Death Knight Dark Warriors who Wield Powerful Rune Magic

The Death Knight Level Proficiency Bonus Features Runic Empowerments Known Glyphs Known Active Glyphs 1st +2 Runeforging, Rune Magic 3 ─ ─ 2nd +2 Glyphs 4 2 1 3rd +2 Rune Path 5 2 1 4th +2 Ability Score Improvement 6 2 1 5th +3 Extra Attack 7 3 2 6th +3 Rune Path Feature 8 3 2 7th +3 Killing Machine 9 4 2 8th +3 Ability Score Improvement 10 4 2 9th +4 Runic Enhancement 11 5 3 10th +4 Rune Path Feature 12 5 3 11th +4 Death's Caress 13 5 3 12th +4 Ability Score Improvement 14 6 3 13th +5 Murderous Efficiency 15 6 3 14th +5 Rune Path Feature 16 6 3 15th +5 Purgatory 17 7 4 16th +5 Ability Score Improvement 18 7 4 17th +6 Rune Path Feature 19 7 4 18th +6 Death Dealer 20 8 5 19th +6 Ability Score Improvement 21 8 5 20th +6 Dark Archon 22 8 5 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 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Death Knight level afters 1st Proficiencies Armor: Light Armor, Medium Armor, Heavy Armor Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose 2 from Acrobatics, Athletics, Arcana, History, Nature, Perception, Religion, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) leather armor or (b) scale mail or (c) chain mail

Two martial weapons

(a) an explorer's pack or a (b) dungeoneers pack Runeforging Death Knight's are trained in the art of Runeforging: the inscription of permanent Runes into a melee weapon, forming a mystic bond between it and the Runeforger. These Runes are vital to the Death Knight's use of Rune Magic. While there are as many kinds of Runes as there are convergences of different leylines, much of this information has been lost to time. The study and knowledge of leylines and Runes have been forgotten by the majority of beings: Death Knights are a rare exception. Death Knights have retained the Knowledge of 3 different Rune patterns; Blood Runes, Frost Runes and Unholy Runes. Death Knights inscribe these Runes on their weapons, creating a Runeblade. Creating a Runeblade is a time consuming and difficult task. It takes a Deathknight 8 hours to create a Runeblade, and forge the necessary magical connection. When crafting a Runeblade, the Death Knight inscribes 6 Runes total, 2 Blood Runes, 2 Frost Runes and 2 Unholy Runes. A Death Knight can only be attuned to a single Runeblade at a time, and only to a Runeblade that the Death Knight has Runeforged itself. When a Death Knight is attuned to a Runeblade, that Weapon is considered magic for the purpose of overcoming damage resistance, and the Death Knight has advantage on all checks made to avoid being disarmed of it.

Rune Magic Death Knights enhance their own natural abilities through Rune Magic: the complex and ancient art of channeling the power of the leylines. This is done through the creation and empowerment of Runes: 2 dementional recreations of the patterns of leylines, and more specifically, where the leylines converge. Duplicating these patterns accurately is key to harnessing the power of leylines: tapping into their natural energy is useless, if not dangerous, otherwise. Death Knights utilize Rune Magic in 2 ways: Runic Empowerments, and Glyphs, both detailed below. Runic Empowerments Death Knights are fierce and talented warriors, and they utilize Rune Magic in battle alongside their weapons and armor. A Death Knight can channel its raw arcane energy into the Runes on its Runeblade, empowering them and granting its attacks enhanced power. When a Death Knight Empowers a Rune in this way, the Rune must take time to recharge. It takes a Rune 6 rounds to recharge, starting the turn it is empowered, and only 1 Rune of each type can recharge at a time (i.e. if you empower a Blood Rune and Frost Rune, both begin to recharge; if you empower 2 Blood Runes, initially only 1 will begin to recharge, and the other will begin the turn after the first Blood Rune fully recharges). A Death Knight knows a number of Runic Empowerments as shown on the Death Knight table. Whenever you gain a level in this class and learn a new Runic Empowerment, you can choose to replace a Runic Empowerment you know with another Runic Empowerment. Using a Runic Empowerment requires you to have access to a Runeblade that you are attuned to. Instead of requiring spell slots and having spell levels, Runic Empowerments require you to have a corresponding amount of charged Runes, shown in the Runic Empowerments description. Runic Empowerments have an empowerment time, much like casting a spell has a casting time: this is shown in the description of the Runic Empowerment, alongside its range and duration, exactly like it is with spells. However, many Runic empowerments have an empowerment time of "as a melee attack:" this means that the Runes are empowered as part of any melee attack with your Runeblade, and the Runic Empowerment is delivered if your attack hits. Some Runic Empowerments have a save DC or require a "ranged spell attack;" these are calculated as shown below. Runic Empowerment Save DC = 8 + your proficiency bonus + your Intelligence Modifier Runic Empowerment Attack Modifier= your proficiency bonus + your Intelligence Modifier Glyphs Death Knights also turn to their Rune Magic to enhance their own natural abilities. They inscribe certain Runes on themselves, called Glyphs, that they permanently attune to. These Glyphs are constantly empowered, drawing the energy of the leylines into the Death Knights body, and empowering them as well. A Death Knight knows a number of Glyphs, and can have a number of Glyphs active as shown on the Death Knight table. A Death Knight can can switch its Active Glyphs with 1 minute of concentration. Whenever you gain a level in this class and learn a new Glyph, you can replace a Glyph you know with another Glyph. Runic Path Death Knights utilize all the Runes at their disposal, but each Death Knight develops an affinity for a particular Rune type. At 3rd level, you choose your Runic Path, and begin your Mastery of the Rune of your choice. 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, you can attack twice, instead of once, whenever you take the Attack action on your turn. Killing Machine Starting at 7th level, whenever you score a critical hit with your Rune Blade, or a creature with a challenge rating greater than 0 dies within 15 feet of you, one of your Runes becomes a Death Rune. Death Runes Death Runes can be used as a Blood Rune, Frost Rune or Unholy Rune, and enhance any ability they empower. When you empower a Death Rune to use a Runic Empowerment that does not require a Death Rune, if that Runic Empowerment deals damage, it deals an additional damage dice of a type it would deal, and if it or an effect it produces has a duration, that duration is extended by 1 round. When a Death Rune is empowered, if it is replacing a Rune, it reverts back to the Rune it replaced. Runic Enhancement Starting at 9th level, the time it takes for your Runes to recharge is decreased by 1 round. Death's Caress Starting at 11th level, you have advantage on all death saving throws, and on all saving throws made against poison and disease. Murderous Efficiency Starting at 13th level, when attacking with your Runeblade, you score a critical hit with a roll of 19-20. In addition, the damage dice of your Sanguine Strikes, Freezing Strikes and Blighted Strikes increase by 1 dice category. Purgatory Starting at 15th level, when you are reduced to 0 or less hit points and not killed outright, you may continue to act as normal while making death saving throws.

Death Dealer Starting at 18th level, you add your proficiency bonus to the damage dealt by your Sanguine Strikes, Freezing Strikes and Blighted Strikes class feature. In addition, whenever you deal a killing blow with your Runeblade, if the creature had a challenge rating of greater than 0, one of your Runes becomes a Death Rune. Dark Archon Starting at 20th level, you become completely suffused with Runic energy, drawing maximum power from your Runes and your Glyphs: you gain the following benefits. You have resistance to cold and necrotic damage You automatically succeed on death saving throws You are immune to poisons, disease, and death effects The time it takes for your Runes to recharge is decreased by 1 round For every 10 years that pass, your body ages only 1 year, and you can't be aged magically. Path of the Sanguine Death Knights who take the Path of the Sanguine corrupt and manipulate the life energy of other beings, using it sustain themselves and withstand any enemy onslaught. Blood Attunement At 3rd Level, your skill with Blood Runes grows: The time required for your Blood Runes to recharge decreases by 1 round, and your expended Blood Runes can now recharge simultaneously. In addition, when Runeforging a Runeblade, you can choose to add an additional Blood Rune in the place of a Frost Rune or an Unholy Rune: A Runeblade you Runeforge still has only 6 Runes. Blood Shield At 3rd level, Whenever you would gain temporary hitpoints, if you already have temporary hitpoints, you may combine these temporary hitpoints together, up to a maximum of twice your Death Knight level. Sanguine Strikes At 6th Level, when you make an attack with your Runeblade, its deals an additional 3 (1d4) necrotic damage: You regain hit points equal to the necrotic damage done this way. If regaining any of these hit points would put you above your hit point maximum, you instead gain temporary hit points equal to that amount. Blood Mirror At 10th Level, you can bind another creatures essence to yours, and force them to share in your pain. As an action, you can empower 2 Blood Runes and choose a creature within 30 feet of you; that creature must make a Constitution saving throw. If it fails, half of all damage you take is instead dealt to it, and half of all healing you receive from any source besides your Death Knight abilities instead heals it. This effect lasts for 1 minute, or until you dismiss it as a bonus action on your turn, and requires Concentration. The Blood Runes empowered by you to use this ability are locked for its duration, and cannot begin to recharge or be recharged by an effect while Blood Mirror is active. This has no effect on non-organic constructs. Blood Tap At 14th Level, you can sacrifice your life energy to recharge your Runes. As a bonus action, you can take damage equal to your character level to cause one of your Blood Runes to fully recharge. Rune Tap At 14th Level, you can empower your Blood Runes to revitalize yourself. As a bonus action, you can empower a Blood Rune to regain hit points equal to 3 (1d4) times your Constitution modifier. Blood Mastery At 17th Level, when you Runeforge a Runeblade, you can choose to replace one of your Blood Runes with a Death Rune Red Thirst At 17th level, You gain a +1 bonus to your AC and to your attack and damage rolls for every 10 temporary hit points you have. Path of the White Walker Frost Attunement At 3rd Level, your skill with Frost Runes grows: The time required for your Frost Runes to recharge decreases by 1 round, and your expended Frost Runes can now recharge simultaneously. In addition, when Runeforging a Runeblade, you can choose to add an additional Frost Rune in the place of a Blood Rune or an Unholy Rune: A Runeblade you Runeforge still has only 6 Runes. Permafrost At 3rd Level, a creature who's maximum speed is reduced by one of your abilities cannot take reactions. In addition, you can make attacks of opportunity against any creature that moves into a square that is in your reach, as long as that creatures maximum speed is reduced. Freezing Strikes At 6th Level, when you make an attack with your Runeblade, it deals an additional 3 (1d4) cold damage, and the target's speed(s) is reduced by 5 for 3 rounds. If you strike a creature already under this effect, the speed penalties stack and the duration is reset to its maximum. A creature's speed cannot be reduced to less than half of its maximum this way.

Remorseless Winter At 10th Level, you can summon the freezing winds of an arctic gale. As an action, you can empower 2 Frost Runes to cause a 30 foot radius area centered on you to become an area of Remorseless Winter. This area's temperature becomes Extreme Cold (DMG 110) and is filled with Strong Winds (DMG 110). In addition, this area is covered in Slippery Ice (DMG 110), and any water in the area become Frigid Water (DMG 110) covered in Thin Ice (DMG 110). Any creature who starts its turn within this area must make a Constitution saving throw or be affected by your Freezing Strikes ability as though it were struck by your Runeblade. This effect lasts for 1 minute, or until you dismiss it as a bonus action on your turn, and requires Concentration. The Frost Runes empowered by you to use this ability are locked for its duration, and cannot begin to recharge or be recharged by an effect while Remorseless Winter is active. You are immune to the effects of your Remorseless Winter ability. Shattering Ice At 14th Level, whenever you deal damage with your Runeblade to a creature who's maximum speed it reduced, if any of your damage dice roll their maximum result, you may knock the target back 5 feet. The Cold North At 14th Level, one per round, you can make an attack of opportunity against a creature who's maximum speed is reduced without using a reaction. Frost Mastery At 17th Level when you Runeforge a Runeblade, you can choose to replace one of your Frost Runes with a Death Rune. Pitiless Cold At 17th Level, you have advantage on all attacks of opportunity made against targets who's maximum speed is reduced, and all attacks you make against a prone target deal critical damage. Path of the Scourge Unholy Attunement At 3rd Level, your skill with Unholy Runes grows: The time required for your Unholy Runes to recharge decreases by 1 round, and your expended Unholy Runes can now recharge simultaneously. In addition, when Runeforging a Runeblade, you can choose to add an additional Unholy Rune in the place of a Blood Rune or a Frost Rune: A Runeblade you Runeforge still has only 6 Runes. Pestilence At 3rd Level, the save DC of your Virulent Plagues, and of any effect that would cause a creature to be afflicted by one of your Virulent Plagues, is increased by 2. In addition, your virulent plagues ignore a creature's immunity to disease or advantage on saving throws against disease. Blighted Strikes At 6th Level, when you make an attack with your Runeblade, it deals an additional 3 (1d4) necrotic damage, and the target must save against any Virulent Plagues currently affecting it as though it was the beginning of its turn. If it fails any of these saves, the duration of that Virulent Plague is increased by 1 round. Death and Decay At 10th Level, you can corrupt the space around you, blighting the land and those on it. As an action, you can empower 2 Unholy Runes to defile an area with a 30-foot radius centered on you. Any creature in this area with immunity to poison and/or necrotic damage treats this immunity as resistance instead, and loses any immunity to disease; Any creature with resistance to poison and/or necrotic damage loses this resistance, and any creature with advantage on saving throws made against disease loses this advantage; Any creature without immunity or resistance to poison or necrotic damage gains vulnerability to that damage type, and any creature without immunity to disease or advantage on saving throws made against disease has disadvantage on saving throws made against disease. This effect lasts for 1 minute, or until you dismiss it as a bonus action on your turn, and requires Concentration. The Unholy Runes empowered by you to use this ability are locked for its duration, and cannot begin to recharge or be recharged by an effect while Death and Decay is active. You are immune to the effects of your Death and Decay ability. Dark Harvest At 14th Level, whenever a creature dies while under the effect of one of your Virulent Plagues, one of your Unholy Runes becomes a Death Rune. Runic Toxicity At 14th Level, whenever a creature fails its save against 2 or more of your Virulent Plagues in a single turn, it is poisoned for 1 round. Unholy Mastery At 17th Level when you Runeforge a Runeblade, you can choose to replace one of your Unholy Runes with a Death Rune. Plaguebringer At 17th Level, whenever a creature becomes afflicted by 1 or more of your Virulent Plagues, you may have it become afflicted by an additional Virulent Plague of your choice. In addition, the damage dice of your Virulent Plagues are increased by 1 dice category, and the duration of your Virulent Plagues are increased by 1 round.

Virulent Plagues Many of the Death Knights Runic Empowerments can generate extremely lethal magical diseases that rapidly infect and debilitate a target, feeding of their life energy until the target dies or the magic sustaining it burns out. Virulent Plagues have a base duration of 5 rounds. If a creature afflicted with a Virulent Plague would become afflicted by that Virulent Plague again, that Virulent Plague's duration instead resets to its maximum. A Death Knight cannot be affected by its own Virulent Plagues. The save DC of your Virulent Plagues is equal to you Runic Empowerment save DC. Black Blood A creature afflicted with Black Blood must make a Constitution saving throw at the beginning of each of its turns. On a failure, the creature takes 4 (1d6) cold damage, and its speed is reduced by half of its maximum for 1 round. Caustic Cataracts A creature afflicted with Caustic Cataracts must make a Constitution saving throw at the beginning of each of its turns. On a failure, it suffers 3 (1d4) acid damage and is blinded for 1 round. Crimson Scourge A creature afflicted with Crimson Scourge must make a Constitution saving throw at the beginning of each of its turns. On a failure, the creature is vulnerable to slashing, piercing and bludgeoning damage for 1 round. Earwig Infestation A creature afflicted with Earwig Infestation must make a Constitution saving throw at the beginning of each of its turns. On a failure, it suffers 3 (1d4) necrotic damage and is deafened for 1 round. Festering Wounds A creature afflicted with Festering Wounds must make a Constitution saving throw at the beginning of each of its turns. On a failure, the creature cannot regain hit points for 1 round. Lock Jaw A creature afflicted with Lockjaw must make a Constitution saving throw at the beginning of each of its turns. On a failure, it suffers 3 (1d4) necrotic damage and its tongue swells as its jaw spasms and clenches shut, preventing it from speaking for 1 round. Necrosis A creature afflicted with Necrosis must make a Constitution saving throw at the beginning of each of its turns. On a failure, the creature is vulnerable to necrotic damage for 1 round. Parasitic Bloom A creature afflicted with Parasitic Bloom must make a Constitution saving throw at the beginning of each of its turns. On a failure, it suffers 1 necrotic damage for every time it has failed a save against this Virulent Plague, up to a maximum amount equal to twice your proficiency bonus. Pestilent Pustules A creature afflicted with Pestilent Pustules must make a Constitution saving throw at the beginning of each of its turns. On a failure, for 1 round, whenever the creature takes bludgeoning, slashing or piercing damage, it takes an additional 3 (1d4) necrotic damage and each creature within 5 feet of it must make a Constitution saving throw or become infected with each Virulent Plague currently infecting the target. Putrid Flesh A creature afflicted with Putrid Flesh must make a Constitution saving throw at the beginning of each of its turns. On a failure, it subtracts half your proficiency bonus (rounded up) from any rolls it makes for 1 round. Scarlet Fever A creature afflicted with Scarlet Fever must make a Constitution saving throw at the beginning of each of its turns; On a failure, the creature takes 5 (1d8) necrotic damage; On a success, the creature takes half as much damage, rounded up. The Shakes A creature afflicted with The Shakes must make a Constitution saving throw at the beginning of each of its turns. On a failure, its concentration is interrupted, and it cannot maintain concentration for 1 round. Vile Ulcers A creature afflicted with Vile Ulcers must make a Constitution saving throw at the beginning of each of its turns. On a failure, it is poisoned for 1 round.

Runic Empowerments Anti Magic Shell 1 Frost Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: Self

Self Duration: 3 rounds You can empower 1 Frost Rune and 1 Unholy Rune to surround yourself with a barrier of anti-magic energy. While you are under this effect, whenever a spell or spell like ability would target or affect you, roll 1d6: on a 4 or greater, you are immune to the effects of that spell or spell like ability. Army of the Damned 1 Blood Rune, 1 Frost Rune, 1 Unholy Rune Empowerment: 1 round

1 round Range: Self (30 Feet)

Self (30 Feet) Duration: Concentration, up to 1 Minute You can empower 1 Blood Rune, 1 Frost Rune and 1 Unholy Rune to cause the corpses of those around to rise and aid you in battle. Up to number of small or medium corpses equal to your Constitution modifier plus your proficiency bonus become zombies (DMG 316) that are under your control. These zombies have their maximum hit points increased by your Death Knight level. These zombies act on their own initiative count, but you determine their actions, decisions and attitudes. When your concentration or the duration of Army of the Damned ends, the foul magic animating these zombies rots them away to ash. Asphyxiate 1 Blood Rune Empowerment: 1 action

1 action Range: 15 Feet

15 Feet Duration: Instantaneous You can empower 1 Blood Rune to cause your targets throat to rapidly and painfully contract. The target must make a Constitution saving throw: on a failure, it is stunned for 1 round, and is unable to speak for 1d6 rounds; on a success, it cannot speak for 1 round. On a success or a failure, the creature's concentration is interrupted. This has no effect on creatures who don't need to breathe. Blinding Sleet 1 Frost Rune Empowerment: 1 action

1 action Range: Self (30 foot cone)

Self (30 foot cone) Duration: Instantaneous You can empower 1 Frost Rune to cause a cone of blinding sleet to spring forth from your hands. Any creature caught in the cone must make a Constitution saving throw: on a failure, they take 7 (2d6) cold damage and are blinded for 3 (1d4) rounds; on a success they take half as much damage and have disadvantage on Wisdom (perception) checks based on sight for 1 round. Blood Boil 1 Blood Rune Empowerment: 1 Action

1 Action Range: Self (15 foot radius)

Self (15 foot radius) Duration: Instantaneous You can empower 1 Blood Rune to cause the blood, ichor, sap, hemolymph or essence of nearby creatures to boil. Each other creature in a 15 radius of you must make a Constitution saving throw, taking 5 (2d4) fire damage and 5 (2d4) necrotic damage on a failure, or half that on a success. A creature who fails this save is poisoned for 1 round. This ability has no effect on non-organic constructs. Bloodlet 1 Blood Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: Instantaneous You can empower 1 Blood Rune and make an attack with your Runeblade as a bonus action. This attack deals additional necrotic damage equal to half your bonus hit point total, up to a maximum of 10. Bloodmark 1 Blood Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: Concentration, up to 8 hours You can empower 1 Blood Rune to place an indelible mark in a creatures essence, allowing you to find them anywhere. For as long as you maintain concentration, and the Runic magic sustains the mark, you know the distance between you and the marked target, its direction from you, and if it is moving you know the direction of its movement. Bloody Boon 1 Blood Rune Empowerment: 1 reaction

1 reaction Range: Self

Self Duration: Instantaneous You can empower 1 Blood Rune and sacrifice some of your essence to protect yourself from great harm. Whenever you fail a saving throw, you can empower 1 Blood Rune and take damage equal to your proficiency bonus as a reaction to reroll that saving throw and use the new results.

Bloody Haze 1 Blood Rune Empowerment: 1 action

1 action Range: Self (5 foot radius)

Self (5 foot radius) Duration: 4 Rounds You can empower 1 Blood Rune to create a thick fog of blood surrounding you. The fog is centered on you, and causes everything in its radius to be heavily obscured. When you use this Runic Empowerment, you can spend temporary hit points to increase its potency. You can spend 1 temporary hit point to increase its duration by 2 rounds, up to a number of times equal to your proficiency bonus. You can spend 2 temporary hit points to increases its radius by 5 feet, up to a number of times equal to half your proficiency bonus (rounded up). While you are in the Bloody Haze, whenever you would gain temporary hit points, you gain additional temporary hit points equal to half your proficiency bonus (rounded up). Bloody Strike 1 Blood Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Blood Rune: If you do, your attack deals an additional 4 (1d6) necrotic damage. In addition, if your attack hits, you can spend 2 temporary hit points to increase the damage dice of your Sanguine Strikes, Freezing Strikes or Blighted Strikes by 1 dice category, up to a number of times equal to your proficiency bonus. This increase lasts until the end of your next turn, and your Sanguine Strikes, Freezing Strikes and Blighted Strikes can only be increased by this Runic Empowerment once at any given time. Bone Shield 1 Blood Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: 3 rounds You can empower 1 Blood Rune and surround yourself with protective shards of bone. You gain a bonus to your AC equal to half your proficiency bonus while bone shield is active. Bone Storm 1 Blood Rune and 1 Frost Rune Empowerment: 1 action

1 action Range: Self (15 foot radius)

Self (15 foot radius) Duration: 5 rounds You can empower 1 Blood Rune and 1 Frost Rune to create a storm of frozen blood and sharpened bone to rage around you. The radius of Bone Storm is filled with Strong Wind (DMG 110), and any creature who enters its radius or starts it's turn there must make a Dexterity saving throw, taking 4 (1d6) slashing damage and 4 (1d6) cold damage on a failure, or half that on a success. Brain Freeze 1 Frost Rune Empowerment: 1 action

1 action Range: 15 feet

15 feet Duration: Instantaneous You can empower 1 Frost Rune and cause a creature within range to make a Constitution saving throw: on a failure, the creature takes 4 (1d6) cold damage, it loses concentration, and it can't cast spells that aren't cantrips for 1 round. Caustic Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Caustic Cataracts. Chains of Ice 1 Frost Rune Empowerment: 1 bonus action

1 bonus action Range: 15 feet

15 feet Duration: 4 rounds You can empower 1 Frost Rune to bind a target in deeper layers of ice. Choose a target who's speed is reduced by one of your Death Knight abilities: it is restrained for 4 rounds and must succeed on a Constitution saving throw or suffer 5 (1d8) cold damage. Clawing Shadows 1 Death Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: Concentration, up to 1 minute You can empower 1 Death Rune to bind a target with pure void energy. At the beginning of each of the targets turns, it must make a Strength saving throw: on a failure, it suffers 4 (1d6) cold and 4 (1d6) necrotic damage and is restrained for 1 round; on a success its suffers half that damage and is not restrained. Coldsnap 2 Frost Runes Empowerment: 1 bonus action

1 bonus action Range: Self (30 feet)

Self (30 feet) Duration: Concentration, up to 1 minute You can empower 2 Frost Runes to radiate an aura of fierce cold, and drain away any heat. The temperature around you becomes Extreme Cold (DMG 110) unless the temperature was already Extreme Heat (DMG 110), in which case the temperature becomes normal. As long as the temperature around you is Extreme Cold (DMG 110), creatures in range gain resistance to fire damage, and gain vulnerability to cold damage (you, and creatures immune to cold damage, are immune to this effect).

Consumptive Strike 1 Blood Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Blood Rune: if you do, your attack deals an additional 5 (1d8) necrotic damage, and you gain temporary hit points equal to the necrotic damage done this way. Contaminate 1 Unholy Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: Instantaneous You can empower 1 Unholy Rune and make an attack with your Runeblade as a bonus action. This attack deals an additional 3 (1d4) necrotic damage for each Virulent Plague afflicting the target, up to a maximum of 3d4. Crimson Strike 1 Blood Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Blood Rune: if you do, the target is afflicted with Crimson Scourge. Cursed Blood 1 Blood Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: 5 Rounds You can empower 1 Blood Rune and 1 Unholy Rune to bestow a terrible curse upon a target, sacrificing your very essence to taint their blood. The cursed target has disadvantage on all rolls it makes. You lose hit points equal to your character level when you curse a target, and you you lose hit points equal to your proficiency bonus whenever the cursed target fails to succeed on a roll. Dark Command 1 Blood Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: 15 feet

15 feet Duration: 4 rounds You can empower 1 Blood Rune and 1 Unholy Rune to cloud the mind of a creature and force its attention on you. The target must make a Wisdom saving throw at the beginning of each of its turns; on a failure, the target can only make attacks against you for 1 round. Dark Simulacrum 1 Frost Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: 3 rounds You can empower 1 Frost Rune and 1 Unholy Rune to place a ward of corrupting energy on a hostile creature. The next time the target casts a spell with a level less than or equal to your proficiency bonus, the ward is consumed and you may cast a copy of that spell with new targets as a reaction. Dark Succor 1 Blood Rune and 1 Unholy Rune Empowerment: 1 bonus action

1 bonus action Range: 15 feet

15 feet Duration: Instantaneous You may consume all your Virulent Plagues currently afflicting a target to sustain yourself. The target ceases to be affected by any of your Virulent Plagues, and you regain 4 (1d6) hit points for each Virulent Plagues consumed this way: If regaining any of these hit points would put you above your hit point maximum, you instead gain temporary hit points equal to that amount. Death Coil 1 Death Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: Instantaneous You can empower 1 Death Rune to cast a bolt of pure void energy at a target: make a ranged spell attack against a target in range; on a hit the target takes 20 (3d12) necrotic damage, and you regain hit points equal to the necrotic damage done this way. If regaining any of these hit points would put you above your hit point maximum, you instead gain temporary hit points equal to that amount. Death Grip 1 Death Rune Empowerment: 1 bonus action

1 bonus action Range: 60 feet

60 feet Duration: Instantaneous You can empower 1 Death Rune to reach out with claws of pure shadow energy, and drag a target to you. Choose a target in range that is not more than one size category larger than you, it must make a Dexterity saving throw: on a failure, it is pulled up to 60 feet in a straight line directly to you, and suffers 7 (2d6) necrotic damage. You gain advantage on the next attack made with your Runeblade this turn against a target that was moved into your reach this way.

Deathly Chill 1 Blood Rune and 1 Frost Rune Empowerment: 1 action

1 action Range: 15 feet

15 feet Duration: Instantaneous (1d4 rounds) You can empower 1 Blood and 1 Frost Rune to cause the blood of a target to freeze. Choose a target with blood in range, it must make a Constitution saving throw: on a failure, it takes 5 (1d8) cold damage and 5 (1d8) necrotic damage and it has disadvantage on all Constitution and Dexterity saving throws and its speed is reduced by half of its maximum for 3 (1d4) rounds. Death Strike 1 Death Rune Empowerment: 1 action

1 action Range: Self

Self Duration: Instantaneous You may empower 1 Death Rune and make an attack with your Runeblade: if you do, the target must make a Constitution saving throw. On a failure, the target takes 26 (4d12) necrotic damage, or half that on a success. If a creature is killed by this attack, one of your Runes becomes a Death Rune. Defile 1 Blood Rune and 1 Unholy Rune Empowerment: 1 Action

1 Action Range: Self (15 foot radius)

Self (15 foot radius) Duration: 6 You can empower 1 Blood Rune and 1 Unholy Rune to defile the land around you and those in it. Any creature other than you within the radius of defiled land subtracts 1d4 from any roll they make. Epidemic 2 Unholy Runes Empowerment: 1 Action

1 Action Range: 15 feet

15 feet Duration: Instantaneous You can empower 2 Unholy Runes and cause the Virulent Plagues afflicting a target to become impossibly contagious. Each creature within 15 feet of the target must make a Constitution saving throw or become afflicted with each Virulent Plague currently affecting the target. Festering Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Festering Wounds. Flash Freeze 1 Frost Rune Empowerment: 1 action

1 action Range: Self (15 foot radius)

Self (15 foot radius) Duration: 6 rounds You can empower 1 Frost Rune to freeze the ground around, causing the area in the radius to become Slippery Ice (DMG 110) for the duration. Freezing Fog 1 Frost Rune Empowerment: 1 action

1 action Range: 30 feet (30 foot radius)

30 feet (30 foot radius) Duration: 6 Rounds You create a 30-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, its area is heavily obscured, and the areas temperature becomes extreme cold (DMG 110). Any creature in the fog's radius must make a Constitution saving throw at the beginning of its turn; on a failure, it suffers 3 (1d4) cold damage, and has a -5 penalty to its speed for 3 rounds: a creature's speed cannot be reduced to less than half of its maximum this way. If a creature is affected by this multiple times the speed penalties stack and the duration is reset to its maximum. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Frostbite 1 Frost Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: Instantaneous You can empower 1 Frost Rune and make an attack with your Runeblade as a bonus action. If the target's speed is reduced to half its maximum or less, your attack deals an additional 5 (2d4) frost damage. Frostscythe 1 Frost Rune Empowerment: 1 action

1 action Range: Self

Self Duration: Instantaneous You can empower 1 Frost Rune to cover your Runeblade in jagged ice and slash viciously at your foes. Choose 1 creature within reach of your Runeblade and up to 2 additional creatures adjacent to it and within reach of your Runeblade: make attacks with your Runeblade against each of these creatures: these attacks deal an additional 5 (1d8) cold damage.

Glacial Strike 1 Frost Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Frost Rune: If you do, your attack deals an additional 4 (1d6) cold damage. In addition, if the creature's speed is reduced to half of its maximum or less, that creature must make a Dexterity saving throw or be knocked prone. Heart Strike 1 Blood Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Blood Rune: If you do, your attack deals an additional 4 (1d6) necrotic damage, and you regain hit points equal to the necrotic damage done this way. If regaining any of these hit points would put you above your hit point maximum, you instead gain temporary hit points equal to that amount. Hoarfrost 1 Frost Rune Empowerment: 1 Action

1 Action Range: 15 feet

15 feet Duration: Instantaneous You can empower 1 Frost Rune to freeze the moisture in the air surrounding a target, covering them in a sheath of ice. The target must make a Dexterity saving throw: on a failure, the target suffers 7 (2d6) cold damage and is paralyzed for 1 round; on a success, the target suffers half that damage and isn't paralyzed. Creatures who's speed is reduced to half or less of its maximum, or who are prone, have disadvantage on this saving throw. Howling Blast 1 Frost Rune Empowerment: 1 action

1 action Range: Self (60 feet)

Self (60 feet) Duration: Instantaneous You can empower 1 Frost Rune to cause a fierce gale of freezing winds to rise up and buffet you foes. You create a line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Creatures caught in the winds are pushed back 1d6 times 5 feet and must make a Constitution saving throw and a Dexterity saving throw. A creature fails the Constitution saving throw takes 7 (2d6) cold damage, or half that on a success. A creature who fails the Dexterity saving throw is knocked prone: creatures huge size and larger have advantage on this Dexterity saving throw, and are only pushed back half the distance (rounded up). The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area: it also causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Hypercoagulate 1 Blood Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: Concentration, up to 1 minute You can empower 1 Blood Rune to cause a creature's blood to thicken, swelling their entire body. Choose a target that you can see within range: the target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw: on a success, this Runic Empowerment ends. This Ruinic Empowerment has no effect on non-organic Constructs. Icebound Fortitude 1 Blood Rune and 1 Frost Rune Empowerment: 1 action

1 action Range: Self

Self Duration: Concentration, up to 1 minute You can empower 1 Blood Rune and 1 Frost Rune to slow down your bodily functions, and harden your body against attacks. For the duration of this effect, you gain resistance to slashing, piercing and bludgeoning damage, and you no longer need to breathe. In addition, when you use this Runic Empowerment, any effects causing you to be charmed or frightened are suppressed for its duration. Infested Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Earwig Infestation. Mark for Death 1 Death Rune Empowerment: 1 bonus action

1 bonus action Range: 15 feet

15 feet Duration: 3 rounds You can empower 1 Death Rune to mark a target with Runic energy that calls to you and your Runeblade. You have advantage on all attacks made with your Runeblade against the marked target. Marrowrend 1 Blood Rune and 1 Unholy Rune Empowerment: 1 Action

1 Action Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower 1 Blood Rune and 1 Unholy Ruin: if you do, your attack deals an additional 7 (2d6) necrotic damage and the target has disadvantage on all Constitution saving throws made for 1d4 rounds.

Merciless Hunger 1 Blood Rune and 1 Frost Rune Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: Instantaneous You can empower 1 Blood Rune and 1 Frost Rune to prey upon a target, feeding off their essence and leaving them drained. The target must make a Constitution saving throw: on a failure, it suffers 3 (1d4) cold and 3 (1d4) necrotic damage, and gains one level of exhaustion, and you lose 1 level of exhaustion and regain hitpoints equal to the necrotic damage done this way. A creature who's speed is reduced to half or less of its maximum by your Death Knight abilities, or has 1 or more levels of exhaustion, has disadvantage on this saving throw. Necrotic Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Necrosis. Obliterate 1 Blood Rune and 1 Frost Rune Empowerment: 1 Action

1 Action Range: 1 melee attack

1 melee attack Duration: Instantaneous You may empower 1 Blood Rune and 1 Frost Rune, and make an attack with your Runeblade: if you do, your attack deals an additional 5 (1d8) cold damage and 5 (1d8) necrotic damage. In addition, the target is knocked back 10 feet and must make a Dexterity saving throw or fall prone. On a Pale Horse 1 Blood Rune, 1 Frost Rune, 1 Unholy Rune Empowerment: 1 minute

1 minute Range: 30 feet

30 feet Duration: Instantaneous You can empower 1 Blood Rune, 1 Frost Rune and 1 Unholy Rune to draw power from the void and mold it into a spectral steed. Steeds created this way are known as Deathchargers, and have the same statistics as a Warhorse Skeleton (MM 273), except they do not have vulnerability to bludgeoning damage, and they have an intelligence of 6. When you create a Deathcharger, you can modify its size and appearance as you see fit, as long as it remains 1 size category larger than you. Your Deathcharger serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your Deathcharger, you can make any spell or Ruinic Empowerment you cast that targets only you also target it. When the Deathcharger drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your Deathcharger at any time as an action, causing it to disappear. In either case, using this Runic Empowerment again creates a Deathcharger at its hit point maximum. You cannot have more than one Deathcharger created at a time, and creating a new Deathcharger causes your current Deathcharger to disappear. While your Deathcharger is within 1 mile of you, you can communicate with it telepathically, and it can understand any language you speak. Outbreak 1 Blood Rune, 1 Frost Rune, 1 Unholy Rune Empowerment: 1 Action

1 Action Range: 30 feet

30 feet Duration: Instantaneous You can empower 1 Blood Rune, 1 Frost Rune and 1 Unholy Rune to afflict a target with a plethora of Virulent Plagues. The target must make a Constitution saving throw: on a failure, it becomes afflicted by a number of Virulent Plagues of your choice equal to your proficiency bonus. Path of Frost 1 Frost Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: Concentration, up to 1 minute You can empower 1 Frost Rune to radiate freezing cold from your feet: while Path of Frost is active, you ignore the penalties of Slippery Ice (DMG 110), and you can walk on water and Thin Ice (DMG 110) without any issues. When you walk on water, you cause it to become Thin Ice (DMG 110) that melts after 1 minute. While you are standing on Thin Ice (DMG 110), it is treated as solid ground while you are standing directly on it. Parasitic Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Parasitic Bloom. Pestilent Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Pestilent Pustules.

Pillars of Ice 2 Frost Runes Empowerment: 1 action

1 action Range: 30 feet

30 feet Duration: Instantaneous You cause up to 4 pillars of solid ice to form, erupting upwards from points you can see in range as the moisture in the air and ground rapidly freezes. Each pillar in a cylinder with a diameter of 5 feet and a height of up to 15 feet. If the point where the pillar forms is not wide enough, the area is filled with solid ice up to the dimensions of the pillar. You can target the ground under a creature if that creature is medium or smaller: if a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. Each pillar has an AC of 10, 15 hitpoints, immunity to cold damage, resistance to piercing, bludgeoning and slashing damage, and vulnerability to fire damage. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 14 (4d6) bludgeoning damage and 7 (2d6) cold damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice): 0n a success, the creature is no longer restrained and must either move off the pillar or fall off it. Plague Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, your attack deals an additional 4 (1d6) necrotic damage. In addition, the target has disadvantage on all saves made against your Virulent Plagues for 1 round. Putrid Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Putrid Flesh. Raise Ghoul 2 Unholy Runes Empowerment: 1 Minute

1 Minute Range: Touch

Touch Duration: 8 Hours You can empower 2 Unholy Runes and touch the corpse of a small or medium humanoid, pouring Unholy Runic energy into the body, twisting its form and raising a Ghoul (MM 148). The process takes 1 minute, and at the end, the corpse has become a Ghoul that is under your control. The Goul adds your ability score modifiers to its corresponding ability scores, and increases its maximum hit points by your Death Knight level. The Ghoul acts on its own initiative count, but you determine its actions, decisions and attitude. In addition, the Ghoul's attacks no longer trigger a Constitution saving throw to resist being paralyzed. However, when you raise a Ghoul, choose 1 Virulent Plague: whenever the Ghoul succeeds on a melee attack, the target must make a Constitution saving throw against your Runic Empowerment save DC or be afflicted by that Virulent Plague. You may use Raise Ghoul to target a Ghoul you have raised with Raise Ghoul, if you do, it is restored to full health and its duration is reset to its maximum. You can only have one Ghoul raised at a time. If you raise another Ghoul, your current Ghoul rots away and turns to ash. Rebuke the End 1 Blood Rune and 1 Frost Rune Empowerment: 1 bonus action

1 bonus action Range: Touch

Touch Duration: Instantaneous You can empower 1 Blood Rune and 1 Frost Rune to force the life back into a creature who has just died; if you do, touch a target who has died within the last 5 rounds, that creature returns to life with 0 hit points and begins making death saving throws. You can’t return to life a creature that has died of old age this way, nor does Rebuke the End restore any missing body parts. Rime 1 Frost Rune and 1 Unholy Rune Empowerment: 1 Action

1 Action Range: 1 melee attack

1 melee attack Duration: Instantaneous You may empower 1 Frost Rune and 1 Unholy Rune, and make an attack with your Runeblade: if you do, your attack deals an additional 5 (1d8) cold damage and 5 (1d8) necrotic damage. In addition, the target is covered in black frost, and must make a Dexterity saving throw: on a failure, the target is restrained for 1d6 rounds, on a success the targets speed is reduced by half of its maximum (a creature's speed cannot be reduced to less than 5 this way) for 1d6 rounds.

Scarlet Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Scarlet Fever. Septic Strike 1 Frost Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Frost Rune: if you do, the target is afflicted with Black Blood. Shattering Strike 2 Frost Runes Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower 2 Frost Runes: if you do, your attack deals an additional 3 (1d4) cold damage for every 5 the targets speed is reduced by one of your Death Knight abilities, and if the targets speed was reduced to half or less, it is knocked prone; all effects reducing the targets speed caused by your Death Knight abilities (including Black Blood) end, and for every 10 the targets speed was reduced by one of your Death Knight abilities, 1 of your Frost Runes becomes a Death Rune. Shivering Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with The Shakes. Soul Reaper 1 Frost Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: Self

Self Duration: Instantaneous You may empower 1 Frost Rune and 1 Unholy Rune, and make an attack with your Runeblade: if you do, your attack deals an additional 4 (1d6) cold damage, 4 (1d6) necrotic damage and 4 (1d6) psychic damage. In addition, the target must make a Wisdom saving throw or become frightened of you for 1 minute. Spasming Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Lockjaw. Sudden Doom 1 Death Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: Instantaneous You can empower 1 Death Rune to pour energy into your other Runes. The time it takes for each of your Runes that are currently recharging (including the Rune you empowered for this ability) to recharge is decreased by 1 round. Systemic Purge 2 Blood Runes Empowerment: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You can empower 2 Blood Runes and touch a target, pouring Runic energy into them and causing them to violently reject any outside influences. The target loses 9 (2d8) plus your proficiency bonus hit points, and up to a number of poisons, diseases and mind effecting abilities equal to your proficiency bonus currently affecting them end. Tombstone Strike 2 Blood Runes Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower 2 Blood Runes: if you do, your attack deals additional necrotic damage equal to twice your temporary hit point total to both you and the target. For every 5 damage you take this way, 1 of your Blood Runes becomes a Death Rune. Tundra's Bite 1 Frost Rune Empowerment: As an attack of opportunity

As an attack of opportunity Range: Self

Self Duration: Instantaneous As part of an attack of opportunity with your Runeblade, you can empower a Frost Rune: if you do, the attack deals an additional 5 (2d4) Frost Damage, and the target must make a Dexterity saving throw; on a failure, it is knocked prone; on a success the target's speed becomes 0 until the end of the turn.

Unholy Frenzy 1 Blood Rune and 1 Unholy Rune Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: 5 rounds You can empower 1 Blood Rune and 1 Unholy Rune to fill yourself with runic energy and send yourself into a fierce rage. While under the effects of Unholy Frenzy, you make all melee attacks with advantage, and all attacks made against you have advantage. In addition, you can make a melee attack as a bonus action, and you add your proficiency bonus to damage done by your melee attacks. You cannot choose to end Unholy Frenzy early, and you cannot maintain concentration while under the effects of Unholy Frenzy. Vampiric Blood 2 Blood Runes Empowerment: 1 bonus action

1 bonus action Range: Self

Self Duration: 3 Rounds You can empower 2 Blood Runes to fill yourself with sanguine thirst, allowing you to feast on the essence of your foes. Whenever you deal slashing, piercing, bludgeoning or necrotic damage with your Runeblade or a Runic Empowerment, you regain hit points equal half of the damage dealt dealt this way; If regaining any of these hit points would put you above your hit point maximum, you instead gain temporary hit points equal to that amount. Vampiric Strike 1 Blood Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower a Blood Rune: if you do, your attack deals an additional 5 (2d4) necrotic damage, and you regain hit points equal to the necrotic damage done this way. Vile Strike 1 Unholy Rune Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower an Unholy Rune: if you do, the target is afflicted with Vile Ulcers. Virulent Strike 2 Unholy Runes Empowerment: As a melee Attack

As a melee Attack Range: Self

Self Duration: Instantaneous As part of a melee attack with your Runeblade, you can empower 2 Unholy Runes: if you do, if your attack hits, choose any number of Virulent Plagues that the target is afflicted with: the target suffers the effects of the chosen Virulent Plagues as though it had failed a save against them plus an additional 3 (1d4) necrotic damage for each chosen Virulent Plague. The target ceases to be afflicted by the chosen Virulent Plagues, and for each chosen Virulent Plague 1 of your Unholy Runes becomes a Death Rune. Wraithsight 1 Frost Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: Self

Self Duration: Concentration, up to 1 minute You can empower 1 Frost Rune and 1 Unholy Rune to enhance your vision with runic power. You can see clearly in non-magical and magical darkness, and you see invisible creatures and objects as if they were visible. In addition, you can see a faint aura around any creature or object that bears magic: you can use your action to study any of these auras and learn its school of magic, if any. You can sense magic and see these auras through most barriers, but not through more than 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Wraith Walk 1 Frost Rune and 1 Unholy Rune Empowerment: 1 action

1 action Range: Self

Self Duration: Concentration, up to 1 minute You can empower 1 Frost Rune and 1 Unholy Rune to step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss this effect. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When this Runic Empowerment ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, 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. This Runic Empowerment has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. While you are on the Ethereal plane this way, your Runes cannot recharge.

Glyphs Anathamate Whenever another creature within 30 feet of you would gain temporary hit points or regain hit points, they must succeed on a Constitution saving throw or instead gain half that many temporary hit points (rounded down) or regain half that many hit points (rounded down). Ashes to Ashes When attacking undead with your Runeblade or a Runic Empowerment, you ignore resistance to cold and necrotic damage, and treat immunity to cold and necrotic damage as resistance. Biting Cold Whenever you deal cold damage, if you are in an area of Extreme Cold (DMG 110), you can reroll those damage dice and use either result. Blood for Blood Whenever a creature deals damage greater than or equal to your character level to you with a single attack, you can make an attack against that creature with your Runeblade as a reaction. Chill of the Grave Once per round, when you knock a creature prone with an attack with your Runeblade, if that creatures speed is reduced to half of its maximum or less by your Death Knight abilities, it must make a Constitution saving throw: on a failure, it gains 1 level of exhaustion. Dark Crusade Once per round, when one or more of your Runes becomes a Death Rune, the time it takes for each of your Runes that are currently recharging to recharge is decreased by 1 round. Dark Delirium Whenever a creature fails its saving throw against 4 or more of your Virulent Plagues in a single turn, it acts as though it is under the effects of the Confusion spell for 1 round. Dead of Winter You emanate a stifling chill: whenever another creature within 30 feet of you makes a Strength or Dexterity ability check or saving throw, if its speed is reduced to half or less, it has disadvantage on that ability check or saving throw. Debilitating Infection Whenever a creature fails its saving throw against 3 or more of your Virulent Plagues in a single turn, it can only move, take a standard action or take a bonus action during its turns for 1 round. Devouring Shell When you use the Anti Magic Shell Runic Empowerment, you gain resistance to damage from spells and spell like abilities. In addition, when you roll a 4 or greater to prevent a spell from affecting you, the time it takes for each of your Runes that are currently recharging to recharge is decreased by 1 round. Feast on the Fallen Whenever you gain or expend a Death Rune, or one of your Death Runes recharges, you gain temporary hit points equal to your proficiency bonus. Foul Menagerie When you use your Army of the Damned Runic Empowerment, the corpses are instead raised as Ghouls (MM 148). In addition, the attacks of Ghouls raised this way no longer trigger a Constitution saving throw to resist being paralyzed. However, when you use Army of the Damned, choose 1 Virulent Plague: whenever the Ghoul succeeds on a melee attack, the target must make a Constitution saving throw against your Runic Empowerment save DC or be afflicted by that Virulent Plague. Frozen Center You have advantage on saving throws made against being frightened or charmed. Gathering Storm You may take an additonal reaction each round. Ghastlord When you raise a Ghoul using your Raise Ghoul Runic Empowerment, you instead raise a Ghast (MM 148). In addition to the effects of Raise Ghoul, the Ghast adds half your Proficiency bonus (rounded down) to its ability scores, and both your Constitution modifier and your Proficiency bonus to its maximum hit points. In addition, the Ghast loses its Stench ability, but when you raise it, choose an additional Virulent Plague. Whenever the Ghast succeeds on a melee attack, the target must make a Constitution saving throw against your Runic Empowerment save DC or be afflicted by both Virulent Plagues. Hungering Plague Whenever a creature fails its saving throw against 2 or more of your Virulent Plagues in a single turn, you gain temporary hit points equal to your proficiency bonus. Marrow Shield When you use the Bone Shield Runic Empowerment, its duration and AC bonus are increased by 1, and you gain temporary hit points equal to your proficiency bonus: these temporary hit points are lost when Bone Shield ends. Morbid Fascination Whenever you expend a rune, roll a d10: if the result is less than or equal to your proficiency bonus, it becomes a death rune. Murderous Intent You emanate an aura of palpable inevitability: whenever another creature within 30 feet of you makes a saving throw, that creature subtracts 1 from their roll for every saving throw they have failed in the last minute, up to an amount equal to your proficiency bonus. Pandemic Any creature afflicted by 6 or more of your Virulent Plagues at once has disadvantage on saving throws made against your Virulent Plagues.