Path of the Death Knight (5e Subclass)
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Path of the Death Knight
Servants of undeath, the Death Knights send a chill down the spines of even the most hardened warrior of light.
A Death Knight can Command any undead creature with a CR equal or lower than ½ his Blackguard levels (rounded up) as the spell command within 30 feet. In addition, a Death Knight’s diableries affect undead creatures, though the Death Knight cannot draw essence from an undead creature.
At 7th level a Death knight becomes more like the undead, gaining resistance to necrotic and poison damage, and treats exhaustion levels as two effective levels lower. (For example, a Death Knight suffers no ill effects from exhaustion until he has 3 levels, at which point he gains disadvantage on ability checks. The death knight still has those levels and gains or loses exhaustion levels normally)
Raise The Fallen
At 14th level a Death Knight can summon the fallen to fight as allies for a time. By successfully completing a Grim Harvest, a Death Knight can reanimate the corpse instead of collecting its essence. The corpse fights under the Death Knight’s control for a number of rounds equal to the Death Knight’s Charisma modifier, at which point the corpse collapses into final death, it’s essence no longer usable.
At 18th level, a Death Knight can ignore the call of the grave for a time in a terrifying display of determination. Upon being reduced to 0 hit points, a Death knight can continue to act as normal for up to one minute, ignoring any additional hit point damage (though still accruing damage). However, when the minute is up, all accumulated damage takes effect, and if the Death Knight’s current negative HP exceeds his positive maximum HP, he dies instantly. If the Death Knight’s negative HP is between zero and his positive maximum HP, he falls unconscious with one automatic failed death saving throw.