers.
Revelation of Destruction
|
Death Knight Attack 5
|
And out of his mouth goes a sharp sword, that with it he should smite the nations...and he treads the winepress of the fierceness and wrath of Almighty God. And he hath on his vesture robes and on his thigh a name written, King of Kings, and Lord of Lords.
|
Daily Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature.
|
Attack: Strength Vs. AC
|
Hit: 4[W] + strength modifier damage.
|
Miss: You deal half damage to the target.
(War Pact) If you possess the war pact, the target takes extra damage equal to your constitution modifier.
|
Special: You spend a healing surge but regain no hitpoints. This cannot be reduced in any way.
|
Summon Infernal
|
Death Knight Attack 5
|
In a sudden blaze of incredible fire and darkness, a meteorite soars through the sky, tearing a hole between dimensions and coming down from the Twisting Nether, where it unleashes an infernal Guardian familiar.
|
Daily Divine, Implement, Necrotic, Cold, Fire
|
Standard Action
|
Ranged 10
|
Effect: You summon an infernal minion in the place of your current minion. Each target adjacent to the Infernal on a successful Strength + 2 vs. Reflex attack takes 2d10 + Strength modifier damage.
|
Special: 2 turns after the daily power is activated, the Infernal Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Infernal for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your infernal minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.
|
Level 6: Utility Power[edit]
Benefit: You gain one of the following powers.
Knight's Persistence
|
Death Knight Utility 6
|
Your unnatural vitality yields an unusual persistence against death.
|
Encounter Divine
|
Free Action
|
Personal
|
Trigger: You fail a saving throw.
|
Effect: You can re-roll the saving throw with a +4 bonus. You can choose the either result.
|
Combat Surge
|
Death Knight Utility 6
|
You are overcome by a sudden surge in power, giving you the power to strike with greater certainty.
|
Daily Divine
|
Free Action
|
Personal
|
Trigger: You target an enemy with an attack.
|
Effect: You can re-roll the attack roll and use the highest of either result.
|
Action Surge
|
Death Knight Utility 6
|
When you make another attack, you harden your resolve to ensure the attack counts.
|
Encounter Divine
|
Free Action
|
Personal
|
Trigger: You spend an action point.
|
Effect: When you spend an action point to make an attack, you gain a +1 bonus to the attack roll of that attack.
|
Level 7:[edit]
Benefit: You gain one of the following powers.
On pain of Death
|
Death Knight Attack 7
|
The enemy must answer to you on the pain of Death.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 4[W] + strength modifier damage.
|
Special: You take a -2 penalty to all defenses until the end of your next turn.
(War Pact)If you possess the war pact, the target takes extra damage equal to your constitution modifier.
|
Diabolic Grasp
|
Death Knight Attack 7
|
You latch on to the enemy, preventing them from cowardly fleeing the battle.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee, Ranged 5
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 1[W] + strength modifier damage. In addition, the target takes a -2 penalty to attack rolls (save ends).
|
Special: Make a secondary ranged attack against another creature within 5 squares (Strength vs. Reflex). On a successful hit, you do 2d8 + Strength modifier damage and pull the target to a square adjacent to you.
|
Hellfire
|
Death Knight Attack 7
|
You expel an unholy fire, incinerating the enemies around you.
|
Encounter Divine, Weapon, Necrotic, Cold, Fire
|
Standard Action
|
Melee, Close Blast 3
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 1[W] + strength modifier damage.
|
Special: Make a secondary close blast 3 attack that includes the primary target (Strength vs. AC). On a successful hit, each target in the blast takes 1d8 damage + your strength and charisma modifier damage.
|
Level 8: Ability Score Increase[edit]
You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.
Level 9:[edit]
Benefit: You gain one of the following powers.
Fimbulvinter
|
Death Knight Attack 9
|
It sates itself on the life-blood of fated men; paints red the powers' homes with crimson gore. Black become the sun's beams in the summers that follow, weather's all treacherous. Until the world turns to an eternal winter.
|
Daily Divine, Implement, Necrotic, Cold
|
Standard Action
|
Ranged Area Burst 2
|
Target: Each enemy in burst
|
Attack: Strength + 3 Vs. Reflex
|
Hit: 2[W] + Strength modifier.
|
Special: Make a secondary attack attack against one creature in the burst (Strength + 3 vs. Reflex). On a successful hit, the creature is dominated for two turns. Then, the creature can make a saving throw to end the condition each turn after.
|
Summon Doomguard
|
Death Knight Attack 9
|
After an intense ritual session, the blessed soulstone conjures a demon from the pits of hell, unleashing a chaotic, barely contained creature to maintain it's presence in combat.
|
Daily Divine, Implement, Necrotic, Cold, Fire
|
Standard Action
|
Ranged 10
|
Effect: You summon a Doomguard minion in the place of your current minion, and it can make a melee basic attack against one adjacent enemy. On a successful hit, add 2d10 extra damage to the damage.
|
Special: 2 turns after the daily power is activated, the Doomguard Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Doomguard for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your Doomguard minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.
Alternatively, you can choose for the Doomguard to be "released". When released, the Doomguard does not count against your daily minion value and does not require a sustain minor. Once released however, a Doomguard will begin to attack enemies and allies alike at random. Assign a random number to each creature within the attack range of the Doomguard, and use a random number generator or dice equal to the number of creatures within the Doomguard's attack range. When that creature's number comes up as a result of the random number generated, the Doomguard will move to attack that creature. Once a Doomguard is released, the Doomguard will continue to attack random targets until it is dismissed or killed.
|
Level 10: Utility Power[edit]
Benefit: You gain one of the following powers.
Minion's Triumph
|
Death Knight Utility 10
|
You give your minion the ability to strike, enhancing their power with your own.
|
Encounter Divine
|
Minor Action
|
Personal
|
Effect: Your minion can make a melee basic attack against the target.
|
Benediction
|
Death Knight Utility 10
|
With the Death Knight's dominion over the undead, they occasionally bring life back to the living.
|
Encounter Divine
|
Minor Action
|
Ranged 10
|
Effect: An ally within 10 squares of you who is dying can instead spend a healing surge and regain hitpoints equal to their healing surge value. Or, you may spend a healing a surge.
|
Dealer's Shift
|
Death Knight Utility 10
|
You decide to imbue your movement with unholy power, allowing you to move unnaturally over rough terrain.
|
Encounter Divine
|
Move Action
|
Personal
|
Effect: You or your minion can shift up to your speed, and ignore difficult terrain during the movement.
|
Paragon Death Knight[edit]
|
Image by Reaper 78 [2]
|
Level |
Feats Known |
Class Features and Powers
|
11 |
+1 |
Ability score increase Paragon Path Features Paragon Path Power
|
12 |
+1 |
Paragon Path Power
|
13 |
|
1 Encounter Power
|
14 |
+1 |
Ability score increase
|
15 |
|
1 Daily Power
|
16 |
+1 |
Paragon Path Feature
|
17 |
|
1 Encounter Power
|
18 |
+1 |
Ability score increase
|
19 |
|
1 Daily Power
|
20 |
+1 |
Paragon Path Power
|
Level 11: Ability Score Increase[edit]
Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.
Level 11: Paragon Path Features[edit]
Benefit: You gain the level 11 features of your chosen paragon path. The suggested Paragon Path is the "Unholy Knight", path.
Knight's Action (Level 11): When you spend an action point to make an attack, the target of the attack also takes a -2 penalty to all defenses (save ends).
Necrotic Skill (Level 11): You gain a +1 bonus to attack rolls of weapon attacks.
Knight's Ascension (Level 16): You are immune to all diseases, and you never have to make Endurance checks to resist disease or fatigue. You are also immortal, and considered an immortal creature for the purpose of effects that relate to creature origin. Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you fail your first saving throw. You also gain a +2 bonus to all saving throws.
Level 11: Paragon Path Power[edit]
Benefit: You gain the level 11 power of your chosen paragon path.
Summon ProtoDragon
|
Death Knight Attack 11
|
You summon an ancient race of Dragons, lost since forgotten in the Earthly realms.
|
Encounter Divine, Implement, Necrotic, Cold, Fire
|
Standard Action
|
Ranged 10
|
Effect: You summon a Protodragon minion in the place of your current minion. In then makes an attack (Close Blast 4) against each enemy in the blast, against their reflex defense (+2). On a successful hit, this damage is equal to 2d10 + Your Strength modifier.
|
Special: 2 turns after the daily power is activated, the Protodragon Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Protodragon for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your Protodragon minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.
|
Level 12: Paragon Path Power[edit]
Benefit: You gain the level 12 power of your chosen paragon path.
Death's Defiance
|
Death Knight Utility 12
|
Your very essence defies the presence of death, resisting it at every turn.
|
Daily
|
Free Action
|
Personal
|
Trigger: You drop at or below zero hitpoints.
|
Target: Yourself.
|
Effect: You are no longer dying and can spend two healing surges to regain hitpoints equal to your bloodied value.
|
Level 13:[edit]
Benefit: You gain one of the following powers.
Overwhelming Strike
|
Death Knight Attack 13
|
You strike with such incredible force that the target is left reeling from the attack.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 3[W] + strength modifier damage. In addition, the target is dazed until the end of your next turn.
|
Special: (War Pact)If you possess the war pact, the target takes extra damage equal to your constitution modifier.
|
Minion Smite
|
Death Knight Attack 13
|
Your minion takes the stand, attacking the target ferocious might.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 3[Minion] + strength modifier damage. In addition, the target is blinded (save ends).
|
Miss: Half 3[Minion] + strength modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
|
*Note: This power can only be used with regular minions, and not special minions.
Infernal Explosion
|
Death Knight Attack 13
|
You send a burst of Necrotic energy to the enemy, decimating everything within the zone.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Ranged, Area Burst 1 10
|
Target: Each enemy in Burst
|
Attack: Strength Vs. AC
|
Hit: 2d6 + Strength Modifier Damage
|
Miss: 1d6
|
Special: (Pestilence Pact) If you possess the pestilence pact the target is slowed and knocked prone.
|
Level 14: Ability Score Increase[edit]
Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 15:[edit]
Benefit: You gain one of the following powers.
Avalanche of Gehenna
|
Death Knight Attack 15
|
All mortal men must ultimately face the eternal judgment of death. Then it is the immortal men who are immune to this risk; it is the immortal men who are Gods.
|
Daily Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 5[W] + strength modifier damage.
|
Special: The target takes a -2 penalty to all defenses and is restrained (save ends).
(War Pact)If you possess the war pact, the target takes extra damage equal to your constitution modifier.
|
Summon Patchwork Horror
|
Death Knight Attack 15
|
You summon a horrific, Ghastly beast, a combined etching of a dozen men, blended in to one, horrific, nasty beast.
|
Daily Divine, Implement, Necrotic, Cold
|
Standard Action
|
Ranged 10
|
Target: One Unoccupied Square.
|
Effect: You summon a Patchwork Horror Minion in an unoccupied square within range of the power and adjacent to an enemy, which it makes a melee basic attack against. On a successful hit, the Patchwork Horror does 3d8 + Strength extra damage.
|
Special: 2 turns after the daily power is activated, the Patchwork Horror minion is dismissed. However with a sustain minor, the Patchwork Horror persists until the end of your next turn (until the end of the encounter). While the daily power counts towards your total minion limit if you exceed the 2 turn limit, it does not dismiss your primary minion.
|
Level 16:[edit]
Benefit: You gain one of the following powers.
Unholy Divinity
|
Death Knight Utility 16
|
The bond between the undead and their minions only grows stronger with time.
|
At-Will Divine
|
Free Action
|
Personal
|
Trigger: Your minion makes a skill check roll.
|
Effect: Your minion can use your skill check roll in place of their own.
|
Haven of Death
|
Death Knight Utility 16
|
You become a haven of death, containing the power of the undead within.
|
Encounter Divine
|
Free Action
|
Personal
|
Trigger: You make a Stealth, Thievery, or Bluff roll.
|
Effect: You can add a +4 bonus to the result of the roll.
|
Necrosis
|
Death Knight Utility 16
|
With every action you beset against the enemy, you weaken their ability to fight.
|
Daily Divine
|
Minor Action
|
Melee
|
Effect: On a successful attack, you can cause 3 ongoing damage and the target is weakened (save ends).
|
Level 17:[edit]
Benefit: You gain one of the following powers.
Hand of Death
|
Death Knight Attack 17
|
You extend to your enemy the hand of death, sapping their very will to live.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 4[W] + strength modifier damage. The target takes a -2 penalty to all defenses until the end of their next turn.
|
Special: (War Pact)If you possess the war pact, the target takes extra damage equal to your constitution modifier.
|
Piercing Smite
|
Death Knight Attack 17
|
You use your unholy power to penetrate your enemy's defenses, bypassing their normal physical barriers.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. Will
|
Hit: 3[W] + strength modifier damage. The target is stunned (save ends).
|
Death's Radiance
|
Death Knight Attack 17
|
You exude the vary essence of the undead, with devastating effects on your enemies.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Close Burst 2
|
Target: Each enemy in burst
|
Attack: Strength Vs. Reflex
|
Hit: 2[W] + strength modifier damage. The target is pushed 1 square, slowed (save ends) and knocked prone.
|
Level 18: Ability Score Increase[edit]
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.
Level 19:[edit]
Benefit: You gain one of the following powers.
Ragnarok
|
Death Knight Attack 19
|
The greatest detriment of Ragnarok will not be the fall of man, but the fall of the Gods themselves.
|
Daily Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength + 1 Vs. AC
|
Hit: 6[W] + Strength modifier.
|
Effect: The enemy is now given a final ultimatum. Before the attack, if the target is marked, that condition ends on it. After the attack, you can allow the target a movement action and to make a melee basic attack against you as a free action. If the target makes that attack, you can make a melee basic attack against it as a free action. You can repeat this effect until the target chooses not to make the attack.
|
Summon Abyssal
|
Death Knight Attack 19
|
From the twisting nether comes a creature born of fire and stone, chained only by the master's will, and pushing the upper limits of what any Death Knight can contain.
|
Daily Divine, Implement, Necrotic, Cold, Fire
|
Standard Action
|
Ranged 20
|
Effect: You summon an infernal minion in the place of your current minion. Each target adjacent to the Infernal on a successful Strength + 5 vs. Reflex attack takes 4d10 + Strength modifier damage.
|
Special: 2 turns after the daily power is activated, the Infernal Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Infernal for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your infernal minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.
|
Level 20: Paragon Path Power[edit]
Benefit: You gain the level 20 power of your chosen paragon path.
Summon Vrykul
|
Death Knight Attack 1
|
A titan, summoned from the deepest depths of reality, their near Demi-god status grants them immense power, and dominion over living things.
|
Daily Divine, Implement, Necrotic, Cold
|
Standard Action
|
Ranged 20
|
Effect: You summon a Vrykul minion in the place of your current minion. The Vrykul then makes an attack (Close Burst 2) against each enemy in the burst, vs. reflex. On a successful hit, this damage does 4d10 + Strength modifier damage.
|
Special: 2 turns after the daily power is activated, the Vrykul Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Vrykul for the rest of the encounter, if you have not yet today exceeded your minion threshold, however this counts against your minion threshold. When your Vrykul minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.
|
Epic Death Knight[edit]
|
Still from the Wrath of the Lich King cinematic
|
Level |
Feats Known |
Class Features and Powers
|
21 |
+1 |
Ability score increase Epic Destiny Feature
|
22 |
+1 |
|
23 |
|
1 Encounter Power
|
24 |
+1 |
Ability score increase Epic Destiny Feature
|
25 |
|
1 Daily Power
|
26 |
+1 |
Epic Destiny Power
|
27 |
|
1 Encounter Power
|
28 |
+1 |
Ability score increase
|
29 |
|
1 Daily Power
|
30 |
+1 |
Epic Destiny Feature
|
Level 21: Ability Score Increase[edit]
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.
Level 21: Epic Destiny Feature[edit]
Benefit: You gain the level 21 feature of your chosen epic destiny.
Level 22:[edit]
Benefit: You gain one of the following powers.
Phantasmic Clash
|
Death Knight Utility 22
|
A truly immortal being, you enter the stance of the Phantom.
|
Daily Divine
|
Minor Action
|
Personal
|
Effect: Your enter the stance of the "Phantom". Until you leave the stance, you gain the insubstantial quality, ignore difficult terrain, can attack around corners, and gain a Fly (hover) speed equal to your speed.
|
Unyielding Heirophant
|
Death Knight Utility 22
|
You become as unyielding as death itself.
|
Daily Divine
|
Free Action
|
Personal
|
Trigger: You are dying.
|
Effect: You regain hitpoints equal to your healing surge value, regardless of your current hitpoints. In addition, any ally adjacent to you can regain hitpoints equal to your healing surge value.
|
Phantom's Game
|
Death Knight Utility 22
|
You gamble with chance itself, using your unnatural power over fate to influence your actions.
|
Encounter Divine
|
Free Action
|
Personal
|
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
|
Effect: Add a D8 to the result of the roll.
|
Level 23:[edit]
Benefit: You gain one of the following powers.
Hellfire Wrath
|
Death Knight Attack 23
|
You employ the wrath of hell itself, engulfing your enemy in flames.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Ranged 10
|
Target: One Creature
|
Attack: Strength + 2 Vs. AC
|
Hit: 5d8 + strength modifier damage. In addition the target is slowed (save ends).
|
Reaping Strike
|
Death Knight Attack 23
|
You strike with the force of a reaper, empowered by the will of death itself.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. Fortitude
|
Hit: 5[W] + strength modifier damage.
|
Miss: The target takes half the damage.
|
Special: (War Pact) If you possess the war pact, the target takes extra damage equal to your constitution modifier.
|
Mantle of the Undead
|
Death Knight Attack 23
|
You are a perfect symbol of the undead, a mantle for it's power.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. Reflex
|
Hit: 4[W] + strength modifier damage. In addition the target is weakened.
|
Special: (Pestilence Pact) If you possess the pestilence pact, the target grants combat advantage or is slowed.
|
Level 24: Ability Score Increase[edit]
The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.
Level 24: Epic Destiny Feature[edit]
Benefit: You gain the level 24 feature of your chosen epic destiny.
Level 25:[edit]
Benefit: You gain one of the following powers.
Götterdämmerung
|
Death Knight Attack 25
|
When the heavens burn, and hell is flooded, and all of earth is obliterated by the ugly horrors of war, we will have reached the Götterdämmerung.
|
Daily Divine, Weapon, Necrotic, Cold, Fire
|
Standard Action
|
Close Burst 3
|
Target: Each enemy in burst
|
Attack: Strength Vs. Will
|
Hit: 2[W] + strength modifier damage.
|
Effect: The target takes a -4 penalty to all saving throws, -2 penalty to all defenses and -2 penalty to attack rolls (save ends).
|
Demons from the Abyss
|
Death Knight Attack 25
|
After an intense ritual session, the unholy soulstone conjures forth a demon from the pits of hell, unleashing a chaotic, barely contained creature to maintain it's presence in combat.
|
Daily Divine, Implement, Necrotic, Cold, Fire
|
Standard Action
|
Ranged 20
|
Effect: You summon either a Doomguard or Infernal minion in the place of your current minion, and it can make a melee basic attack against one adjacent enemy. On a successful hit, add 4d10 extra damage to the damage.
|
Special: 2 turns after the daily power is activated, the Minion is dismissed and your original minion is resummoned in it's place, without counting towards your daily value. However, you can choose to dismiss your current minion on the field to be replaced with the Minion for the rest of the encounter, if you have not yet today exceeded your minion threshold; however this counts against your minion threshold. When your Minion is dismissed (at the end of the encounter or otherwise), your previous minion is resummoned and does not count towards your minion threshold.
Alternatively, you can choose for the Minion to be "released". When released, the Minion does not additionally count against your daily minion value and does not require a sustain minor. Once released however, the Minion will begin to attack enemies and allies alike at random. Assign a random number to each creature within the attack range of the Minion, and use a random number generator or dice equal to the number of creatures within the Minions attack range. When that creature's number comes up as a result of the random number generated, the Minion will move to attack that creature. Once this Minion is released, it will continue to attack random targets until it is dismissed or killed.
|
Level 26: Epic Destiny Power[edit]
Benefit: You gain the level 26 power of your chosen epic destiny.
Level 27:[edit]
Benefit: You gain one of the following powers.
Annihilation
|
Death Knight Attack 27
|
All life must eventually face the inevitability of death, must face annihilation.
|
Encounter Divine, Weapon, Necrotic, Cold
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength + 1 Vs. AC
|
Hit: 6[W] + strength modifier damage. In addition, one creature adjacent to you or the target takes 1[W].
|
Miss: The target takes half the damage.
|
Special: (War Pact) If you possess the war pact, the target takes extra damage equal to your constitution modifier
|
Obliteration
|
Death Knight Attack 27
|
Your target is obliterated, disintegrating parts of them in to aether.
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Encounter Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature
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Attack: Strength Vs. Reflex
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Hit: 3[W] + strength modifier damage.
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Special: You can make a secondary attack (Strength vs. Reflex). The attack does 2[W] + strength modifier damage.
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Oblivion
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Death Knight Attack 27
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All life must make it to the end, to face oblivion.
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Encounter Divine, Implement, Necrotic, Cold
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Standard Action
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Ranged 20, Area Burst 2
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Target: Each enemy in burst
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Attack: Strength Vs. Reflex
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Hit: 2d10 + strength modifier damage. In addition, the target takes 5 ongoing damage (save ends).
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Special: (Pestilence Pact) If you possess the pestilence pact, on a successful hit the target is blinded or dazed.
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Level 28: Ability Score Increase[edit]
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By Younghun Byun [3]
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Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.
Level 29:[edit]
Benefit: You gain one of the following powers.
Apocalypse
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Death Knight Attack 29
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When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name "Death".
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Daily Divine, Weapon, Necrotic, Cold
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Standard Action
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Melee
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Target: One Creature
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Attack: Strength + 1 Vs. Reflex
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Hit: 7[W] + Strength modifier. If the attack kills the creature, a Death Knight minion of your choice is summoned in the square of the dead creature. This counts towards your daily minion limit.
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Miss: The attack does half damage.
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Special: Until the end of the encounter, you can choose for every creature on the battlemap to take a -2 penalty to all defenses (including you and your allies).
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Summon Patchwork Guardian
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Death Knight Attack 29
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A disgusting, nasty beast, sewn together from the bodies of many dead men; created from the work suited only to a butcher, and the most cynical of all men.
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Daily Divine, Implement, Necrotic, Cold
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Standard Action
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Ranged 10
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Target: One Unoccupied Square.
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Effect: You summon a Patchwork Horror Minion in an unoccupied square within range of the power and adjacent to an enemy, which it makes a melee basic attack against. On a successful hit, the Patchwork Horror does 5d8 + Strength extra damage.
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Special: 2 turns after the daily power is activated, the Patchwork Horror minion is dismissed. However with a sustain minor, the Patchwork Horror persists until the end of your next turn (until the end of the encounter). While the daily power counts towards your total minion limit if you exceed the 2 turn limit, it does not dismiss your primary minion.
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Level 30: Epic Destiny Feature[edit]
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