Deathknight (5e Subclass)
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Deathknight[edit]
Fighter Archetype
The Death Knight is a warrior who increases his martial prowess by augmenting it with necrotic energies and abilities derived from the negative energy plane. They usually gain their power from a devotion to their grim cause.
- Necrotic Mastery
- Necrotic Dice
- When you choose this archetype at 3rd level, you gain a so-called necrotic dice.
- Your necrotic dice increases in potency as you gain level in the fighter class
- starting with a D6 at 3rd level
- increasing to a D8 at 7th
- a D10 at 10th
- a D12 at 15th level.
Saving throws
Some of your abilities require the target to make a saving throw to resist their effects. Whenever such an ability is used, the saving throw difficulty is calculated as follows:
Necrotic Save DC = 8 + your proficiency bonus + your Wisdom modifier
- Necrotic Nova
Also at 3rd level, you gain the ability to release latent negative energy when you deal a particularly harmful blow to an enemy. Whenever you score a critical strike, you release a nova of necrotic energy affecting all creatures within a 5ft radius centered on yourself that aren’t considered undead. Every target then takes necrotic damage equal to your Necrotic Dice + your Wisdom Modifier.
- Unleash Spirits
At 7th level, the Death Knight gains partial control over the spirits of freshly felled enemies. Whenever a target dies within 30fth of the Death Knight, you can use your reaction to weaponise the harmful energy inherent in such spirits. Choose a target within the same range of the death knight. The target is then charged by the spirit of the newly deceased, dealing your Necrotic Dice + your Wisdom modifier necrotic damage.
- Drain Life
At 10th level, you gain the ability to leech the life out of the creatures around you. Your Second Wind ability is changed to Drain Life, which allows you to use a bonus action to target all creatures within a 10ft radius. Every target is the forced to make a Constitution Saving throw, taking your Necrotic Dice + your Wisdom modifier necrotic damage on a failed save, or half as much on a successful one. If you have targeted at least one creature, you then regain your Necrotic Dice + your Wisdom modifier hit points, and if you have targeted at least two, you gain your Wisdom modifier temporary hit points. As with second wind, you regain the ability to use this feature after finishing a short or long rest.
- Weaken
Upon reaching 15th level, the Death Knight’s abilities thoroughly weaken their targets. Whenever you deal damage to a creature using a feature of this archetype, they become weakened until the end of their next turn. A weakened creature has disadvantage on both attack rolls and saving throws.
- Noone Escapes Death
At 18th level, the Death Knight becomes an embodiment of Death itself. Whenever you deal necrotic damage to a target, you may ignore resistance to necrotic damage, and treat immunity to necrotic damage as resistance instead.
Here is a link for another View: https://homebrewery.naturalcrit.com/print/iEf7wGZUTOfd?dialog=true
- Trivia
- I created this subclass for my evil campaign
- I know the idea of an "on crit" effect is not used usually but i choose that i like it that way
- The third level Nova is used to hit also allys since beeing undead in my evil campaign was pretty common anyways
- Even tho i created the class a friend of mine wrote the final version for me
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