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Oramac
2016-02-16, 02:49 PM
DK v2.1.0

Death Knight (Dread; Grim; Risen)

Dressed in armor streaked with blood, a human swings his Greatsword with precise fury, using his attacks to keep his enemies occupied. As he does so, the allies around him watch as his wounds seem to heal even as the enemy falls.

Standing tall against the oncoming horde, a High Elf embraces the icy resolve within to steel her veins and ignore the attacks of her enemies. Freezing her twin shortswords with the power of the frozen north, her attacks break through their armor with reckless abandon.

A lonely Dwarf gazes over the battlefield, remembering a time when he was alive enough to relish the battle. No longer the same Dwarf, he takes the power of Death and uses it for his own ends.

Not dead, but not truly living
Paladin. That’s what you used to be. Before you died. The Death Knight is a resurrected Paladin, brought back by some benefactor to wield the power of Death. Most Death Knights have no will. They’re just puppets of whoever brought them back. But sometimes, a Death Knight of extraordinary willpower breaks that hold and regains their free will. Though they cannot draw out the full power of the Light like they did as a Paladin, Death Knights still hold some small connection to that which is good in the world.

These people, often ostracized by society, are filled with the same vigor they had in their previous life. Some of them remember their old values and try to complete their previous mission. Others shed their former morals and become a deadly killing machine, working only for their own gain. Still others wish to return to their previous positions of honor, though the news of their death invariably precedes them, and they know not if their former Kings will accept their service.

Creating a Death Knight
When creating your Death Knight, consider your relationship with the person or being that resurrected you. Do you know who it was, or why they brought you back from Death? Do you feel indebted to them for giving you a second chance at life, or are you angry that they took you away from your eternal rest? Also, consider the Oath you took as a Paladin. Do you remember it? Do you choose to follow those Tenets again, or forsake your Paladin teachings and follow a new path? In either case, the Oaths of the Paladin are no longer available to you, and you must choose a new, Grim Oath.

Quick Build
You can build a Death Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier or Noble background.

Class Features

Hit Points
Hit Dice: 1d10 per Death Knight Level
Hit points at 1st level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Death Knight level after first.

Proficiencies
Armor: All armor; Shields
Weapons: Simple and Martial weapons
Tools: none
Saving Throws: Strength; Wisdom
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Survival.
Multiclass: Light/Medium Armor and shields; Simple and Martial weapons; Death Knights require a score of 13 Strength and 13 Wisdom.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greatsword or (b) two Shortswords
- (a) two Handaxes or (b) any simple melee weapon
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
- Chain Mail



[tr]
Level
Prof. Bonus
Features
Runes
[/td]


1
+2
Deathly Awareness
-


2
+2
Fighting Style; Rune Weapon; Rune Strike
4


3
+2
Grim Oath; Lingering Radiance
4


4
+2
Ability Score Improvement
4


5
+3
Extra Attack
6


6
+3
Aura of Dread; Dreadful Visage
6


7
+3
Oath Feature
6


8
+3
Ability Score Improvement
6


9
+4
Relentless Advance; Oath Feature
6


10
+4
Pull of the Grave
6


11
+4
Speak with Undead
8


12
+4
Ability Score Improvement
8


13
+5
Magic Barrier
8


14
+5
Raise Dead
8


15
+5
Oath Feature
8


16
+5
Ability Score Improvement
8


17
+6
Death's Endurance
10


18
+6
Aura Range Increase
10


19
+6
Ability Score Improvement
10


20
+6
Oath Feature
12



It is important to note that while you have been resurrected, for gameplay purposes, you are still a humanoid of your chosen race. At your DM’s discretion, you may play as an undead character instead.

Deathly Awareness: Your knowledge of Death gives you heightened awareness of other creatures of Death. You have advantage on Wisdom (Survival) checks to track Undead and Fiends, as well as on Intelligence checks to recall information about them.

Fighting Style: At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style more than once, even if you later get to choose again.

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

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

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

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

Rune Weapon: At 2nd level, you can draw on the dread magic of the grave to inscribe your weapon with deathly Runes. These Runes may be used for additional effects described in this class description. You must spend one hour inscribing your weapon, which may be completed during a short rest. You may inscribe up to two weapons, and you cannot be disarmed of your Rune Weapons while you are conscious. If you inscribe a third weapon, you must choose one of your previous two weapons from which to remove the Runes.

You have 4 Runes, and you gain Runes as indicated in the Class Table. You recover all expended Runes when you finish a Short Rest. If an ability that uses a Rune requires a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. No Rune features require a spell attack roll.

Rune Strike: Beginning at 2nd level, when you hit an enemy with a weapon attack, you may expend a Rune to add an additional effect to the attack, as listed below.

Rejuvenating Strike: You channel what’s left of your divine blessing into your weapon strike. If your attack hits, you may expend 1 Rune to cause the attack to deal Radiant damage, and heal you for half the damage dealt (rounded down). You can only regain HP if the blow is struck in combat. At 5th level, you may add your Constitution modifier to the healing, twice your Con modifier at 11th level, and 3 times your Con modifier at 17th level.

Icy Blast: If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to deal 1d6 extra Cold damage and force the target to make a Constitution saving throw. On a failed save, the target has its speed reduced by 10 feet until the start of your next turn. On a successful save, the target does not have its speed reduced. The damage increases by 1d6 at 5th (2d6), 11th (3d6), and 17th (4d6) level.

Plague Strike: If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to deal 1d6 additional Necrotic damage and afflict the target with Plague for 1 minute. Beginning with its next turn, and at the beginning of each of its turns thereafter, the target must make a Constitution saving throw. On a failed save, the target takes 1d6 Necrotic damage from the plague. On a successful save, the effect ends. The Plague effect does not stack if applied more than once. The plague damage increases by 1d6 at 5th (2d6), 11th (3d6), and 17th (4d6) level.

Grim Oath: At 3rd level you mimic the Oath you took in your former life as a Paladin. Though you can choose to follow the same Tenets, you are not bound by your Paladin Oath any longer, and may do as you please. Choose a Grim Oath that you follow exclusively.

You may choose the Oath of the Undying, Oath of the North, or Oath of the Plague, all detailed at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Lingering Radiance: At 3rd level, the small spark of radiance from your former life manifests. You are immune to disease.

Ability Score Improvement: When you reach 4th level, and again at 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. As normal, you can’t increase an ability score above 20 using this feature.

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

Aura of Dread: At 6th level, your presence hangs heavily on your enemies. Whenever an enemy within 10 feet must make a saving throw, it takes a penalty on the throw equal to 1+half your Wisdom modifier, rounded down. This Aura does not stack with itself. At 18th level, this Aura increases to 30 feet.

Dreadful Visage: Upon reaching 6th level, your connection to Death allows you to temporarily alter your body slightly. Choose one of the following options. You may choose only one, and you cannot change your choice once it has been made.

Visage of Fear: You use the power of Death to temporarily twist your face and body into a horrific sight. You have advantage on Charisma (Intimidation) checks.

Visage of Grace: You use the power of Death to temporarily heal the scars of your previous death, making you more acceptable among those who have not experienced Death. You have advantage on Charisma (Persuasion) checks.

Relentless Advance: At 9th level, you become as relentless as Death itself. Your speed increases by 10 feet. Additionally, non-magical difficult terrain does not reduce your speed.

Pull of the Grave: At 10th level, your power over the forces of Death increase. As an action, you may spend 2 Runes to cause a target within 30 feet of you that you can see to make a Strength saving throw. On a failed save, the target is pulled up to 30 feet towards you. On a successful save, the target is not pulled. If the target is pulled within melee range of you, you may make one weapon attack against it as a bonus action.

Speak with Undead: By 11th level, your knowledge of the inner workings of Death allows you to communicate with the dead. You may expend 2 Runes to cast the Speak with Dead spell. However, you may also target any undead creature using this spell.

Magic Barrier: At 13th level, you can harness the power of death to protect yourself against offensive magic. As a reaction when a spell is cast that targets you or an area you’re in, you may spend 3 Runes to create a barrier around yourself, granting you resistance to the damage dealt by spells until the beginning of your next turn.

Raise Dead: At 14th level, your connection with death allows you to expend power to help others return from Death. As an action, you may spend 8 Runes to cast the Raise Dead spell without requiring material components. You may do this only once per long rest.

Death’s Endurance: By 17th level, your connection to Death empowers you, giving you the ability to trudge onward when others would fall. You are immune to Exhaustion. Additionally, when you are the victim of a critical hit, you may use your reaction to turn it into a normal hit. You may use this feature a number of times equal to your wisdom modifier, and regain spent uses upon completing a long rest.

Grim Oaths:

Oath of the Undying

A Death Knight swearing the Oath of the Undying is resolute in their resolve against Death. They’ve taken the power of their resurrected blood to fortify their life force and channel it to protect their allies. They tend towards helping others and protecting those who cannot protect themselves, but they are not intrinsically good.

Undying Presence: At 3rd level when you take this Oath, your blood churns with radiant fire. You gain resistance to Radiant damage. Additionally, the target of your Rejuvenating Strike has disadvantage on attacks against targets other than you until the end of its next turn.

Aura of the Undying: At 7th level, allies within 10 feet of you gain resistance to Radiant damage. Additionally, the power of your radiant blood can help prevent death. You and allies within 10 feet of you gain a bonus on Death Saving Throws equal to your Wisdom modifier. The power of your will is so strong, the saving throw effect persists even if you are unconscious or incapacitated. At 18th level, this Aura increases to 30 feet.

Radiant Blood: Upon reaching 9th level, the radiant fire of life infuses your soul. Your blood becomes radiant fire. If you are cut and bleeding, the radiance of your blood causes no damage, but you may use a bonus action to use your blood for lighting a candle, campfire, or another similar use. A fire lit in this manner is considered non-magical and burns a shade of radiant yellow instead of the normal color of fire

Improved Rejuvenating Strike: At 15th level, when you use Rejuvenating Strike, you may spend up to 3 additional Runes. For each Rune spent, the healing increases by an amount equal to your Constitution modifier.

Purgatory: By 20th level, your radiant vitality allows you to refuse to die. When you are reduced to 0 or fewer hit points, but not killed outright, your soul may keep fighting in your stead. Your soul has the same speed and AC as your body, half its hit point total, resistance to all damage, and deals magical slashing damage equal to your weapon damage. Your soul cannot take any action other than the attack, disengage, dodge, or help action, and cannot use any Rune Strikes. If your Soul is reduced to 0 hit points, or moves more than 100 feet from your body, you die immediately and cannot be resurrected by any means. This effect lasts for 1 minute or until you succeed on 3 death saving throws, and you must finish a long rest before you can benefit from it again. You make your death saving throws as a free action during Purgatory.

Oath of the North

Those who swear the Oath of the North have generally accepted their fate as an outcast, and embrace the icy chill of Death. They take the cold power of the grave and channel it into their attacks to slow and decimate their foes and steel themselves against the magic wielded against them.

Chill Presence: At 3rd level when you take this Oath, Frost hangs heavy on your form. You gain resistance to Cold damage. Additionally, when you use Icy Blast, you can spend up to 3 additional Runes. For each additional Rune spent, you cause the cold damage and slowing effect to target one additional creature in a 15 foot cone centered on you.

Chill Aura: At 7th level, allies within 10 feet of you gain resistance to Cold damage. Additionally, enemies that enter the Aura or start their turn within its area must make a Dexterity saving throw. On a failed save, they are considered to be in difficult terrain. On a successful save, they are not considered to be in difficult terrain. At 18th level, the Aura increases to 30 feet.

Icy Resolve: At 7th level, you gain control over the Cold. Your weapons deal Cold damage, and your weapon attacks and Icy Blast ignore resistance to Cold damage.

Frozen Touch: At 9th level, the frost infused in your body absorbs heat around you. Your skin is always cold to the touch, and you may use a bonus action to drain the heat out of small amounts of liquid, such as a keg of ale, or a glass of water. You cannot use this feature on large bodies of water such as rivers and lakes

Improved Icy Resolve: At 15th level, you master the Cold. Your weapon attacks and Icy Blast now also ignore immunity to Cold damage. Additionally, you gain a +1 bonus to all damage die rolled for melee or ranged weapon attacks.

Pillar of Frozen Might: At 20th level, your command of the chill touch of death is so powerful you can shrug off that which would cause others to falter. As a bonus action, you can fortify yourself with the power of Frost for 1 minute. For the next minute, all of your attacks are made with advantage, and you are immune to the Stunned, Frightened, and Grappled conditions. You must finish a long rest before you may use this feature again.

Oath of the Plague

The Death Knights who swear this Oath have all but given up on life. Empowered by Death itself, they embrace that power and use it against their enemies. Though they embrace Death, they are not inherently evil. They understand that death is a natural part of life, and recognize the opportunity given them with their resurrection.

Dread Presence: At 3rd level when you take this Oath, you are empowered by the energy of Death itself. You have resistance to Necrotic damage. Additionally, targets of your Plague Strike are considered Poisoned while affected by the Plague.

Aura of the Plague: At 7th level, allies within 10 feet of you gain resistance to Necrotic damage. Additionally, enemies that enter the Aura or start their turn within its effect must make a Constitution saving throw. On a failed save, they suffer from the Poisoned condition while they remain within your Aura. On a successful save, they do not suffer the condition. At 18th level, the Aura increases to 30 feet.

Wilting Presence: At 9th level, your connection to and use of the Plague affects you. Your skin gains a faint greenish hue, and you may use a bonus action to cause all non-magical plants within 10 feet of you to wither. This effect lasts for 10 minutes or until you lose your concentration (as if concentrating on a spell). The effect moves with you, and you may cancel the effect at any time (no action required). When the effect ends or you cancel it, the plants affected return to the state they were in before you caused the wilting

Virulent Plague: At 15th level, your control of the Plague heightens. When you take the attack action against a target affected by your Plague, you may use a bonus action and spend up to 4 Runes. For each Rune spent, you cause the Plague to jump to 1 additional creature of your choice within 10 feet of the original target.

Vile Blast: At 20th level, you command the vile power of the grave. As an action you may spend 4 Runes and swing your Rune Weapon in the direction of a creature you can see within 60 feet. The target must make a Dexterity saving throw. On a failed save the target suffers 5d8 Necrotic damage and is afflicted by a random Disease (DMG p.256). Roll a d4. On a 1, the target suffers Cackle Fever; on a 2, the target suffers Sewer Plague; on a 3, the target suffers Sight Rot; on a 4, you may choose which disease the target suffers. These symptoms manifest immediately upon application. On a successful save, the target takes half as much damage and is not afflicted by Disease.

Oramac
2016-02-16, 02:50 PM
DK v1.1.1 below

DK v.1.1.1

Death Knight (Dread; Grim; Risen??)

Dressed in armor streaked with blood, a human swings his Greatsword with precise fury, using his attacks to keep his enemies occupied. As he does so, the allies around him watch as his wounds seem to heal even as the enemy falls.

Standing tall against the oncoming horde, a High Elf embraces the icy resolve within to steel her veins and ignore the attacks of her enemies. Freezing her twin longswords with the power of the frozen north, her attacks break through their armor with reckless abandon.

A lonely Dwarf gazes over the battlefield, remembering a time when he was alive enough to relish the battle. No longer the same Dwarf, he takes the power of Death and uses it for his own ends.

Not dead, but not truly living
Paladin. That’s what you used to be. Before you died. The Death Knight is a resurrected Paladin, brought back by some benefactor to wield the power of Death. Most Death Knights have no will. They’re just puppets of whoever brought them back. But sometimes, a Death Knight of extraordinary willpower breaks that hold and regains their free will.

These people, often ostracized by society, are filled with the same vigor they had in their previous life. Some of them remember their old values and try to complete their previous mission. Others shed their former morals and become a deadly killing machine, working only for their own gain. Still others wish to return to their previous positions of honor, though the news of their death invariably precedes them, and they know not if their former Kings will accept their service.

Creating a Death Knight
When creating your Death Knight, consider your relationship with the person or being that resurrected you. Do you know who it was, or why they brought you back from Death? Do you feel indebted to them for giving you a second chance at life, or are you angry that they took you away from your eternal rest? Also, consider the Oath you took as a Paladin. Do you remember it? Do you choose to follow those Tenets again, or forsake your Paladin teachings and follow a new path? In either case, the Oaths of the Paladin are no longer available to you, and you must choose a new, Grim Oath.

Mechanically, Death Knights function as a standard humanoid of the chosen race. A player may role-play as undead if they so choose.

Quick Build
You can build a Death Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier or Noble background.

Class Features

Hit Points
Hit Dice: 1d10 per Death Knight Level
Hit points at 1st level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Death Knight level after first.

Proficiencies
Armor: Heavy armor; Shields
Weapons: Simple and Martial weapons
Tools: none
Saving Throws: Strength; Wisdom
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Survival.
Multiclass: Light/Medium Armor; Simple and Martial weapons; Death Knights require a score of 13 Strength and 13 Wisdom.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greatsword or (b) two Shortswords
- (a) two Handaxes or (b) any simple melee weapon
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
- Chain Mail



[tr]
Level
Prof. Bonus
Features
Runes
[/td]


1
+2
Deathly Awareness
-


2
+2
Fighting Style
-


3
+2
Grim Oath; Rune Strike; Rune Weapon
4


4
+2
Ability Score Improvement
4


5
+3
Extra Attack
8


6
+3
Aura of Dread; Dreadful Visage
8


7
+3
Oath Feature
8


8
+3
Ability Score Improvement
8


9
+4
Relentless Advance
8


10
+4
Pull of the Grave
8


11
+4
Speak with Undead
12


12
+4
Ability Score Improvement
12


13
+5
Magic Barrier
12


14
+5
Runic Expertise
12


15
+5
Oath Feature
12


16
+5
Ability Score Improvement
12


17
+6
Death's Endurance
16


18
+6
Aura Range Increase
16


19
+6
Ability Score Improvement
16


20
+6
Oath Feature
16



Deathly Awareness: Your knowledge of Death gives you heightened awareness of other creatures of Death. You have advantage on Wisdom (Survival) checks to track Undead and Fiends, as well as on Intelligence checks to recall information about them.

Fighting Style: At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style more than once, even if you later get to choose again.

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

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

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

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

Rune Weapon: At 3rd level, you can draw on the dread magic of the grave to inscribe your weapon with deathly Runes. These Runes may be used for additional effects described in this class description. You must spend one hour inscribing your weapon, which may be completed during a short rest. You may inscribe up to two weapons. If you inscribe a third, you must choose one of your previous two weapons from which to remove the Runes.

You have 4 Runes, and you gain Runes as indicated in the Class Table. You recover all expended Runes when you finish a Short Rest. If an ability that uses a Rune requires a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. No Rune features require a spell attack roll.

Rune Strike: Beginning at 3rd level, when you take the attack action with a Weapon, you may expend a Rune to add an additional effect to the attack, as listed below.

Leeching Strike: If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to heal for 1d8 + your Constitution modifier. You can only regain HP if the blow is struck in combat.

Icy Blast: If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to force the target to make a Dexterity saving throw. On a failed save, the target takes 1d6 Cold damage and has its speed reduced by 10 feet until the start of your next turn. On a successful save, the target takes half damage and does not have its speed reduced. The damage increases by 1d6 at 8th (2d6) and 14th (3d6) level.

Plague Strike: If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to afflict the target with Plague for 1 minute. Beginning with its next turn, and at the beginning of each of its turns thereafter, the target must make a Constitution saving throw. On a failed save, the target takes 1d6 Necrotic damage. On a successful save, the effect ends. The Plague effect does not stack if applied more than once. This damage increases at 8th (2d6) and 14th (3d6) levels.

Grim Oath: At 3rd level you mimic the Oath you took in your former life as a Paladin. Though you can choose to follow the same Tenets, you are not bound by your Paladin Oath any longer, and may do as you please. Choose a Grim Oath that you follow exclusively. You may choose the Oath of the Undying, Oath of the North, or Oath of the Plague, all detailed at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Improvement: When you reach 4th level, and again at 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. As normal, you can’t increase an ability score above 20 using this feature.

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

Aura of Dread: At 6th level, your presence hangs heavily on your enemies. Whenever an enemy within 10 feet of you must make a saving throw, it takes a penalty on the throw equal to 1 + half your Wisdom modifier, rounded down. This Aura has no effect on Undead creatures, and does not stack with itself or similar effects.

At 18th level, this Aura increases to 30 feet.

Dreadful Visage (Ribbon): Upon reaching 6th level, your connection to Death allows you to alter your body slightly. Choose one of the following options. You may choose only one, and you cannot change your choice once it has been made.

Visage of Fear: You use the power of Death to twist your face and body into a horrific sight. You gain proficiency in the Intimidation skill.

Visage of Grace: You use the power of Death to heal the scars of your previous death, making you more acceptable among those who have not experienced Death. You gain proficiency in the Persuasion skill.


Relentless Advance: At 9th level, you become as relentless as Death itself. Your speed increases by 10 feet. Additionally, non-magical difficult terrain does not reduce your speed.

Pull of the Grave: At 10th level, your power over the forces of Death increase. As an action, you may spend 2 Runes to cause a target within 30 feet of you that you can see to make a Strength saving throw. On a failed save, the target is pulled up to 30 feet towards you. On a successful save, the target is not pulled. If the target is pulled within melee range of you, you may make one weapon attack against it as a bonus action.

Speak with Undead: By 11th level, your knowledge of the inner workings of Death allows you to communicate with the dead. You may expend 2 Runes to cast the Speak with Animals spell. You may target Undead only. If you target a non-Undead creature, the spell automatically fails. Otherwise, the spell functions normally.

Magic Barrier: At 13th level, you can harness the power of death to protect yourself against offensive magic. As a reaction when a spell is cast that targets you or an area you’re in, you may spend 2 Runes to create a barrier around yourself, granting you resistance to damaging magic against that spell.

Runic Expertise: At 14th level, you may spend 2 Runes to gain advantage on the next roll made for any Skill or Tool with which you are proficient.

Death’s Endurance: By 17th level, your connection to Death empowers you, giving you the ability to trudge onward when others would fall. The first time you would gain a level of Exhaustion, you may choose not to. You must finish a long rest and have no levels of Exhaustion before you can gain this benefit again.

Grim Oaths:

Oath of the Undying

A Death Knight swearing the Oath of the Undying is resolute in their resolve against Death. They’ve taken the power of their resurrected blood to fortify their life force and channel it to protect their allies. They tend towards helping others and protecting those who cannot protect themselves, but they are not intrinsically good.

Undying Presence: At 3rd level when you take this Oath, your blood churns with deathly fire. You gain resistance to Fire damage. Additionally, when you use Leeching Strike, you may spend up to 3 additional Runes to increase the healing by 1d8 per Rune spent.

Aura of the Undying: At 7th level, allies within 10 feet of you gain resistance to Fire damage. Additionally, the power of your blood can help prevent death. You and allies within 10 feet of you have advantage on Death Saving Throws. The power of your will is so strong, the saving throw effect persists even if you are unconscious or incapacitated. At 18th level, this Aura increases to 30 feet

Improved Leeching Strike: At 15th level, the target of your Leeching Strike has disadvantage on attacks against targets other than you. This effect lasts 1 minute, and the target may make a Wisdom saving throw at the end of each of its turns to end the effect.

Fiery Blood (Ribbon): Upon reaching 15th level, the fire of life infuses your soul. Your blood becomes fire. If you are cut and bleeding, the fire of your blood causes no damage, but may be used for lighting a candle, campfire, or a similar use. A fire lit in this manner is considered non-magical and burns a shade of blood red instead of the normal color of fire.

Purgatory: By 20th level, you are as hard to stop as Death itself. When you are reduced to 0 or fewer hit points, but not killed outright, your soul may keep fighting in your stead. Your soul has the same speed and AC as your body, half its hit point total, resistance to all damage, and deals magical slashing damage equal to your weapon damage. Your soul cannot take any action other than the attack action, and cannot use any Rune Strikes. If your Soul is reduced to 0 hit points, or moves more than 100 feet from your body, you die immediately and cannot be resurrected by any means. This effect lasts for 1 minute or until you succeed on 3 death saving throws, and you must finish a long rest before you can benefit from it again. You may make your death saving throws as a free action during Purgatory.

Oath of the North

Those who swear the Oath of the North have generally accepted their fate as an outcast, and embrace the icy chill of Death. They take the cold power of the grave and channel it into their attacks to slow and decimate their foes and steel themselves against the magic wielded against them.

Chill Presence: At 3rd level when you take this Oath, Frost hangs heavy on your form. You gain resistance to Cold damage. Additionally, when you use Icy Blast, you can spend up to 3 additional Runes. For each additional Rune spent, you cause the Cold damage and slowing effect to target one additional creature in a 15 foot cone centered on you.

Chill Aura: At 7th level, allies within 10 feet of you gain resistance to Cold damage. Additionally, you and allies within 10 feet of you gain a +1 bonus to all damage die rolled for a melee or ranged weapon attack. You must be conscious for this benefit to have effect. At 18th level, the Aura increases to 30 feet

Icy Resolve: At 15th level, you master the Cold. Your weapons deal Cold damage, and your weapon attacks and Icy Blast ignore resistance and immunity to Cold damage.

Frozen Touch (Ribbon): At 15th level, the frost infused in your body absorbs heat around you. Your skin is always cold to the touch, and you can drain the heat out of small amounts of liquid, such as a keg of ale, or a glass of water. You cannot use this feature on large bodies of water such as rivers and lakes.

Pillar of Frozen Might: At 20th level, your command of the chill touch of death is so powerful you can shrug off that which would cause others to falter. As a bonus action, you can fortify yourself with the power of Frost for 1 minute. For the next minute, all of your attacks are made with advantage, and you are immune to the Stunned, Frightened, and Grappled conditions. You must finish a long rest before you may use this feature again.

Oath of the Plague

The Death Knights who swear this Oath have all but given up on life. Empowered by Death itself, they embrace that power and use it against their enemies. Though they embrace Death, they are not inherently evil. They understand that death is a natural part of life, and recognize the opportunity given them with their resurrection.

Dread Presence: At 3rd level when you take this Oath, you are empowered by the energy of Death itself. You have resistance to Necrotic damage. Additionally, targets of your Plague Strike are considered Poisoned while affected by the Plague.

Aura of the Risen Dead: At 7th level, allies within 10 feet of you gain resistance to Necrotic damage. Additionally, you and allies within 10 feet of you gain a +1 bonus to all saving throws. This effect stacks with similar effects, but does not stack with itself. You must be conscious for this benefit to have effect. At 18th level, the Aura increases to 30 feet

Virulent Plague: At 15th level, your control of the Plague heightens. When you take the attack action against a target affected by your Plague, you may use a bonus action and spend up to 4 Runes to cause the Plague to jump to 1 creature of your choice within 10 feet of the original target per Rune spent.

Death’s Sight (Ribbon): Your study of the moment of Death gives you a unique connection with Death. You can see into the Lower Planes to the range of your normal vision. If you are of a Neutral or Good alignment, you do not feel uncomfortable when you see the Lower Planes.

Vile Swarm: At 20th level, you command the vile power of the grave. As an action, you may spend 4 Runes to summon a vile swarm of carrion flies around you, lasting 1 minute or until you dismiss it as a bonus action. The swarm covers a 10 foot radius, centered on you. Any creature other than you caught in the swarm must make a Dexterity saving throw at the beginning of its turn. On a failed save, the creature takes 4d8 Necrotic damage and is considered to be in difficult terrain. On a successful save, the creature takes half as much damage and is not considered to be in difficult terrain.

Death Knight v.1.0 is in spoilers below

Death Knight

Dressed in armor streaked with blood, a human swings his Greatsword with precise fury, using his attacks to keep his enemies occupied. As he does so, the allies around him watch as his wounds seem to heal even as the enemy falls.

Standing tall against the oncoming horde, a High Elf embraces the icy resolve within to steel her veins and ignore the attacks of her enemies. Freezing her twin longswords with the power of the frozen north, her attacks break through their armor with reckless abandon.

A lonely Dwarf gazes over the battlefield, remembering a time when he was alive enough to relish the battle. No longer the same Dwarf, he takes the power of Death and uses it for his own ends.

Not truly living, but not dead either
Paladin. That’s what you used to be. Before you died. The Death Knight is the resurrected Paladin, brought back by some benefactor to wield the power of Death. Most Death Knights have no will. They’re just puppets of whoever brought them back. But sometimes, a Death Knight of extraordinary willpower can break that hold and regain their free will.

These people, often ostracized by society, are filled with the same vigor they had in their previous life. Some of them remember their old missions and values and try to continue them. Others shed their former morals and become a deadly killing machine, working only for their own gain. Still others wish to return to their previous positions of honor, though the news of their death invariably precedes them, and they know not if their former Kings will accept their service.

Mechanically, Death Knights function as a standard humanoid of the chosen race. A player may role-play as undead if they so choose.

Creating a Death Knight
When creating your Death Knight, consider your relationship with the person or being that resurrected you. Do you know who it was, or why they brought you back from Death? Do you feel indebted to them for giving you a second chance at life, or are you angry that they took you away from your eternal rest? Also, consider the Oath you took as a Paladin. Do you remember it? Do you choose to follow those Tenets again, or forsake your Paladin teachings and follow a new path? In either case, the Oaths of the Paladin are no longer available to you, and you must choose a new, Grim Oath.

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

Hit Points
Hit Dice: 1d10 per Death Knight Level
Hit points at 1st level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Death Knight level after first.

Proficiencies
Armor: All armor; No shields
Weapons: Simple and Martial weapons
Tools: none
Saving Throws: Strength; Wisdom
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, and Persuasion.
Multiclass into: Light/Medium Armor; Simple and Martial weapons; Death Knights require a score of 13 Strength and 13 Wisdom.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greatsword or (b) two Longswords
- (a) two Handaxes or (b) any simple melee weapon
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
- Chain Mail



[tr]
Level
Prof. Bonus
Features
Runes
Rune Weapon Die


1
+2
Runes, Rune Strike
4
-


2
+2
Fighting Style
4
-


3
+2
Grim Oath; Rune Weapon
4
1d4


4
+2
Ability Score Improvement
4
1d4


5
+3
Extra Attack; Rune Weapon Damage
8
1d6


6
+3
Aura of Dread
8
1d6


7
+3
Oath Feature
8
1d6


8
+3
Ability Score Improvement
8
1d6


9
+4
Relentless Advance
8
1d6


10
+4
Pull of the Grave
8
1d6


11
+4
Rune Weapon Damage
12
1d8


12
+4
Ability Score Improvement
12
1d8


13
+5
Magic Barrier
12
1d8


14
+5
Runic Recovery
12
1d8


15
+5
Oath Feature
12
1d8


16
+5
Ability Score Improvement
16
1d8


17
+6
Rune Weapon Damage
16
1d10


18
+6
Aura Range Increase
16
1d10


19
+6
Ability Score Improvement
16
1d10


20
+6
Oath Feature
20
1d10



Runes: At 1st level, you can draw on the dread magic of the grave. You can access Runes that you may use for additional effects described in this class description. You gain Runes as you level, shown in the Runes column of the Class Table. If an ability that uses a Rune requires a saving throw, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. No Rune features require a spell attack roll. You recover all expended Runes when you finish a Long Rest.

Rune Strike: Beginning at 1st level, when you take the attack action with a Weapon, you may expend a Rune to add an additional effect to the attack, as listed below. You may use this feature only once per turn, even if you get more than one attack on that turn. You may begin using each Strike at the level indicated in its description.

Leeching Strike (1st level): If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to heal for 1d8 + your Constitution modifier. You can only regain HP if the blow is struck in combat.

Icy Blast (2nd level): If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to force the target to make a Dexterity saving throw. On a failed save, the target takes 1d6 Cold damage and has its speed reduced by 10 feet for one turn. On a successful save, the target takes half damage and does not have its speed reduced.

Plague Strike (3rd level): If your attack hits, the target takes the normal attack damage, and you may expend 1 Rune to afflict the target with Plague for 1 minute. Beginning with its next turn, and at the beginning of each of its turns thereafter, the target must make a Constitution saving throw. On a failed save, the target takes 1d6 Necrotic damage. On a successful save, the effect ends. The Plague effect does not stack if applied more than once.

Fighting Style: At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style more than once, even if you later get to choose again.

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

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

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

Rune Weapon: At 3rd level, your chill connection with Death allows you to inscribe your melee weapon with hellish Runes. When you acquire a melee weapon, you may spend 1 hour inscribing the weapon, which can be done during a short rest. You may have no more than two Rune weapons at any given time. If you inscribe a third weapon, choose one of your previously inscribed weapons from which to remove the Runes.

When you hit with a melee weapon attack using your rune weapon, you deal additional Fire, Cold, or Necrotic damage (determined by your Grim Oath) equal to the damage dice listed in the Rune Weapon column of the class table.

Grim Oath: At 3rd level your knowledge of death allows you greater control over your dread powers. Choose a Grim Oath that you follow exclusively. You may choose the Oath of the Undying, Oath of the North, or Oath of the Plague, all detailed at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Improvement: When you reach 4th level, and again at 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. As normal, you can’t increase an ability score above 20 using this feature.

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

Aura of Dread: At 6th level, your presence hangs heavily on your enemies. Whenever an enemy within 10 feet of you must make a saving throw, it takes a penalty on the throw equal to 1 + half your Wisdom modifier, rounded down. This Aura has no effect on Undead creatures, and does not stack with itself or similar effects.

At 18th level, this Aura increases to 30 feet.

Relentless Advance: At 9th level, you become as relentless as Death itself. Your speed increases by 10 feet. Additionally, your speed cannot be reduced by any means.

Pull of the Grave: At 10th level, your power over the forces of Death increase. As an action, you may choose a target within 30 feet of you that you can see. That target must make a Strength saving throw or be pulled up to 30 feet towards you. If the target is pulled within melee range of you, you may make one weapon attack against it as a bonus action.

Magic Barrier: At 13th level, you can harness the power of death to protect yourself against offensive magic. As a reaction when a spell is cast that targets you or an area you're in, you may spend 4 Runes to create a shell around yourself, granting you resistance to damaging magic. This effect lasts 1 minute, or until 3 damaging magical effects hit you, including the triggering attack.

Runic Recovery: Beginning at 14th level, you can control your Runes with greater discipline. During a Short Rest, you recover 1d4 + 2 Runes.

Grim Oaths:

Oath of the Undying

A Death Knight swearing the Oath of the Undying is resolute in their resolve against Death. They’ve taken the power of their resurrected blood to fortify their life force and channel it to protect their allies. They tend towards helping others and protecting those who cannot protect themselves, but they are not intrinsically good.

Undying Presence: At 3rd level when you take this Oath, your blood churns with deathly fire. You gain resistance to Fire damage, and your Rune Weapon deals Fire damage. Additionally, your Leeching Strike is empowered. You can spend up to 3 additional Runes to increase the healing by 1d8 for each Rune spent.

Blood Strike: At 7th level, your mastery of the dread Blood in your veins intensifies. When you make a melee weapon attack, you can spend 1 or more Runes to empower the attack. On a hit, the target suffers the attacks normal effects and you gain 5 Temporary Hit Points for each Rune spent, up to 8 Runes. Additionally, the enemy hit by Blood Strike has disadvantage on attacks against targets other than you. This effect lasts 1 minute, and the target can make a Wisdom saving throw at the end of its turn to end the effect.

Aura of the Undying: At 15th level, allies within 10 feet of you gain resistance to Fire damage. Additionally, the power of your Blood can help prevent death. You and allies within 10 feet of you have advantage on Death Saving Throws. The power of your blood is so strong, the saving throw effect persists even if you are unconscious or incapacitated. At 18th level, this Aura increases to 30 feet.

Purgatory: By 20th level, you are as hard to stop as Death itself. When you are reduced to 0 or fewer hit points, but not killed outright, your soul may keep fighting in your stead. Your soul has the same speed and AC as your body, half its hit point total, resistance to all damage, and deals magical slashing damage equal to your weapon damage. Your soul cannot take any action other than the attack action, and cannot use any Rune Strikes or Rune Weapon attacks. If your Soul is reduced to 0 hit points, or moves more than 100 feet from your body, you die immediately and cannot be resurrected by any means. This effect lasts for 1 minute, and you must finish a long rest before you can benefit from it again. Additionally, you must now fail five death saving throws to die, instead of three.

Oath of the North

Those who swear the Oath of the North have generally accepted their fate as an outcast. They take the cold power of the grave and channel it into their attacks to slow and decimate their foes and steel themselves against the magic wielded against them.

Chill Presence: At 3rd level when you take this Oath, Frost hangs heavy on your form. You gain resistance to Cold damage, and your Rune Weapon deals Cold damage. Additionally, when you use Icy Blast, you can spend up to 3 additional Runes. For each additional Rune spent, you cause the Cold damage and slowing effect to target one additional creature in a 15 foot cone centered on you.

Freezing Strike: At 7th level, your control over the might of winter sharpens your resolve. When you make a melee weapon attack, you can choose to freeze your Rune Weapon with the power of the Frozen North. For this attack, your weapon deals Cold damage, and you can spend up to 2 Runes to increase the damage by 1d6 per Rune spent. This damage ignores resistance to Cold damage. You may use this feature only once per turn.

Chill Aura: At 15th level, allies within 10 feet of you gain resistance to Cold damage. Additionally, you and allies within 10 feet of you gain a +1 bonus to all damage die rolled for a melee or ranged weapon attack. You must be conscious for this benefit to have effect. At 18th level, the Aura increases to 30 feet.

Pillar of Frozen Might: At 20th level, your command of the chill touch of death is so powerful you can shrug off that which would cause others to falter. As a bonus action, you can fortify yourself with the power of Frost for 1 minute. For the next minute, all of your attacks are made with advantage, and you are immune to the Stunned, Frightened, and Grappled conditions. You must finish a long rest before you may use this feature again.

Oath of the Plague

The Death Knights who swear this Oath have all but given up on life. Empowered by Death itself, they embrace that power and use it against their enemies. Though they embrace Death, they are not inherently evil. They understand that death is a natural part of life, and recognize the opportunity given them with their resurrection.

Dread Presence: At 3rd level when you take this Oath, you are empowered by the energy of Death itself. You have resistance to Necrotic damage, and your Rune Weapon deals Necrotic damage. Additionally, you may spend up to 2 runes to increase the Plague damage of your Plague Strike by 1d6 per Rune spent. This increase must be applied when the initial melee attack is made, and cannot be applied once the Plague is already on a target.

Improved Plague Strike: The base damage of your Plague strike increases by 1d6 at 8th (2d6) and 13th (3d6) level.

Vile Swarm: At 7th level, you command the vile power of the grave. As an action, you may spend 4 Runes to summon a vile swarm of carrion flies around you, lasting 1 minute or until you dismiss it as a bonus action. The swarm covers a 10 foot radius, centered on you. Any creature other than you caught in the swarm must make a Dexterity saving throw. On a failed save, the creature takes 2d8 Necrotic damage and is considered to be in difficult terrain. On a successful save, the creature takes half as much damage and is not considered to be in difficult terrain.

Aura of Risen Dead: At 15th level, allies within 10 feet of you gain resistance to Necrotic damage. Additionally, you and allies within 10 feet of you gain a +1 bonus to all saving throws. This effect stacks with similar effects. You must be conscious for this benefit to have effect. At 18th level, the Aura increases to 30 feet.

Plague Reaper: At 20th level, you can draw on the grim power of Death to empower your Plague. When you take the attack action against a target afflicted by your Plague, you can use a bonus action to cause it to jump to all enemies within 15 feet of the target. Additionally, your Plague’s base damage increases to 5d6.

EDIT #a lot: updated features/abilities/damage/etc.
EDIT: renamed Death Strike to Blood Strike
EDIT: Plague Strike adjustment
EDIT: Feature Naming

JNAProductions
2016-02-16, 05:06 PM
I'd just make it all weapons, not limited to swords and axes.

Death Strike is just barely okay. Comparable to Second Wind.

Icy Blast is fine.

Plague Strike is much too powerful. 1d6 extra damage is fine, but hit a squishy wizard with this and it'll kill them in one blow over time.

Fighting Styles are fine.

Rune Weapon comes online a little early. It's a big damage boost (5 damage for a TWF) so I might push it back. Compare it to Improved Divine Smite.

Aura of Dread seems okay... Maybe? It's hard to tell.

Death Grip is cool.

Death's Advance seems out of place. Not under or over powered, just out of place.

Runic Recovery is too powerful. Make it you can recover up to half your level runes total throughout a day.

Levels 9, 13, and 17 are dead. That's bad.

Get rid of the +1 AC on Blood Presence and it's fine.

How long does Heart Strike last? As written, forever. Make it last one minute, with a Wisdom saving throw each turn, and it'll be good.

Aura of Blood is fine.

Purgatory should be once/long rest, and last only one minute max.

Get ride of the +1 to attack rolls on Frost Presence and it's fine.

Frost Strike is fine.

Aura of Frost is fine.

Pillar of Frost is fine... If it's once per long rest. As written, it's usable at will, which is OP as hell.

Get of rid of the +1 again, and it'll be fine.

Unholy Blight is cool.

HOLY CRAP! Aura of Undeath is OP. Just... Change that. Entirely. Advantage on all saves? What were you thinking?

Necrotic Plague is also OP. Leaping the plague is fine, but disadvantage on all saves is too much. (And just leaping the plague is too little.)



Overall... I'd make this a series of Paladin subclasses, honestly. It doesn't feel like a base class, it feels like a Paladin rip-off.

Oramac
2016-02-16, 05:40 PM
Thanks for the input! I've got a meeting in a few minutes, so I'll reply in full (and edit the OP!) once I get back.

In the meantime, I welcome whatever thoughts anyone else might want to share as well!

Oramac
2016-02-16, 08:05 PM
I'd just make it all weapons, not limited to swords and axes.

Fair enough. I just felt that bladed weapons had the right "feel" for the class.


Death Strike is just barely okay. Comparable to Second Wind.

Would increasing the initial damage make it better? Or an increase to the healing? I was worried about making it too powerful for a level 1 Strike.


Icy Blast is fine.

Great!


Plague Strike is much too powerful. 1d6 extra damage is fine, but hit a squishy wizard with this and it'll kill them in one blow over time.

Even with a Con save to end the effect entirely? I felt like that would help negate the Damage Over Time part.


Fighting Styles are fine.

I hope so. I copied them straight out of the PHB. :P


Rune Weapon comes online a little early. It's a big damage boost (5 damage for a TWF) so I might push it back. Compare it to Improved Divine Smite.

I can move Rune Weapon to 11th level and move Death's Advance to 9th level. This will help the blank spots (more on that in a sec).


Aura of Dread seems okay... Maybe? It's hard to tell.

The idea was for the Aura to be exactly the opposite of the Paladin Aura of Protection. Instead of allies getting a bonus to saves, I gave enemies a penalty to saves. I made it 1+ half Cha so it wouldn't be quite as powerful though.


Death Grip is cool.

Cool. :)


Death's Advance seems out of place. Not under or over powered, just out of place.

Moved to 9th level. I initially had a version of Lichborne that gave advantage on saves against Frightened, but felt that that was too powerful so I scrapped it.


Runic Recovery is too powerful. Make it you can recover up to half your level runes total throughout a day.

What if it were just 1d4? Or 1d4 + 1? Something smaller, but still allowing a Short Rest to have use outside of spending Hit Dice.


Levels 9, 13, and 17 are dead. That's bad.

I should have mentioned this in the OP. I left these blank on purpose since I figured I'd have to rearrange things.


Get rid of the +1 AC on Blood Presence and it's fine.

Can do.


How long does Heart Strike last? As written, forever. Make it last one minute, with a Wisdom saving throw each turn, and it'll be good.

Dangit! I knew I forgot something. You're right. That should have been in there from the beginning.


Aura of Blood is fine.

Cool.


Purgatory should be once/long rest, and last only one minute max.

Again, I forget the time component. Forgive me.


Get ride of the +1 to attack rolls on Frost Presence and it's fine.

This makes me sad. But I suppose I can understand it.


Frost Strike is fine.

Cool.


Aura of Frost is fine.

Sweet. I almost nerfed this one before I even posted it. Glad I didn't.


Pillar of Frost is fine... If it's once per long rest. As written, it's usable at will, which is OP as hell.

Remember the thing about me forgetting time? Yea....... :P


Get of rid of the +1 again, and it'll be fine.

Can do.


Unholy Blight is cool.

Cool. :)


HOLY CRAP! Aura of Undeath is OP. Just... Change that. Entirely. Advantage on all saves? What were you thinking?

Wow! Two bolded words and a sentence in all caps?! I guess it really is OP. haha. I was worried about this one myself, but figured I'd post it and see the response. Now I know!


Necrotic Plague is also OP. Leaping the plague is fine, but disadvantage on all saves is too much. (And just leaping the plague is too little.)

I originally only had the leaping part but felt that was underpowered for a Capstone. I just don't know what else to add to it.

Overall, the Unholy Oath gave me the most trouble designing.


Overall... I'd make this a series of Paladin subclasses, honestly. It doesn't feel like a base class, it feels like a Paladin rip-off.

I admit, I used a modified version of the Paladin chassis for this, as I feel like a Death Knight is essentially the antithesis of a Paladin. I'd originally planned to use the exact chassis, Half-caster and everything, but it just felt REALLY clunky. The Rune system felt like it fit better, and gave it a slightly more unique feel than the Paladin.

JNAProductions
2016-02-16, 08:12 PM
Would increasing the initial damage make it better? Or an increase to the healing? I was worried about making it too powerful for a level 1 Strike.

You misunderstand. I meant it's just barely within acceptable bounds. It's almost OP.

Overall, I really do think this would work better as three Paladin subclasses. Try statting those up-maybe make a few new spells for them. I think you'll find it works better.

Oramac
2016-02-16, 08:18 PM
You misunderstand. I meant it's just barely within acceptable bounds. It's almost OP.

Overall, I really do think this would work better as three Paladin subclasses. Try statting those up-maybe make a few new spells for them. I think you'll find it works better.

I can take a look at that. I'm really skeptical of how the Rune system could translate to the Caster system, but I'll dwell on it a bit.

Also, what are the "acceptable bounds"? Is there a list or chart somewhere that I don't know about?

Finally, I moved the +1 from Unholy Presence to Aura of Undeath, to replace the OP advantage on saving throws. Is that a better place for it?

JNAProductions
2016-02-16, 08:22 PM
"Acceptable bounds" here means "My gut feeling, and a little bit of math".

It can heal 4d8 per long rest, at level 1. Second Wind heals 1d10+1 per short rest. That's going to be around 3d10+3 per long rest. 4*4.5=18, 3*5.5+3=19.5. Those are pretty close, though it scales way better than Second Wind.

On second thought, it's actually probably overpowered because you just have so little to spend runes on. It can all go right towards healing, for 16d8 per long rest. That's 16*4.5=72, as compared to 3d10+60, which is 75.5...

On third thought, it's actually pretty good. It's always comparable to Second Wind.

Oramac
2016-02-16, 08:26 PM
"Acceptable bounds" here means "My gut feeling, and a little bit of math".

It can heal 4d8 per long rest, at level 1. Second Wind heals 1d10+1 per short rest. That's going to be around 3d10+3 per long rest. 4*4.5=18, 3*5.5+3=19.5. Those are pretty close, though it scales way better than Second Wind.

On second thought, it's actually probably overpowered because you just have so little to spend runes on. It can all go right towards healing, for 16d8 per long rest. That's 16*4.5=72, as compared to 3d10+60, which is 75.5...

On third thought, it's actually pretty good. It's always comparable to Second Wind.

Fair enough. Though as for spending Runes, there's also Heart Strike for Oath of Blood. Gaining Temp Hit Points and making an enemy attack you seems like a fair trade for straight healing. Also keep in mind that Death Strike requires a weapon attack to actually hit. Second Wind does not.

JNAProductions
2016-02-16, 08:28 PM
If you're missing overmuch, your DM is being bad. It's not 100% reliable, but it's pretty reliable. Just use it before you need it, rather than when you truly need it.

Also? Sack of rats. Limited runes means it passes the sack of rats test, but it's still abusable.

Oramac
2016-02-16, 08:29 PM
Also? Sack of rats. Limited runes means it passes the sack of rats test, but it's still abusable.

I'm sorry, what? I don't follow.

JNAProductions
2016-02-16, 08:32 PM
Sack of rats test-can your ability be abused by carrying around a sack of rats and hitting them with a big stick?

In this case, the answer is sorta. You can get healing by attacking and hitting a rat, but it requires runes. So it's only semi-abusable.

Oramac
2016-02-16, 08:34 PM
Sack of rats test-can your ability be abused by carrying around a sack of rats and hitting them with a big stick?

In this case, the answer is sorta. You can get healing by attacking and hitting a rat, but it requires runes. So it's only semi-abusable.

Ahh. Ok I see how that works. Hmm.....would increasing the cost make it better? Say, 2 runes per 1d8 of healing? I'm sure it would still be abusable, but the opportunity cost goes up quite a bit too.

JNAProductions
2016-02-16, 08:37 PM
Nah, it's fine. Just add a clause saying the following: "You can only regain HP if the blow is struck in combat."

Oramac
2016-02-16, 08:43 PM
Nah, it's fine. Just add a clause saying the following: "You can only regain HP if the blow is struck in combat."

Got it. I like that. Thanks!

As for the 2 remaining levels without a feature, would a non-combat feature be appropriate? (If you couldn't tell, this is my first attempt at a full homebrew Class)

Something like:

Path of Frost - You chill a 10 foot radius around you, allowing you and party members within the radius to walk across water. This feature is immediately canceled upon rolling initiative.

JNAProductions
2016-02-16, 08:47 PM
That's not exactly non-combat, since it has no reason to stop when combat starts. And no-you want actual features in there. Ribbons are extras.

Oramac
2016-02-16, 08:51 PM
That's not exactly non-combat, since it has no reason to stop when combat starts. And no-you want actual features in there. Ribbons are extras.

I figured the "This feature is immediately canceled upon rolling initiative" part made it non-combat, since as soon as combat starts you gotta swim.

But I see your point. Ribbons are fun, but features are better.

JNAProductions
2016-02-16, 08:52 PM
Except it has no reason to stop. It makes no sense. It's far too gamey.

Oramac
2016-02-16, 08:58 PM
Except it has no reason to stop. It makes no sense. It's far too gamey.

As in "video-gamey", I take it. I see what you mean. It ends because it needs to end. Not because there's some specific thing making it end. Got it. :)

Also, can you define why it doesn't feel like a full class? I'm not saying you're wrong. I just want to be able to add that "feel" and know what I need for the next time I come up with some crazy idea for a Class.

JNAProductions
2016-02-16, 09:04 PM
There's nothing in particular lacking, it's just clearly a copy of paladin. That makes me think it'd be better as a paladin subclass than as its own class.

Oramac
2016-02-16, 09:13 PM
There's nothing in particular lacking, it's just clearly a copy of paladin. That makes me think it'd be better as a paladin subclass than as its own class.

I see. Since Paladins are the only class with Auras/Oaths, would getting rid of the Auras and re-naming the Oaths (maybe Grim Mastery?) make it any better?

I did kinda want to make an Anti-Paladin, but I made the Rune system as a way to try to differentiate it from the Half-Caster system the Paladin uses.

JNAProductions
2016-02-16, 09:14 PM
There's nothing wrong with it. And remember-this is one guy's opinion. I'd say PM some buddies, ask them to look at this, and get their input too.

Oramac
2016-02-16, 09:22 PM
Fair enough. I still have it in the Word doc too. I can do that. And I'll take a look at making them into Paladin Oaths as well.

Thanks!!

Oramac
2016-02-17, 10:06 AM
An idea for the 13th level feature:

Anti-Magic Shell: At 13th level, you can harness the power of death to protect yourself against offensive magic. As a reaction when a spell is cast that targets you or an area you're in, you may spend 5 Runes to create a shell around yourself, granting you resistance to magic attacks. This effect lasts 1 minute, or until 3 magical attacks hit you, including the triggering attack.

Still working on the Unholy Capstone.

EvilAnagram
2016-03-03, 11:16 AM
I thought some of the basic options created a few questions:

Why isn't Dueling a possible Fighting Style? Literally every other class with Fighting Style offers it.
Why can't they wield a shield? Every class with a Medium Armor option can wield a shield. Barbarians, Clerics, Druids, Fighters, Paladins, Rangers... all get shields. Even the Moderately Armored feat includes proficiency with Shields
Why two Longswords? Only a Variant Human would get use out of that to begin with, which means that most players wouldn't get any use out of it. It seems like you're pushing people towards specific builds.


Also, this is way above the power curve, both in damage and in terms of healing for the Undying oath. Everything stacks with everything else, and you've made a sticky damage-pumping machine that rarely has to worry about resources, with every single feature either making him better at surviving or better at dealing damage. There are other pillars to adventure than combat.

Oramac
2016-03-03, 11:54 AM
Why isn't Dueling a possible Fighting Style? Literally every other class with Fighting Style offers it.

Why can't they wield a shield? Every class with a Medium Armor option can wield a shield. Barbarians, Clerics, Druids, Fighters, Paladins, Rangers... all get shields. Even the Moderately Armored feat includes proficiency with Shields

Why two Longswords? Only a Variant Human would get use out of that to begin with, which means that most players wouldn't get any use out of it. It seems like you're pushing people towards specific builds.

1/2. I'd wanted to avoid making it a "normal" sword and board tank-type, which is why I didn't give it Dueling or Shield proficiency, and upped the healing of the Undying to compensate for the -2 AC of not having a shield. Maybe that's the wrong thing to do, but having *another* SnB tank just felt boring to me.

3. Longswords were leftover from when I'd originally made them proficient with only edged weapons. I probably should change that to a Long/Short or "any two martial weapons" or something.


There are other pillars to adventure than combat.

A great point that I completely missed. Rewrites will be coming.

PoeticDwarf
2016-03-03, 03:02 PM
I do NOT agree with big part of the feedback given by JNAproductions but since you changed most I think it's too late.

Also, add that this is for 5e in the title

Oramac
2016-03-03, 03:04 PM
I do NOT agree with big part of the feedback given by JNAproductions but since you changed most I think it's too late.

Also, add that this is for 5e in the title

Edited.

What don't you agree with? I'm still very much in the WIP stage, so changing things back/forth isn't an issue.

DreamingGod05
2016-03-03, 10:45 PM
For what it's worth, I like the class, and think the familiarity to the Paladin is thematic, and works well.

PoeticDwarf
2016-03-04, 03:16 AM
Edited.

What don't you agree with? I'm still very much in the WIP stage, so changing things back/forth isn't an issue.

I can't see the original anymore. But for example ADVANTAGE ALL SAVES RIDICULOUSLY OP. Is not true, looking at the pally, maybe too strong but not WHAT WERE YOU THINKING

ImSAMazing
2016-03-04, 03:24 AM
I can't see the original anymore. But for example ADVANTAGE ALL SAVES RIDICULOUSLY OP. Is not true, looking at the pally, maybe too strong but not WHAT WERE YOU THINKING

Well actually, the Paladins Save Aura(dunno what the real name is) has been unique to the Paladin for multiple editions. So it might not be Overpowered(although following math advantage counts on average as a +5) but it is as strong as a 20 Charisma paladin. So indeed it is highly strong. I am agreeing with JNA on that one.

Oramac
2016-03-04, 08:46 AM
I can't see the original anymore. But for example ADVANTAGE ALL SAVES RIDICULOUSLY OP. Is not true, looking at the pally, maybe too strong but not WHAT WERE YOU THINKING


Well actually, the Paladins Save Aura(dunno what the real name is) has been unique to the Paladin for multiple editions. So it might not be Overpowered(although following math advantage counts on average as a +5) but it is as strong as a 20 Charisma paladin. So indeed it is highly strong. I am agreeing with JNA on that one.

Yea, after thinking about it, that one was a bit on the OP side. Especially if you had a group with a DK and Pally in it. So I scaled it back to a +1 bonus. That way, even with a pally in the group it maxes out at a +6 bonus. Which is still quite powerful, but not so ridiculous as advantage +5.

I'm working on a (mostly) complete rewrite of the class now. Hoping to post it by the end of the day, if work cooperates.

Oramac
2016-03-04, 11:55 AM
OK! So the OP has been updated with DK v1.1. I'll go through the changes here. There's a lot of them, so bear with me.

Proficiency: added shields
Skills: Added Survival (to mesh with 1st level feature)

Equipment: changes Longswords to Shortswords

Features:

Deathly Awareness: 1st level. Similar to Ranger Favored enemy, but only applies to Undead and Fiends.

Fighting Style: Added Dueling

Rune Weapon: Kept the name. No longer gives extra damage. Now functions as a "focus" (for lack of a better term) to inscribe Runes upon. Runes now recover on a short rest, similar to Superiority Dice. Many features either gained a Rune cost or had a previous cost adjusted to accommodate this.

Rune Strike: All 3 strikes still available to all Oaths to give players situational choices.

Leeching Strike: unchanged. Scaling happens within the Oath of the Undying

Icy Blast: Unchanged. Scales poorly outside of Oath of the North.

Plague Strike: Unchanged. Scales poorly outside of Oath of the Plague.

Grim Oaths: see below for each Oath

ASI: unchanged

Extra Attack: unchanged

Aura of Dread: unchanged

Relentless Advance: rewritten to specify non-magical difficult terrain

Pull of the Grave: added a Rune cost

Speak with Undead: non-combat Flavor/Utility.

Magic Barrier: Reduced Rune cost and made it affect only the triggering spell

Runic Expertise: non-combat skill/tool improvement

Death's Endurance: resist Exhaustion. It comes online late enough to make a Barbarian multiclass possible, but not practical.

Oath of the Undying:

Undying Presence: Removed Rune Weapon damage. Added scaling to Leeching Strike for a Rune cost

Aura of the Undying: moved to 7th level. Otherwise, unchanged.

Improved Leeching Strike: Adds a debuff to make this Oath more tanky. I really wanted this to come online sooner, but couldn't justify it.

Purgatory: Unchanged. I just really freaking like this feature, so dammit I kept it. :P

Oath of the North:

Chill Presence: Removed Rune Weapon damage. Otherwise, unchanged.

Chill Aura: moved to 7th level. Otherwise unchanged

Icy Resolve: replaces Freezing Strike. Ignores Cold resistance and immunity. Doesn't really change anything though, since you'll basically just be doing normal damage to things that are usually immune to Cold. Other classes use a different element/school to get around the same immunity.

Pillar of Frozen Might: unchanged

Oath of the Plague:

Dread Presence: Removed Rune Weapon damage. Plague targets are considered Poisoned.

Aura of the Risen Dead: moved to 7th level. Otherwise unchanged.

Virulent Plague: previously Plague Reaper. Moved to 15th level, reduced the number of enemies affected and added a Rune cost.

Vile Swarm: Moved to 20th level. Increased damage to 4d8. Otherwise unchanged.

===========================

I definitely still would love to hear everyone's feedback!!

Thank you for all the help so far!

ThatKreacher
2016-03-05, 05:10 PM
DK v.1.1


Aura of Dread: At 6th level, your presence hangs heavily on your enemies. Whenever an enemy within 10 feet of you must make a saving throw, it takes a penalty on the throw equal to 1 + half your Wisdom modifier, rounded down. This Aura has no effect on Undead creatures, and does not stack with itself or similar effects.

At 18th level, this Aura increases to 30 feet.


personally, I would make this 1 + half your wisdom modifier rounded up(-4 with 20 wis), or 1d4. Static bonuses aren't too common in D&D I find.




Aura of the Risen Dead: At 7th level, allies within 10 feet of you gain resistance to Necrotic damage. Additionally, you and allies within 10 feet of you gain a +1 bonus to all saving throws. This effect stacks with similar effects. You must be conscious for this benefit to have effect. At 18th level, the Aura increases to 30 feet

I would make 1 + half your wisdom modifier rounded up, or 1d4, instead of the static +1, and have it not stack. I think that +1 is too weak when compared to the paladins aura, but you do grant necrotic resistance, so having it slightly weaker than the paladin makes sense. This might also just be my personal style, I really don't like static +1 bonuses in 5e. I also think it shouldn't stack, because I feel like while it is possible to have a party with a paladin and deathknight, the deathknight is being proposed as an alternative to the paladin, I think it's more realistic that if this is in play, others would try pick something less paladiny(thought playing in a group with similar archetypes, can be really fun. Definitely want to include an elite force of death knights in my current campaign!)

Overall I think it's not bad, but honestly, I think it needs more ribbony additions. I really think that will help set it more apart than the paladin. I personally really like the favoured enemy that is gained at level 1.

Oramac
2016-03-05, 06:45 PM
personally, I would make this 1 + half your wisdom modifier rounded up(-4 with 20 wis), or 1d4. Static bonuses aren't too common in D&D I find.

It's actually not a bonus. It's a penalty to enemies, which is why I capped it at a -3 penalty.



I would make 1 + half your wisdom modifier rounded up, or 1d4, instead of the static +1, and have it not stack. I think that +1 is too weak when compared to the paladins aura, but you do grant necrotic resistance, so having it slightly weaker than the paladin makes sense. This might also just be my personal style, I really don't like static +1 bonuses in 5e. I also think it shouldn't stack, because I feel like while it is possible to have a party with a paladin and deathknight, the deathknight is being proposed as an alternative to the paladin, I think it's more realistic that if this is in play, others would try pick something less paladiny(thought playing in a group with similar archetypes, can be really fun.

I actually quite like the idea of a Paladin and a Death Knight in the same party. It would give a chance for some really fun RP.

I'm actually against it being 1+half wisdom on the grounds that it would be too similar to Aura of Protection. Not to mention, using that method it would be a +4 and resistance to Necrotic, which I feel is too strong compared to Aura of Protection. And while I'm ok with it stacking with Aura or Protection, you do make a good point that it should most definitely NOT stack with itself. That would make a party with one pally and 4 DKs crazy broken, with a +9 to all saves before proficiency and such. I'll definitely edit it to not stack with itself.


Definitely want to include an elite force of death knights in my current campaign!

If you do, please let me know how it goes!


Overall I think it's not bad, but honestly, I think it needs more ribbony additions. I really think that will help set it more apart than the paladin. I personally really like the favoured enemy that is gained at level 1.

Thanks!! I do think more Ribbons would be good as well, though I'm not sure where to add them. But it is something I'm thinking about.

Oramac
2016-03-07, 02:59 PM
Updated! v1.1.1

Added Ribbons at 6th and 15th levels. The 15th level Ribbons are Oath-Specific.


6th level
Dreadful Visage Ribbon: Upon reaching 6th level, your connection to Death allows you to alter your body slightly. Choose one of the following options. You may choose only one, and you cannot change your choice once it has been made.

Visage of Fear: You use the power of Death to twist your face and body into a horrific sight. You gain proficiency in the Intimidation skill.

Visage of Grace: You use the power of Death to heal the scars of your previous death, making you more acceptable among those who have not experienced Death. You gain proficiency in the Persuasion skill.

15th level

Oath of the Undying:

Fiery Blood: Upon reaching 15th level, the fire of life infuses your soul. Your blood becomes fire. If you are cut and bleeding, the fire of your blood causes no damage, but may be used for lighting a candle, campfire, or a similar use. A fire lit in this manner is considered non-magical and burns a shade of blood red instead of the normal color of fire.

Oath of the North:

Frozen Touch Ribbon: At 15th level, the frost infused in your body absorbs heat around you. Your skin is always cold to the touch, and you can drain the heat out of small amounts of liquid, such as a keg of ale, or a glass of water. You cannot use this feature on large bodies of water such as rivers and lakes

Oath of the Plague

Death’s Sight (Ribbon): Your study of the moment of Death gives you a unique connection with Death. You can see into the Lower Planes to the range of your normal vision. If you are of a Neutral or Good alignment, you do not feel uncomfortable when you see the Lower Planes.



Still quite interested in feedback! Thank you to everyone who has contributed so far!

Oramac
2016-03-08, 09:44 AM
OP has been updated with Death Knight v2.0!

Note 1: it was pointed out to me that the Auras for Oath of the North and Oath of the Plague didn't really fit the theme of those Oaths, so they were changed.

Note 2: Also, it occurred to me that, unlike the Paladin, a DK tends to focus more on debuffing enemies instead of buffing allies. Some features were changed with this in mind.

Changes:

Rune Weapon/Rune Strike: Moved to 2nd Level. Initial damage was changed to not require a save, and is probably a bit low, but for the moment I'm leaving it as-is. The Rider effect still requires a save.

Dreadful Visage: Changed to Advantage instead of proficiency to avoid competing against the players proficiency choices at character creation.

Magic Barrier: Rune cost increased

Runic Expertise: Removed. DK's are not skill monkeys. Replaced with Raise Dead.

Raise Dead: Powerful utility, but at a heavy cost. It's acquired 5 levels after a Cleric/Bard gets access (though 3 levels before a Paladin), is once-per-long-rest, and requires 2/3 of the DK's Runes when it's acquired, and still costs half of total Runes in Tier Four. The major benefit is not requiring the material components.

Oath Changes:

Chill Aura: Changed to a Difficult Terrain effect on enemies in the Aura. Removed extra damage.

Icy Resolve: Added the extra damage from Chill Aura. No longer affects allies.

Aura of the Risen Dead: Renamed Aura of the Plague. Now causes enemies in its area to be affected by the Poisoned condition. Removed the +1 bonus to saves.

Death's Sight (Ribbon): Removed, as it was too complex for campaigns that may or may not even use different Planes of existence.

Wilting Presence (Ribbon): Added. More flavorful, and of similar power to other Oath Ribbons.

================================

So there's the newest updates!! As always, feedback is most welcome!

Oramac
2016-03-09, 11:34 AM
Update v2.0.1

Leeching Strike: It didn't feel very "leeching". Changed to heal 1d6 + damage dealt. The die was reduced to account for higher damage weapons. Average healing should be roughly the same.

Undying Presence: Changed to 1d6 to match the change to Leeching Strike

PoeticDwarf
2016-03-09, 01:00 PM
Well actually, the Paladins Save Aura(dunno what the real name is) has been unique to the Paladin for multiple editions. So it might not be Overpowered(although following math advantage counts on average as a +5) but it is as strong as a 20 Charisma paladin. So indeed it is highly strong. I am agreeing with JNA on that one.

Well, the paladin gives it also on allies. I don't think the original did this. And that's different from overpowered. I also agree this is better without

Oramac
2016-03-09, 02:16 PM
DK v2.0.1a

Oath of the Plague Changed to Poison damage instead of Necrotic damage.

Aura of the Plague: added "while they remain within your Aura" to clarify duration of the condition.

Oramac
2016-03-10, 04:04 PM
Update 2.0.1b

Vile Swarm: Increased the damage to 5d10 and changed to being difficult terrain without allowing a save. As compared to Insect Plague (a 5th level spell), the previous Vile Swarm was severely underpowered.

DreamingGod05
2016-03-11, 10:28 AM
You know, I noticed that Death Coil is missing from your Death Knight. It's a pretty iconic power, well an unholy blast that is. With DnD's Abyssal Blast and Warcraft's death coil.

Oramac
2016-03-11, 10:50 AM
You know, I noticed that Death Coil is missing from your Death Knight. It's a pretty iconic power, well an unholy blast that is. With DnD's Abyssal Blast and Warcraft's death coil.

You know, that's a good point. And ever since I read the Insect Plague spell I've been disappointed by the Oath of the Plague capstone. I may just rewrite Death Coil to be the Plague capstone.

Thanks!

Oramac
2016-03-11, 11:21 AM
Ok, I really need opinions on this one!

DK update v2.0.2

Vile Swarm: Removed. Replaced with:

Vile Blast: At 20th level, you command the vile power of the grave. You are immune to Disease. Additionally, as an action, you may spend 4 Runes and swing your Rune Weapon in the direction of a creature you can see within 60 feet. The target must make a Dexterity saving throw. On a failed save the target suffers 4d8 Poison damage and is afflicted by a random Disease (DMG p.256). Roll a d4. On a 1, the target suffers Cackle Fever; on a 2, the target suffers Sewer Plague; on a 3, the target suffers Sight Rot; on a 4, you may choose which disease the target suffers. These symptoms manifest immediately upon application. On a successful save, the target takes half as much damage and is not afflicted by Disease.

Definitely need some help on this one! I feel like it fits the theme perfectly, but I'm not sure about how powerful it is.

Oramac
2016-07-27, 01:43 PM
Change Log 7/27/16:

- Rewrote some fluff to make Oath of the Undying more "good" and Oath of the Plague more "evil".

- Refocused the Undying on Radiant damage; Plague on Necrotic damage

- Leeching Strike: renamed "Rejuvenating Strike", now functions more similarly to Icy Blast and Plague Strike while still allowing for self-healing. Healing scales poorly for Oath of the North and Plague.

Oath of the Undying: many changes
- Undying Presence: changed to resist Radiant and Necrotic damage
- Aura of the Undying: changed to resist Radiant and Necrotic damage
- Improved Leeching Strike: renamed "Improved Rejuvenating Strike"; added improved scaling.
- Fiery Blood: renamed Radiant Blood; rewritten to accommodate Radiant theme
- Purgatory: rewritten to accommodate Radiant theme; Added the Disengage, Dodge, and Help actions as actions your Soul may take.

Oath of the North: no changes

Oath of the Plague:
- Dread Presence: added resistance to Necrotic damage
- Aura of the Plague: added resistance to Necrotic damage
- Virulent Plague: no change
- Wilting Presence: no change
- Vile Blast: changed to Necrotic damage.