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Death Knight
Empowered by death. Touched by the Abyss. Death
Knights are walking examples of what happens when
one plunges themselves into the darkness, only to be able
to crawl back out stronger. A walking corpse, an undead
warrior. Living onto to further their goals, or the goals
of their masters.
Death Knight Feats 1st You cannot use Runic Strike to empower an action or
At 1st level and every even-numbered level thereafter, strike with the Runic Power trait. Nor can you use
you gain a death knight class feat. Runic Strike to empower actions which would deal
additional damage, such as Power Attack or a
Swashbuckler's Finishers.
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Sect 1st
At 1st-level, you choose a sect which dictate your
particular affinity for the various type of death runes
you etch and utilize. At 1st-level, your sect grants you
various class features and actions. As well as more
features as you gain more levels.
Specialization
Your sect's specialization usually alters your Runic
Strike action, as well as imparting various powers to
you.
Runic Power
Your sect's Runic Power is a special ability which
utilizes your Runic Power obtained by the spending of
runes.
Weapon Mastery 13th Unholy: Effects with the unholy trait are tied to
You fully understand your weapons. Your proficiency powerful magical forces of cruelty and sin. They often
ranks for simple and martial weapons and unarmed have stronger effects on holy creatures. Creatures with
attacks increase to master. this trait are strongly devoted to unholy causes and
often have weakness to holy. If a creature with
Greater Weapon Specialization 15th
weakness to unholy uses an unholy item or effect, it
Your damage from weapon specialization increases to
takes damage from its weakness.
4 with weapons and unarmed attacks in which you’re
an expert, 6 if you’re a master, and 8 if you’re
legendary.
Death Knight Mastery 17th
You have fully mastered the art of runic magic. Your
Indomitable Will 15th proficiency ranks for your death knight class DC
Your runes makes it difficult to control you. Your increases to master.
proficiency rank for Will saves increases to master.
When you roll a success on a Will save, you get a
Runic Apotheosis 19th
critical success instead. Your capacity for generating runic power is beyond
limits. At the start of each of your turns, you recover
Armor Mastery 17th one additional spent rune.
Your skill with armor improves, increasing your
ability to prevent blows. Your proficiency ranks for
light, medium, and heavy armor, as well as for
unarmored defense, increase to master.
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Specialization
Each time you successfully use Rnic Strike, you gain a
number of Temporary Hit Points equal to half your
level (Rounded up) for 2 rounds. If your strike dealt
no damage to the target, or if the target is immune to
both Bleed damage and Spirit damage, you do not
gain these Temporary Hit Points.
Runic Power
You gain the Heart Strike action.
HEART STRIKE
DEATH KNIGHT FLOURISH MAGICAL RUNIC POWER
Frost
Your body is already cold and numb. Frigid to the
touch of death. Through your runes, you can channel
that frigid chill inside you and extend it to the world
around you. By your hand, all will be made cold, all
will be robbed of its vital warmth.
Specialization
Your Runic strike action gains the Runic 2 trait. The
additional damage from Runic Strike increases to 4
Cold damage. When you gain the Weapon
Specialization feature, the Cold damage increases from
4 to 8. Then from 8 to 10 when you gain the Greater
Weapon Specialization feature.
Runic Power
You gain the Frost Strike action.
FROST STRIKE
Art by Astri-Lohne
COLD DEATH KNIGHT FLOURISH MAGICAL PRESS
Unholy
Where there is death, there is decay. Rot. Putrid flesh
and festering miasma. Your runes are carved onto
your flesh and the flesh of your foes. Rotting them
from the inside out. Turning all you touch into putrid
masses of blood and gore.
Specialization
Your Runic Strike action now deals its additional
damage a second time as Persistent Poison, Spirit or
Void damage. Chosen before making the attack roll.
And exposes the target to Virulent Plague. Using your
Class DC as the Saving Throw DC and your Level ans
the Disease's Level.
Runic Power
You gain the Festering Strike action.
FESTERING STRIKE
DEATH KNGIHT DISEASE MAGICAL RUNIC POWER
If the creature was already afflicted by Virulent A strange, magical disease which manifests itself as
Plague, the target instead has the disease increase by putrid runes carving themselves on the flesh of those
1 stage without any saving throw. afflicted by it.
Mastery (9th) Saving Throw DC 15 Fortitude; Maximum Duration 6
Your mastery over the dead allows your deadly Rounds; Stage 1 Enfeebled 1 and Clumsy 1 (1 Round);
poisons to sink its claws deeper into your foes.
Stage 2 Enfeebled 2 and Clumsy 2 (1 Round); Stage
Virulent Plague you inflict gains the Virulent trait.
3 Sickened 2 (1 Round); Stage 4 Sickened 2 and
Additionally, you can inflict Virulent Plague to
Slowed 1 (1 Round)
creatures immune to diseases, but it does not gain the
Virulent trait against that creature.
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You pledged your soul to a powerful undead being, Range 30 Feet; Targets 1 Creature
such as a lich or a necromancer. And doign so, you Defense Fortitude
gained great power. You are Sanctified and gain the You use the powers of runes to conjure chains of ice
Unholy trait. You gain Resistance to Spirit damage that bind your target. The target must make a
equal to half your level (Rounded up). Fortitude Saving Throw against your Class DC.
As part of this Oath, you are bound to obey your Critical Success The target is unaffected.
benefactor. This benefactor is controlled by the Game Success The target takes a -10-ft Status penalty to
Master. Your benefactor can command you to their Speeds until the end of their next turn.
complete tasks for them, have you give them items Failure The target is Immobilized. Attempts to Escape
you obtained, or even force you to take certain are made against your Class DC.
decisions that may go against your will or that of your Critical Failure As Failure, but the target is Restrained
companions. When choosing this Oath, ensure that for 1 round, then Immobilized thereafter.
you, the other players and the Game Master are all in
accord about the ramifications of this Oath.
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You conjure a magic circle that rots the very earth and RUNIC POWER
slows down foes. All enemies treat this area as Range 30 feet; Area 10ft Burst
Difficult Terrain. The magic circle lasts for 2 rounds, Defense Fortitude
but you can extend its duration by 1 Round by You unleash a swift blast of frigid winds which chill
Sustaining this magic circle (Up to 1 minute). enemies to the bone. All creatures in the area other
DUAL RUNIC STRIKE FEAT 2 than yourself take 2d6 persistent Cold damage
(Fortitude Saving Throw against your Class DC). Any
DEATH KNIGHT
enemy suffering persistent cold damage from Howling
You've learned how to weave your runic strikes with
Blast take a -10 Status Penalty to all speeds for the
two weapons. You gain the Double Slice feat as a duration of the persistent damage.
bonus feat.
Critical Success The target takes no damage.
Special A Double Slice improved using Runic Strike
Success The target takes full damage, but
gains the Runic 1 trait. And you apply the bonus automatically successes on their first recovery roll.
damage from Runic Strike to both strikes made
Failure The target takes full damage and is Slowed 1.
using Double Slice. The additional damage is halved Critical Failure The target takes double damage and is
as if you were wielding an Agile weapon for these Slowed 1 for 1 minute.
strikes, regardless of the actual traits of your
weapons.
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6th Level
ATTACK OF OPPORTUNITY FEAT 6
BARBARIAN CHAMPION DEATH KNIGHT MAGUS
SWASHBUCKLER
Art by FredFraiche
Trigger A creature within your reach uses a
manipulate action or a move action, makes a ranged DECAYING ROSE FEAT 6
attack, or leaves a square during a move action it’s
DEATH KNIGHT
using.
You lash out at a foe that leaves an opening. Make a Prerequisites Death and Decay
melee Strike against the triggering creature. If your Your Death and Decay causes enemies in its area to
attack is a critical hit and the trigger was a manipulate take 1d8 Persistent Void damage each time they start
action, you disrupt that action. This Strike doesn’t or end their turn in the area. This damage cannot heal
count toward your multiple attack penalty, and your undead enemies.
multiple attack penalty doesn’t apply to this Strike.
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Prerequisites Frost Sect Trigger You would take damage from an attack you
Your frigid runic magic is capable of ignoring the are aware of.
physical limitations of real frost. Cold damage you deal You use your runic power to, at a plit second, conjure a
as part of an action with the Runic or Runic Power thin barrier around you. You gain Resistance to the
traits ignores Resistance to Cold damage. And treats triggering attack's damage equal to twice your level. If
Immunity to Cold damage as an amount of Resistance this successfully negates all damage, you regain 1
equal to half the target's level (rounded up). spent Rune.
than innaction. Each time you spend Runic Power, Your body is so cold and numb that you can more
make a DC15 Flat Check. If you succeed, you instantly easily resist magical and mundane afflictions. When
regain 2 spent Runes. you spend at least 1 rune, you gain a +2 Status bonus
on Saving Throws against Poisons, Diseases and
MARROWREND FEAT 6
Curses until the end of your next turn.
ATTACK CONCENTRATE DEATH KNIGHT MAGICAL RUNIC 2
SCOURGE BURST FEAT 8
You strike a foe and steal their very fortitude and
resillience. Make a Unarmed, Melee or Thrown CONCENTRATE DEATH KNIGHT MAGICAL FLOURISH POISON
Weapon Strike. On hit, your target becomes Enfeebled RUNIC POWER SPIRIT VOID
2 (Or Enfeebled 3 on a critical hit) for 2 rounds. Prerequisites Outbreak or Unholy Sect
Range 60 feet; Targets 1 Creature afflicted by Virulent
8th Level
Plague
DEATH GRIP FEAT 8 Defense Basic Fortitude
ATTACK DEATH KNIGHT MAGICAL RUNIC 2 You command the plague coursing through the target's
Range 30 Feet; Targets 1 Creature body to erupt and destroy them from the inside. The
Defense AC target takes an amount of Poison, Spirit or Void
damage equal to your Runic Strike's Additional
You conjure a tendril of runic energy through your
damage multiplied by the target's Virulent Plague
hand or weapon that grabs onto a target and brings
stage. The target's Virulent Plague affliction is then
them closer. Make a Ranged Runic Attack roll against
removed. If the target was afflicted by Stage 4 Virulent
the target. On a hit, the target is pulled to be adjacent
Plague, they treat their Saving Throw against Scourge
to you. This is Forced Movement. If there are any
Burst as one degree-of-success worse.
obstacles in the way, such as walls, high debris or
other creatures; This action fails.
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12th Level
BLOOD TAP FEAT 12 MIND FREEZE FEAT 12
CONCENTRATE DEATH KNIGHT COLD CONCENTRATE DEATH KNIGHT MAGICAL RUNIC 2
Trigger Your turn begins Trigger A creature within 30ft you are aware uses an
You sacrifice blood for power. You take an amount of action with the Concentrate trait
damage equal to your level and instant regain up to 2 You swiftly attempt to freeze your foe's mental
spent runes. This damage cannot be mitigated or processes. Attempt to Counteract the target's action.
reduced in any way. Use a Runic Attack roll as your counteract roll. If
counteracting a Spell, treat your spell level as 2 + half
DIVINE DECREE FEAT 12
your level (Rounded up). Regardless of outcome, the
DEATH KNIGHT target becomes immune to Mind Freeze for 1 hour.
Prerequisites Oath of the Bound
SPIRIT SENSE FEAT 12
Your deity has chosen to bestow you more power to
accomplish your divien task. Increase the size of your DEATH KNIGHT
Foucs Pool by 1 (To the usual maximum of 3 Focus Prerequisites Oath of the Scarred
Points). When you Refocus, you regain all spent Focus Your ability to sense the dead becomes more accute,
Points instead of just one. more sensitive. Your Death Sense now extends to
120ft.
EBON FEVER FEAT 12
DEATH KNIGHT 14th Level
Afflictions you create last longer. The DC of any ALL WILL SERVE FEAT 14
Persistent Damage you inflict requires a DC17 Flat
DEATH KNIGHT
Check to be removed instead of a DC15.
Prerequisites Raise the Dead
FRIGID GRASP FEAT 12 When you use Raise the Dead, you can summon two
DEATH KNIGHT undead creatures, but the second undead must be of
Prerequisites Chains of Ice two levels lower than the first one. When sustaining
Raise the Dead, you can command both undead
When you use Chains of Ice, you can target up to 4
Creatures within range, rather than just one. minions with the same action.
16th Level
ANNIHILATE FEAT 16
DEATH KNIGHT FORTUNE
COLDTHIRST FEAT 16
DEATH KNIGHT
RUNIC POWER
HORN OF WINTER FEAT 14
Defenses Fortitude
AUDITORY DEATH KNIGHT MAGICAL MANIPULATE
You deliver a decisive blow aiming to end your foe's
Area 30ft emanation life in one fell strike. Make an Unarmed, Melee or
Frequency Once per Day Thrown weapon strike. On a hit, your target must
Raising your hand high you let out a rallying cry which make a Fortitude saving throw. Regardless of outcome,
bolsters all who hear. You and all allies in the area the target becomes immune to further uses of Death
increase one of their Ability Score Bonuses of their Strike for 1 hour.
choice by +1 for 3 Rounds. This increase does not
affect class features based on that ability score, but Critical Success The target is unaffected.
does affect things like damage rolls, attack rolls, skill Success The target takes half the strike's damage a
checks, saving throws and Spell or Class DCs. second time.
Failure The target takes the strike's full damage a
VAMPIRIC BLOOD FEAT 14 second time.
DEATH KNIGHT HEALING MAGICAL RUNIC POWER Critical Failure The target instantly dies.
You surge with the power of unholy blood. You gain
RUNIC FLASHBACK FEAT 16
Fast Healing 4 for 1 minute. You can benefit from this
CONCENTRATE DEATH KNIGHT
healing effect, despite being undead.
Level (18th) The Fast Healing increases to 6. Trigger You spend your Runic Power
You hold onto lingering energy around your runes. You
WITNESS DEATH FEAT 14 do not lose runic power until the end of your next
DEATH KNIGHT turn. Repeated uses of this ability can destroy your
Prerequisites Gaze of Terror body. Using this ability a second time before your next
When you use Gaze of Terror, you can spend one daily preparations causes you to become Fatigued.
additional rune to target any number of creatures Using it a third time makes you Drained 1 until your
within 30ft, rather than just one creature. next Daily Preparations (Or increases an existing
Drained condition by 1). Using it a Fourth or
subsequent time increases your Drained condition by 1
or the same duration.
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Art © Blizzard
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Archetype
DEATH KNIGHT DEDICATION FEAT 2
UNCOMMON ARCHETYPE DEDICATION MULTICLASS