User:Loj345/Death Knight (5e Prestige Class)

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Author: Alex McArthur (talk)
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<- Death Knight ->[edit]

<- For use in campaign The Dead Age ->


Class Features[edit]

As a Death Knight, you gain the following class features.

Hit Points[edit]

Hit Dice: 18 per Death Knight level
Hit Points at 1st Level: 8 + your modifier
Hit Points at Higher Levels: 18 + your modifier

Proficiencies[edit]

Armor: None
Weapons: None
Tools:
Saving Throws: None
Skills: Choose one from [[Abyssal (5e)|]], [[Infernal (5e)|]].

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background: None

Prerequisites

  • Character Level must be at least 12 before it can multiclass with this prestige class. This class may not be taken as an initial class.
  • Must be proficient in Medium Armor, and at least one Martial Weapon.
  • Must have the Mounted Combatant feat.
  • Must have the ability to cast at least one Necromancy Spell.
  • Must have completed the Death Knight Ritual, described in the Book of Vile Darkness as the following:

"Murder a town before a child, the child before a holy man and the holy man before his flock. Kill a death knight, complete his dread cause and bring him to his final rest. Mix the tears of a grieving mother with the deepest poison and living flame, imbibe and suffer until your death and beyond, in meditation of your cause. If you have done so correctly, you will wander the earth tormented until the gods grant you rest." Note: This is not an exact science; the above ritual is merely an amalgamation of commonalities in what has worked in the past.


The Death Knight

Level Proficiency
Bonus
Features
1st +2 Immortal Until Redeemed, Improved Mounted Combatant, Dark Magic, Undead Nature
2nd +2 Undead Horde, Dread Steed, Marshall Undead
3rd +2 Undead Army, Dark Citadel
4th +2
5th +3
6th +3
7th +3
8th +3
9th +4
10th +4
11th +4
12th +4
13th +5
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6

<- Immortal Until Redeemed ->[edit]

<- You are immortal and unkillable. If slain, your body and all belongings crumble to dust, reforming in 1d10 days at the site where you first completed the ritual to become a Death Knight, or a site that holds special significance to you, as chosen by the DM. However, if the evil deeds committed on your path to becoming a Death Knight are undone completely, or if you complete the purpose for which you sought this power, your next death is permanent. Also the DM will likely have other conditions that can mortalize you; the nature of a Death Knight is to be unaware of these conditions. If you want exact science, become a lich.->

<- Improved Mounted Combatant ->[edit]

<- No Dark Knight would be fit for combat with a fragile steed. Any mount you ride is bolstered by your Necromantic power. Its hit dice increase to match your character level, and it's maximum health increases by a roll of its hit die + its Con modifier for each hit die gained. This effect ends if you mount another creature, or if a day passes without you mounting this one. ->

<- Dark Magic ->[edit]

<- You retain all spellcasting capabilities you had before becoming a Death Knight; however, your magic may never be used to heal. Additionally, you learn the spell Animate Dead. It is added to the known spell lists of any spellcasting classes you possess levels in, is always prepared for you, and does not count against your number of prepared spells for the day. ->

<- Undead ->[edit]

<- You gain the Undead Type. You no longer need to sleep, eat, drink, or breathe. You are immune to necrotic and poison damage, and the poisoned, exhausted, and frightened conditions. ->

<- Marshall Undead ->[edit]

<- As long as you are not incapacitated, you and undead creatures of your choice within 60 feet of you or under your control have advantage on saving throws against features that turn undead. ->

<- Undead Horde ->[edit]

<- Your undead posse begins to grow continuously, becoming a horde worthy of a warlord. Animate Dead becomes a 1st level spell for you, and the number of undead raised per spell level increases accordingly. Additionally, you no longer need to reassert control over undead you have raised. If you are slain (even impermanently), all undead you control crumble to dust. ->

<- Dread Steed ->[edit]

<- You may perform a 1 hour ritual, consuming 1,000gp worth of crushed obsidian, to bind a steed to you. Your steed must be a creature that you are capable of riding, and if it has Int > 3, the steed must be willing. Thereafter, your steed is treated as if it had been summoned by the spell Find Steed; any spell or ability you use that targets one of you targets both of you. However, no stats are changed, and you cannot summon the steed unless you cast Find Steed. Your Improved Mounted Combatant feature only and always applies to your steed. Additionally, if your steed is slain, it must be resummoned by performing the ritual again, consuming 500gp of crushed obsidian, and requiring the corpse of a creature of the same type as your steed (this can be your steeds corpse). If you are slain, your steed will attempt to make its way back to the location that you will reform in, which it instinctively knows. ->

<- Undead Army ->[edit]

<- Your Undead Horde grows to become a fighting force worthy of a king. You gain the following benefits: ->

<- Necromantic Assimilation ->[edit]

<- You may cast Animate Dead at 5th level to attempt to gain control of an existing undead. The creature makes a Wisdom saving throw against your spell save DC. If it fails, you gain control of it. If the undead is under the control of another, the undead's controller makes a contested ability check with their casting ability against your casting ability. If you win, you gain control of the undead. If a creature is unsuccessfully targeted by this ability, they cannot be the target of this ability again for the next 24 hours. ->

<- Negative Energy Wave ->[edit]

<- Once per week, you may channel negative energy to pulse through your undead army. For ten minutes, undead you control within 60 ft. gain a bonus to their attack and damage rolls equal to your casting ability modifier. ->

<- Dark Citadel ->[edit]

<- You may perform an 8 hour ritual, requiring 5 black granite obelisks worth 1,000gp each, to designate a structure as your dark citadel. The obelisks must be affixed to the structure, and thereafter, if you are slain, you reform in your citadel. In addition, if your Dread Steed is slain inside your Dark Citadel, they reform there in 1d10 days. ->