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The Death Knight

By KylenBlaise
A Half-Pact Casting Knight
Death Knight Creating a Death Knight
An elf in half-plate strides toward an orc warchief. His spear As you design a death knight, contemplate how they became
lashes out and keeps the orc distracted while his mount, a a servant of their patron. Was it a mutual agreement? Was it
great wyrm of lightless scales, flies down to take the orc from for revenge? Or was it a deception? Consider how they act on
behind. their patron’s behalf. Do they act as a proper knight, or are
A brass dragonborn sits in meditation as she focuses upon they a scoundrel, doing as they wish until their next objective?
inscribing a new rune on her warhammer, which will grant Quick Build
her the edge in her upcoming battle. You can make a death knight quickly by following these
Two heavily armored knights face off: one a half-orc bound suggestions, First, Strength or Dexterity should be your
by a Solar, the other an aasimar assassin of Asmodeus. Their highest ability score, followed by Charisma. Second, choose
weapons glow with runes of green fire, which flare with the soldier background
flashes of energy as they clash, each intent on their
opponent's doom. Patron
Death knights are attuned to death in an intimate manner. Each death knight has a patron; they determine the goals and
Each death knight has died, then been brought back to life by targets for their death knight.
their patron. Sometimes these resurrections were part of a
bargain struck, sometimes an act of necessity, sometimes as Patrons Table
spite, and on rare occasions the long deceased are brought d6 Patron
back to serve a new purpose. The ritual used to create death
knights is taxing upon the patron, but each one is a powerful 1 Fiend
avatar, whether they are willing or not. 2 Fey

Returned from Death 3 Celestial

The experience of being brought back to life is often a 4 Great Old One
difficult one. Some suffered in their final moments, and the 5 Deity
thought of reliving it can break some, resulting in an insane
weapon for their patron to wield. Others have been returned 6 Dragon
from another era, and they must learn of the world that has
passed them by as they lay in the ground. Whatever the cause Manner of Death, Circumstances of
of their death, one thing remains certain: a death knight is Resurrection
changed from their first life. The variety of ways beings can die is staggering. Each one
unique in time and circumstance, and it can cause their
Warriors of their Patron return to life to be complicated. This can be as simple as
Death knights are created when an entity needs an enforcer. getting used to a new era, or as complicated as dealing with
Whether they bargained for it or were forced into it, death the consequences of your previous lifetime.
knights serve as the hand of their patron. When there is a Manner of Death, Circumstances of
threat, they strike out. When there is an insult, a blade of
necrotic magics corrects the slight. Resurrection Table
Death knights are rare and meeting another is rarer still, d6 Manner of Death, Circumstances of Resurrection
but often, when two meet, it is with weapons drawn and You were executed as a traitor to your country, and you
spells ready. This is due to the wide range of patrons who 1 were returned to life to save it, though they could very
create death knights. Oftentimes, the purpose of one is well kill you again.
counter to the other, so it is rare for both parties to walk away
unscathed from even a casual meeting. 2
Once a war hero who died in battle, you have returned
after more than a century and feel out of place.
Disciplined and Patient You made a bargain to become a death knight and
As ones who have experienced death and usher others into 3 chose to drift into servitude with a cup of nightshade
its embrace, death knights learn that being at peace with tea. You awaken moments later filled with new power.
one’s lot is important. The purest expression of this attribute You were murdered by a corrupt lord, and your patron
is their rune-scribing. The focus and time needed to properly 4
granted you the ability to seek justice.
write a single rune is both soothing and demanding. The You were a paladin in life but were returned to serve
trance they enter to attune their focus and imbue their inks 5 your archnemesis. You cannot refuse, but you seek to
with the energy needed to inscribe a rune of power brings a take them down.
tranquility that lets them cope with their nearness to death.
You were a criminal brought to the noose. Now, you
6 are a criminal with powers from beyond the grave. You
shall have your vengeance.

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The Death Knight
Spells Spell Slot Necrotic Strike Inscribed
Level Proficiency Bonus Features Known Slots Level Damage (Uses) Runes
1st +2 Rune Weapon, Knightly Order — — — — —
2nd +2 Fighting Style, Pact Magic, Necrotic Strike 2 1 1st 1d10 (2) —
3rd +2 Rune Scribe 3 2 1st 1d10 (2) 1
4th +2 Ability Score Improvement 3 2 1st 1d10 (2) 1
5th +3 Extra Attack 4 2 2nd 2d10 (3) 1
6th +3 Order Feature 4 2 2nd 2d10 (3) 1
7th +3 Knightly Discernment 5 2 2nd 2d10 (3) 2
8th +3 Ability Score Improvement 5 2 2nd 2d10 (3) 2
9th +4 — 6 2 3rd 2d10 (4) 2
10th +4 Order Feature 6 2 3rd 2d10 (4) 2
11th +4 Greater Necrotic Strike 7 2 3rd 3d10 (4) 3
12th +4 Ability Score Improvement 7 2 3rd 3d10 (4) 3
13th +5 — 8 2 4th 3d10 (5) 3
14th +5 Disciplined Mind and Body 8 2 4th 3d10 (5) 3
15th +5 Order Feature 9 2 4th 3d10 (5) 4
16th +5 Ability Score Improvement 9 2 4th 3d10 (5) 4
17th +6 — 10 2 5th 4d10 (6) 4
18th +6 Order Feature 10 2 5th 4d10 (6) 4
19th +6 Ability Score Improvement 11 2 5th 4d10 (6) 5
20th +6 Avatar of Death 11 2 5th 4d10 (6) 5

Rival d6 Rival
Death knights rarely live long without creating enemies. It is A mage, who aided in your demise so your patron
part of the job, but some become more than an enemy. They 5 could have you, reminds you of their power at every
may be a thorn in your side or perhaps a tool to measure your opportunity.
own growth. An assassin who intentionally tries to kill your targets
6
Rivals Table before you, and they do so just to get on your nerves.
d6 Rival

1
A paladin who feels they must constantly try to thwart Class Features
you. As a death knight, you gain the following class features
A fellow death knight serving your patron's arch
2 nemesis. You will never have peace as long as they Hit Points
draw breath. Hit Dice: 1d10 per death knight level
Hit Points at 1st Level: 10 + your Constitution modifier
3
A noble escaped you and is constantly sending Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
assassins to kill you while they hide. modifier per death knight level after 1st
A warrior of unmatched skill bested you. You now seek
4 to surpass him, not to kill them, but to prove to them
and yourself that you are the better fighter.

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Proficiencies
Armor: All armor, shields
Weapons: Simple and Martial weapons
Tools: Calligrapher's supplies
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, Animal Handling,
Deception, Intimidation, Persuasion, Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) A martial weapon and a shield, or (b) two martial
weapons
(a) leather armor, or (b) scale mail, or (c) chain mail
(a) Dungeoneer's pack, or (b) Explorer's pack
Calligrapher's supplies and 4 javelins
Multiclassing
Prerequisites. To multiclass into or out of the death
knight class, you must meet these prerequisites:
Strength or Dexterity 13 and Charisma 13
Proficiencies. When you multiclass into the death knight
class, you gain the following proficiencies: light and medium
armor, shields, all simple and martial weapons, and
calligrapher's supplies.
Pact Magic. If you multiclass into or out of Warlock,
you calculate your spell slots using the method below:
Your Pact Magic is not split, instead you add your
warlock levels and half of your death knight levels
(rounded down), the total combined level is then used to
determine spell slots as written on the warlock class table.
Rune Weapon
As a death knight, your weapon is your calling card.
No matter its form, you can imbue it with a measure
of your power, which in turn empowers yourself. Over the
course of a short rest, you can inscribe runes of necrotic
energy upon up to two weapons. The runes glow with a
green-white fire and mark it as your own.
While wielding a rune weapon, you cannot be disarmed
unless you are incapacitated, and as long as you have at least
one rune weapon, you age at the rate of 1 year for
every 10 years that passes. Additionally, if the
weapon is on the same plane of existence, you can summon
it to your hand as a bonus action.
You can have up to two rune weapons at once. If you
imbue a third rune weapon, you must choose one of
the other two to lose its power.
Knightly Order
Upon becoming a Death Knight, you join an order of
knights that shape your methodology for handling
situations in and out of combat. You may choose the order
that best fits your philosophy on matters of conflicts. Each
order has an extraplanar place to train in the art of being a
death knight.
Your order grants features at 1st level, and again at 6th,
10th, 15th, and 18th level.

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Order of Cavaliers
Order of Destroyers
Order of Ebon Blades
Order of Magi
Order of Rune Warden
Order of Reapers
Order of Fallen Paladins (Appendix B)

Spell Slots
The death knight leveling table shows how many spell slots
you have. The table also shows what the level of those slots
is; all of your spell slots are the same level. To cast one of your
Fighting Style death knight spells of 1st level or higher, you must expend a
spell slot. You regain all expended spell slots when you finish
Starting at 2nd level, you adopt a particular fighting style as a short or long rest.
your specialty. Choose one of the following options. You can't
take a Fighting Style more than once, even if you later get to Spells Known of 1st Level and Higher
choose again. At 2nd level, you know two 1st level spells of your choice from
the death knight spell list. The Spells Known column of the
Defense death knight table shows when you learn more death knight
While you are wearing armor, you gain a +1 bonus to AC. spells of your choice of 1st level and higher. A spell you
choose must be of a level no higher than what's shown in the
Dueling table's Slot Level column for your level.
When you are wielding a melee weapon in one hand and no Additionally, when you take a long rest you can choose to
other weapons, you gain a +2 bonus to damage rolls with that sacrifice hit dice that you would regain in order to remove a
weapon. spell you know and replace it with another spell from the
death knight spell list, which also must be of a level for which
Great Weapon Fighting you have spell slots. Spells cost 1 hit die per level to replace
When you roll a 1 or 2 on a damage die for an Attack you them; the cost is based on the new spell known.
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even Spellcasting Ability
if the new roll is a 1 or a 2. The weapon must have the Two- Charisma is your spellcasting ability for your death knight
Handed or Versatile property for you to gain this benefit. spells. You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
Two-Weapon Fighting modifier when setting the saving throw DC for a death knight
When you engage in two-weapon fighting, you can add your spell you cast and when making an attack roll with one.
ability modifier to the damage of the second Attack.
Spell Save DC = 8 + your proficiency bonus +
Pact Magic
your Charisma modifier
By 2nd level, your patron's hand in returning you to life grants Spell attack modifier = your proficiency bonus +
you pact magic and allows you to cast death knight spells.
your Charisma modifier

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Spellcasting Focus
You use your rune weapon as a spellcasting focus for your
spells.
Necrotic Strike
At 2nd level, you can wreath your weapon with deadly power
drawn from your runes. When you hit a creature with a melee
weapon attack using a rune weapon, you can cause green-
white fire to erupt, dealing an additional 1d10 necrotic
damage. You can use this feature twice per long rest. The
damage dealt and number of uses per long rest increase with
your death knight level as shown on the Necrotic Strike
Damage (Uses) column of the death knight table.
You regain all uses of Necrotic Strike at the end of a long
rest.
Rune Scribe
Starting at 3rd level, you learn to ritualistically imbue your
weapons and armor with runes of power. These special runes
add unique features allowing death knights to be more
adaptable. The ritual takes two hours per rune of power
inscribed, and you can change a previously inscribed rune to
a different one over the course of one hour. Once a rune of Greater Necrotic Strike
power has been inscribed, you must complete a long rest in
order for the magic to take effect, and only you can benefit At 11th level, you are capable of drawing out more power
from inscribed runes. from your rune weapon. The damage dealt by necrotic strike
ignores resistance to Necrotic damage and treats immunity
You can only have a number of inscribed runes equal to the as resistance by drawing energy off of such beings rather
amount shown on the Inscribed Runes column of the death than directly damaging them.
knight table. A list of runes is provided at the end of this Additionally, once per long rest, when you roll initiative and
document. have no uses of necrotic strike, you regain 1 use.
By 6th level, your rune scribed weapons are infused with Disciplined Mind and Body
enough magic to act as a magical weapon. If you break your
connection with a rune scribed weapon, the runes of power At 14th level, you have transcended the need for extensive
fade, and, if it was a non-magical weapon, it ceases to act as a sleep. You only need to sleep for half the time to benefit from
magical weapon. a long rest and may spend the rest of the time doing light
activity such as reading, keeping watch, or rune scribing.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Avatar of Death
19th level, you can increase one ability score of your choice At 20th level, once per long rest, as an action, you can
by 2, or you can increase two ability scores of your choice by become an Avatar of Death for one minute. While in this
1. As normal, you can't increase an ability score above 20 form, you gain resistance to all damage types, and you cannot
using this feature. be charmed or frightened. Your movement speed is doubled,
and you are unaffected by both magical and non-magical
Extra Attack difficult terrain.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Knightly Orders
Knightly Discernment Order of Cavaliers
Your training and magics have granted you greater awareness In Ysgard, the cavaliers train to become warriors of honor
of your surroundings and the beings inhabiting them. At 7th and valor. The Mithril Citadel, the sprawling castle of the
level, you gain proficiency with your choice of insight or cavaliers, is the center of their training. Here they learn to
perception. If you are already proficient with both, choose bond with the beasts they can summon and are trained in the
another skill from the death knight skill list. best tactics to employ with their loyal ally.
Additionally, when you make a Wisdom (perception) or a
Wisdom (insight) check, you can add your Charisma modifier
to the total once per short or long rest.
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Bound Mount
When you become a cavalier, as
a 1 hour ritual, you can summon a mount.
While you ride your mount, you can take the
dash action as a bonus action. If you are not
riding your mount in combat, it moves on your
turn, and you can spend a bonus action to
command it to take an action.
Your mount has the statistics of a riding horse or another
CR 1/4 creature that can be ridden (at your DM's discretion),
though it is a celestial, fey, or undead (your choice) instead
of its normal type, and if your mount has an Intelligence of 5
or less, its Intelligence becomes 6, and it gains the ability to
understand any language that you speak; you can also
communicate with it telepathically as long as it is on the
same plane of existence as you.
Your mount also uses your proficiency bonus instead of its
own, and it has a bonus to its Hit Points equal to twice your
death knight level. Additionally, while on your mount, you can
make any spell you cast that targets only you also target your
mount.
At 5th level you can alter its form and statistics to that of a Cavalier Variant Rules
war horse or another creature of CR 1/2 or less that can be Skilled Rider Variant
ridden. The limit increases to CR 1 at 9th level and CR 2 at
13th level. If your campaign does not allow feats, you can
choose to gain the following benefits instead of
Knightly Demeanor the normal Skilled Rider features:
At 1st level, your training as a cavalier imparts a refined air to You have advantage on melee attack rolls
your countenance. against any unmounted creature that is smaller
You can give yourself advantage on Charisma (intimidation) than your mount.
checks a number of times equal to your Charisma modifier You can force an attack targeted at your mount
per long rest. You regain all uses of this feature at the end of to target you instead.
a long rest. If your mount is subjected to an effect that
allows it to make a Dexterity saving throw to
Skilled Rider take only half damage, it instead takes no
At 6th level, you become a dangerous foe to face while damage if it succeeds on the saving throw, and
mounted. While you are mounted and are not incapacitated, only half damage if it fails.
you gain the following benefits: Alternate Mounts
While mounted, you have immunity to the surprised If your DM approves, instead of summoning a
condition. creature, you can attempt to tame a creature you
You gain proficiency with Animal Handling, or if you are meet in your travels. The DM can choose to require
already proficient, you can choose a skill from the death Animal Handling checks to succeed. In this case,
knight skill list and gain proficiency with it. you must complete an hour long bonding ritual
You have advantage on checks to stay mounted against with the creature. Creatures bonded in this way
could potentially exceed the standard CR limits at
non-magical and magical effects. the DM's discretion.

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Courtly Aptitude Battle Cry. You let loose a primal scream and strike fear into
At 10th level, your extensive experience has made you a your opponent. The target creature must make a Wisdom
superior diplomat. When you make a Charisma (persuasion) saving throw against your Spell Save DC. On a failure, they
check or an Intelligence (history) check, your proficiency become frightened of you until the end of its next turn.
bonus is doubled. Break the Gate. The target creature must make a
Constitution saving throw against your Spell Save DC. On
Combat Instincts a failure, the target creature has -2 penalty to its AC until
Upon reaching 15th level, your summoned mount has the end of its next turn. Break the Gate does not stack.
become just as much of a force on the battlefield as you have. Imbued Physique
Any of your bound mounts gain instincts honed to the point At 10th level, your training grants you enhanced physical
that you have advantage on initiative rolls atop your mount. capabilities and a more sinister aspect. When you make a
Additionally, you can now telepathically direct your mounts Strength (athletics) or Charisma (intimidation) check, your
to take actions (no action required). proficiency bonus is doubled.
Dragonkin Mount Improved Savage Techniques
At 18th level, when you use your bound mount feature, you By 15th level, you have learned to perform superior versions
can now summon a Shadow Wyrm Mount (stats at the end of of your Savage Techniques.
the list of runes). Alternately, you can summon a Nightmare War Cry. Creatures targeted by Battle Cry make the Wisdom
or another CR 3 creature that can be ridden. saving throw at disadvantage.
Order of Destroyers Shatter the Gate. Break the Gate now causes them to also
have a -2 penalty to all saving throws until the end of their
One of two sister orders, the destroyers have the entrance to next turn.
their headquarters in Avalas, first layer of the plane Acheron. Overwhelm. When the target of Batter is one size larger than
Through a rift accessible only to death knights and their you or smaller, they are knocked prone and cannot make a
patrons, lies the Adamant Bastion where the destroyers save against it.
become truly terrifying warriors that focus on strength above
all else.
Evoke Fear
Your training as a destroyer has imparted the ability to cause
even the most stalwart to cower before you. You can give
yourself advantage on Charisma (intimidation) checks a
number of times equal to your Charisma modifier per long
rest and regain all uses of this feature at the end of a long
rest.
Close the Gap
At 1st level, when you take the attack action, you gain an
additional 5 feet of movement. You can use this movement
before or after making your first attack.
The additional movement increases to 10 feet
at 6th level and 15 feet at 15th level.
Savage Techniques
At 6th level, when you hit with a melee weapon
attack using your Strength modifier, you can
attempt to brutalize an opponent and beat them
down with power and fear. You can use savage
techniques a number of times equal to your
Charisma modifier per long rest.
Batter. The target creature must make a
Strength saving throw against your Spell
Save DC or be knocked prone.

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Ebon Armaments
At 1st level, you learn to use weapons with skill beyond the
grasp of others. Choose up to two types of melee weapons to
become ebon armaments, you can use Dexterity for attack
and damage rolls while using them, even if it does not have
the finesse property.
At 10th and 15th level, you can select an additional weapon
type to become an ebon armament.
Weapon Arts
At 6th level, you gain an additional way to use your ebon
armaments. You learn the following weapon arts and can use
them when you wield the appropriate weapon. You can use
weapon arts a number of times equal to your Charisma
modifier per long rest.
Blade Swarm. When you miss an attack using an ebon
armament when engaging in two-weapon fighting, you can
make a second attack as part of the same bonus action.
Cripple. When you hit with an attack while wielding an ebon
armament in one hand and no other weapons, you can
attempt to slow an enemy. The target creature must make a
Constitution saving throw against your Spell Save DC. On
a failure, the target creature's movement speed is reduced
by half until the end of its next turn.
Reaping Swipe. Before you make an attack with a two-
handed ebon armament, you can choose to make it a
cleaving attack. Make a single attack roll against a target
creature. On a hit, if the total is greater than or equal to the
AC of a second creature within your melee attack range,
the second creature takes damage equal to half the damage
dealt to the first creature.
Channeled Power Superior Awareness
At 18th level, you learn to temporarily enhance your muscles At 10th level, your training results in a state of pure physical
with magic. As a bonus action, you can increase your and mental focus, ensuring you do not get surprised. When
Strength score by an amount equal to your Charisma you make a Dexterity (acrobatics) check or a Wisdom
modifier for 1 minute. This enhancement can take your (perception) check, your proficiency bonus is doubled.
strength above 20, but it cannot exceed 30. If your Strength Improved Weapon Arts
score is set by a Magic Item, this feature does not increase At 15th level, you have improved upon your skills with
the set amount, instead increasing your natural Strength weapons.
score, and you use whichever is higher.
While your channeled power is active, you can use your Improved Blade Swarm. When you use this feature to make
Savage Technique feature once per turn without expending a a second attack, you gain advantage on the second strike.
use. Improved Cripple. When you use this feature, on a failed
You can use this feature once per long rest. save, the target creature is knocked prone.
Improved Reaping Swipe. When you use this feature, you
Order of Ebon Blades can target a third creature.
The second sister order, the ebon blades have the entrance to Undying Swordsman
their headquarters in the first layer of the plane Acheron, Starting at 18th level, if you take damage that would reduce
Avalas. Through a rift accessible only to death knights and you to 0 hit points but does not kill you outright, you can
their patrons, lies the Adamant Bastion where ebon blades move up to your walking speed and make a single melee
undergo their transformation from a mere swordsman to a weapon attack. On a hit, you regain hit points equal to the
swordmaster whose skill is unrivaled. damage dealt.
You can use this feature once per long rest.
Empowered Acrobat
Your training as an ebon blade has imparted the ability to
perform greater feats of acrobatics. When you make a
Dexterity (acrobatics) check you can give yourself advantage
a number of times equal to your Charisma modifier per long
rest and regain all uses of this feature at the end of a long
rest.
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Order of Magi Mage Adept
When you choose this order at 1st level, you can learn
The Umbra Spire, headquarters of the magi located in the cantrips from the Magi Spell list. At 1st level, you choose two
Shadowfell, is a place of arcane learning and deadly intrigue. cantrips. At 10th level you can learn one additional cantrip.
The location within the Shadowfell is ever shifting, and part Additionally, you can cast the spell find familiar as a ritual,
of one's initiation is to find it before the natives find you, and but you can only use it to create a crawling claw. This spell
of those who do only those of great wit can survive the does not count toward your spells known.
machinations of the masters and students of the spire.
Keeper of Secrets Initiate Necromancer
At 1st level, as a result of your training, hiding the truth has At 6th level, once per long rest, you can cast the spell Animate
become second nature. You can give yourself advantage on Dead at 3rd level without expending a spell slot. At 10th level,
Charisma (deception) checks a number of times equal to your you cast it as a 4th level spell, and at 15th level, it is cast at
Charisma modifier per long rest. You regain all uses of this 5th level.
feature at the end of a long rest. Additionally, undead you control use your proficiency
bonus for attack rolls and add it to their AC.
Expanded Spell list Forbidden Lore
You learn additional spells when you reach certain levels in At 10th level, you have unlocked many secrets of the
this class, as shown in the Magi Spells table. The spell counts multiverse. When you make an Intelligence (arcana) check or
as a death knight spell for you, but it doesn't count against the an Intelligence (religion) check, your proficiency bonus is
number of death knight spells you know. doubled.
Magi Spells
Adept Necromancer
Death Level Spells At 15th level, undead you create gain the following benefits:
2nd False Life, Ray of Sickness
Your undead minions are created with temporary hit
5th Blindness/Deafness, Ray of Enfeeblement points equal to your death knight level
9th Life Transference, Vampiric Touch Your undead minions weapon attacks score a critical hit
on a roll of 19 or 20.
13th Blight, Shadow of Moil Your undead minions weapon attacks deal additional
17th Danse Macabre, Negative Energy Flood necrotic damage equal to your proficiency bonus.
Master Necromancer
At 18th level, once per long rest, you can cast Create Undead
at 6th level without expending a spell slot.

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Order of Rune Wardens Order of Reapers
Rune Wardens learn their arts at the Solemn Glade, a hidden Unlike other orders who have a secret castle or hidden
sanctum deep within the Feywild. There they learn to sanctum, the Reapers have a stone table that sits upon the
empower not just their weapons, but their body. They tattoo fields of the Shadowfell. Those who wish to enlist must bring
runes and artistic ley lines upon themselves to attune their a monster of the plane to the table. From there, they are sent
bodies to runic energy more thoroughly than the members of a master. Together, the master and student survive upon the
any other order. Shadowfell as hunters. Honing their stealth until they can
move freely without being caught by the natives, killing them
Rune Forged before they can fight back.
As a rune warden, you have undergone a ritualistic tattooing
that has permanently altered your body, and you can choose Rune Sniper
one rune from the list of runes to be tattooed upon your back. As a Reaper, you have learned to use your rune weapon
This rune does not count against your number of inscribed feature on ranged weapons, and you also add the archery and
runes, but it can only be changed when you gain a level in the thrown weapon fighting styles to the list of death knight
death knight class. fighting styles.
Additionally, when you reach 2nd level, you can use your
Rune Giver Necrotic Strike feature with a ranged or thrown rune
At 6th level, you learn to temporarily grant an ally a rune. weapon.
During a long rest, you can spend 2 hours to rune scribe an
ally's weapon. Choose a rune from the death knight rune
list that does not have a level or subclass prerequisite to
scribe onto an ally's weapon. If the rune normally has
more than one use, it only has one use when
inscribed this way, and it only lasts until the end of
the next long rest.
You can use this feature once per long rest.
Improved Rune Weapon
By 10th level, you can use a bonus action to will
your rune weapons to give off bright light for 20 feet
and dim light for another 20 feet. Objects and
creatures within the bright light are seen as if under
the effects of detect magic. You can dismiss the light
at will. If your rune weapon leaves your hand,
it will cease to give off the light.
Rune Lore
At 10th level, your study of runes has resulted in an
expanded knowledge of ancient civilizations.
When you make an Intelligence (history) check,
your proficiency bonus is doubled.
Improved Rune Scribe
By 15th level, your hours of practice and dedication to the
art has resulted in your ability to inscribe runes more
efficiently. You have learned to halve the time it takes
to rune scribe, including the time it takes for your rune giver
feature.
Greater Rune Giver
At 15th level, when you use your rune giver feature, you
can give up to two runes to one ally or one rune to
two allies.
Runic Recharge
At 18th level, you can use an action to recharge a single use
of a rune that you have expended.
You can use this feature once per long rest.

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Lethal Critical Improved Lethal Critical
At 6th level, you can amplify the effect of your Necrotic Strike At 15th level, when you roll a 19 on the die for a ranged or
when you land a critical hit. When you get a critical hit and thrown weapon attack and use your necrotic strike feature, it
use your Necrotic Strike feature with a ranged or thrown becomes a critical hit.
weapon, you can roll an additional 1d10 necrotic damage
when determining the extra damage for a critical hit. At 15th Unseen Slayer
level this increases to 2d10 necrotic damage. At 18th level, as an action, you can turn invisible for 10
minutes, without requiring concentration. Anything you are
Shadow Step wearing or carrying is invisible as long as it is on your person.
At 10th level, when you hit a creature with a ranged or
thrown weapon attack and use your necrotic strike feature, You can use this feature once per long rest.
you can use your bonus action to teleport to a point within 30
feet of you that is in an area of dim light or darkness.

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List of Runes
Some runes require a prerequisite to be met before they can Rune of the Death Ward
be inscribed. Any rune that lists a level requirement refers
specifically to death knight levels. Prerequisite: 13th level
Rune of the Arcanist When you take damage that would reduce you to 0 hit points,
you instead drop to 1 hit point.
Prerequisite: Order of Magi
This rune can only be activated once per long rest.
You can add your Charisma modifier to the damage you deal
with any magi cantrip, and you can learn one additional magi Rune of Defense
cantrip.
Prerequisite: 13th level
Rune of Arctic Strikes Whenever you must make a saving throw, you gain a bonus to
When you use your Necrotic Strike feature, you can cause it the saving throw equal to your Charisma modifier (with a
to deal Cold damage. When you do so, the target creature minimum bonus of +1).
must make a Constitution saving throw. On a failed save, the
target's movement speed is halved until the end of your next Rune of the Endless Harvest
turn. Prerequisite: Order of Reapers
Rune of Athleticism When you use this on a rune weapon with the thrown
As a bonus action, you can cast Jump or Longstrider on property, it causes the weapon to return to your hand after
yourself without expending a spell slot. each attack. If a feature grants you more than one attack, you
can use the same weapon to make all your attacks in the
You can use this rune a number of times per long rest equal same turn.
to your Charisma modifier (minimum of 1). When used on a rune weapon with the ranged property,
you gain an unending supply of non-magical ammunition.
Rune of the Clouds
This rune allows you to draw a shrouding mist around Rune of the Frozen Grasp
yourself. As an action, you create a 10ft radius circle of fog Once on each of your turns, when you hit a creature with a
centered on yourself that follows you. The area around you is weapon attack, you can reduce that creature's speed by 10
treated as heavily obscured, but you can see through it. The feet until the end of your next turn.
fog lasts for 1 minute, or until you dismiss it as a bonus
action. Rune of the Gargoyle
You can use this feature once per short or long rest. Prerequisite: Order of Destroyers
Rune of the Crusader When you take damage, you can use your reaction to roll a
d12. Add your Constitution modifier to the number rolled and
You can use the necrotic energy of your runes to heal reduce the damage by that total.
yourself. When you hit with a rune weapon and use your
necrotic strike feature, you can roll a number of hit dice equal You can use this rune once per short or long rest.
to your Charisma modifier and heal for the total rolled.
Hit dice used by this rune are expended, and you do not Rune of Hellfire
add your Constitution modifier to the amount healed. Prerequisite: 17th level
You can only use this rune once per short or long rest. This rune allows you to hurl a magical ball of fire fueled with
energies derived from your rune weapon.
Rune of Culling
Prerequisite: Order of Reapers; 9th level As an action, you choose a point you can see within 120 feet.
Each creature in a 20-foot-radius sphere centered on that
When you use your lethal critical and improved lethal critical point must make a Dexterity saving throw. The sphere
features, you can add an additional d10 to the damage spreads around corners. A creature takes 6d6 fire damage
and 6d6 necrotic damage on a failed save, or half as much
damage on a successful one.
You can use this rune once per long rest

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Rune of the Inquisitor Rune of Retribution
Prerequisite: Order of Rune Wardens; 9th level While this rune is inscribed, when you take damage from a
creature within 60 feet of you, you can use your reaction to
This rune allows you to gain insights into what you see. As an deal 3d10 necrotic damage to the creature that damaged you.
action, you can cast Identify. You can use this feature a
number of times equal to your Charisma Modifier. You can use this rune a number of times equal to a third of
your death knight level (rounded down) per long rest.
Rune of the Legendary Mount
Prerequisite: Order of Cavaliers; 13th level Rune of the Owl
You gain darkvision and can see in dim light within 60 feet of
This rune grants any creature created using your bound you as if it were bright light, and in darkness as if it were dim
mount feature resistance to all damage, and when it deals light. You can't discern color in darkness, only shades of gray.
damage, you can add your proficiency bonus to the damage If you already have darkvision, then your darkvision intervals
dealt. increase by 60 feet.
The additional damage is of the same type as the mount's You also have advantage on stealth checks while in darkness.
attack, if the attack deals more than one type of damage, the
damage bonus is applied to only one type. You choose which Rune of Parrying
type.
Prerequisite: Order of Ebon Blades
Rune of Lethality As a reaction, you can add your proficiency bonus to your AC
Prerequisite: 17th level against one melee attack that would hit you. To do so, you
must see the attacker and be wielding a melee weapon.
This rune lets you cause your enemies to whither under the
effects of necrotic energy. You can use your reaction to cause Rune of Shadow Melding
a target creature to become vulnerable to a single instance of
necrotic damage. Prerequisite: Order of Reapers; 13th level
This rune can only be used once per short or long rest. When you use your Shadow Step feature, you can now take
the Hide action as part of the same bonus action.
Rune of the Lightning Mount
Rune of Skill
Prerequisite: Order of Cavaliers; 9th level
You can use this rune to add your proficiency bonus to a skill
While mounted, you can use your action to cast haste on you do not have proficiency in. This feature can be used
yourself and your mount without expending a spell slot. before or after the roll, but it must be used before you know if
it succeeds or fails.
You can use this rune once per long rest.
This rune can only be used a number of times equal to your
Rune of Necrosis Charisma modifier per long rest.
Prerequisite: Order of Rune Wardens; 13th level Rune of the Slayer
This rune imbues your weapon with more necrotic energy. Prerequisite: Order of Destroyers or Ebon Blades; 13th level
You gain 1 additional use of your Necrotic Strike feature per
long rest. This rune lets you channel the death of an opponent into a
surge of adrenaline. Once per turn, when you reduce an
Rune of Necrotic Strike Mastery enemy creature to 0 hit points or score a critical hit, you can
When you use necrotic strike, and you roll a 1 or 2 for make an additional attack as part of that attack action.
necrotic damage, you can reroll the dice once and take the Rune of Spellbinding
second roll.
Prerequisite: Order of Magi; 13th level
Rune of Pyre Strikes
This rune channels additional magical energy that can be
When you use your Necrotic Strike feature, you can cause it used to fuel your powers. You gain 1 additional spell slot
to deal Fire damage. When you do so, the target creature equal to the level of your other death knight spell slots.
must make a Constitution saving throw. On a failed save, the
target takes an additional 1d10 fire damage at the beginning
of its next turn.

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Rune of Spellbreaking Rune of the Weapon Master
Prerequisite: 9th level Prerequisite: Order of Ebon Blades; 9th level
You can use this rune to attempt to disrupt a spell. As a You regain all uses of your weapon arts on a short or long
reaction to a creature within 30 feet of you casting a spell, you rest.
can cast counterspell without expending a spell slot, but
regardless of the spell's level, you must make an ability check
using your spellcasting ability. The DC equals 10 + the spell’s
level. On a success, the creature’s spell fails and has no effect. Shadow Wyrm Mount
Large dragon, unaligned
You can use this rune twice per long rest.
Rune of Spellstriking Armor Class 17 (natural armor)
Hit Points 58 (5d10 + 15)
Prerequisite: Order of Magi; 9th level Speed 30 ft., fly 60 ft.
When you cast a spell, you can use a bonus action to make a
spell attack with advantage, or you can impose disadvantage STR DEX CON INT WIS CHA
on the saving throw of a single creature affected by that spell.
19 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 6 (-2)
You can use this rune a number of times equal to a quarter of
your death knight level (rounded down) per long rest. Damage Immunities Necrotic
Senses Blindsight 10 ft., Darkvision 120 ft., Passive
Rune of the Summoner Perception 17
Saving Throws Str +7, Dex +5, Con +6
Prerequisite: Order of Cavaliers Skills Perception +7, Stealth +8
You can use this rune to instantly bring your Bound Mount to Languages Can understand any language spoken by
its master
your location. You can decide whether it appears next to you, Challenge 3 (700 XP)
or if it appears under you, allowing you to become instantly
mounted. One with Shadow. When in dim light or darkness,
If there is not enough room for your mount, the summoning this creature has advantage on stealth checks
fails, and your mount takes 4d6 force damage. Shadow Stealth. While in dim light or darkness, the
dragon can take the Hide action as a bonus action.
You can use this rune once per short or long rest.
Actions
Rune of Toxic Strikes Multiattack. The dragon makes two attacks: one with
When you use your Necrotic Strike feature, you can cause it its bite and one with its claws.
to deal Poison damage. When you do so, the target creature Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
must make a Constitution saving throw. On a failed save, the one target. Hit: 9 (1d10 + 4) piercing damage and 2
target is poisoned until the end of your next turn. (1d4) necrotic damage.
Rune of the True Warden Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 7 (1d6 + 4)
Prerequisite: Order of Rune Wardens
Shadow Breath (1/long rest). The dragon exhales
This rune activates the leylines in your body to create a shadowy fire in a 20-foot cone. Each creature in that
matrix of defensive energies around you. While you are not area must make a DC 16 Dexterity saving throw,
wearing any armor, your armor class equals 10 + your taking 33 (6d10) necrotic damage on a failed save,
Dexterity modifier + your Charisma modifier. You can use a or half as much damage on a successful one.
shield and still gain this benefit.
Rune of Unbridled Savagery
Prerequisite: Order of Destroyers; 9th level
You regain all uses of your savage techniques on a short or
long rest.

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Death Knight Spell List
Magic Weapon 4th level Order of Magi
1st level Mind Spike Blight Spell List
Armor of Agathys Phantasmal Force Confusion
Arms of Hadar Protection from Poison Death Ward cantrips
Bane Ray of Enfeeblement Freedom of Movement
Cause Fear Booming Blade
Rime's Binding Ice Hoarfrost ChainsDeath Knight
Command Chill Touch
Shatter Shadow of Moil
Compelled Duel Dancing Lights
Wither and Bloom Sickening Radiance
Detect Evil and Good Grave HammerDeath Knight
Staggering Smite
Dissonant Whispers 3rd level Green Flame Blade
False Life Bestow Curse 5th level Lightning Lure
Heroism Elemental Weapon Necrotic FlareDeath Knight
Banishing Smite
LifewardDeath Knight Enemies Abound Poison Spray
Contagion
Ray of Sickness Fear Sapping Sting
Crypt FangsDeath Knight
Searing Smite Feign Death Spare the Dying
Geas
Thunderous Smite Hunger of Hadar Sword Burst
Hold Monster
Wrathful Smite Life Transference Thaumaturgy
Insect Plague
Remove Curse Toll the Dead
Negative Energy Flood
2nd level Revivify Raise Dead
Crown of Madness Speak with Dead Steel Wind Strike
Darkness Summon Shadowspawn
Enthrall Summon Undead
Gentle Repose Virulent SicknessDeath Knight
Hold Person Water Walk

Custom Spells
Spells tagged Death Knight can be found in Appendix A: Unique
Death Knight Spells

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Appendix A: Unique Death Knight Spells
Crypt Fangs Life Ward
5th-level conjuration 1st-level abjuration
Casting time: 1 Action Casting Time: 1 Reaction
Range: self (40 foot radius) Range: Self
Components: V, S Components: V,S,M (a miniature shield pendant)
Duration: Instantaneous Duration: Instantaneous
You reach down and place your palm against the ground, You can protect a creature within 30 feet or yourself from
causing spires of shadow to pierce the ground. Creatures you harm. When you or an allied creature would take damage
choose within 40 feet of you must succeed on a Dexterity from any source that can be reduced, you can use your
saving throw, or they take 4d10 necrotic damage and become reaction to reduce the damage by 1d8.
frightened until the end of your next turn. On a successful
save they only take half damage, and they are not frightened. At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage reduction increases by 1d8
At higher levels. When you cast this spell using a spell slot for each slot level above 1st.
of 6th level or higher, the damage increases by 1d10 for each
slot level above 5th. Necrotic Flare
Evocation cantrip
Grave Hammer Casting Time: 1 action
Evocation Cantrip Range: 120 feet
Level:: Cantrip Components: V, S
Casting time: 1 Action Duration: Instantaneous
Range: 5 feet You launch a sphere of sickly green-black fire at a creature or
Components: V, M (a weapon) object within range. Make a ranged spell attack against the
Duration: Instantaneous target. On a hit, the target takes 1d4 fire damage and 1d4
As part of the action used to cast this spell, you must make a necrotic damage. A flammable object hit by this spell ignites
melee weapon attack against one creature within the spell's if it isn’t being worn or carried.
range, otherwise the spell fails. On a hit, the target suffers the
attack's normal effects, and they cannot use their reaction At higher levels. This spell’s fire and necrotic damage each
until the end of your current turn. increase by 1d4 when you reach 5th level (2d4 and 2d4), 11th
level (3d4 and 3d4), and 17th level (4d4 and 4d4).
At higher levels. At 5th level, the melee attack deals extra
necrotic damage equal to 1d8. The damage increases by 1d8 Virulent Sickness
at 11th level (2d8) and 17th level (3d8). 3rd-level necromancy
Hoarfrost Chains
Casting time: 1 Action
Range: 60 feet
4th-level conjuration Components: V, S
Casting time: 1 Action Duration: 1 minute
Range: 30 feet After a rapid incantation, you cause a sickness to infect a
Components: V, S, M (four iron chain links) target creature. The creature must succeed on a Constitution
Duration: Concentration, up to 1 minute saving throw, or they are affected by one of the diseases you
You conjure a writhing mass of chains made of ice. When you choose from the list below. If a creature is immune to
cast this spell, you can direct the chains to wrap around any disease, they automatically succeed.
number of creatures within 30 feet of you that you can see.
That creature must succeed on a Strength saving throw or Rot: the affected creature cannot gain temporary hit points
you and the targeted are unable to move further than 30 feet and only heals for half of the amount (rounded down).
from you. A creature bound in this way can repeat the saving Agony: the affected creature takes 1d6 psychic damage at the
throw at the end of each of their turns. Additionally, creatures beginning of each turn for the spell's duration.
chained in this way make Dexterity saving throws at Leg Palsy: the affected creature's movement speed is halved,
disadvantage. and they cannot take the dash or disengage action.
If your movement would cause a creature to be further Erratic Nerves: the affected creature must roll a d6 before
than 30 feet from you, you can either release them (no action each weapon or spell attack roll. On a 1 or 2, they take 2d6
required), or you can move at a cost of an additional 1 foot of lightning and the attack roll is made with disadvantage.
movement per creature per 1 foot moved. Creatures you leave At higher levels. When you cast this spell using a spell slot
chained while you move in this way causes them to move of 4th or higher, the number of targets you can affect
with you. You may also use a bonus action on your turn to increases. For each spell slot higher than 3rd level, you can
attempt to chain an additional creature that is within 30 feet. target one additional creature in range.
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Appendix B: Villainous Options
Order of Fallen Paladins Schadenfreude
The order of the fallen paladins is unique among the knightly At 15th level, you learn to transfer the effects of spells from
orders. It is the only one whose members have no patron, and yourself to another. As an action you can end one spell on
it cannot be chosen, rather one dies into it. Oath Breakers yourself. You can then use a reaction to cause another
that have committed atrocities of the highest order resurrect creature within 30 feet to be affected by the spell instead.
as one of these. Only upon finding atonement and The creature can make a Wisdom saving throw, or the effect
redemption can they find rest. is transferred to them. A creature can choose to not make the
save and automatically receive the effects of the spell.
Restriction: Evil Alignment only
This subclass is designed to be a template for antagonists, Greater Auras
similar to the Oathbreaker (DMG page 97). As such, it is At 18th level, instead of expanding the effects of your auras,
imbalanced for player characters, and it will need tweaking you concentrate them into the same area for greater effect:
for that purpose. Speak with your DM about this before
making a character using this subclass. Greater Aura of Desolation. The amount of hit points lost is
now equal to twice your Charisma modifier.
Withering Touch Greater Aura of Terror. Your aura is so suffocating that it
As a fallen paladin, you are unable to heal, instead your hands causes even the most stalwart beings to feel fear. Creatures
take life. You have a pool of necrotic energy that replenishes that are immune to the frightened condition can be
when you take a long rest. With that pool, you can deal frightened by your aura, but they make the saving throw
necrotic damage to a target creature's equal to your death with advantage. Creatures not immune to being frightened
knight level × 5. have disadvantage on the initial saving throw; if they are
frightened, the subsequent saves are made without
As an action, you can make a melee weapon attack. On a hit disadvantage.
you can deal, necrotic damage to that creature, up to the
maximum amount remaining in your pool. Order of Fallen Paladins
If you kill a creature with this feature, you gain temporary hit Runes
points equal to either half of the damage dealt (rounded
down, minimum of 1) or half of the creature's maximum hit Rune of Lingering Protection
points (rounded down, minimum of 1), whichever is less. Prerequisite: Order of Fallen Paladins
Aura of Desolation While this rune is active, you have immunity to disease, the
At 6th level, death oozes from your very being, drawing life frightened condition, and you have advantage against charm
from those around you. Creatures you choose that enter for effects.
the first time or start their turn within 10 feet of you, lose a
number of hit points equal to your Charisma modifier. Rune of Necrotic Smite
Prerequisite: Order of Fallen Paladins; 13th level
Aura of Terror
When you hit with a melee weapon attack using a rune
At 10th level, your presence insights fear in your foes. weapon, you can expend one spell slot to channel necrotic
Creatures you choose that enter or start their turn within 10 energy into your rune weapon and deal additional necrotic
feet of you must make a Wisdom saving throw against your damage to the target, in addition to the weapon's damage.
death knight spell save, or they become frightened of you for The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
1 minute. each spell level higher than 1st, to a maximum of 5d8.
The creature can repeat this save at the end of each of their Rune of the Retained Divine
turns. Once a creature succeeds, it becomes immune to this
effect for 24 hours. Prerequisite: Order of Fallen Paladins; 9th level
You can learn additional spells from the paladin and
oathbreaker spell list. The number of spells you can learn are
equal to a third of your death knight level (rounded down).
These spells do not count against your total spells known.

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Appendix C: Variant Features
The Ascended Knight Ascended Knights: of Subclasses
Not all death knights are created by a patron. Like liches, not and Runes
all those who obtain their power, require another to grant This feature replaces some features and parts of some
them the power or knowledge to do so. features.
Instead, the Ascended gain knowledge as a result of study Whenever a subclass or rune lets you add your Charisma
and devotion to their singular desire to become a Death modifier or grants a number of uses equal to your Charisma
Knight, unbound by the restrictions of a patron. Those who modifier, you instead add your Intelligence modifier or gain a
wish to follow the path of an Ascended should take the number of uses equal to your Intelligence modifier.
following Variant Features:
Ascended Proficiencies
Additional Variant
This feature replaces the Proficiencies feature. Features
Armor: All armor, shields These features are not specific to the Ascended Knight and
Weapons: Simple and Martial weapons can be used by either.
Tools: Calligrapher's supplies Runic Phylactery
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, Animal Handling, This 20th level feature replaces the Avatar of Death feature.
History, Investigation, Religion, Survival When you have at least one rune weapon, it houses a
portion of your life force, ensuring that you never truly die. If
Ascended Magic a spell, such as Raise Dead, has the sole effect of restoring
This 2nd level feature replaces the Spellcasting Ability you to life (but not undeath), the caster doesn't need material
portion of the Pact Magic feature. components to cast the spell on you.
Unlike the usual death knight, the ascended knight gains Additionally, your rune weapons grant you the following
their magic solely from the touch of death which they benefits:
received during their ascension ritual. This return creates an Once per turn, you deal additional damage equal to the
impetus from which a death knight may draw their prowess. number of runes you currently have inscribed.
Spellcasting Ability When you would drop to 0 Hit Points, but are not killed
Intelligence is your spellcasting ability for your death knight outright, you can remove any number of inscribed runes
spells. You use your Intelligence whenever a spell refers to from your weapon to regain hit points equal to your Death
your spellcasting ability. In addition, you use your Intelligence Knight level + your Constitution modifier per rune
modifier when setting the saving throw DC for a death knight removed.
spell you cast and when making an attack roll with one. Your rune weapons are treated as artifacts for the
purposes of overcoming anti-magic effects such as a
beholder's anti-magic cone.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Ascended Discernment
This 7th level feature replaces the Knightly Discernment
feature.
Your intellect and raw knowledge of the world grants you a
greater understanding of the world around you. At 7th level,
you gain proficiency with your choice of insight or perception.
If you are already proficient with both, choose another skill
from the ascended knight skill list.
Additionally, when you make a Wisdom (perception) or a
Wisdom (insight) check, you can add your Intelligence
modifier to the total once per short or long rest.

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Credits
“The Death Knight is unofficial Fan Content permitted under
the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.”
Artwork (in order of appearance)
Single Combat MtG Art by Livia Prima
Sorin, Solemn Visitor MtG Art by Cynthia Sheppard
Ghostly Touch MtG Art by Jason Felix
Rune Circle by FadedShadow589
Midnight Reaper MtG Art by Sidharth Chaturvedi
Garruk, Apex Predator MtG Art by Tyler Jacobson
Nahiri, the Harbinger MtG Art by Aleksi Briclot
Liliana, Dreadhorde General MtG Art by Chris Rallis
Jace, the Living Guildpact MtG Art by Chase Stone
Kaya, Bane of the Dead MtG Art by Magali Villeneuve

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