Death Knight
Hit Points
Hit Dice: d10 per Death Knight level
Hit Points at first Level: 10+Con mod
Hit Points at Higher Levels: d10+con mod
Proficiences
Armor: Heavy, Medium, Shield
Weapons: All melee
Tools: Smith's or Calligrapher's
Saving Throws: Constitution and Charisma or Constitution and inteligence
Skills: Skills: Choose 2 from Athletics, Insight, Acrobatics, Intimidation, History , Persuasion, and Religion.
Overview & Creation
lvl |
prof |
Features |
Rune Forging |
Dark Runes |
1st |
2nd |
3rd |
4th |
5th |
1 |
2 |
Undead Nature, Death Grip |
- |
- |
- |
- |
- |
- |
- |
2 |
2 |
Runic Spellcasting , Fighting Style, Death Strike |
2 |
- |
2 |
- |
- |
- |
- |
3 |
2 |
Dread Path, Dark Runes |
4 |
1 |
3 |
- |
- |
- |
- |
4 |
2 |
ASI |
5 |
1 |
3 |
- |
- |
- |
- |
5 |
3 |
Eyes of the Dead, Extra atack |
6 |
2 |
4 |
2 |
- |
- |
- |
6 |
3 |
Icebound Fortitude |
7 |
2 |
4 |
2 |
- |
- |
- |
7 |
3 |
Dread Path Feature |
8 |
2 |
4 |
3 |
- |
- |
- |
8 |
3 |
ASI |
9 |
3 |
4 |
3 |
- |
- |
- |
9 |
4 |
- |
10 |
3 |
4 |
3 |
2 |
- |
- |
10 |
4 |
Dead magic. Frigid Step |
10 |
3 |
4 |
3 |
2 |
- |
- |
11 |
4 |
Dread Rune Blade |
11 |
4 |
4 |
3 |
3 |
- |
- |
12 |
4 |
ASI |
11 |
4 |
4 |
3 |
3 |
- |
- |
13 |
5 |
- |
12 |
4 |
4 |
3 |
3 |
1 |
- |
14 |
5 |
Undead General |
12 |
5 |
4 |
3 |
3 |
1 |
- |
15 |
5 |
Dread Path Feature |
13 |
5 |
4 |
3 |
3 |
2 |
- |
16 |
5 |
ASI |
13 |
6 |
4 |
3 |
3 |
2 |
- |
17 |
6 |
- |
14 |
6 |
4 |
3 |
3 |
3 |
1 |
18 |
6 |
Aura of Death |
14 |
6 |
4 |
3 |
3 |
3 |
1 |
19 |
6 |
ASI |
15 |
7 |
4 |
3 |
3 |
3 |
2 |
20 |
6 |
Dread Path Mastery |
15 |
7 |
4 |
3 |
3 |
3 |
2 |
Class Features
Undead Nature
At lvl 1 you no longer had the need to breathe, eat, or sleep, and are immune to disease and the poisoned condition you still require a rest as normal , but this can be light activity. You Gain Vulnerability to Radiant( resistance to it turns it into normal) and Resistance to Necrotic, Spells that heal undead heal you. You are undead instead of Humanoid
Death Grip
At lv 1 you gain the ability to unleash Tendrils of Darkness pull target closer as a Bonus action : You create a large hand of darkness that grab out at your command towards a target in range(30ft). The creature must make a strength save Vs DC. On a fail if the target is huge or smaller, you pull the creature up to 10 feet closer to you. Your Dc is Spell save DC = 8 + your proficiency bonus + your Charisma or Inteligence modifier
Sense Magic
As a death knight your understanding of death and the alteration of your new magical eyes allow you
- Gain proficiency Arcana skill or double if you already do
- You Gain the Detect magic spell, you may use this spell a number of times equal your proficiency modifire, recharging on a long rest
- At lvl 9 your detect magic also can see into the etereal plane and invisible creatures
- at lvl 17 your Detect magic has the truesight spell effect
Spellcasting
At lvl 2 you have studied and learned of the runes that brought you back to life and can use them to cast spells
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Eldritch Warrior
You learn two cantrips of your choice from the Wizard spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Death Strike
At lvl 2 When you hit a creature with a melee weapon attack, you can expend 1Spell slot to deal Necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a first level spellslot and 1d8 for each slot higher than the first, to a maximum of 5d8
Celestials, Fiends and Fey are dealt 1d8 more to a maximun of 6d8 this ignores celestial restances and immunities to necrotic.
Dread Path
At Lvl 3 you choose a Dread path to follow, Studying the Master Dark Runes that brought you back to life you Learn the Secrets of the Death, Blood, Cold
Dark Runes
(OPTIONAL FEATURE)
At lvl 3 You study and Focus into the Dark runes, and Attune to them, boosting your own powers, You may atune a number of Dark Runes acording to the List
Eyes of the Dead
At lvl 5 you are aware of any dead body with in 30ft of you. once per long rest you may either
-Rise This body to serve you, this undead works as the Unseen servant spell, is a visible corpse, lasts 2 hours and has 10str
-See the last image the dead saw, as long has eyes
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Icebound Fortitude
At lvl 6 your body is cold and no longer feels the climate, you are resistant to cold and you dont suffer exhaustion in heat or cold climates nor any other ill effect due to Enviormental Extreme temperature. Additionaly Once per LR you may cast Stoneskin in yourself using no components.
Dead Magic
At lvl 10, you can read magic with ease, and the dark forces animating you allow you to break free and endure magic, you add your Spellcasting mod on all saves you make.
Once pere LR you may cast Dispell magic and Counter spell with out using a slot
Frigid Step
At lvl 10 you may cast Waterwalk a number of times equal your spell mod each LR
Dread Rune Blade
At lvl 11 the runes in your weapon emanate Dark power dealing 1d8 extra necrotic, poison or cold dmg.
Undead General
At lvl 14 you have mastered the runes of death
You add both animate Dead and Danse Macabre to your Rune Book
Once a LR you may cast Animate dead at a maximun lvl you have avialble
Once a LR you may cast Danse Macabre .
The undead Risen by this spells use your Spell atack modifires for atack and add your spell mod to their hp and dmg
Aura of Death
At lvl 18 you gain an aura with a 30ft radius. Any creature you choose with in the aura must make a wisdom save or be Frightened and restrained (able to save at the end of their turn)
Any Creature that failed it save cannot Resist Death Grip.
Death Grip can move a creature that is already in the aura up to 30 ft
Death Grip range is now 60ft.
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) Dungeoneer's packor (b) an explorer's pack
(a) Scale mail and chosen tool or (b) Chain mail and chosen tool
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Spellcasting
Spellcasting
At lvl 2 you have studied and learned of the runes that brought you back to life and can use them to cast spells from the Death Knight spell list. You inscribe this runes and sigiles into weapons armor or other objects and use your power to fuel and release their spells, slots represent the compexity of the runes you are using
Rune book
At 2nd level, you have a Rune book containing Four Death Knight 1st-level spells of your choice. Your Rune book is the repository of the spells you know . You can add spells like a wizard, translating spell and learning new runic sigils .For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
At Each Lv Up you add 1 new Spell to your Rune Book
Rune Forging
At lvl 2 you learn the art of Rune forging, you are able to magicaly bind runes to your weapon, You can only have one rune forged weapon at the time. At lvl 2 you have 2 Rune slots and you gain more with level.
By Rune forging runes into ypur blade it becomes bound to you and are able to use your own magical force to cast the spells into the runes, at the end of a long rest you can switch the runes (spells) you forged into the weapon. You always know the exact location of your rune forged weapon , the weapon acts as your Spell casting Focus. Additionally you count as attuned to your Rune forged Weapon, this dont take an attunement slot.
You may spend 100gp and a 8hour rituall to summon your rune forged weapon to you
Spellcasting Ability
Intelligence or charisma is your spellcasting ability for your Death Knight spells, since you learn your Death Knight spells through dedicated study and memorization or trouhg your dark will . You use your Intelligence or charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence or charisma modifier when setting the saving throw DC for a Death Knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence/charisma modifier
Spell attack modifier = your proficiency bonus + your Intelligence/charisma modifier
Runic Tokens
You may spend a spell slot to create a runic token, an item that holds a spell of your choice, the slot wont recover until the token is spent or until you decide to recover it, making the token no longer hold the spell.
At any moment a creature may cast the spell with in the token using your Spell mod for dc and atack. You may also cast the spell your self from your position, but the token loses its magic.
Ritual casting
your runic book works as a ritual casting book
Spell list
Lvl 1
- Armor of Aganthys(Cold or Necrotic)
- Bane
- Cause Fear
- Ceremony (Profane based )
- Charm Person
- Command
- Detect Good and Evil
- Compel Duel
- Detect magic
- Disguise self
- Divine Favor (Profane Favor. Necrotic dmg)
- False Life
- Find Familiar
- Heroism
- Hellish rebuke
- Hex
- Protection From good and Evil
- Purify food and water (As Spoil Food and water)
- Ray of Sickness
- Searing smite
- Shield of faith (Unholy Shield)
- Sleep
- Snare
- Tasha's Hideous Laughter
- Thunderous smite
- Unseen servant (Is a ghost not an elemental)
- Wrathful Smite
lvl 2
- Arcane Lock
- Blindness/Defness
- Branding smite
- Crown of madness
- Darkness
- Dark Vision
- Detect Thoughts
- Enthrall
- Find Stead
- Flame Blade (As Chilling BLade or BLood BLade)
- Flock of familiars
- Gentle repose
- Gift of Gab
- Hold person
- Invisibility
- Knock
- Locate object
- levitate
- Magic mouth
- magic weapon
- Magic aura
- Mysty step
- See invisibility
- Shadow blade
- Sugestion
- Web
- Zone of Truth
lvl 3
- Animate Dead
- Bestow Curse
- Blinding smite
- Clairvoyance
- Counterspell
- Crusader's Mantle
- Dispell magic
- Elemental weapon
- Enemies abound
- Fear
- Feing death
- fly
- Glyph of warding
- Gaseous form
- Haste
- Hunger of Hadar
- magic circle
- major image
- Non detection
- Remove curse
- Revivify
- Slow
- Spirit Shroud
- Spirit guardian
- Stinking cloud
- Summon Undead
- Summon Lesser Demon
- Thunder step
- Tongues
- Vampiric Touch
Lvl 4
- Arcane Eye
- Banishment
- Blight
- Charm monster
- Confusion
- Dimension door
- Elemental bane
- Black tentacles
- Find Greater Steed
- Fire Shield
- G. Invisibility
- Hallucinatory terrain
- ice storm
- Private Sanctum
- Phantasmal killer
- Shadow Moil
- Staggering smite
- Summon greater demon
- Vitriolic sphere
Lvl 5
- Circle of power
- Cloud kill
- Cone of cold
- Contact other plane
- Danse macabre
- destructive wave
- Dispel Evil and Good
- Dominate Person
- Dream
- Enervation
- Far step
- Geas
- Hold Monster
- Holy Weapon (Profane weapon)
- Infernal Calling
- Legend Lore
- Mislead
- Negative energy Flood
- Planar Binding
- Telepathic bond
- Scrying
- Steelwind strike
- Telekinesis
- Teleportation Circle
- Wall of Force
Subclass Options
Dread Path of Blood
The Death Knights following the path of the Master Dread Rune of blood, they focus on the Dark art of Blood magic, Reinfocing their body and weakening their enemies
You Automaticaly learn The next spells at the followig lvl, they dont count against your rune forging slots. This are spells you learn and are inately attuned to due to your Focus on A master Dread Rune
Lvl |
Spells |
3 |
Cure Wounds, Shield |
5 |
Hold Person, EarthBind |
9 |
Haste, Slow |
13 |
Confusion, Locate Creature |
17 |
Hold Monster, Dominate Person |
Heart Strike
At lvl 3 You gain the Booming blade cantrip, dealing Necrotic or Poison instead of the normal dmg
Blood Plague
At lvl 3 you can spread a wave festering dark magic infecting all creatures in the area.
As an Bonus action You force a plague to spread around you within a 10 foot radius, all creatures must make a Constitution Save vs DC, on a fail they are infected with a plague , at the start of the next turn the are dealt 1d8 necrotic dmg as the bleed(doesnt do so on subsequent turns) and the creature is poisoned, the plague deals half your prof mod rounded down as necrotic dmg at the end of your turn to all plagued .
When you hit a Plagued Creature with a spell, cantrip or Death strike you gain the dmg dealth as temp hp if you wish so
Plague lasts for 10 minute infected creatures can make a con save at the end of their turn, ending the plague on a success.
You can use Blood Plague a number of times equal your prof mod, recharging in a long rest
The Radius of the plague increases to 30 ft at lvl 18
Asphixiating Plague
At lvl 7 Whenever you hit a Plagued Creature with Death Strike the must make a a con save or be stunned until the end of your next turn
Undying
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Aditionaly once per LR you may end your plague, dealing 1d6 necrotic dmg to all plagued. healing half Damage dealt
Master: Blood Shield
At lvl 20 you have mastered the Rune of Blood
As an action you infuse yourself with Blood Magic and hex your enemies
Creatures with in 10ft have disadvantage against all your spells and abilities
Your body seems to be hardened gaining resistance against all damage
you regain 10hp at the start of your turn
Dread Path of Winter
At lvl 3 you study the Master DreadRune of Cold, you learn the Cruel Secrets of Winter, of dead worlds where only the dead trive
You Automaticaly learn The next spells at the followig lvl, they dont count against your rune forging slots. This are spells you learn and are inately attuned to due to your Focus on A master Dread Rune
Lvl |
Spell |
3 |
Armor of Agathys, Ice Fingers |
5 |
Snowball Swarm, Warding wind |
9 |
Sleet Storm, Elemental weapon(Cold) |
13 |
Fire Shield, Ice Storm |
16 |
Cone of Cold, Hold Monster |
Blade of Cruel Winter
At lvl 3 learn to strike with the careless and precise cruelty of winter
You Crit on a natural roll of 19 instead of 20
Whenever you hit with a spell or ability you may change any dmg dealt into cold dmg
Frost Fever
At lvl 3 you can spread a wave festering cold arround you
As an bonus action You force a plague to spread around you within a 10 foot radius, all creatures must make a Constitution Save vs DC, on a fail they are infected with a plague called frost fever, aslong they are Feverish , their speed is reduced by 10 and whenever they roll for atack or an ability check, their roll is reduced by 1d4 as their hands trmble with a fever that makes them feel umberable cold. A creature Retries the save at the end of their turn, ending the fever on a success, other whise lasts for 10 mins
You can use Frost Fever a number of times equal your prof mod, recharging in a long rest
The Radius of the Fever increases to 30 ft at lvl 18
Obliterate
At lvl 7 your strikes act on those feverish as if they were frozen, cracking them like blocks of ice, and your wintery nlades chill them to the core
you crit on a natural 18 on creatures affected by frost fever .
Creatures under Frost fever Gain Vulnerability to cold, Creatures Resistant or immune lower their defence by one stage
Remorseless Winter
At lvl 15 you Carry the winter in your blades
You gain immunity to cold
When ever you critical hit a creature that creature becomes infected with Frost Fever, not able to save against it until the end of your next turn.
While a creature is Infected with Frost Fever their speed is Reduced By half , at the end of your turn the Fever deals 1d6 cold dmg(ignoring Imunities and Vulnerabilities) to all infected creatures.
Mastery: Frozen Heart
At lvl 20, you carry the Master DreadRune of Winter with in your heart becoming im
You are imune to critical hits as if wearing adamantine armor
Once per long rest as an action, you Unleash Fimbulvetr arround you
-Hostiles Creatures With in 30ft halve their speed, creatures that are affected by frost fever have their speed reduced to 0ft
-Whenever you Crit a Creature they must make a con save, or be paralyzed until they save at the end of their turn. on a success they are not paralyzed
-You can atack 3 times instead of twice per action
Dread Path of the Profane
At lvl 3 you study the Master Dreadrune of Death, dicovering its Dark and Profane powers
You Automaticaly learn The next spells at the followig lvl, they dont count against your rune forging slots. This are spells you learn and are inately attuned to due to your Focus on A master Dread Rune
Lvl |
Spell |
3 |
Hex, Bane |
5 |
Blindness/Deafness, Ray of Enfeeblement |
9 |
Stinking Cloud, Bestow Curse |
13 |
Shadow Moil, Blight |
16 |
Cloudkill, Enervation |
Black Arts
You Gain the Cantrips Toll the Dead, Chill touch, Thaumaturgy and Green Flame Blade (Necrotic , Profane Flame Blade)
Necrotic Plague
At lv 3 You can unleash a wave of festering eating plague
As a bonus action All creatures with in 10ft of you must make a con save or be plagued, they may retry the save at the end of each of their turns.
While Plagued they are Poisoned and any dmg they recieve adds your spell casting mod as Necrotic Dmg
You can use Necrotic a number of times equal your prof mod, recharging in a long rest
The Radius of the Plague increases to 30 ft at lvl 18
Scourge Strike
At lvl 7 when you hit a creature with a Death strike , Necromancy Ranged or Atack spell ,they must make a con save or be aggected by necrotic plague.
Other Necomancy spell also apply the Necrotic plague, how ever upon the fail of its Saving Throw.
Profane Transformation
At lvl 15 you can use the Master Dreadrune of Death to rise more powerful undead
Once a day you can cast Create undead.
Undead Animated by Either Animate Undead or Dance Macabre Are Dread Warriors, Armed with Dreadfull weapons.
Undead you Animate, Create or summon have Additional Hp equal to your lvl.
Whenever an undead you controll hits a target you may use Death Strike trough it.
Mastery: Profane Soul
At lvl 20 you are one with the Master Dreadrune of Death.
You are Imune to Necrotic
you Ignore Resistance to necrotic and Threats immunity as resistance to necrotic
Once per LR you can Use the next spells once
-Finger of Death, Eyebite, Magic Jar and Circle of death. Your Create undead works as if lvl8 for terms of controling Undead
You once per long rest may unleash an aura of profane energy arround you for 1 minute
The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d6 psychic damage
While the aura lasts, you can use a bonus action to cause the shadows in the aura to attack one creature. You makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + Spell modifier.
Dark Runes
Bloodtap
You may Use your death strike and spells using your own life, instead of using a slot you may roll a number of hit die equal to the slot you want, as long you have that slot available, After The Death Strike or spell is resolved you are dealt the number rolled by the hit die, this dmg cant be reduced
Wraith Walk
You increase your speed by 10ft
Rune Strike
You may spend 1 available slot to gain adv on all attacks during the round
Rapid Decomposition
Anything you kill becomes a husk with in the next 24 hours, becoming unable to be affected by speak with dead spell
Rune Tap
You may cast Cure Wounds on yourself using a spell slot as a bonus action
Spectral Deflection
(prerequisite lvl 5)
Souls of the dead fill your mind, you are immune to being charmed and resistant to being turned
Tomb Stone
(Prerequisite lvl5)
If you are Wearing a shield and some one misses you with a melee attack, you may use your reaction to make a singular attack
If you have the Protection Style, if the atacked missed your ally you may atack as part of the same reaction.
Unholy Frenzy
(Prerequisite, Lvl 5 )
When you kill a creature, you may move up to half your speed towards another creature as a bonus action
Consumption
(Prerequisite lvl8)
You Learn the Burning hands spell, you can use it once per long rest.
This version of the spell deals Necrotic dmg, you extend your hand and drain the life of all creatures in the area healing half the total dmg dealt.
You gain nothing from constructs or undead
Abomination's Might
(Prerequisite lvl8)
As part of your attack you may try to push a large or smaller creature prone. Roll a contested athletics check on a success the creature is prone, If you crited the creature you may also spend a slot of any lvl to stun it till the end of its next turn
Tremble before Me
(Prerequisite lvl11)
As part of your attack you may roll an intimidation check vs the creature's wisdom. on a success the Creature is frightened for an hour.
As part of this you may also Spend a lvl 3 slot, forcing all creatures of your choice with in 25ft to roll a wisdom save or frightened for a minute, they may attempt to save at the end of their turn, ending the condition on a success
Frigid Trailblazer
(Prerequisite lvl11)
Whenever you Use Waterwalking you create a15ft walkable surface of ice arround you that extends as you move, with out you last for 1 minute, the area extends to 30ft at lvl 18
Death's Reach
(Prerequisite lvl 11)
Death Grip Deals 2d6 necrotic on a failed save, this increases to 4d6 at lvl 16
Dead Magic Barrier
(Prerequisite Lvl 14)
You may spend a lvl3 slot to gain adv against spells for 1 minute
Will of the Necropolis
(Prerequisite Lvl 14)
Once a long rest ,Whenever your hp falls bellow 1/4 you gain Temp hp equal to your lvl
Purgatory
(Prerequisite Lvl 16, Will of the Necropolis)
You dont Fall Uncounsious upon reaching 0 hp and you can keep fighting, Everytime you are dealt dmg equal to you Con mod you gain a Failed Death save.
Hungering Rune Weapon
(Prerequisite, Lvl 16 )
Once per Long Rest , After you kill a creature, you may have your weapon consume its soul. Roll a d8. you regain spell slots equal to the total (if you rolled a 7 you can regain 1 lvl1 slot and 2 lvl 3 slots)
Corpse Shield
(Prerequisite lvl16)
As a Reaction you may use a slot of lvl 3 or higher to transfer all the dmg recieved from an spell or atack to an undead you controll
Harbinger Of Doom
(Prerequisite, Lvl 19 )
After Dealing dmg to a creature you may use a slot of lvl 3 or higher, to deal that dmg to another creature with in 60ft, you must roll a spell atack against the chosen creature and hit.
Soul Reaper
(Prerequisite lvl19)
You may use a lvl 5 slot to activate this rune. Your blade Becomes a vorpal blade in addition to any other effect it may have, Wounds dealt by this weapon cant be healing except by lvl 7 magic or higher
Master Dread Rune of Blood's Dark Runes
Foul Bulwark
(Prerequisite Blood Dread Path)
When you use The Shield Spell you may add Temp Hp equal to your lvl
Blood worms
(Prerequisite Blood Dread Path)
When you Drop a creature 0hp, if the creature was affected by your blood plague , you may spend 1 slot to summon a Swarm of Rot Grubs, under your controll from that body, the grubs melt into blood after 1 hour
Heart Breaker
(Prerequisite Blood Dread Path, lvl 5)
Whenever you use Heart Strike you may do an additional attack with your bonus action
Flesh Melting Plague
(Prerequisite Blood Dread Path, Lvl5)
Once a LR You can end all instanses of Blood plague at once, all affected creatures are dealt 4d8 acid dmg. Aditionaly you can trigger this effect using a slot of lvl 2, using a slot of higher lvl increases the dmg by 2d8 for each.
Coldblood
(Prerequisite Blood Dread Path ,lvl 5)
Whenever you kill a Hostile creature, your Ac increases by 2 until the start of your next turn
Vampiric body
(Prerequisite Lvl 8, Blood Dread Path)
you gain 2 hp per lvl (+16 hp and +2 on each subsequent lvl up)
Blood Iron Blade
(Prerequisite Blood Dread Path, lvl8)
Once per long rest you may Cast Spiritual weapon with out Using a slot (you may use a slot to up cast). The weapon is made of blood and deals necrotic dmg
BloodMark
(Prerequisite Blood Dread Path, lvl 11)
Once per LR you may mark a target, you must hold concentration. Whenever you hit the target you deal an aditional d8 damage, the target has disadvantage atacking any other creature
Blood Drinker
(Prerequisite Blood Dread Path, Lvl 11)
Whenever you Use your Death Strike on a successful hit or once a turn when hit a creature affected by blood plague, you heal an amount equal to your Casting mod
Hemostasis
(Prerequisite Blood Dread Path, Lvl 14)
All Creatures that Fail their save against Blood Plague are paralyzed till the end of their next turn
Vampiric Runes
(Prerequisite Lvl 16, Blood Dread Path , Blood Drinker)
You may spend a lvl 4 slot to engulf your weapon in eating dark dealing an extra 1d8 necrotic for one minute as concentration holds
Once per turn when you deal dmg with your weapon you may heal any Necrotic done on that atack.
Blood Cusre
(Prerequisite Blood Dread Path, lvl19)
When you use Blood mark ALL melee and range atacks agaisnt that creature deal an aditional 2d8 necrotic dmg.
Master Dread Rune of Winter 's Dark Runes
Howling blast
( Prerequisite Winter Dread Path)
Whenever you hit With Death Strike all Hostile creatures with in 20ft must make a str save or be pushed away 10 ft.
Shattering Strikes
( Prerequisite Winter Dread Path)
You deal Cold dmg equals to your Spell mod on a melee hit against a creature affected by Frost Fever
Freezing fog
( Prerequisite Winter Dread Path, Lvl 5)
Whenever a creature affected by Frost Fever Dies, they make a 10ft radius area of cold dificult , heavely obscured to all non undead creatures
Permafrost
( Prerequisite Winter Dread Path, Lvl 5)
On a critical hit you reduce the speed of the target by 10ft for 24 hours
Horn of Winter
( Prerequisite Winter Dread Path, Lvl 8)
All Spells you know that Deal Fire, or Lightning or Force, now deal Cold Dmg, and have the added Effect. Whenever a Creature Fails their save witha nat 1 , they become restrained by ice for a minute or until the get free with a Strenght(athletics ) Check at the end of their turn.
Aditionaly Once a LR you may cast burning hands as a con save, cold dmg spell, all creatures that fail the save are restrained for 1 minute. they may do an Athletic check to get free at the end of their turn
Glacial Blades
( Prerequisite Winter Dread Path, Lvl 8)
Weapons you are using have a reach, if they already did they reach 5ft farther
Avalanche
( Prerequisite Winter Dread Path, Lvl 8)
On a crit, all hostile creatures with in 15 ft must make an str save or fall prone
Moving Glacier
( Prerequisite Winter Dread Path, Lvl 11)
Whenever a creature tries to AOO you they must make a Str save or be knoked prone. your speed rises +10
Relentless winter
( Prerequisite Winter Dread Path, Lvl 14)
Whenever you are out of spell slots you add 1d10 cold dmg to your atacks
Blinding Sleet
( Prerequisite Winter Dread Path, Lvl 14 , Horn of winter)
Cold Dmg and other Ice and Cold based spells that require a save give the blinding condition to any creature that failed the save. this blinding last until the start of your next turn
Frost Scythe
( Prerequisite Winter Dread Path, Lvl 16)
Your First Successful Melee atack of a fight Deal 4d6 extra cold dmg
Blades of the Winter Queen
(( Prerequisite Winter Dread Path, Lvl 19)
Once per long rest, when you hit a creature with a critical hit, you may use this ability, the critical hit deal maximun dmg and so all Critical hits you make on that turn
Master Dread Rune of Death's Dark Runes
All Will Serve
(Prerequisite Dread Path)
You Learn the Find Familiar spell if you did not know it already
You can target a Corpse or pile of bones with it, the spell reanimates the the target as a zombie or skeleton
they have the stat of such, they can attacks, but in addition are your familiar
Bursting Spores
(Prerequisite Dread Path)
When you kill a creature its body becomes a festering bag. You may use a Bonus action an An available spell slot to make it burst , dealing 1d8 poison dmg per lvl of the slot used.
the Burst is 10ft of radious and all affected creatures must save or be infected by your Necrotic plague
Ebon Fever
(Prerequisite Dread Path, lvl 5)
Whenever you Use your Death Strike on a creature it must make a Con save or be Poisoned, may retry the save at the end of their turn
Sludge Belcher
(Prerequisite Dread Path, lvl 5 , All Will Serve)
You may cast the Dragon Breath spell on your Familiar. Poison or Necrotic only
Debilitating Infection
(Prerequisite Dread Path lvl 8)
Creatures affected by Necrotic plague or poisoned by any spell or ability you have or curse, have their speed reduced in half
Infected Claws
(Prerequisite Dread Path, lvl 11)
Undead you control deal 1d4 extra poison dmg, Creatures hit by the undead must make a con save or be poisoned for 1 round
Necrosis
(Prerequisite Dread Path, lvl 11)
Necrotic dmg you deal cant be healed except by a heal spell or higher
Epidemic
(Prerequisite Dread Path, lvl 11, Bursting spores)
Whenever you use Bursting spores, you may also use undead you control as target, destroying the undead.
Aditionaly Creatures affected by necrotic plage are dealt 1d4 poison dmg and all creatures with in 10ft from them must make a con save or be infected
Pestilent Postules
(Prerequisite Dread Path, lvl14)
When you create , animate or summon an undead, they are also affected by the Armor of Agathys spell. it deals Poison dmg
Shadow Infusion
(Prerequisite Dread Path, lvl 14)
Undead you controll add your spell mod to their stealth rolls.
While in dim light or Darkness, they become invisible to all creatures whose passive perception is lower than the rolled stealth. This ends if the undead atack or make an obvious action
Harvest
(Prerequisite Dread Path, Lvl 16)
You can cast Soul Cage once per long rest, your weapon doubles as the material component needed
Pestilence
(Prerequisite Dread Path, lvl19, Epidemic)
Once per LR you may cast Contagion on all creatures affected by Necrotic Plague
Defile
(Prerequisite Dread Path, lvl 19, All Will Serve)
You may Rise one, permanent servant, defiling and breaking their soul
The Creature Rises as one of the following, knowing all they knew in life, with Undead as their creature type and any elemental dmg they have is changed to Poison or Necrotic
Banshee, Cambion, Wraith, Tanaruk , Troll, Shambling mound, Night hag, Half Dragon Veteran, Master Thief, Mind Mage, hill giant, drow elite warrior, Beholder Zomvie or battle force angel
The stats of the creature are of a cr 4 o 5 creature of the previous list, how ever you may choose any other creature of that cr
Lvl | Prof | Features | Rune Forging | Dark Runes | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | 2 | Undead Nature, Death Grip, | - | - | - | - | - | - | - |
2 | 2 | Runic Spellcasting , Fighting Style, Death Strike | 2 | - | 2 | - | - | - | - |
3 | 2 | Dread Path, Dark Runes | 4 | 1 | 3 | - | - | - | - |
4 | 2 | ASI | 5 | 1 | 3 | - | - | - | - |
5 | 3 | Eyes of the Dead, Extra atack | 6 | 2 | 4 | 2 | - | - | - |
6 | 3 | Icebound Fortitude | 7 | 2 | 4 | 2 | - | - | - |
7 | 3 | Dread Path Feature | 8 | 2 | 4 | 3 | - | - | - |
8 | 3 | Asi | 9 | 3 | 4 | 3 | - | - | - |
9 | 4 | - | 10 | 3 | 4 | 3 | 2 | - | - |
10 | 4 | Dead magic. Frigid Step | 10 | 3 | 4 | 3 | 2 | - | - |
11 | 4 | Dread Rune Blade | 11 | 4 | 4 | 3 | 3 | - | - |
12 | 4 | Asi | 11 | 4 | 4 | 3 | 3 | - | - |
13 | 5 | - | 12 | 4 | 4 | 3 | 3 | 1 | - |
14 | 5 | Undead General | 12 | 5 | 4 | 3 | 3 | 1 | - |
15 | 5 | Dread Path Feature | 13 | 5 | 4 | 3 | 3 | 2 | - |
16 | 5 | ASI | 13 | 6 | 4 | 3 | 3 | 2 | - |
17 | 6 | - | 14 | 6 | 4 | 3 | 3 | 3 | 1 |
18 | 6 | Aura of Death | 14 | 6 | 4 | 3 | 3 | 3 | 1 |
19 | 6 | ASI | 15 | 7 | 4 | 3 | 3 | 3 | 2 |
20 | 6 | Dread Path Feature | 15 | 7 | 4 | 3 | 3 | 3 | 2 |
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