Warcraft Death Knight, Variant (5e Class)

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Death Knight[edit]

Creating a Death Knight[edit]


Quick Build

You can make a Death Knight quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Acolyte background.

Class Features

As a Death Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Death Knight level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Death Knight level after 1st

Proficiencies

Armor: All armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Arcana, Animal Handling, Insight, Intimidation, Perception, Religion and Survival

Equipment

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

  • (a) Frostmourne or (b) Dreadforge or (c) Bloodreaper
  • Helm of Domination
  • Deadly Gladiator's Sigil of Strife
  • Plate mail
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Death Knight

Level Proficiency
Bonus
Features
1st +2 Runic Mastery, Chosen Aspect.
2nd +2 Chains of Ice, Raise Ghoul.
3rd +2 Death Strike.
4th +2 Ability Score Improvement,
5th +3 Runic Imbuement, Death coil.
6th +3 Death Pact, ability score improvement
7th +3 Death and Decay
8th +3 Ability Score Improvement, .
9th +4 Anti-Magic shell
10th +4 Chosen Aspect Feature
11th +4 Ice-Bound Fortitude
12th +4 Ability Score Improvement, .
13th +5 Wraith Walk
14th +5 Blood Draw
15th +5 Chosen Aspect Feature
16th +5 Ability Score Improvement, .
17th +6 Anti-Magic Zone
18th +6 Will of the Necropolis
19th +6 Ability Score Improvement, .
20th +6 Soul reaper Chosen Aspect Feature

Runic Mastery[edit]

you have started to gain mastery over runic power and the associated runes. Starting at 1st Level you have a number of runes equal to your Wisdom modifier + Proficiency bonus and they can be one of three types either Bloody, Frozen, or Unholy. Each of these runes are used to fuel different abilities in this class. You gain one such ability at 1st level and again at higher levels and based on your aspect and gain more at higher levels. Additionally you can expend a number of runes to gain 1d8 + Con modifier hit points.

Chosen Aspect[edit]

At 1st level, you chose an Aspect. Choose between Aspect of Blood, Aspect of Frost, and finally aspect of the Unholy detailed at the end of the class description. Your choice grants you features at 1st and again at 5th, 10th, 15th, and 20th level

Chains of Ice[edit]

At 2nd Level You gain the ability to summon chains of ice to bind your opponents. As an action you can expend one rune to target one creature within 60 ft, they must make a Dexterity saving throw against your Runic DC, on a failure they are restrained and take 2d4 cold damage as frozen chains bind them to the ground.

Raise Ghoul[edit]

Starting at 2nd Level You gain the ability to resurrect a nearby creatures corpse as a ghoul. As an bonus action you can target one corpse that you can see within 30 ft and raise it as a ghoul that requires no action to command and takes its turn right after yours, it doesn't attack creatures that you deem friendly or aren't attacking you, This ghoul lasts for 1 minute before it spontaneously decomposes in the spot it was standing, You may only have one of these ghouls risen, trying to resurrect another causes the other to instantly turn to dust and die.

Death Strike[edit]

At 3rd Level you have learned to focus dark energy into a strike. As an action you can use death strike to make an attack against a target within your reach and on a hit you deal your weapons regular damage and an additional 1d12 necrotic damage and heal your self for half of the total damage dealt by this attack.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Extra Attack[edit]

Starting at 5th Level You can attack twice, instead of once, whenever you would take the attack action on your turn. The number of attacks increases to three when you reach 11th Level and and to four when you reach 20th Level.

Runic Imbuement[edit]

At 5th level you can harness the power of runes to imbue a special runic enchantments onto frostmourne. Over the course of a long rest you can imbue frostmourne with one of the runes detailed at the end of this class, You can only have one such rune applied at a time and it can only be changed once per long rest.

Death Coil[edit]

At 5th Level you can expend three runes to Make a ranged attack against one target within 60 ft and another target within 15 ft of them, On a hit this attack deals 2d12 Necrotic damage or alternatively can heal a friendly undead creature for 5d12 Hit points.

Death Pact[edit]

at 6th Level you can as an action to create a death pact that heals you 3d10 + con modifier then for 2 rounds you reduce any healing dealt to you by 1/4

Death and Decay[edit]

Starting at 7th Level you can expend one rune to create a 30 ft circle on the ground centered on you lasting a number of rounds equal to your wisdom modifier that Forces any creature other than you to make a constitution saving throw using your Runic DC, on a failure they take 2d8 Necrotic damage on a successful save they take half damage, Every turn that a creature starts in this circle they must repeat the saving throw.

Anti-magic Shell[edit]

Starting at 9th Level you can weave a shell of runic power around yourself. As an Bonus action you create a shell of anti-magic that gives you advantage on saving throws against a spell and spells cast at you have disadvantage.

Ice-bound Fortitude[edit]

Starting at 11th Level you gain the ability to freeze your blood causing your skin to harden. As an action you freeze your blood causing you to become immune to status conditions, and your ac increases by 4 for 1 minute.

Wraith Walk[edit]

at 13th Level you become able to embrace the power of the shadowlands. As a bonus action you enter a wraith-like form for 1 minute making it so that you ignore difficult terrain and cannot be stunned, slowed, restrained, or grappled. Additionally any other action made while this is active removes the effect, and lastly your speed increases by 15 ft for the duration.

Blood Draw[edit]

at 14th level. As a reaction when you fall below 3/4 your max hit points you deal 3d6 Necrotic damage to every creature within 10 feet and heal the total amount of damage dealt with this. You can do this a number of times equal to your Constitution modifier.

Anti-Magic Zone[edit]

At 17th Level You can create an anti-magic zone. As an action you create a 30 ft sphere centered on yourself that decreases damage taken by allied creatures within range from spell attacks by 1/4th. This feature lasts a number of rounds equal to your wisdom modifier. you can use this ability a number of times equal to your proficiency bonus.

Will of the Necropolis[edit]

At 18th Level any damage that you would take while below half your max hit points is halved (after resistances).

Soul Reaper[edit]

At 20th Level you can expend one rune to make a melee attack against a creature within your reach and on a hit it deals an additional 4d10 Necrotic and 4d10 Cold damage. Additionally they must make a Constitution saving throw against your runic DC and on a failure they become soul reaped. After 3 rounds if a soul reaped creature has less than half of its max health they instantly become wreathed in freezing necrotic energy taking 50d10 necrotic damage and 50d10 cold damage, This damage treats immunity as resistance, resistance as normal, and normal creatures as vulnerable

Lich King[edit]

At 30th level you have honed your skills as a death knight to the point of totally mastery you can use all subclasses freely with no hindrances. The weapon you took at 1st level gets overwhelmed with runic power transforming into the rune blade frostmourne. After mastering the power of death you can promote other Necromancers into lichdom. Additionally you become immune to necrotic damage and if you would take necrotic damage you instead gain hit points equal to the damage you would've taken.

Aspect of Blood[edit]

Heart Strike

At 1st level you can expend one rune to instantly make an attack against two targets within your reach dealing an additional die of damage equal to your weapon damage die. Additionally their movement speed decreases by 15 ft if they are hit by this

Marrowrend

At 5th Level you can expend two runes to make an attack roll against a creature within your reach and on a hit deal an additional 1d8 force damage. Additionally you gain 1d4+1 charges of bone shield. Bone shield charges increase your AC by +2 for each one, but any attack against you decreases your number of charges by one.

Dancing rune weapon

At 10th Level you gain the ability to manifest a second weapon to aid you. As an action you can summon an inferior copy of frostmourne that hovers directly next to you that lasts for 1 minute and attacks any creatures you attack dealing an additional 1d12 slashing damage and increase your AC by 3 as the sword attempts to protect you.

blood tap

At 15th Level you gain the ability to regenerate runes by using ambient energy. As a bonus action you can gain 1d8 + wisdom modifier runes back.

Purgatory

At 20th Level you can no longer be killed outright. As a reaction to an attack that would decrease your hit points to 0 you can instead return to full health and regain all runes as your covenant with purgatory fuels you to undeath. You can only do this once per long rest

Aspect of Frost[edit]

Frostscythe

At 1st Level you can expend one rune to make an attack that hits every creature within a 10 ft cone in front of you and deals an additional 1d4 cold damage.

Frost strike

At 5th Level you can expend three runes to make two melee attack against a creature within your reach, These attacks deal an additional 3d6 cold damage on a hit. You can only do this once per long rest

Obliterate

At 10th Level you can expend two runes to make two melee attacks against a creature within your reach, these attacks deal an additional 1d10 slashing damage on a hit

Empower Rune Weapon

At 15th Level you can as a bonus action empower your Frostmourne, This puts you under the effects of the haste spell increases its damage by 2d6 cold damage per hit and regenerates 1 rune every round up to your maximum number of runes.

Frostwyrm's fury

At 20th Level you can summon the spirit of a Frostwyrm to aid you in combat. As an action you can summon the spirit of a Frostwyrm, the frostwyrm unleashes a breathe weapon that uses the statistics of an ancient silver dragon's breathe weapon. Additionally any creatures hit by this must make a Constitution saving throw to resist being frozen and afflicted with the petrified condition for 1d6 hours as the runic ice slowly thaws.

Aspect of the unholy[edit]

Ghoulish Companion

Starting at 1st Level You gain the ability to resurrect a nearby creatures corpse as a ghoul. As an bonus action you can target one corpse that you can see within 30 ft and raise it as a ghoul that requires no action to command and takes its turn right after yours, it doesn't attack creatures that you deem friendly or aren't attacking you. You can have a number of these ghouls equal to your wisdom modifier.

Scourge Strike

At 1st Level you can expend 1 rune to make an attack against a creature within your reach and on a hit it deals an additional 1d8 slashing damage and 1d6 necrotic damage. Additionally this attack bursts festering wounds when applicable.

Festering Strike

At 5th Level you can expend 2 runes to make an attack against a creature within reach and on a hit it deals an additional 2d10 and forces them to make a constitution saving throw against your Runic DC or gain 1d4+1 festering wounds. Festering wounds Deal an additional 1d6 damage at the start of their turn for each one active or an additional 1d8 when they burst.

Dark transformation

At 10th Level You become able to augment your ghoulish companions with Dark runic energy. As an action on your turn you can bolster your ghoulish companions Causing them to change into revenants for 10 minutes. Additionally any creatures within 5 ft of each individual ghoul takes 2d6 necrotic damage as the dark runic energy surges out of their form.

Apocalypse

At 15th Level you gain the ability to bring Dark Runic energy to attack your enemies. As an action you can make a melee attack against a creature within reach and on a hit it deals an additional 1d10 necrotic damage and bursts any festering wounds on the creature and summons a number of ghouls equal to the number of festering wounds burst. the ghouls last a number of round equal to your Wisdom modifier.

Army of the dead

At 20th level you gain the ability to summon a great number of ghouls to descend upon your enemies. As an action you can summon a number of ghouls equal to a 1d20 + wisdom modifier. These ghouls last for 10 minutes and can be affected by Dark Transformation.

Runic enchantments[edit]

Rune of Razorice- all attacks deal an additional 1d10 cold damage. this damage is doubled against undead Rune of the fallen crusader- You heal for 1/4th of the damage dealt with every hit Rune of unending thirst- If you reduce a creature to 0 hit points, you immediately gain another action and regain your movement speed. rune of lichbane- all attacks deal an additional 1d10 fire damage. this damage is doubled against undead

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Death Knight class, you must meet these prerequisites: You cannot multiclass into the death Knight class

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