AgentPaper
2012-08-29, 01:46 PM
Also viewable on google docs (https://docs.google.com/document/d/1x7voIC7PFlDvU6ZUmEwAEitj4MGCVE136-aXO0aafyg/edit). That version will likely be more up-to-date than this one. Also, if you spot any differences between the two, please let me know so I can fix it.
Death Knight
http://fc02.deviantart.net/fs38/f/2008/341/d/3/d380b5d76d7a8a96afe5381136ba1bba.jpg
http://nagare-boshi.deviantart.com/art/Death-Knight-105593537
Durability and unequaled weapon mastery help the death knight dominate a battlefield.
Key Abilities: Strength, Charisma, and Constitution. You need Strength for weapon use, Charisma to power your dark magic, and Constitution to help you withstand punishment.
Creating a Death Knight
When you create a character whose first class is death knight, you gain these benefits.
Ability Adjustment: +1 to your Strength, Charisma, or Constitution score
Starting Hit Points: 10 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons
The Death Knight
Level|Magic Attack|Weapon Attack|
Spell DC|Runes|Class Features
1|
+2|
+3|10 + Cha|
1|Rune Weapon, Rune Magic, Mastery
2|
+2|
+3|10 + Cha|
1|Killing Machine
3|
+2|
+3|10 + Cha|
1|Mastery
4|
+3|
+4|10 + Cha|
2|Raise Ghoul
5|
+3|
+4|11 + Cha|
2|Mastery
6|
+3|
+4|11 + Cha|
2|
7|
+4|
+5|11 + Cha|
2|Mastery
8|
+4|
+5|11 + Cha|
3|
9|
+4|
+5|11 + Cha|
3|Mastery
10|
+5|
+6|11 + Cha|
3|
11|
+5|
+6|12 + Cha|
3|Mastery
12|
+5|
+6|12 + Cha|
4|
13|
+6|
+7|12 + Cha|
4|Mastery
14|
+6|
+7|12 + Cha|
4|
15|
+6|
+7|12 + Cha|
4|Mastery
16|
+7|
+8|13 + Cha|
5|
17|
+7|
+8|13 + Cha|
5|Mastery
18|
+7|
+8|13 + Cha|
5|
19|
+8|
+9|13 + Cha|
5|Mastery
20|
+8|
+9|13 + Cha|
6|
Class Features
A death knight gains the following class features.
Hit Dice: 1d10 per death knight level
Hit Points: 1d10 (or 6) + your Constitution modifier per death knight level gained
Level 1: Rune Weapon
All death knights learn the art of runecrafting, which allows them to infuse their weapons with potent magic. A weapon infused with such runes becomes more powerful in the death knight’s hands.
Benefit: You may carve runes into any weapon you can wield. Carving a rune takes 1 hour per rune and does not require any tools or materials. Once a rune is carved, you may fill it with power by spending a few minutes doing so during a short rest.
You may only have a limited number of runes active at any given time, as indicated by the Death Knight table. Your active runes can all be on the same weapon, or on all different weapons as you prefer, as long as the total number does not exceed your limit.
Level 1: Rune Magic
You have mastered the dark art of rune magic, which allows you to use the power stored in your rune weapon for various effects.
Benefit: You may use any Rune Magic powers you have mastered. At level 1, you have mastered the Rune Strike and Death Grip powers.
Using a Rune Power: Whenever you use a Rune Magic power, one or more of the runes in your rune weapon become expended. If all of your runes have been expended, or if you don’t have access to your rune weapon, you can’t use Rune Magic.
Magical Attacks: When you make a magical attack using a death knight power, you use your Charisma modifier for the attack roll, and add a bonus to that roll based on the Magic Attack column in the Death Knight table.
Saving Throw DCs: When a death knight power that you cast calls for a saving throw, the save DC equals 10 + your Charisma modifier. As you gain levels, the DC increases, as noted in the Death Knight table.
Blood Plague: As long as a creature is infected with this disease, it must make a constitution saving throw at the beginning of each of it’s turns. If it succeeds, the effects end. If it fails, it takes damage equal to 1d8 + your charisma modifier.
Every third level, starting at level 3, increase the damage done by 1d8.
Frost Fever: As long as a creature is infected with this disease, it must make a constitution saving throw at the beginning of each of it’s turns. If it succeeds, the effects end. If it fails, it’s speed is reduced by 10 and it takes damage equal to your charisma modifier.
Every third level, starting at level 3, increase the damage done by 1d6.
Level 1: Mastery
Each death knight carries a relic that represents their mastery of rune magic. No two relics are alike, but most fall into one of a few categories.
Benefit: Choose a mastery. Three options are presented here: Blood, Frost, and Unholy. At the indicated levels, your mastery gives you a benefit.
Blood
A blood knight’s relic is usually a piece of flesh from some sacrificial victim, usually an especially fearsome animal, such as a tiger, but human sacrifices are not unheard of.
Suggested Equipment: Chainmail, greatsword, adventurer’s kit, healer’s kit, and 24 gp
Level|Power
1|Rune Tap
3|Bone Shield
5|Blood Parasite
7|Heart Strike
9|Blood Boil
11|Dark Command
13|Strangulate
15|Vampiric Blood
17|Will of the Necropolis
19|Dancing Rune Weapon
Frost
A frost knight’s relic is usually a small blade or a shard of ice, and is filled with an unnatural cold that chills the air around it.
Suggested Equipment: Chainmail, greataxe, adventurer’s kit, healer’s kit, and 24 gp
Level|Power
1|Frost Strike
3|Pillar of Frost
5|Obliterate
Unholy
A unholy knight’s relic is usually made from the pieces of what was once a holy relic, desecrated using profane rituals into a mockery of what it once was.
Suggested Equipment: Chainmail, greataxe, adventurer’s kit, healer’s kit, and 24 gp
Level|Power
1|Death Coil
3|Unholy Aura
5|Dark Transformation
Level 2: Killing Machine
Flavor text
Benefit: As long as you are wielding a weapon with a rune carved into it, you score a critical hit on a natural roll of 19-20. In addition, whenever you score a critical hit, one of the runes on that weapon becomes filled with power.
Level 4: Raise Ghoul
Flavor text
Benefit: You can raise a ghoul by spending 10 minutes performing a ritual over the corpse of any small or larger creature. The ghoul is mindless, and cannot act if you are unconscious or otherwise unable to take actions. The ghoul will perform any command you give it to the best of it’s ability, even sacrificing itself, until you give it another command. In combat, the ghoul always acts during your turn, either before or after your actions as you choose.
Ghoul
Medium Undead
Armor Class 8
Hit Points 9 (2d8)
Speed 20 ft.
Senses darkvision 60 ft.
Str 15 (+2) Dex 6 (–2) Con 10 (+0)
Int 10 (+0) Wis 7 (–2) Cha 15 (+2)
TRAITS
Fearless: The zombie cannot be frightened.
Mindless: The zombie cannot be charmed.
ACTIONS
Melee Attack—Slam: +2 to hit (reach 5 ft.; one creature). Hit: 1d6 bludgeoning damage.
Level 6: Reaper
Flavor text
Benefit: You may use an action to perform a ritual killing on any unconscious creature. To do so, make an attack against that creature. If it hits, the creature is killed outright, and one of the runes on your weapon becomes filled with power.
Level 8: Summon Deathcharger
Flavor text
Benefit: You summon an undead mount that you can ride. The mount moves at a speed of 60 feet, can hold up to two medium creatures, and never tires.
Level 10: Runic Empowerment
Flavor text
Benefit: Once per day, you may use your action to completely refill all of your runes with power.
Level 12: Lichborne
Flavor text
Benefit: You gain resistance to necrotic damage, and cannot be frightened or charmed. You gain advantage on all checks made to intimidate living creatures.
Level 14: Dread Plate
Flavor text
Benefit: You can carve runes into your armor as well as your weapons. This allows you to use rune powers even when unarmed. This does not affect the total number of runes you may have filled with power at any given time.
Additionally, as long as your armor has at least one rune carved into it, you may apply your full dexterity bonus even in medium or heavy armor, your speed is not reduced by wearing heavy armor, and you are immune to critical blows. (Any critical hits rolled against you are changed into normal hits)
Level 16: Forceful Deflection
Flavor text
Benefit: You may use your strength modifier in place of your dexterity modifier to determine your AC.
Level 18: Might of the Frozen Wastes
Flavor text
Benefit: As long as you are wielding a two-handed weapon, your reach is increased by 5 feet, and you apply double your strength modifier to damage rolls.
Level 20: Purgatory
Flavor text
Benefit: You can’t die. Whenever you are reduced to 0 hit points, you become paralyzed instead of unconscious, and you automatically succeed on death saving throws. If your head is destroyed, your spirit leaves your body. While in spirit form, you become ethereal, and have the ability to possess the body of another humanoid creature. If you take damage equal to your hit points while in spirit form, you are banished from the physical world for 2d6 days, after which you return to where you died.
Death Knight
http://fc02.deviantart.net/fs38/f/2008/341/d/3/d380b5d76d7a8a96afe5381136ba1bba.jpg
http://nagare-boshi.deviantart.com/art/Death-Knight-105593537
Durability and unequaled weapon mastery help the death knight dominate a battlefield.
Key Abilities: Strength, Charisma, and Constitution. You need Strength for weapon use, Charisma to power your dark magic, and Constitution to help you withstand punishment.
Creating a Death Knight
When you create a character whose first class is death knight, you gain these benefits.
Ability Adjustment: +1 to your Strength, Charisma, or Constitution score
Starting Hit Points: 10 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons
The Death Knight
Level|Magic Attack|Weapon Attack|
Spell DC|Runes|Class Features
1|
+2|
+3|10 + Cha|
1|Rune Weapon, Rune Magic, Mastery
2|
+2|
+3|10 + Cha|
1|Killing Machine
3|
+2|
+3|10 + Cha|
1|Mastery
4|
+3|
+4|10 + Cha|
2|Raise Ghoul
5|
+3|
+4|11 + Cha|
2|Mastery
6|
+3|
+4|11 + Cha|
2|
7|
+4|
+5|11 + Cha|
2|Mastery
8|
+4|
+5|11 + Cha|
3|
9|
+4|
+5|11 + Cha|
3|Mastery
10|
+5|
+6|11 + Cha|
3|
11|
+5|
+6|12 + Cha|
3|Mastery
12|
+5|
+6|12 + Cha|
4|
13|
+6|
+7|12 + Cha|
4|Mastery
14|
+6|
+7|12 + Cha|
4|
15|
+6|
+7|12 + Cha|
4|Mastery
16|
+7|
+8|13 + Cha|
5|
17|
+7|
+8|13 + Cha|
5|Mastery
18|
+7|
+8|13 + Cha|
5|
19|
+8|
+9|13 + Cha|
5|Mastery
20|
+8|
+9|13 + Cha|
6|
Class Features
A death knight gains the following class features.
Hit Dice: 1d10 per death knight level
Hit Points: 1d10 (or 6) + your Constitution modifier per death knight level gained
Level 1: Rune Weapon
All death knights learn the art of runecrafting, which allows them to infuse their weapons with potent magic. A weapon infused with such runes becomes more powerful in the death knight’s hands.
Benefit: You may carve runes into any weapon you can wield. Carving a rune takes 1 hour per rune and does not require any tools or materials. Once a rune is carved, you may fill it with power by spending a few minutes doing so during a short rest.
You may only have a limited number of runes active at any given time, as indicated by the Death Knight table. Your active runes can all be on the same weapon, or on all different weapons as you prefer, as long as the total number does not exceed your limit.
Level 1: Rune Magic
You have mastered the dark art of rune magic, which allows you to use the power stored in your rune weapon for various effects.
Benefit: You may use any Rune Magic powers you have mastered. At level 1, you have mastered the Rune Strike and Death Grip powers.
Using a Rune Power: Whenever you use a Rune Magic power, one or more of the runes in your rune weapon become expended. If all of your runes have been expended, or if you don’t have access to your rune weapon, you can’t use Rune Magic.
Magical Attacks: When you make a magical attack using a death knight power, you use your Charisma modifier for the attack roll, and add a bonus to that roll based on the Magic Attack column in the Death Knight table.
Saving Throw DCs: When a death knight power that you cast calls for a saving throw, the save DC equals 10 + your Charisma modifier. As you gain levels, the DC increases, as noted in the Death Knight table.
Blood Plague: As long as a creature is infected with this disease, it must make a constitution saving throw at the beginning of each of it’s turns. If it succeeds, the effects end. If it fails, it takes damage equal to 1d8 + your charisma modifier.
Every third level, starting at level 3, increase the damage done by 1d8.
Frost Fever: As long as a creature is infected with this disease, it must make a constitution saving throw at the beginning of each of it’s turns. If it succeeds, the effects end. If it fails, it’s speed is reduced by 10 and it takes damage equal to your charisma modifier.
Every third level, starting at level 3, increase the damage done by 1d6.
Level 1: Mastery
Each death knight carries a relic that represents their mastery of rune magic. No two relics are alike, but most fall into one of a few categories.
Benefit: Choose a mastery. Three options are presented here: Blood, Frost, and Unholy. At the indicated levels, your mastery gives you a benefit.
Blood
A blood knight’s relic is usually a piece of flesh from some sacrificial victim, usually an especially fearsome animal, such as a tiger, but human sacrifices are not unheard of.
Suggested Equipment: Chainmail, greatsword, adventurer’s kit, healer’s kit, and 24 gp
Level|Power
1|Rune Tap
3|Bone Shield
5|Blood Parasite
7|Heart Strike
9|Blood Boil
11|Dark Command
13|Strangulate
15|Vampiric Blood
17|Will of the Necropolis
19|Dancing Rune Weapon
Frost
A frost knight’s relic is usually a small blade or a shard of ice, and is filled with an unnatural cold that chills the air around it.
Suggested Equipment: Chainmail, greataxe, adventurer’s kit, healer’s kit, and 24 gp
Level|Power
1|Frost Strike
3|Pillar of Frost
5|Obliterate
Unholy
A unholy knight’s relic is usually made from the pieces of what was once a holy relic, desecrated using profane rituals into a mockery of what it once was.
Suggested Equipment: Chainmail, greataxe, adventurer’s kit, healer’s kit, and 24 gp
Level|Power
1|Death Coil
3|Unholy Aura
5|Dark Transformation
Level 2: Killing Machine
Flavor text
Benefit: As long as you are wielding a weapon with a rune carved into it, you score a critical hit on a natural roll of 19-20. In addition, whenever you score a critical hit, one of the runes on that weapon becomes filled with power.
Level 4: Raise Ghoul
Flavor text
Benefit: You can raise a ghoul by spending 10 minutes performing a ritual over the corpse of any small or larger creature. The ghoul is mindless, and cannot act if you are unconscious or otherwise unable to take actions. The ghoul will perform any command you give it to the best of it’s ability, even sacrificing itself, until you give it another command. In combat, the ghoul always acts during your turn, either before or after your actions as you choose.
Ghoul
Medium Undead
Armor Class 8
Hit Points 9 (2d8)
Speed 20 ft.
Senses darkvision 60 ft.
Str 15 (+2) Dex 6 (–2) Con 10 (+0)
Int 10 (+0) Wis 7 (–2) Cha 15 (+2)
TRAITS
Fearless: The zombie cannot be frightened.
Mindless: The zombie cannot be charmed.
ACTIONS
Melee Attack—Slam: +2 to hit (reach 5 ft.; one creature). Hit: 1d6 bludgeoning damage.
Level 6: Reaper
Flavor text
Benefit: You may use an action to perform a ritual killing on any unconscious creature. To do so, make an attack against that creature. If it hits, the creature is killed outright, and one of the runes on your weapon becomes filled with power.
Level 8: Summon Deathcharger
Flavor text
Benefit: You summon an undead mount that you can ride. The mount moves at a speed of 60 feet, can hold up to two medium creatures, and never tires.
Level 10: Runic Empowerment
Flavor text
Benefit: Once per day, you may use your action to completely refill all of your runes with power.
Level 12: Lichborne
Flavor text
Benefit: You gain resistance to necrotic damage, and cannot be frightened or charmed. You gain advantage on all checks made to intimidate living creatures.
Level 14: Dread Plate
Flavor text
Benefit: You can carve runes into your armor as well as your weapons. This allows you to use rune powers even when unarmed. This does not affect the total number of runes you may have filled with power at any given time.
Additionally, as long as your armor has at least one rune carved into it, you may apply your full dexterity bonus even in medium or heavy armor, your speed is not reduced by wearing heavy armor, and you are immune to critical blows. (Any critical hits rolled against you are changed into normal hits)
Level 16: Forceful Deflection
Flavor text
Benefit: You may use your strength modifier in place of your dexterity modifier to determine your AC.
Level 18: Might of the Frozen Wastes
Flavor text
Benefit: As long as you are wielding a two-handed weapon, your reach is increased by 5 feet, and you apply double your strength modifier to damage rolls.
Level 20: Purgatory
Flavor text
Benefit: You can’t die. Whenever you are reduced to 0 hit points, you become paralyzed instead of unconscious, and you automatically succeed on death saving throws. If your head is destroyed, your spirit leaves your body. While in spirit form, you become ethereal, and have the ability to possess the body of another humanoid creature. If you take damage equal to your hit points while in spirit form, you are banished from the physical world for 2d6 days, after which you return to where you died.