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Base Class:Fighter

Death Knight

Rune Blade
You can use your action to create a Rune Blade in your empty hand. You can choose the form
that this melee weapon takes each time you create it. You are proficient with it while you wield
it. This weapon counts as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

Your Rune Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also
disappears if you use this feature again, if you dismiss the weapon (no action required), or if you
die.

You can transform one magic weapon into your Rune Blade by performing a special ritual while
you hold the weapon. You perform the ritual over the course of 1 hour, which can be done
during a short rest. You can then dismiss the weapon, shunting it into an extradimensional
space, and it appears whenever you create your Rune Blade thereafter. You can't affect an
artifact or a sentient weapon in this way. The weapon ceases being your Rune Blade if you die,
if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your
bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond
breaks.

Death Runes
When you choose this archetype at 3rd level, you learn to create Death Runes which are fueled
by Hatred. You learn three Death Runes of your choice, which are detailed under "Death
Runes". You can only use one Rune per attack. You learn two additional runes of your choice at
7th, 10th,.and 1 more at 15th. Each time you learn a new rune, you can also replace one you
know with a different one.

Hatred
Starting at 3rd level you have four uses of your Hatred. You regain all expended Hatred when
you finish a short or long rest. You gain an additional use of Hatred at 7th level and one more at
15th level.

Some of your Death Runes require your target to make a saving throw to resist th
e ability's effects. The saving throw DC is calculated as follows: Ability save DC = 8 + your
proficiency bonus + your Charisma modifier

Death Runes

Blood Strike
Bolstering yourself with a necromantic facsimile of life. When you hit a creature with a melee weapon
attack you may spend a hatred and gain 2d4+4 temporary hit points which expire after one hour.
Chains of Ice
Icy chains jut out from you and wrap around your target. Immediately after you hit a creature with a melee weapon
attack on your turn, you can expend one Hatred, roll a grapple check vs their Acrobatics or Athletics whichever is
better, If the target is grappled it is instead restrained, You add your proficiency bonus to the Strength (Athletics)
check . If you are already proficient in the skill, you add double your proficiency bonus. The target, as an action, may
try to escape rolling their Athletics or Acrobatics against the attackers Athletics.

Dark Command
You can expend one Hatred and your bonus action to attempt to compel a creature into a duel. One creature that you
can see within 30 ft must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by
your divine demand. For the up to a minute (Concentration), it has disadvantage on attack rolls against creatures
other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30
feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the
target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than
30 feet away from the target.
.
Death and Decay
As a Bonus action, you expend one Hatred and create a circle of corruption that extends 5 feet from you in every
direction, and is blocked by total cover. It lasts until you're incapacitated or you dismiss it with a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks.
Any other creature that starts its turn in the aura takes Necrotic damage equal to your Charisma modifier (minimum of
0 damage).

Death Coil
As an action you may spend one Hatred, you hurl a Helix of energy at a creature that you can see wuhan 90ft. Make
a ranged attack using charisma against the target. If the attack hits, the creature takes 3d8+Charisma modifer
Necrotic damage.

Alternatively You touch a friendly undead creature and heal it for 3d8+charisma modifier instead. .

Frost Strike
When you hit a creature with a melee weapon attack, you can expend one Hatred to deal an extra 2d8 cold damage.

Mind Freeze
When a creature within 5 feet of you casts a spell, you may spend one Hatred and use your reaction to make a
melee weapon attack against that creature. Until the start of your next turn, when you damage a creature that is
concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Rune Tap
As a Bonus action you expend one Hatred allowing you to immediately spend 1 Hit Die, at 7th level you roll 2 Hit
Dice, and at 15th level you roll 3 Hit Dice instead.. For each expended Hit Die, you regain health equal to the roll plus
your Constitution modifier.

Death Grip
Starting at 7th level, your mind is one step closer to the grave and as such you gain proficiency
in Wisdom Saving Throws.

Chill of the Grave


Starting at 10th level, your communion with the undead has had a great effect on your body.
You are immune to fear effects, and you gain resistance to Cold damage

Seethe
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain
1 Hatred.

Undead Resilience
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you
regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit
points left. You don't gain this benefit if you have 0 hit points.

In addition, your cold resistance changes to Immunity to Cold damage instead.

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