Death Knight, Variant (4e Paragon Path)

Death Knight

Fallen Knights, no longer among the living, but masters of the undead.

Prerequisite: Paladin, Level 11, Lay on Hands

Paladin's who turn to the path of Darkness are often corrupted in some ways. While they are not always evil per say, many of them realize that worshiping more darkly inclined Gods is an unfortunate necessity. While still divinely inspired, it is often more so by dark and chaotic forces, that preach pragmatism and practicality rather than the Paladin's more typical code of ethics. Death Knights tend to be more willing to accept unfortunate evils when looking to achieve their goals, being Authoritarian or willing to go to extremes. They have a tendency to float around Chaotic Good or Lawful Evil, believing in their cause but willing to do terrible things to achieve their results. This could include killing prisoners, torture or even Genocide, all in the name of Justice.

Death Knight Path Features

Undead Body (11th Level): The character is considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature in addition to your previous features. You do not need to eat, drink, sleep, or breathe.
Unholy Strength (11th Level): All of your attacks can deal necrotic and cold damage, in addition to their previous type.
Death's Mastery (11th Level): Whenever you spend an action point, you gain temporary hitpints equal to your wisdom modifier.
Death's Embrace (16th Level): You can use your lay on hands ability interchangeably with "Death's Embrace". Each use of the "Death's Embrace" power counts towards your daily lay on hands limit, which is equal to your wisdom modifier. The power allows you to deal damage equal to your healing surge value.

Unholy Strike Paladin 4e Power Type::Attack 11
Life and death are both fleeting terms, for those with mastery over the undead.
4e Power Usage::Encounter  Necrotic, Weapon, Cold
4e Power Action Type::Standard Action Melee
Target: One Creature
Attack: Strength Vs. Will
Hit: 2[W] + Strength. In addition, the target takes a -2 penalty to attack rolls and 5 ongoing damage (save ends).

Summon Minion Paladin 4e Power Type::Utility 12
Your mastery over the undead allows you to summon a minion to fight for you.
4e Power Usage::At-Will  Necrotic, Cold
4e Power Action Type::Minor Action Ranged 5
Requirement: You must not already have a minion summoned.
Effect: You can summon a Zombie minion in an unoccupied square within range of the power.

Death's Embrace Paladin 4e Power Type::Attack 16
'Unlike ordinary Paladin's, Death Knight's consume the lifeforce of their enemy's, weakening the enemy at a melee's touch.'
4e Power Usage::At-Will  Necrotic
4e Power Action Type::Minor Action Melee
Target: One Creature
Effect: You lose one healing surge, but regain no hitpoints. Instead, the next time you damage a creature with an attack you deal extra damage to the target equal to your healing surge value.
Special: You can only use this power once per day, equal to your Lay on Hands power. One use of this power consumes the limit, and vice versa.

Summon Infernal Paladin 4e Power Type::Attack 20
A meteor tears through the sky, opening up from a portal of another dimension, raining down hellfire on all of your enemies.
4e Power Usage::Daily  Necrotic, Cold, Implement
4e Power Action Type::Standard Action Ranged 10 Squares
Target: One unoccupied Square within 10
Effect: You summon an infernal minion in the square. In addition, roll your Wisdom Modifier +2 against each adjacent enemy's will defense. On a successful hit, you do 2D10 damage + Your wisdom modifier. The Infernal Minion persists for two turns. With a sustain minor, it persists until the end of the encounter.

Death Knight Minion's

Minion's of the Death Knight. These minions have their health based on a Fraction of the Death Knight's, and do damage based on their ability modifiers. Their defenses and skill bonuses also improve by the Death Knight's, or 1/2 the Death Knight's level. Minions can take actions independently of the Paladin, including attacking targets. In this way, a minion can add their attack as extra damage to the Paladin's. However, the damage is generally very low, and on par with other paragon path abilities (Such as The Fighter's Pit Fighter or Mercykiller). The damage done by the Zombie is 1D8 per attack, and doubles to 2d8 at level 11. Minions regain hitpoints by using the Death Knight's healing surges. When a minion could otherwise spend a healing surge, it instead uses the Death Knight's. A minion can be dismissed as a free action.


Zombie

Zombies deal 1d8 damage on a successful hit with an attack. However, Zombie movements, attacks and actions do not count against the Death Knight's, so you can deal 1d8 damage in addition to the paladin's attacks, or even attack separate creatures. Zombies attack with the Death Knight's Strength ability modifier, rather than their own. However, Zombie's roll skills using their own attributes. The zombie's damage increases to 2D8 at level 21.


Ghoul
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 3/4 Death Knight; Bloodied Half-hp Initiative Death Knight
AC 18; Fortitude 15, Reflex 14, Will 13 Perception Death Knight -1
Speed 6 Low-light Vision
Resist Paladin's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Paladin's Strength vs. AC
Hit: 1d8 damage, 2d8 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Intimidate (Str)
Str 18 (4) Dex 16 (3) Wis 10 (0)
Con 14 (2) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Paladin's
Equipment None

Infernal

Infernals do 1D10 damage + Strength. In addition, Infernal's movements, attacks and actions do not count against the Death Knight's, so you can add the 1D10 + Strength as bonus damage to your attack rolls, or even attack separate creatures. Infernals attack with the Death Knight's Strength ability modifier, rather than their own. However, Infernals roll skills using their own attributes. The Infernal's damage increases to 2D10 at level 21.

In addition, every creature the Infernal targets with an attack is marked, and takes a -2 penalty to attack rolls that don't include the Paladin or the Infernal.

Infernal
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP Paladin's HP; Bloodied Half-hp Initiative Paladin's
AC 19; Fortitude 17, Reflex 16, Will 15 Perception Paladin's -1
Speed 7 Low-light Vision
Resist Paladin's resistances
Vulnerable Radiant 3
Undead Minion Infernal
Unarmed Basic Melee ♦ At-Will
Attack: Paladin's Strength + 1 vs. AC
Hit: 1D10 + Strength, 2D10 at level 21
Encounter Actions
Unarmed Infernal's Brand ♦ Encounter
Attack: Paladin's Strength + 1 vs. AC
Hit: 2d10 + Strength


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 10 (0)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Paladin's
Equipment None

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gollark: ++magic reload_ext search
gollark: It's not ideal but is the best I can actually run.
gollark: `twmkn9/albert-base-v2-squad2`
gollark: It has to actually initiate first load™ of the model, see.
gollark: ++experimental_qa "Davenport, Iowa" what is the population
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