THE DEATH KNIGHT Everything you need to create and play a death knight

2 Death Knight A human camped on the outskirts of a town enthralls innocents to bring him supplies in preparation to delve into the awakening crypts so he might prevent an undead outbreak. Clad in heavy armour and wielding a large sword he sets off into the crypt. In the depths he finds two zombies stumbling around in the darkness. Beyond is a creature, knelt over a tome emanating a dark aura. A lich. A flurry of steel and necrotic energies and the lich, with his two unnatural creations are dispatched. Now the journey for its phylactery begins. A fierce half orc, heavily armoured, walks into an orc encampment and declares herself leader. She is attacked by 5 towering orcs, but as they charge her they wither, falling to the ground dead. But they rise again, stumbling to the half orcish woman's side as she states again to the now cowering orc tribe that she is their leader now, whether that be in life or death. The conquest of the living begins here. A dwarf runs from a magically diseased town, chased out in the dead of night by an angry mob of guards and armed residents. He gets out of the town gates and with the torches flickering behind him he leaps into the air and transforms into a black cloud of smoke, a wraith, and flies silently away as the mob looks on terrified and angry. They blame him for this cursed disease, but was he their curse or their salvation? These three, although different in their approach, are all death knights. Although their paths are different and have defined each of them in unique ways, their power comes from that of death itself. They use dark, twisted magics in order to disease, decay, and kill all things that would stand in their way. Some seek to stem the tides of undead, others to rally and control them. Some are out for themselves and yet others still want to maintain the cycle of life and death. In the Name of Death Death knights come in many forms, often times they were once forced into servitude by a powerful undead creature and either had the willpower to see the atrocities being committed and break free to overthrow their masters or their masters were defeated resulting in them being left alone to find their own way in the world. This is not true for every death knight however. Over countless centuries since the first death knight was created a secluded and secretive order was founded to guard the secrets of the undead from mortals. This order has brought in fresh blood, from the poorest orphan to estranged nobles. At times this has not worked out as intended as death knights decide they would rather use their new found powers for personal gain rather than to protect the innocent from necromancy.













Into Darkness The life of a death knight is a solitary one. Being feared and hated means that they cannot go into large towns and must be extremely careful when entering any kind of village or settlement. The only places they can really be around other people is their Order temples. Unfortunately, the life of a death knight takes them all over the world to tombs of undead, the lairs of liches and desecrated lands. Even though, and probably even because the life of a death knight is so difficult, they are extremely resilient and would make a valuable companion on any journey, especially when it involves dark tombs or haunted ruins. Creating a Death Knight The most important factor to consider when creating a death knight is the circumstances behind them gaining these powers. Perhaps you were a servant of a powerful lich that was defeated, maybe it was you who overcame the lich. Or perhaps you were abandoned as a child and wandering the wilderness alone you were saved by an order of people who trained you in the magics of death. These experiences would shape your outlook on the world and change your motivations and goals for better or worse. As a death knight you are likely lawful regardless of anything else, although there is a possibility due to the circumstances of you gaining these powers that you are chaotic. Consider how your particular alignment would reflect on your perception of those around you as well as the gods and dark creatures.

3 The Death Knight Level Proficiency

Bonus Features Contagions

Known Contagion

Points —Spell

1st Slots

2nd per

3rd Spell

4th Level—

5th 1st +2 Grave Senses, Contagions 3 3 — — — — — 2nd +2 Spellcasting 3 3 2 — — — — 3rd +2 Path of The Damned 4 4 3 — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — 5th +3 Extra Attack 5 5 4 2 — — — 6th +3 Path of the Damned Feature 5 6 4 2 — — — 7th +3 Unresting 5 7 4 3 — — — 8th +3 Ability Score Improvement, Contagions 6 8 4 3 — — — 9th +4 — 6 9 4 3 2 — — 10th +4 One with the Shadows 7 10 4 3 2 — — 11th +4 Path of the Damned Feature, Contagions 7 11 4 3 3 — — 12th +4 Ability Score Improvement 8 12 4 3 3 — — 13th +5 — 8 13 4 3 3 1 — 14th +5 Beyond Fear and Affection 9 14 4 3 3 1 — 15th +5 Unholy Presence 9 15 4 3 3 2 — 16th +5 Ability Score Improvement 10 16 4 3 3 2 — 17th +6 Contagions 10 17 4 3 3 3 1 18th +6 Path of the Damned Feature 11 18 4 3 3 3 1 19th +6 Ability Score Improvement 11 19 4 3 3 3 2 20th +6 Death Incarnate 12 20 4 3 3 3 2 Quick Build You can make a death knight quickly by following these suggestions. First, Strength and Wisdom should be your highest ability scores followed by Constitution. Second, choose the Soldier background. Class Features As a death knight, you gain the following features. Hit Points Hit Dice: 1d10 + per death knight level

Hit Points at 1st Level: 10 + your Consitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Consitution modifier per death knight level after 1st Proficiencies Armour: All armour

Weapons: Simple weapons, martial weapons

Tools: None



Saving Throws: Strength, Wisdom

Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Medicine, Perception, and Religion



Equipment You start with the following equipment, in addition to the equipment granted from your background: (a) a martial weapon and five javelins or (b) two martial weapons

(a) Dungeoneer's Pack or (b) Explorer's Pack

Chain mail and an arcane focus

4 Grave Senses The presence of evil registers on your senses like the foul air of a lich's tomb. You gain advantage on checks relating to knowledge of undead creatures. You can, as an action detect the presence of necromantic magic within 60 feet of you. You also know the spell level of the magic used, this effect lasts until the end of your next turn. You may use this feature a number of times equal to your Wisdom modifier per long rest. Contagions Your knowledge of death and disease allows you to harness necrotic energies known as Contagions. Your access to this magic is represented on the Death Knight table under contagions known and contagion points, your death knight level determines the number of contagion points you have access to as well as the number of contagions known. You must expend a number of contagion points as stated within each contagion to use the effect. A long rest will fully regenerate your contagion points. Some of the effects of Contagions may require the target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Contagion save DC = 8 + your proficiency bonus

+ your Wisdom Modifier

You may use these contagions for various effects. A death knight may only have 3 contagions known at the start of their journey but as their strength in necromantic magic grows they will learn to handle more contagions at once as well as more powerful ones. Additionally, when you gain a level in this class, you can choose one of the contagions you know and replace it with another contagion that you could learn at that level. At 1st level, you may choose to know up to 3 contagions from those described under 1st level contagions, listed below. Additional contagions become available to choose at 8th, 11th and 17th levels. 1st level Contagions You may choose from the following at 1st level:

Blood Plague: After dealing damage to an enemy you may expend 1 contagion point as a bonus action. The target must make a Constitution saving throw, on a failure the target is inflicted with a dizzying disease that gives disadvantage on it next attack roll. on a successful save, blood plague has no effect. Smog: As a bonus action, you may channel contagions to surround you in a foul, swirling cloud of diseased vapour. Expend a number of contagion points up to your wisdom modifier to increase your AC by that amount until the start of your next turn. Burn it Out: you may use your contagions to seek out and destroy a disease or poison effect that affects you or another creature within 10 feet as a bonus action. The target is cured of one poison or disease for each contagion point used. Infusion: As a bonus action you may expend 1 contagion point to make all melee attacks this turn deal bonus necrotic damage equal to you wisdom modifier. Extinguish: As a bonus action you may expend 1 contagion point to expel a gust of foul air. You extinguish all artificial sources of light (candles, lamps, braziers etc) within a 30 foot sphere of yourself. Contamination: As an action you may expend 1 contagion point to contaminate a fluid (a potion, canteen, a small body of water) or a piece of food that you can touch. You and the DM may decide the effect that this will have upon the consumer. The DM may allow the death knight to contaminate larger bodies of water like a well, or a barrel of food at the cost of additional contagions. The larger the target the more contagion points are needed. Intoxicate: As an action you may expend 1 contagion point to attempt to intoxicate a target that you can touch. The target must make a Constitution save or suddenly become intoxicated. Intoxicated enemies will lose their memory of the previous 10 minutes along with the following 4 hours. On a successful save, the target gains advantage on further saves made against intoxication. Targets immune to poison will be unaffected by this contagion. 8th level Contagions At 8th level, you may also choose from the following contagions:

Miasma: As an action you may expend 2 contagion points to form a dense miasma around you. Any creature within 10 feet must make a Constitution saving throw taking 2d6 necrotic damage on a failed save and half as much on a success. This damage is increased to 3d6 and 4d6 at 11th and 17th level. Additionally, the next time any creature within 10 feet takes damage they must repeat the same save with the same effects. This effect follows the death knight and lasts until the end of your next turn. You may use a bonus action and 1 contagion point to extend the duration of the effect to the end of your next turn, this can be extended continuously as long as you have the bonus action and contagion to do so. Parasites: As an action you may expend 3 contagion points to infect an enemy target within 30 feet. At the start of your third turn, or if the target dies, you roll a d6. The roll determines the number of parasites that grew, as a bonus action you may command the parasites to infect enemies within 20 feet with a parasite and deal 2d6 necrotic damage or to infuse you with power, healing you for 1d4 per parasite consumed. Anticoagulant: As a bonus action you may expend 2 contagion points to turn the damage from your next melee attack that hits into necrotic damage. The next healing effect that targets this creature has its healing reduced by the amount of necrotic damage dealt. Tire: As an action you may expend 1 contagion point to attempt to put a creature you touch to sleep. The target must make a Constitution saving throw. On a failure the creature affected by this contagion falls unconscious for 10 minutes. The affected creature may be awoken by loud noises or physical contact like a slap. If the target is engaged in combat they have advantage on the saving throw. Any damage will wake the target and make them immune to this contagion for 24 hours. On a successful save, nothing happens.

5 Acidic Blood: Upon taking slashing, piercing or bludgeoning damage you may expend 1 contagion as a reaction to turn your blood acidic. Until the start of the your next turn, creatures within 5 feet that cause you slashing, piercing, or bludgeoning damage take 1d6 acid damage. 11th level Contagions At 11th level, you may also choose from the following contagions: Epidemic: As an action, you may expend 5 contagion points to inflict a disease onto a creature. The target must make a Constitution saving throw. On a failed save its speed is halved, and it is considered poisoned. In addition, when a creature starts its turn or moves within 10 feet of an afflicted creature it must make a constitution save. On a fail they also become afflicted by the disease. As a bonus action the death knight can make the diseases in creatures within 60 feet flare up causing 3d6 necrotic damage to each creature afflicted by the disease. After a long rest the afflicted creature will be cured of and immune to the same strand of epidemic. Frenzied Undeath: As a bonus action the death knight may expend 1 contagion point to send a zombie under the control of the death knight into a frenzy. While frenzied the creature gains an extra attack and deals the death knights wisdom modifier as bonus necrotic damage. The affected undead also has its movement doubled and is immune to all movement impairing effects. This effect lasts for 1 minute. Patient Zero: If you have dealt necrotic damage to a creature this turn, you may use a bonus action to expend 3 contagion points to infect that creature with a disease that will activate upon death. Once the target dies, it will rise again (with the same initiative as its living self). The zombie will attack the nearest hostile creature. When this zombie deals damage it spreads the disease to its victims. You may have a number of zombies from this disease, up to your wisdom modifier, under your control. If no hostile creature remains within sight the zombies grow restless and will attack the nearest creature, excluding the death knight. As an action the death knight may shred the life force out of all these types of zombies rendering them corpses once again. This contagion may only be used once per long rest. 17th level Contagions At 17th level, you may also choose from the following contagions: Extensive Decomposition: As an action you may expend 2 Contagion points to infect an enemy within 60 yards with a disease that deals ever increasing damage for the duration. The creature takes 1d8 necrotic damage at the end of its turn, increasing by 1d8 for every turn the target remains affected, up to a maximum of five turns. If the creature remains affected on the fifth turn, the death knight may expend 2 additional contagion points as a bonus action to immediately deal 10d8 necrotic damage to the target, ending the effect. Tether: As an action you can expend 4 contagion points to bind yourself to a target for 1 minute. You and the target will automatically fail the first attempt made to use any kind of magic that would transport either of you more than 60 feet from the other. If either you or your target move beyond 60 feet from each other that creature is immediately halted and cannot move again that turn. They may move as normal on subsequent turns but only if you move towards each other. Spellcasting By 2nd level, you have learned to draw upon dark magics to empower yourself and allies or to inflict curses and diseases.

Preparing and Casting Spells The Death Knight table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all spell slots after 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 at the end of the class description. When you do so, choose a number of death knight spells equal to your Wisdom 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 Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, 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 Wisdom is your spellcasting ability for your death knight spells, since their power derives from your strength of will. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a death knight spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus

+ your Wisdom Modifier

Spell attack modifier = your proficiency bonus

+ your Wisdom Modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) and your weapon as a spellcasting focus for your death knight spells.

6 Path of the Damned Starting at 3rd level you choose a path that will mold your powers to come. Choose between Vampiric, Lichen, and Pathogenic. Each described at the end of the class description. Your choice grants you features at levels 3, 6, 11 and 18. Ability Score Improvement 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. Extra Attack Beginning at 5th level, your martial training allows you to attack twice, instead of once, whenever you take the attack action on your turn.





























































Unresting At 7th level, you fully assume the mantle of Death Knight; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. You gain darkvision out to a range of 60 feet, if you already have darkvision from your race its range is increased by 30 feet. Additionally, as a bonus action you may expend 2 contagions to amplify your darkvision, allowing you to see through magical darkness for 10 minutes. One with the Shadows Upon reaching 10th level, you may embrace the shadows to alter your form. While in dim light or darkness you may use a bonus action to gain a fly speed of 60 feet, your appearance is cloaked in a shadowy haze resembling a wraith. You may stay in this form for up to 10 minutes and for the duration you gain advantage to stealth checks and are no longer encumbered by your armour or weapons. You must finish a short rest before you can use One with the Shadows again. Beyond Fear and Affection Starting at 14th level, you know that death is the first and last fear of all living things. As the embodiment of that terror, what should you fear? Nothing. You are now immune to fear and charm effects. Additionally you gain advantage on intimidation checks. Unholy Presence Starting at 15th level, the unholy nature of the magic you are exploiting emanates from you. You, and any ally within 30 feet of you gain resistance to necrotic damage. As an action, you can attempt to strike terror into the hearts of your enemies. All non-friendly creatures within 60 feet that can see the death knight must make a wisdom saving throw. On a failed save they are frightened of the death knight, On a success they cannot be frightened of the death knight again for 24 hours. While the death knight is under the effect of the One with the Shadows feature any non-friendly creature that moves within 60 feet that can see the death knight must immediately make the saving throw. Death Incarnate Your journey has been long, but that is meaningless now. Time has no meaning for death nor for you. For your enemies however, it is the greatest of foe. It is patient, yet can strike at any time with fatal consequences. It is eternal, ever moving forwards, relentless in its persuit of mortal beings. Just as you are. Upon reaching 20th level you no longer age with the passing of time and you may add your proficiency to your initiative rolls. Paths of the Damned Your knowledge of death has lead you to a forked road. Each path holds secrets not meant to be known by mortals and is perilous, but they all lead to incredible power over life and death, if you can survive the journey. Vampiric The knowledge of vampires is both intriguing and terrifying in equal measure. Vampires drain the life out of their victims to sustain themselves and are extremely hardy creatures. Their powers focus heavily on regenerative and degenerative blood magics. Enduring Starting when you choose this path at 3rd level you gain an additional 6 hit points. Additionally for each death knight level gained after third you gain 2 additional hit points.

7 Life From Death Beginning at 6th level you may heal yourself for 1d4 each time you deal necrotic damage. Area of effect sources only count once regardless of the number of targets hit. Enhanced Draining Starting at 11th level whenever you heal yourself, you may add your constitution modifier to the amount of hit points restored. Vampiric Bats At 18th level If you are reduced to 0 hit points, you drop to 1 hit point instead and you burst into a swarm of bats. You may immediately move up to 30 feet, dealing 1d4 necrotic damage to each creature you pass through. Once you stop moving you assume your normal form. You heal from your Life From Death and Enhanced Draining for each enemy that you passed through during your movement. You may use this once per long rest. Lichen Your knowledge of liches is beyond that of lesser men. You know the cold of the grave, you know the power of souls and mortal essences, you know how to manipulate the world around you with forbidden, dark magics. You seek the power of the Lich, and you know where to find it and how to bolster it. Cantrips Starting when you choose this path at 3rd level you gain the ability to use cantrips. You may choose two from the cantrips listed in the death knight spells section. You gain the ability to learn and use one additional cantrip at 6th level and again at 11th and 18th levels. Power from the Grave Beginning 6th level, you may turn any instance of necrotic damage you deal into cold damage instead. Additionally, when an enemy dies within 30 feet of you that you have dealt cold or necrotic damage to you may collect their life essence. You may consume 2, 6, 12, 20 or 30 essences in order to restore a 1st, 2nd, 3rd, 4th, or 5th level spell slot once per long rest. You cannot regenerate a spell slot higher than your death knight level has access to. Flurry Starting at 11th level if you use your action to make a melee attack you may use your bonus action to cast Unholy Fulmination. Entomb At 18th level, If you are subject to an attack or an effect that forces you to make a saving throw you may use your reaction to entomb yourself in a block of ice preventing you from taking any action or receiving any damage or healing. This tomb will last indefinitely, however the death knight may choose to thaw out at the end of each of its turns. You may only use this once per long rest.







Pathogenic Pathogenic death knights have studied diseases of all types. By introducing their dark magics into diseases they have found a way to manipulate them and wield them as deadly weapons on the battlefield. A pathogenic death knight uses these contagions to both kill their foes and raise the dead to work for them. Forced Mitosis Starting when you choose this path at 3rd level you may regenerate half your total contagions rounded down during a short rest. You must finish a long rest before you can do this again. The death knight also ignores resistance to necrotic damage. Additionally, any necrotic damage you deal may instead be dealt as poison damage. Binding Contagions At 6th level, when you deal damage to an individual enemy with a contagion, you may pull them 10 feet towards you. Additionally, if you deal damage to multiple enemies with a contagion simultaneously you may choose to move one or more of the damaged creatures up to 10 feet towards you or another creature that was also damaged

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Contagion Expertise Starting at 11th level you gain additional effects on your contagions listed in the table below. Additionally you gain access to the following contagions and they do not count towards your known contagions. Envenom: As a bonus action you may expend 2 contagions to apply the poison status effect to a target within 30 feet. The target must make a Constitution saveing throw, on a success the contagion has no effect. Tachypsychia: As a bonus action you may expend 1 contagion to trigger tachypsychia in yourself. Time appears to slow down giving you extremely fast reflexes. You may make a third attack with your attack action this turn. You may also expend an additional 2 contagions to give enemies that attack you disadvantage on attack rolls until you take damage or until the start of your next turn. Ethereal: you may as a bonus action expend 1 contagion in order to become ethereal. For the duration of your turn you may pass unhindered through solid objects and have no penalty on difficult terrain. If you occupy the same spot as a solid object or creature when you end your turn or run out of movement, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Contagion Enhancements Contagion Additional Benefit Acidic Blood Damage dice is now d8 Anticoagulant Gains wisdom modifier as additional necrotic damage Blood Plague Now affects all attacks on the target's next turn Burn it Out Grants five temporary hit points for each cured effect Extensive Decomosition Stacks up to 6 times, at end effect may deal 12d8 necrotic damage Extinguish range is increased to 60 feet Frenzied Undeath You may now use this on as many zombies equal to your wisdom modifier Infusion Grants a 1d4 bonus necrotic damage Miasma Damage dice is now d8 Parasites Parasites grow after only two turns Patient Zero No longer has a prerequisite to use Smog Grants two temporary hit points for each contagion point used























































Contagion Mastery At 18th level, you gain an additional contagion, this contagion is always known and does not count against your total contagions known. Additionally, you may add your wisdom modifier to damage rolls when damage is dealt directly from a contagion. Stem Contagion: As an action you may cause a random effect to afflict a creature within 30 feet of you. You do not need to have the contagion known for the affect to be applied. Roll a d10 to determine which contagion is selected. The selected contagion functions in the same manner as if you had cast it yourself unless specified in the table. Stem Contagion Effects d10 Contagion Effect 1 The creature gain the benefit of the Acidic Blood contagion 2 Tether 3 The next source of healing is reduced by 1d12 + you Wisdom modifier 4 Blood Plague 5 Envenom 6 Necrotic Vulnerability, the creature is vulnerable to the next source of necrotic damage 7 Patient Zero 8 Parasites 9 Epidemic 10 Extensive Decomposition