Death Knight, 2nd Variant (5e Class)

Ardalkhayal Campaign Setting
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Death Knight

A death knight is a servant of Bolvar, the personification of death. In their original life they were all mighty paladins. During the rebirth into their unlife they made a pact with Bolvar to trade their eternal rest for the ability and privilege to protect the balance between life and death, and vanquish those who cheat it. Death knights have a faint dark energy surrounding them, and can channel the energy to do most of their spells or shape it to do their bidding. Some of the most experienced death knights can even control the flow of life and death itself.

Creating a Death Knight

A death knight's word is paramount, once given it cannot be broken. By nature, death knights are Lawful in alignment. Most are Lawful Neutral and all follow a strict code of honor called the Death Pact. Death knights are commonly Lawful Evil. They summon the dead and execute extremes of action to bring order to a chaotic world. A Lawful Good death knight is extremely rare. Due to the dark energies filling the death knights, even Lawful Good death knights have a subtle dark aura about them. Death knights do not suffer fools and avoid rogues and bards seeing them as deceitful and untrustworthy. A death knight's honor is everything: gain this as a personality trait. You may wish to go over with your DM and compile a Code of Conduct appropriate to your race, campaign setting and the like. Death Knights are a unique form of undead, granted an immunity against "if the target is undead" alternative spell effects. Effects of spells that specifically target undead, such as Turn Undead, still function as normal

  • (Starting Wealth: 5d4 x 10 gp)
Quick Build

You can make a Death Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.

Class Features

As a Death Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Death Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Death Knight level after 1st

Proficiencies

Armor: Light, Medium, and Heavy armor, Shields
Weapons: Simple melee weapons, Martial melee weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Animal Handling, Insight, Intimidation, Investigation, Perception, and Survival.
Languages: Necromonger

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Rune Weapon and any martial weapon or (b) a Rune Weapon and a shield or (c) a two-handed Rune Weapon
  • (a) Scale Mail or (b) Chain Mail
  • (a) 4 javelins or (b) 2 Handaxes
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Death Knight

LevelProficiency
Bonus
FeaturesProfanities KnownMaximum Runes—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Rune Weapon, Death's Pact--
2nd+2Necrostrike, Fighting Style, Spellcasting--2
3rd+2Profanities, Dark Order2-3
4th+2Ability Score Improvement2-3
5th+3Extra Attack, Order Feature, Runeforging2142
6th+32142
7th+3Necrosteed3143
8th+3Ability Score Improvement, Bone Shield3143
9th+431432
10th+4Order Feature31432
11th+4Fighting Style31433
12th+4Ability Score Improvement, Improved Runeforging32433
13th+5424331
14th+5Unholy Command424331
15th+5Order Feature424332
16th+5Ability Score Improvement, Shadow Step424332
17th+65243331
18th+6Sanguine Strike5243331
19th+6Ability Score Improvement, Obliterate5243332
20th+6Order Feature5243332


Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Rune Weapon

At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. over the course of this hour, the death knight recites Death's Pact as below. The weapon must be within your reach during the ritual, at the conclusion of which you touch the weapon and forge the bond. A Rune Weapon is central to the death knights abilities; without it, the death knight can not use any of his class abilities (with the exception of Runeforging and creating/summoning a bonded weapon). You can have only two Rune Weapons at any given time. If you attempt to forge a bond with a third weapon, you break a previous bond of your choice automatically. Reforging a broken Rune weapon costs 150 gold pieces in materials per death knight level achieved. Reforging requires access to a Rune Forge. The weapon has properties similar to a Phylactery.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Starting at 5th level, a death knight can engraved their Rune Weapon with runes through a process known as Runeforging. The Runes run along the weapon lengthwise. These Runes are written in Deathmonger. The death knight's weapon is as sacred as his honor. In addition, a Rune Weapon acts as your holy/unholy Symbol and Spell Focus.

Reforging

Damage to the Rune Weapon results in damage to the death knight. Should the Rune Weapon be broken or damaged beyond 50% the death knight takes d12 per death knight level achieved. If the Rune Weapon is damaged beyond 75% the death knight loses all class abilities except Runeforging and takes an additional d12 per death knight level achieved. The base Rune Weapon has 40 hit points, AC (hardness) 20, and a break DC of 40. The Rune weapon's AC (hardness) and hit points increase by 1 point every other level, to a maximum of 50 hit points and 30 AC at 20th level. Rune Weapons are vulnerable to radiant type damage and resistant to necrotic type damage.

Death's Pact

Bolvar, the personification of death, has made a pact with you to allow your Necro existence between undeath and life. This pact binds you to service and allows you access to the class abilities. A side effect of this pact is slower aging: for every 10 years that pass, your body ages only 1 year.

Death's Pact:

  1. The First Allegiance is to death, not life. The death knight is expected to protect the secrets of the death knights and their origins. When able, the death knight is obligated to protect sites where the dead are laid to rest from desecration.
  2. The Second Allegiance is to revere death, not undeath. The undead try to cheat the natural cycle of life, and the death knight must use every available means to stop them and restore natural order. If the undead are rampaging, he or she is to take command or quell them regardless of personal vendetta or mood. Refusal to release the spirit, or to use magic that traps or otherwise damages the soul to any degree is a slight against death.
  3. The Third Allegiance is to honor for all of eternity. The third allegiance demands that a death knight keep the faith. In this, his word is his bond, once sworn he shall uphold it so long as his trust is not broken, even against his convenience. His word is to stand until his own death. Death knights are expected to repay kindness with kindness and slights with retribution.
Breaking Death's Pact

The Pact and its consequences are at the GM's discretion. The death knight is a powerful class and should have major drawbacks and weaknesses as a consequence. Young death knights often run afoul of their pact and lose their abilities, sometimes at the most inopportune of moments. If you break an oath, agreement or contract, or grossly violate the Death's Pact you lose your class abilities, and may not progress any farther in levels as a death knight until you perform a task (GM's discretion) in repentance for your actions.

Necrostrike

Starting at 2nd level, when you hit an enemy with a melee attack you can expend a spell slot to channel a necrostrike when you take an attack action to deal an additional 2d8 necrotic on your next successful hit. The necrotic damage increases by 1d8 for every spell level higher than 1st. The damage increases by 1d8 if the target is a celestial.

Fighting Style

Starting at 2nd lvl, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. At level 11, choose another fighting style.

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Defensive: While you are wearing armor, you gain a +1 bonus to AC.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
  • Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Spellcasting

By 2nd level, you have learned to draw on your unholy powers through meditation and prayer to cast Spells reminicent of what you once knew in your former life.

Preparing and Casting Spells

The Death Knight table shows how many spell slots you have to cast your spells. To cast one of your death knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of death knight spells that are available for you to cast, choosing from the death knight spell list. When you do so, choose a number of death knight Spells equal to your Charisma modifier + half your death knight level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 5th-level death knight, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four (+2 cha mod, 5/2=2.5rd=2, total 4) Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Decaying Necrostrike, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of death knight Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Starting at 2nd level you begin to test out your ability to manipulate your unholy power

Charisma is your spellcasting ability for your Spells and Spell-like abilities since their power derives from your Strength of Will. In addition, you use your Charisma modifier when Setting the saving throw DC for a spell or ability you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use your Rune Weapon as a spellcasting focus for your Spells.

Dark Order

At 3rd level, you chose a Dark Order. Choose between either the Blighted Blade, the Ebony Blade, or Death Incarnate, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 10th, 15th, and 20th level.

Profanities

Starting at 3rd level, you learn a number of profanities as listed in the above table, chosen from the list below. You can use an action to activate or deactivate one profanity, activating a profanity while you have one already active will automatically deactivate the previous one, you can only benefit from one profanity at a time. You have to use a spell slot to activate a profanity. The profanity lasts for 10 minutes, or until you activate another.

  • Tomb Armor. Gain +1 to your Armor Class.
  • Aura of the Damned Whenever any enemy creature within 10 feet of you makes a constitution saving throw, it does so with a -2 modifier
  • Deathwind. When you or a creature within 10 feet of you takes fire, poison, necrotic or cold damage, you can use your reaction to give that creature resistance against that damage type until the start of your next turn.
  • Gravemist. Undead creatures within 10 feet of you have advantage on saving throws.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Runeforging

Starting at 5th level, you gain the ability to Runeforge your Rune weapon. This requires access to your Order's Runeforge. It takes 1 hour to Runeforge a Rune weapon inscribing one Rune upon it. Runed Weapons are infused with magic and act as a magical weapon allowing you to fully damage spirits, elementals, or beings otherwise incorporeal.

Starting at 12th level, you can inscribe two Runes onto your Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon.

Only a death knight can safely wield a Rune Weapon inscribed with Runes. All others take 2d6 necrotic damage per round while wielding the weapon.

  • Rune of the Fallen Crusader: once inscribed onto a Rune Weapon the death knight can expend a spell slot to heal themselves for 1d6 per spell slot level plus charisma modifier. This heal can not bring back lost limbs.
  • Rune of the Stoneskin Gargoyle: once inscribed onto a Rune Weapon the death knight gains advantage on strength and constitution saving throws while wielding the Rune Weapon (does not apply to death saving throws).
  • Rune of Cinderglacier: once inscribed onto a Rune Weapon the death knight can: Channel Necrostrike once per long rest for free.
  • Rune of Lichbane: once inscribed onto a Rune Weapon the death knight gains advantage on all attacks against undead creatures.
  • Rune of Spellbreaking: once inscribed onto a Rune Weapon the death knight gains a benefit of +1 to all spell saves. This effect can't stack.
  • Rune of Swordbreaking: once inscribed onto a Rune Weapon the death knight gains a parry benefit adding +1 bonus to his armor class. This effect can't stack.
Creation of a Runeforge

In the absence of your order’s runeforge you can also create a runeforge yourself out of any pre-existing forge, by obtaining the following items.

  • any skull, from a medium or smaller creature
  • any skull, from a large or bigger creature
  • 4 pipes of any metal
  • core of a fire elemental
  • core of either an ice or water elemental
  • demonic ashes
  • 1 ruby for every eye socket on the skulls

To construct a runeforge you would place the large skull on the ground in front of the bottom of the forge, directly touching it, place the smaller skull on top facing in the same direction as the large one, affix the four metal pipes to connect the top skull to the corners (or cardinal directions, if round) of the forge, place a ruby inside each of the eye sockets, place the fire and ice/water cores inside the forge, sprinkle demonic ash inside, then launch a necroblast at it to imbue it with dark energy and light it up.

Temporary runeforging

In the absence of access to a runeforge you can attempt to force runes onto your weapon, but this comes at a cost. Make either a CON or CHA save (player’s choice) with a DC18 to inscribe a rune onto your weapon. Every attempt you make at forcing runes does 1d8 psychic damage to you or your rune weapon, regardless of whether or not you succeed. This damage can not be resisted. Starting after your next long or short rest, as long as you keep a forced rune on your weapon your maximum hit points are reduced by the same amount of damage you took to inscribe it (only the amount lost on the successful attempt counts towards this reduction). This effect can not be removed through any means other than placing the rune weapon into a runeforge and properly imbuing it with runes.

Necrosteed

At 7th level, The death knight gains the ability to summon and banish a Necrosteed by expending a 2nd level or greater spell slot. Summoning it opens a portal within 5 feet from the death knight. The first time this ability is used a ritual must be performed (length one hour) involving the sacrifice of mount / creature, praying over its remains and burning not less than 200 gold pieces worth of incense. The creature will then take an exclusively ebony physical appearance and glow a sickly green and black aura but still maintain all its features of its original form. If killed, the creature is simply banished and its service can be regained by performing the same ritual minus the sacrifice and for half the time. If desired, the creature can be replaced by simply performing the same ritual with another creature. When the new Necrosteed is banished, the old Necrosteed’s remains are simply spewed out by the portal. Necrosteeds are considered Undead. You gain proficiency in riding your Necrosteed with this ability.

Bone Shield

Starting at 8th level, When you take slashing, bludgeoning, or piercing damage; as a bonus action, you may expend a 2nd level spell slot to create a layer of bone armor, granting you 20 temporary hit points. Duration 1 minutes or one battle whichever is shorter. Every spell slot level used to cast this increases the amount of temporary hit points by 5, to a maximum of 35.

Improved Runeforging

Starting at 12th level, you can inscribe two Runes onto you Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon.

Unholy Command

Starting at 14th level, You can expend a spell slot and speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Duration one round. The spell has no effect if it doesn’t understand your language or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

When you use this ability by expending a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. All of the creatures must be within 30 feet of each other when you target them.

Shadow Step

Starting at 16th level, as an action, you may expend a 3rd level spell slot or greater and teleport to a point you can see within (Cha mod x 10) feet into or out of shadow, with an additional 10 feet for every spell slot level above 3rd.

Sanguine Strike

Starting at 18th level, you may expend a 2nd level or higher spell slot to form shadowy chains of necrotic energy in conjunction with an attack action. The next time you land a hit on a creature with a melee weapon attack before this spell ends, the chains wrap around the target and they are at disadvantage on any rolls made for the next minute.

Higher Level Casting
  • When a 3rd level spell slot is used to activate this ability you also deal an extra 1d8 necrotic damage to the creature
  • When a 4th level spell slot is used to activate this ability you also deal an extra 1d8 necrotic damage, and the creature is paralyzed.
  • When a 5th level spell slot is used to activate this ability you also deal an extra 1d8 necrotic damage, the creature is paralyzed, and you heal yourself for an amount of hit points equal to the necrotic damage

Obliterate

Starting at 19th level, you may expend a 2nd level or higher spell slot to fill your weapon with Necrotic energy in conjunction with an attack action. For the next 1 minute any successful attack with your Rune Weapon will deal an additional 1d6 Necrotic damage, increasing by 1d6 for every spell slot level above 2nd used.

Order of The Blighted Blade

Death knights of the Blighted Blade use their knowledge of plagues to spread disease among the ranks of their foes. Countless cities have fallen to the contagions brought by a single Blighted Blade.

Blighted Profanities

As a member of the Order of the Blighted Blade you gain access to the following profanities.

  • Plague-filled: You gain resistance to poison damage and advantage to saving throws against poison
  • Plague-bringer: Your poison damage becomes unresistable
Plaguesense

At 5th level your knowledge of diseases lets you sense its presence on instinct alone. You can sense any poison or disease within 30 feet, and have advantage on attack rolls when fighting creatures that can poison you.

Cloak of Spores

At 10th level, as a reaction, when a creature hits you with a melee attack it has to make a CON save against being paralyzed for one minute from your plague-ridden body. Every round the creature is paralyzed it has to make another CON save to fight off the disease.

This ability can only be used twice per long rest.

Enhanced Toxicity

At 15th level, your mastery of poison has allowed you to produce it in greater quantities. Whenever you deal poison damage you deal an additional +3 poison damage.

Pestilent Embrace

At 20th level, you can, as an action, cause a wave of pestilence to radiate from you for 1 minute. Any non-friendly creature that starts their turn, enters, or is currently in a 30 foot radius of you has to make a CON saving throw against being poisoned for 1d8 of poison damage for three rounds, and any creature that is poisoned takes an extra 1d6 of damage from your strikes while this ability is active.

After activating this ability you can't use it again until you complete a long rest.


Order of the Ebony Blade

Death knights of the Ebony Blade use their knowledge of the dark arts to supplement their physical and mental capabilities, allowing them to perform superhuman feats. With their expertise of shadow manipulation, they are recognized among the most effective dealers of death. Hordes upon hordes will charge the death knight only to swing at a shadow and then fall to its blade, one by one.

Ebony Profanities

As a member of the Order of the Ebony Blade you gain access to the following profanities.

  • Terrorize. You gain advantage on all intimidation checks.
  • Soulflay. Nonfriendly creatures within 10 feet have a -2 modifier when they make Charisma saving throws.
Night's Watch

By 5th level, the Ebon Blade's training enhances your ability to fight without seeing. You gain blindsense 30ft, and no longer suffer disadvantage when making attack rolls against creatures hiding through either darkness or non-magical invisibility. This ability only affects organic or undead creatures, and has no effect against constructs or inanimate objects.

Dark Fortitude

Starting at 10th level, once per long rest, you gain the advantage on a saving throw of your choice.
Once you use this feature, you must finish a long rest before you can use it again.

Embodiment of Shadows

Starting at 15th level, as a reaction to being hit with an attack you may turn your physical body into pure shadow. You take no damage and instead apply one of the following effects based on the type of attack: If it was a melee attack, re-appear behind the creature who attempted to attack you and automatically make an attack with advantage. If it was a ranged attack you may move up to 10 feet and reappear.
You may only do this twice per long rest.

Nocturnal Embrace

At 20th level, you can, as an action, surround yourself with an aura of darkness that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
After activating the aura, you can't do so again until you finish a long rest.

Death Knight Spell List

You know all of the spells on the basic Death Knight spell list and additional spells based on your subclass. Known spells still have to be chosen and prepared as usual.

Cantrips

Necroblast
Raise Ally
Grave Touch
Shadow Hand
Plague Blast
Infestation

1st-Level

Blessing of Bolvar
Compelled Duel
Decaying Necrostrike
Detect Evil and Good
Detect Poison and Disease
Detect Magic
Pity of Acherus
Purify Food and Drink
Shield of Bolvar
Shield of Darkness
Virulent Necrostrike
Locate Rune Weapon
Cause Fear

2nd-Level

Asphyxiate
Death's March
Field of Fear
Protection from Poison
Gentle Repose
Shadow Blur
Tormenting Image
Commune With Death

3rd-Level

Bestow Curse
Blinding Necrostrike
Death's Caress
Decaying Ground
Enhanced Darkness
Pull of Acherus
Rune Circle
Remove Curse
Wraith Walk

4th-Level

Soul Release
Death Ward
Staggering Necrostrike
Virulent Plague
Aura of Life
Aura of Purity
Grasping Shadows
Strength of Shadows
Blight

5th-Level

Banishing Necrostrike
Hallowed Ground
Radiant Death
Mograine's Order
Contagion
Unholy Weapon
Dispel Evil and Good

Grave Touch

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of death. On a hit, the target takes 1d4 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn
At Higher Levels:The spell’s damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Raise Ally

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable.
This spell has no effect on undead or constructs.

Necro Blast

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of Necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4+2 necrotic damage.
At Higher Levels: The spell intensifies as you reach higher levels: 2d4+2 at 5th level, 3d4+2 necrotic damage at 11th level, and 4d4+2 at 17th level.

Shadow Hand

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A dark, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.

Plague Blast

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity save or take 1d6 acid damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th (4d6) level.

Infestation

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
The target must pass a Constitution save or take 1d6 poison damage and move 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the target can't move or the direction is blocked, it doesn't move.
At Higher Levels: The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Blessing of Bolvar

Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range, including yourself. The necromonger rune for “strength” appears on their forehead. Whenever a blessed target makes an attack roll or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw

Compelled Duel

Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You flare your aura and attempt to compel a creature into a duel. One creature that you can see within range must make a WIS save. On a failed save, the creature is drawn to you, compelled by your dark aura.
For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a WIS save each time it attempts to move into a space more than 30 feet away from you; if it succeeds on the save, the spell doesn’t restrict the target’s movement for that turn.

Detect Evil and Good

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Shield of Bolvar

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minutes
Until the spell ends, the necromonger rune for “rejection” appears on the left hand of one willing creature you touch, and it is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Pity of Acherus

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to (1d8 + your spellcasting ability modifier).
If used on an undead creature, they instead take 3d10 necrotic damage. This version of the spell requires a successful melee spell attack against the target.
This spell has no effect on constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st. If used against an undead, the damage increases by 1d10 for every spell level above 1st.

Purify Food and Drink

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Shield of Darkness

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A faintly glowing, lavender field of shadowy energy appears and surrounds you or a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Decaying Necrostrike

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with an unholy darkness, and the attack deals an extra 1d6 necrotic damage to the target and causes the target to slowly decay. At the start of each of its turns until the spell ends, the target must make a CON save. On a failed save, it takes 1d6 necrotic damage. On a successful save, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st

Virulent Necrostrike

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with a sickly green energy, and the attack deals to the target one of the following, as chosen by the player:

  • An extra 2d6 poison damage
  • An extra 2d6 of damage divided in half, consisting of equal parts necrotic and poison. any remainder point is infilcted as necrotic.

Additionally, if the target is a creature, it must succeed on a CON save, or else its AC is reduced by 1 and gains disadvantage on STR checks and saves.

Cause Fear

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs.
At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Death’s March

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
You release a war cry in necromonger, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, each target’s hit points increase by an additional 5 for each slot level above 2nd

Protection from Poison

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the necromonger rune for “purity” appears on the target’s neck, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Field of Fear

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that crackles with fearful energy in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, an enemy creature that enters the spell’s energy for the first time on its turn, or starts its turn there, must make a CHA save. On a failed save, the creature is frightened. If the creature is friendly, it instead gains advantage on saving throws against being frightened.
Any creature that can see, hear, or sense magic is aware of the spell and can avoid the affected zone.

Asphyxiate

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Shadowy tendrils extend from your hand and wrap around your target, and they must succeed on a DEX save to avoid it. On a failed save, the tendrils wrap around them and you can choose whether to strangle or ensnare them. If you choose to strangle them, they take 1d6 force damage per turn. If you ensnare them they become grappled. The target must make a CON save to break free at the beginning of every one of their turns.

Gentle Repose

Casting Time: 1 action (ritual)
Range: Touch
Components; V, S, M (Salt and Copper on corpse's eyes, must stay there for duration)
Duration: 10 days
For the duration, the target is protected from decay and can't become undead. The spell also extends the time limit on raising the target from the dead from spells such as Raise Dead.

Shadow Blur

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
For the duration, any creature has disadvantage on attack rolls against you. The attacker is immune to this effect if it doesn't rely on sight or can see through illusions.

Tormenting Image

Casting Time: 1 action
Range: 60 feet
Components V, S
Duration: Concentration, Up to 1 minute
Choose a creature that you can see. It must make an Intelligence save. If it fails, you create a tormenting image of your choice that is no larger than a 10-foot cube. It's only visible to the target. This spell has no effect on undead or constructs.

The target can use its action to examine the image with an Investigation check against your spell save DC. If the check succeeds, the target realizes that the image is an illusion and the spell ends.

While a target is affected by the spell, the target treats the images as if it were real. The target rationalizes any illogical outcomes from interacting with the image. An affected target is so convinced of the image's reality that it can even take damage from the illusion. A image created to appear as a creature can attack the target. Each round on your turn, the image can deal 1d6 psychic damage to the target if it is in the area of or within 5 feet of the image, provided that the illusion is of something that could logically deal damage.

Commune With Death

Casting Time: 1 action (ritual)
Range: Self
Components: V S M (25gp of marked stick-like trinkets)
Duration: Instantaneous
You receive an omen from Death about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome. If you cast the spell again before taking a long rest, there is a 25% chance that you get a random reading. The DM makes this roll in secret.

Bestow Curse

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 1 minute
You touch a creature, and that creature must succeed on a WIS save or become cursed for the duration of the spell. When you cast the spell, choose the nature of the curse from the following list of effects:

  • Curse of the Fool: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score
  • Curse of the Klutz: While cursed, the target has disadvantage on attack rolls against you
  • Curse of Torpor: While cursed, the target must make a WIS save at the start of each of its turns. If it fails it wastes its turn doing nothing
  • Curse of the Phantom Pain: While cursed, your attacks and spells deal an extra 1d8 psychic damage to the target.

A creature affected by this spell has the necromonger rune for “curse” appear on its chest. A remove curse spell ends this effect. At the GM’s discretion, you may choose an alternative effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is up to 10 minutes. If you cast this spell using a spell slot of 5th level, the duration is 8 hours

Blinding Necrostrike

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spellès duration, your weapon flares with a pitch-black energy, and the attack deals an extra 3d8 necrotic damage to the target.
Additionally, the target must succeed on a CON save or be blinded until the spell ends.
A creature blinded by this spell makes another CON save at the end of each of its turns. On a successful save, it is no longer blinded.

Death’s Caress

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Unholy energy radiates from you in an aura with a 30 foot radius, enveloping all friendly creatures within range. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 1d4 necrotic energy when it hits with a melee attack.

Enhanced Darkness

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 hour
A 60-foot-radius of darkness spreads out from a point you choose within range. The sphere is pitch-black, and turns any light within an extra 60 feet into low-light.
If you choose a point on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.

Rune Circle

Casting Time: 1 minute
Range: 10 feet
Components: V, S
Duration: 1 hour
You create a 10 foot radius, 20 foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Necromonger runes spelling out make heed of thyself, <chosen creature(s)>, for the power of death knows no bounds appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: aberrations, celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by non-magical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
  • The creature has disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can choose to cause the magic to operate in the reverse direction, preventing a creature of the specified type from leaving the circle and protecting targets outside it.
If the ground under the rune line is broken by a gap of 5 feet or greater, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Remove Curse

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magical item, the curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded

Decaying Ground

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20 foot radius of the point becomes difficult terrain for the duration of the spell.
When a creature moves into or within the area it takes 1d4 necrotic damage and 1d4 poison damage for every 5 feet it travels.
Any creature that can’t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous.

Pull of Acherus

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Shadowy coils wrap around the targeted creature. The target must make either a DEX save to dodge, or a CHA save to break the tendrils. On a failed save the target is pulled to any space within 5 feet of you or an alternate target within 30 feet of both you and the initial target.
At Higher Levels: When this spell is cast using a 4th level spell slot or higher you can pull one additional creature per slot level above 3rd

Wraith Walk

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 hour
Your eyes flare with a blue light as you release your soul from your body and shift to the spirit plane. Everything here appears the same as it does in the material plane. You may not pass through solid objects while in the spirit plane, nor may you interact with anything. If something is changed in the material plane, so too is it changed in the spirit plane. You can hear the material plane while in the spirit plane, but any sounds made within the material plane are distorted and muffled. You gain an extra 10 feet of movement speed while wraith walking.
The spell lasts until you choose to end it, or until your physical body takes damage.
While you are wraith walking you automatically fail any saving throws and your armor class effectively becomes 0.

Aura of Life

Casting Time 1 action
Range Self (30ft radius)
Components V
Duration Conc. Up to 10 minutes
You radiate an aura with a 30-foot radius. It moves with you and centered on you. Each ally in the aura, yourself included, has resistance to necrotic damage and its hit point maximum can't be reduced. A living ally regains 1 hit point when it starts its turn in the aura with 0 hit points.

Aura of Purity

Casting Time: 1 action
Range: Self (30ft radius)
Components: V
Duration: Conc. Up to 10 minutes
You radiate an aura with a 30-foot radius. The aura moves with you, centered on you. Each ally in the aura, yourself included, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause blindness, charm, deafness, frighten, paralysis, poison, and stun.

Grasping Shadows

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, Up to 1 minute
For the duration, shadowy tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain.
When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity save or take 3d6 bludgeoning damage and be restrained until the spell ends. If it's already restrained by the tentacles, it takes 3d6 bludgeoning damage.
The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it's freed.

Strength of Shadows

Casting Time: 1 action
Range: Self
Components, V, S
Duration, Conc. Up to 1 minute
Dim light within 10 feet of you becomes darkness, and bright light becomes dim light. You become heavily obscured to others.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

Blight

Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous
A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs.
If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies.
At Higher Levels:' The damage increases by 1d8 for each slot level above 4th.

Soul Release

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature and attempt to send it to its home plane of existence. The target must succeed on a CHA save or else it is banished.
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re one, the target is released with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels: When you cast this spell using a spell slot of 5th level, you can target one additional creature.

Death Ward

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and the necromonger rune for “life” appears over its heart.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill its instantaneously without dealing damage, that effect is instead negated, and the spell ends.

Staggering Necrostrike

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee attack during this spell’s duration, your weapon pierces both body and soul, dealing an additional 4d6 psychic damage to the target. The target must make a WIS save. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Virulent Plague

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
Choose one target within range. All non-friendly creatures within 10 feet of the target must make a CON save or else become infected with “Call of the Necromongers”
At the start of its turn, any creature infected with this “Call of the Necromongers” takes 2d6 of poison damage. This disease can not be removed through normal means, and can only be cured by the death knight who inflicted it.
The effects of this spell can stack up to three times.
Any time a creature infected with “Call of the Necromongers” dies, all non-friendly creatures within 10 feet must make a DC 15CON save to resist getting infected and further spreading the plague.
At Higher Levels: When this spell is cast using a 5th level spell slot, the initial targets can not resist it through saving throws.

Banishing Necrostrike

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with unusual energy, and deals an extra 5d10 of true damage to the target. Additionally, if this attack reduces the target to 50 hit points or lower, you banish it.
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left, or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re on, the target is released with a faint popping noise, returning to its home plane.

Hallowed Ground

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
A sickeningly unholy green and black energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw.

Radiant Death

Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Every non-friendly creature within a 30 foot radius of you must pass a CON save or else take 5d6 of psychic damage, and 5d6 of either poison or necrotic damage (your choice), and be knocked prone. On a success, it takes half damage and isn’t prone.

Mograine’s Order

Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You pour necrotic energy into the mind of a creature that you can see within range, with the necromonger rune for “slave” appearing on the left leg of the affected creature, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a WIS save throw or become charmed by you for the duration. While charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by this spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

Contagion

Casting Time: 1 action
Range: Touch
Components: V S
Duration: 7 days
Make a melee spell attack. On hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it makes a Constitution save. If it fails three times, the disease's effects last for the duration. If it succeeds three times, it recovers from the disease and the spell ends.
Since this spell induces a natural disease, any effect that deals with disease applies to this spell.

  • Blinding Sickness: The target has disadvantage on Wisdom checks and saves, and is blinded.
  • Filth Fever: The target has disadvantage on Strength checks, saves, and attack rolls that use Strength.
  • Flesh Rot: The target has disadvantage on Charisma checks and is vulnerable to all damage.
  • Mindfire: The target has disadvantage on Intelligence checks and saves, and during combat it acts as if it's under the effects of Confusion.
  • Seizure: The target has disadvantage on Dexterity checks, saves, and attack rolls that use Dexterity.
  • Slimy Doom: The target has disadvantage on Constitution checks and saves. Additionally, when it takes damage, it is stunned until the end of its next turn.

Unholy Weapon

Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Conc. Up to 1 hour
Until the spell ends, a weapon you touch emits turns bright and dim light into low-light in a 30-foot radius and turns bright light into dim light for an additional 30 feet. Attacks made with it deal an extra 2d8 necrotic damage on a hit. If it isn't already a magic weapon, it becomes one for the duration.
As a bonus action, you can dismiss the spell and make the weapon burst shadows. Creatures you can see and of your choice in 30 feet of the burst must make a Constitution save. On a failure, it takes 4d8 necrotic damage and it is blinded for 1 minute. On a successful save, it takes half damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution save, ending the blindness on a success.

Dispel Evil and Good

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, Up to 1 minute
For the duration, celestials, elementals, fey, fiends, and undead not from the material plane have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment: Touch a creature that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead. It's no longer under the effect.
Dismissal: Make a melee spell attack against a celestial, elemental, fey, fiend, or undead. On hit, it must pass a Charisma save or be sent back to its home plane if it isn't there. Undead are sent to Ardalnum(Shadowfell) and fey are sent to Ardalfveni(the Feywild).

Multiclassing

Prerequisites. To qualify for multiclassing into the Death Knight class, you must meet these prerequisites: N/A. Death Knights are a chosen few, selected by Death Himself, and as a result cannot be multiclassed into.

Credits

A large amount of credit goes to the original authors of the Death Knight, Variant (5e Class). If their remake wasn't so unbalanced, i wouldn't have made this beauty
Chris V., for helping me to rebalance this and being so patient with all my ridiculously broken dark murderhobo ideas.


Back to Main Page 5e Homebrew Classes

gollark: Hmm, part of this is quite easy to do but I don't actually know how spheres work, worrying.
gollark: No, that's obviously much too low.
gollark: I have not bothered to calculate how close you would need to be to the poles to be roughly spared.
gollark: Really? Hm.
gollark: Probably fewer, I'd think.
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