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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.

KEY ABILITY HIT POINTS UNCOMMON

Strengh or Dexterity. 10 plus your Constitution modifier.


Initial Proficiencies
At 1st level, your class gives you an You increase your maximum number At 1st level, you gain the listed
ability boost to Strengh or Dexterity. of HP by this number at 1st level and proficiency ranks in the following
every level thereafter. statistics. You are untrained in
anything not listed unless you gain
a better proficiency rank in some
During Combat encounters… other way.
You channel the power of your runes to empower yourself and perform
deadly magical effects. Building up to powerful attacks through the
Perception
invocation of runic power.
Trained in Perception
During social encounters…
You instill fear and respect into those who see you through your Saving Throws
familiarity with death and decay. Expert in Fortitude
Trained in Reflex
While exploring… Expert in Will
You defend yourself and your allies through the use special runic magic,
as well as intimidate those too cowardly to fight you. Skills
Trained in Religion
In Downtime… Trained in Occultism
You meditate, train and hone your power. Often sacrificing what is left of Trained in a number of additional
your soul for greater power. No cost too great. skills equal to 2 plus your
Intelligence modifier
You Might…
See life as nothing but a currency, a currency you do not regret
Attacks
spending to obtain your power.
Trained in simple weapons
Be loyal to your cause, or the cause of your master.
Trained in martial weapons
Be willing to do anything for your goals.
Trained unarmed attacks
Others probably…
See you as a monster for having defiled your soul. Defenses
Find you a necessary evil, someone only worth keeping around for Trained in all armor
your usefulness. Trained in unarmored defense
Believe you to be secretly working a lich or other undead fiend.
Class DC
Trained Death Knight DC
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TABLE 1-1: DEATH KNIGHT ADVANCEMENT Runic Magic 1st


Level Class Features As a Death Knight, you channel the power of unholy
Ancestry & background, Death's Call, Death Knight runes etched all through your body, armor and
1 Feats, Initial proficiencies, Runic Magic, Sect
weapon. At 1st-level, choose whether your runic
2 Skill feat, Death Knight feat
magic is Divine or Occult in nature. Once made, this
3 General Feat, Skill increase choice cannot be changed. All actions and feats
4 Skill feat, Death Knight feat denoted in the Death Knight class that possess the
Ability boost, Ancestry feat, Skill increase, Weapon Magical trait also gain the Divine or Occult trait based
5 Expertise
on your choice.
6 Skill feat, Death Knight feat
General Feat, Juggernaut, Skill increase, Weapon You gain the ability to generate and use Runes. You
7 Specialization can hold up to 6 charged Runes at any given time. At
8 Skill feat, Death Knight feat the start of each of your turns, you regain 2 spent
Ancestry feat, Death Knight Expertise, General Feat, Runes, up to your maximum amount of runes. If you
9 Lightning Reflexes, Sect Mastery, Skill increase are not in a life or death situation (Such as Combat),
10 Ability boosts, Skill feat, Death Knight feat you regain all spent Runes after 1 minute.
Alertness, General Feat, Armor Expertise, Skill Runes are spent on certain Death Kngiht feats and
11 increase
abilities, as denoted on the Runic trait. Additionally,
12 Skill feat, Death Knight feat
you gain the ability to generate Runic Power. Which
13 Ancestry feat, Greater Juggernaut, Skill increase,
Weapon Mastery you can use on actions with the Runic Power trait.
14 Skill feat, Death Knight feat
Runic Attack and Runic DC
15 Ability boosts, General Feat, Greater Weapon
Specialization, Indominable Will, Skill increase Certain actions will call for a special attack called a
Runic Attack. Your runic attack bonus is equal to
16 Skill feat, Death Knight feat
your Class DC - 10. Any time an action with the
17 Ancestry feat, Armor Mastery, Death Knight
Mastery, Skill increase Runic or Runic Power trait calls for a Saving Throw,
18 Skill feat, Death Knight feat said saving throw is made against your Class DC.
19 General Feat, Runic Apotheosis, Skill increase
Runic Empowerment
20 Ability boosts, Skill feat, Death Knight feat
A death knight is able to use runes to empower their
Class Features weapons and body with pure runic magic. You gain
the Runic Strike action.
Ancestry and Background 1st
In addition to the abilities provided by your class at RUNIC STRIKE
1st level, you have the benefits of your selected CONCENTRATE DEATH KNIGHT MAGICAL RUNIC 1
ancestry and background.
Frequency Once per turn
Death's Call 1st You empower your weapon or body with runic magic.
At 1st-level, your body and soul has been defiled by Your next unarmed, melee or thrown weapon strike
the touch of death. Although your soul is yours, your deals 2 additional damage. When you gain the
body has grown cold and somewhat limp. You gain Weapon Specialiation class feature, this additional
the Undead Trait and Basic Undead Benefits. Any damage increases from 2 to 4. If you have the Greater
intelligent creature who observes you can intuitively Weapon Specialization class feature, the additional
tell you are not quite alive, but also not quite dead. damage increases from 4 to 8. This additional damage
At 5th level, you gain Advanced Undead Benefits. is halved on weapons with the Agile trait.

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.

You can read about each sect here.

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.

Mastery Art by Jesús Campos "Nerkin"


At 9th-level, you gain mastery over your sect, granting
you a special feature unique to your sect. Ancestry Feats 5th
In addition to the ancestry feat you started with, you
Skill Feats 2nd gain an ancestry feat at 5th level and every 4 levels
At 2nd level and every 2 levels thereafter, you gain a thereafter. The list of ancestry feats available to you
skill feat. Skill feats can be found in Chapter 5 and can be found in your ancestry’s entry in Chapter 2.
have the skill trait. You must be trained or better in
the corresponding skill to select a skill feat. Weapon Expertise 5th
You’ve dedicated yourself to learning the intricacies of
General Feats 3rd your weapons. Your proficiency ranks for simple
At 3rd level and every 4 levels thereafter, you gain a weapons, martial weapons, and unarmed attacks
general feat. General feats are listed in Chapter 5. increase to expert.

Skill Increases 3rd Juggernaut 7th


At 3rd level and every 2 levels thereafter, you gain a Your body is accustomed to physical hardship and
skill increase. You can use this increase either to resistant to ailments. Your proficiency rank for
increase your proficiency rank to trained in one skill Fortitude saves increases to master. When you roll a
you’re untrained in, or to increase your proficiency success on a Fortitude save, you get a critical success
rank in one skill in which you’re already trained to instead.
expert.
Weapon Specialization 7th
At 7th level, you can use skill increases to increase
You’ve learned how to inflict greater injuries with the
your proficiency rank to master in a skill in which
weapons you know best. You deal 2 additional
you’re already an expert, and at 15th level, you can
damage with weapons and unarmed attacks in which
use them to increase your proficiency rank to
you are an expert. This damage increases to 3 if you’re
legendary in a skill in which you’re already a master.
a master, and to 4 if you’re legendary.
Ability Boosts 5th Death Knight Expertise 9th
At 5th level and every 5 levels thereafter, boost four
Your grasp on runic magic increases. Your proficiency
different ability scores. You can use these boosts to
ranks for your death knight class DC increases to
increase ability scores above 18. Boosting an ability
expert.
score increases it by 1 if it’s already 18 or above, or by
2 if it starts out below 18.
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Lightning Reflexes 9th Key Terms


Oath: Oath feats add special anathema and edicts you
Your reflexes are lightning fast. Your proficiency rank
must follow as a Death Knight. You may only take 1
for Reflex saves increases to expert.
Oath feat. And you may only take an Oath feat at 1st-
Sect Mastery 9th level or taking the Death Knight Dedication feat.
Your domain over your runes allow you to express
mastery over them. You gain your Sect's Mastery Sanctified: If you are holy or unholy, your sanctified
feature. actions and spells gain the same trait.

Alertness 11th Runic: Many actions performed by Death Knights


You remain alert to threats around you. Your require the spending of one or more Runes. This is
proficiency rank for Perception increases to expert. denoted by the Runic trait. This trait is paired with a
number (Such as Runic 2). This denotes how many
Armor Expertise 11th unspent runes must be spent to use the action. Unless
You have spent so much time wearing armor that you stated otherwise, runes are spent regardless of the
know how to make the most of its protection. Your action's result.
proficiency rank for light, medium, and heavy armor,
as well as for unarmored defense, increase to expert. Runic Power: Some actions require more runic energy
You gain the armor specialization effects of medium than others. Requiring not unspent runes, but a more
and heavy armor. powerful energy known as "Runic Power". You gain runic
power by spending 3 or more Runes within 1 minute
Greater Juggernaut 13th while you do not have runic power. You either have
You have a stalwart physiology. Your proficiency rank runic power, or you don't. And runic power is lost if not
for Fortitude saves increases to legendary. When you spent within 1 minute.
roll a critical failure on a Fortitude save, you get a Actions with the Runic Power trait require you to
failure instead. When you roll a failure on a Fortitude have runic power to use them. Unless stated otherwise,
save against an effect that deals damage, you halve the your runic power is spent regardless of the action's
damage you take. result.

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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Death Knight Sects


Blood
Your runes are carved and painted using blood. It
matters to you not whether it is your blood or the
blood of your enemies. The crimson flow invigorates
and empoers you as you carve and split flesh from
bone to let the warm life of your foes bring warmth to
your cold, dead body.

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

You deliver a strike which rends the target's heart with


hemomancy, causing them to suffer while you sap
their life-force. Make a Melee Strike against a creature
within reach. On a success, you regain a number of Hit
Points equal to half the damage dealt.

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 regain any Hit Points. Art by Yami-Yami

Mastery (9th) FEAST


At 9th-level, your dead body can bring itself back to DEATH KNIGHT EXPLORATION MANIPULATE
partial life through the use of blood. Once per day,
Frequency Once per hour
when you reach 0 Hit Points, you can choose to not
fall unconscious until the end of your next turn. If you You spend 10-minutes drinking the blood of a freshly
regain any Hit Points before the end of your next turn, killed creature. The creature must have died within no
you do not fall unconscious; But your Wounded more than 2 rounds. It must be unconscious or
condition still increases as if you had. helpless, and it must not be immune to Bleed damage.
Additionally, your mastery over blood allos you to
You fully drain the target creature of all remaining
feast and nourish from fresh corposes. You gain the blood in it, regaining a number of Hit Points equal to 4
Feast exploration action. times their level.
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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

KILLING MACHINE RUNIC POWER

Requirements Your last action was a Melee Strike


CONCENTRATE DEATH KNIGHT
You deliver a follow-up strike that chills the soul. Make
Frequency Once until Recharged
a Melee Strike using the same Multiple Attack Penalty
Trigger You use Frost Strike
as your previous Strike. This strike must be made
Before rolling your Frost Strike, roll a DC16 Flat Check.
against the same target as the previous strike, but it
To recharge Killing Machine, you must land a Critical
can be made using a different weapon. All damage
Hit using Runic Strike, Spend at least 4 Runes, or
dealt using Frost Strike changes to Cold damage.
Refocus.
Mastery (9th)
Success You increase the degree of success of Frost Your mastery over frost freezes your perception of
Strike by 1 step. You cannot Use Killing machine time, allowing you to have more time to perceive the
until it Recharges. world. You gain a +2 Circumstance bonus to
Failure Your Frost Strike is unchanged. Initiative, and you can act even while surprised.
Critical Failure You reduce the degree of success of Additionally, your cold and calculated nature allows
Frost Strike by 1 step. You cannot Use Killing you to deliver a precise blow with ease. You gain the
machine until it Recharges. Killing Machine action.
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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.

Multiple Exposures of Virulent Plague you inflict


incurr a new saving throw as if it were a Poison rather
than Disease.

Runic Power
You gain the Festering Strike action.

FESTERING STRIKE
DEATH KNGIHT DISEASE MAGICAL RUNIC POWER

You strike at an opponent's very soul, leaving them


weakened. Make an Unarmed, Melee or Thrown
Weapon strike. On a hit, the target is exposed to
Virulent Plague, using your Class DC as the Saving
Art by Nikolai Karelin
Throw DC and your Level as the Disease's level. On a
Critical Hit, the target treats their saving throw as one
VIRULENT PLAGUE POISON 1
degree-of-success lower.
RARE DISEASE INJURY MAGICAL

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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Death Knight Feats


1st Level OATH OF THE SCARRED FEAT 1
OATH OF THE BOUND FEAT 1 DEATH KNIGHT OATH

DEATH KNIGHT OATH


You had a near-death experience so intense, so
powerful; That although your body perished, your soul
Your power came to you in your dying breath, your
remained. You gain 30ft Death Sense (Precise). Which
deity having chosen to keep you alive to fulfill a divine
allows you to see creatures with the Ethereal, Spirit or
duty. Choose a Deity who does not find it Anathema to
Undead traits, even while invisible. You also gain the
raise undead. You gain the Domain Initiate feat as a
Diehard feat as a bonus feat.
bonus feat, as well as a Focus Pool of 1 Focus Point.
You can Refocus as if you were Champion, and you As part of this Oath, you are compelled to bring rest to
treat your Death Knight Class DC Proficiency as your spirits and undead. As such, you cannot willingly
Spellcasting proficiency. Your Spellcasting Ability create undead or tamper with the souls of living
Modifier is Charisma. beings. Failing to abide by this for too long without
Atoning can cause your fractured soul to waver and
When taking this oath, talk with your Game Master to
leave your body, resulting in your true death.
determine what divine task your character must
complete. Your character must make it a priority to VISIONS OF LIFE FEAT 1
finish this task. This does not mean they cannot do DEATH KNIGHT EXPLORATION MAGICAL VISUAL
anything else, such as adventuring with others, but
You are able to mask your undead appearance from
they must still put active effort into their divine goal. others with enough work through a brief 10-minute
As long as your divine oath is not fulfilled, you cannot ritual. You change your appearance as per the Illusory
truly die. Should you die, your deity will ressurrect Disguise spell. But you can only use it to take the
you three days later, either reanimating your corpse or appearance of a living, healthy version of your existing
creating a new body for you. One you complete your
ancestry and gender. This disguise lasts until your
divine task, you die instantly. You must also follow next Daily Preparations, or until you Dismiss it.
that deity's edicts and abide by their rules. If you fail Whichever comes first.
to obey, and do not Atone within a reasonable
timespan, your life is snuffed and you die. 2nd Level
OATH OF THE LICH FEAT 1 CHAINS OF ICE FEAT 2
DEATH KNIGHT OATH CONCENTRATE COLD DEATH KNIGHT MAGICAL RUNIC 1

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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DARK COMMAND FEAT 2 OBLITERATE FEAT 2


AUDITORY CONCENTRATE DEATH KNIGHT EMOTION MENTAL DEATH KNGIHT

RUNIC 1 VISUAL Through practice, you've mastered the art of


You draw a sigil in the air which compels a creature devastating blows. You gain the Power Attack feat as a
who sees it to focus only on you. Choose one creature bonus feat.
who can see you. They must make a Will saving throw
against your Class DC. Regardless of the outcome, Special You can use Runic Strike to empower Power
they become immune to Dark Command for 1 hour. Attack. When you do so, Power Attack gains the
Runic 1 trait.
Critical Success The target is unaffected.
4th Level
Success As failure, but the the penalty is -1 and the
effect lasts for 1 round. DEATH COIL FEAT 4
Failure The target is compelled to focus on you. For ATTACK DEATH KNIGHT MAGICAL MANIPULATE
the next minute, they take a -2 Penalty to Attack RUNIC POWER SPIRIT
Rolls and all DCs if the action, strike or spell does
Range Melee or 60 feet; Targets 1 Creature
not target or include you. Once you successfully
Defense AC
take damage originating from the target, the effects
You launch a powerful blast of deadly spiritual energy
of Dark Command ends.
at the target. Make a Runic Attack against the target.
Critical Failure As failure, but the penalty is -4. And
On a hit, you deal 2d8 Spirit damage to the target (Or
you must take an amount of damage at least two
double damage on a critial success).
separate times before the effects of Dark Command
end. If you deal damage, the target becomes Frightened 2
Level (+3) You can target one additional creature using as their spirit is shaken, even if they are otherwise
Dark Command. immune to Fear effects.
DEATH AND DECAY FEAT 2 Level (+3) The damage increases by +1d8.

CONCENTRATE DEATH KNIGHT MAGICAL RUNIC 2 HOWLING BLAST FEAT 4


Range Personal; Area 10ft Burst centered on yourself CONCENTRATE COLD DEATH KNIGHT MAGICAL MANIPULATE

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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RAISE THE DEAD FEAT 4


CONCENTRATE DEATH KNIGHT MANIPULATE RUNIC 3

You use the power of runes to animate the dead into


living. You cast Animate Dead, heightened to half your
level (Rounded up). You must spend 1 Rune to Sustain
this spell.

UNCONTESTED MIGHT FEAT 4


CONCENTRATE DEATH KNIGHT MAGICAL

Frequency Once per turn


Requirements You are wielding a two-handed weapon
You channel your strength into your weapon, using it
to defend yourself. You gain a +2 Circumstance bonus
to your AC until the start of your next turn, but you
cannot use the weapon to attack until the start of your
next turn. If you have the Shield Block, you can spend
1 Rune to use this reaction while your weapon is raised
this way. The hardness for this block is equal to twice
your Runic Strike additional damage. Your weapon
does not take any damage as part of this reaction.

WHISPERS OF THE DEAD FEAT 4


UNCOMMON DEATH KNIGHT

You become able to commune with corpses through


ancient rites and runic rituals. You can cast the Corpse
Communion ritual. You gain a +2 Circumstance bonus
to all skill rolls made to cast this ritual and do not
suffer any ill effects from consuming the dead corpse.

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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FROSTWARDEN FEAT 6 FOUL BULWARK FEAT 8


DEATH KNIGHT CONCENTRATE DEATH KNIGHT MAGICAL RUNIC POWER

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.

OUTBREAK FEAT 6 GAZE OF TERROR FEAT 8


CONCENTRATE DEATH KNIGHT DISEASE MANIPULATE CONCENTRATE DEATH KNIGHT FEAR MENTAL RUNIC 1

MAGICAL RUNIC 2 VISUAL

Range 30 feet; Area 10ft Burst Prerequisites Trained in Intimidation


You launch a toxic spore which bursts into a cloud of You use the power of your runes to flash a glyph
runic mist. All creatures in the area are exposed to which instill fear directly into a being's soul. Attempt
Virulent Plague. Using your Death Knight Class DC as to Demoralize a foe within range, even if the target is
the Saving Throw DC and your Level as the disease's immune to further Demoralize attemts from you. You
level. can use a Runic Attack roll instead of an Intimidation
roll for this check.
PERPETUAL POWER FEAT 6
DEATH KNIGHT
ICEBOUND FORTITUDE FEAT 8
Your runes can be recharged through action, rather COLD DEATH KNIGHT

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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RUNEFORGE FEAT 8 BONEWARD FEAT 10


CONCENTRATE DEATH KNIGHT DOWNTIME EXPLORATION DEATH KNIGHT

MANIPULATE Through the use of runes, you have augmented your


You can engrave weapons with more permanent very bones to withstand more damage. After spending
magical runes. This is a process that takes 1 day of at least 1 Rune, you gain Resistance to Bludgeoning
work. Once completed, choose up to two weapons. and Piercing damage equal to half your level (Rounded
These weapons gain one Weapon Property Rune up) until the start of your next turn.
whose item level must be equal or lower than your
level. This rune does not count towards the weapon's Special If you are of the Blood Sect, this bonus
normal property rune limit. Any runes engraved this increases to be equal to your Strength modifier plus
way only function in your hands. If anyone other than half your level (Rounded up, Minimum 1).
you wields the weapon, the additional engraved runes DEAD CONTAGION FEAT 10
cease to function. Additionally, as long as the weapon
DEATH KNIGHT
is in the same plane as you, you can pinpoint how far
Prerequisites Raise the Dead
away you are from the engraved weapon.
Your undead are capable of spreading disease. When a
You may only have up to 2 weapons engraved this minion summoned through Raise the Dead attacks a
way, and each weapon can only have one engraved creature using any of their strikes, the target is
rune at a time. Attempting to engrave a third weapon exposed to Virulent Plague. Using your Death Knight
with this action causes one of the previous two Class DC as the Saving Throw DC and your Level as
weapons to lose the rune engraved onto it. the disease's level.

10th Level FEARSOME BRUTE FEAT 10


ANTIMAGIC ZONE FEAT 10 DEATH KNIGHT FIGHTER

Fear makes your foes weak and more vulnerable to


CONCENTRATE DEATH KNIGHT MAGICAL RUNIC 3
your attacks. You gain a circumstance bonus to
Range 30 feet; Area 15ft emanation
damage rolls for Strikes against frightened creatures.
Defense Will
The bonus is equal to double the target's frightened
You conjure a magical rune which makes the weaving value.
of non-runic magic harder. The magic circle lasts for 2
rounds, but you can extend its duration by 1 Round by If you have master proficiency in Intimidation, increase
Sustaining this magic circle (Up to 1 minute). Each time the bonus to triple the target's frightened value.
an enemy inside the area attempts to Cast a Spell or
PATH OF FROST FEAT 10
use an action with the Magical trait, they must
attempt a Will Saving Throw. COLD DEATH KNIGHT EXPLORATION

You use the powers of the dead to carve a path of


Critical Success As Success, but the creature becomes frigid air for you and your allies. While moving at half
immune to Antimagic Zone for 1 minute. your speed, you and all allies ignore difficult terrain
Success The creature is unaffected. and can walk over liquid surfaces as they freeze
Failure The creature takes a -2 Status penalty to Spell beneath their feet.
Attack and Spell DC until the start of their next
turn. Special If you are of the Frost Sect, you move at your
Critical Failure The creature fails to use magic entirely, full movement speed instead of half.
and their actions are wasted.
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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.

BONE SHIELD FEAT 14


IMPROVED PERPETUAL POWER FEAT 12
DEATH KNIGHT
DEATH KNIGHT

Prerequisites Perpetual Power Prerequisites Death Coil or Marrowrend


Your runes are more sensitive and can recharge with When you debilitate a creature, you become stronger.
Sapping their life force. When you successfully inflict
ease. When you fail (but not critically fail) Perpetual
Power's Flat Check, you still recover 1 spent Rune. the Enfeebled condition via the Marrowrend action or
the Frightened condition via the Death Coil action, you
LICHBOUND RESISTANCE FEAT 12 gain a +2 Status bonus to Saving Throws and a +1
DEATH KNIGHT Status bonus to your Armor Class for the same
Prerequisites Oath of the Lich duration as the debilitation.
Your benefactor has rewarded your loyalty with more
power. Your Resistance to Spirit damage increases to
be equal to your level.
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16th Level
ANNIHILATE FEAT 16
DEATH KNIGHT FORTUNE

Frequency Once until Recharged


Your blows are decisive and precise. Your next Heart
Strike, Frost Strike or Festering Strike within your
current turn is rolled twice, taking the highest result.
To recharge this action, you must Refocus or spend at
least 6 runes.

COLDTHIRST FEAT 16
DEATH KNIGHT

Prerequisites Mind Freeze or Antimagic Zone


Successfully counteracting an action using Mind
Freeze or Antimagic Zone grants you Runic Power.

DEATH STRIKE FEAT 16


Art © Intelligent Systems DEATH DEATH KNIGHT INCAPACITATION MAGICAL

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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UNHOLY VIGOR FEAT 16 20th Level


DEATH KNIGHT
CYCLIC RUNES FEAT 20
Prerequisites Boneward
DEATH KNIGHT
You've managed to augment not just your bones but
You've managed to etch additional runes into your
your very flesh as well. When benefitting from
body without causing lasting harm to you. Increase
Boneward, you also gain an equal amount of
your maximum amount of runes by 1.
Resistance to Slashing damage for the same duration.
PERFECTED PERPETUAL POWER FEAT 20
18th Level
DEATH KNIGHT
BLOODBATH FEAT 18 Prerequisites Improved Perpetual Power
ATTACK DEATH KNIGHT MAGICAL RUNIC POWER Your runes are so immacuate that they leave no room
Frequency Once until Recharged for error. You always automatically succeed the Flat
You go into a frenzy, destroying all in your path. Make Check for Perpetual Power.
three Heart Strikes, Frost Strikes or Festering Strikes.
RUNIC DESTRUCTION FEAT 20
Do not increase your Multiple Attack Penalty untill all
DEATH KNIGHT
three strikes have been made. If you strike the same
creature more than once, combine the damage for Your runic strikes are brimming with power. You deal 2
each strike for the purposes of Weaknesses and Additional damage with all Runic Strikes.
Resistances. You may also move up to your speed RUNIC SOULCAGE FEAT 20
during this action, this can happen before or after any
RARE DEATH KNIGHT
of the individual strikes. To recharge this action, you
must Refocus or spend at least 6 runes. You've successfully separated your soul from your
body and safely stored in a soul cage, transforming
DEFY DEATH FEAT 18 yourself into a Lich. The nature and function of your
CONCENTRATE DEATH KNIGHT MAGICAL RUNIC 3 soul cage is up to you, but you otherwise treat it like
You can choose to deny a body its natural death. You the Soul Cage of a Lich.
cast Breaht of Life as part of this action. The creature
Special If you took a 1st-level Death Knight Oath feat,
recovers half of its maximum hit points, instead of the
you are no longer bound by the duties of your oath
usual amount. As usual, you can't use breath of life if
(Typically listed in the 2nd paragraph) but retain all
the triggering effect was disintegrate or a death effect.
of the benefits of the oath (Typically listed in the 1st
Nor can you use Defy Death on yourself.
paragraph).

Art © Blizzard
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Archetype
DEATH KNIGHT DEDICATION FEAT 2
UNCOMMON ARCHETYPE DEDICATION MULTICLASS

Archetype Death Knight


Access You take a death knight's oath
Prerequisites Strength 14 or Dexterity 14
You take a plunge into the darkness, and come out
stronger. You become trained in Religion or Occultism;
If you were already trained in both Religion and
Occultism, you instead become trained in a skill of
your choice. You become trained in death knight class
DC.

At your Game Master's discretion, you may have to


take a 1st-level Death Knight class feat that must
contain the Oath trait. You cannot retrain this feat. You
gain both the Death's Call and Runic Magic class
features, but you can only hold a maximum of 4
Runes, rather than 6. Your Runic Strike only deals 2
Additional damage. You also choose one of the
available sects, but you do not gain any of its features.

Special You cannot select another dedication feat until


you have gained two other feats from the death
knight archetype.

BASIC RUNEMANCY FEAT 4


Art by CrewOfTheBloodyDawn
ARCHETYPE

Archetype Death Knight RUNIC POWER FEAT 6


Prerequisites Death Knight Dedication
ARCHETYPE
You gain a 1st- or 2nd-level death knight feat.
Archetype Death Knight
ADVANCED RUNEMANCY FEAT 6 Prerequisites Death Knight Dedication
ARCHETYPE You gain your Sect's Runic Power action.
Archetype Death Knight JUGGERNAUT'S FORTITUDE FEAT 12
Prerequisites Basic Runemancy
ARCHETYPE
You gain one death knight feat. For the purpose of
Archetype Death Knight
meeting its prerequisites, your death knight level is
Prerequisites Death Knight Dedication; expert in
equal to half your character level.
Fortitude Saves
Special You can select this feat more than once. Each Your proficiency rank in Fortitude saves increases to
time you select it, you gain another death knight master.
feat.

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