Death Knight Wrapped head to toe in soot-blackened armor, the warrior raises the flail she holds in her hand. At a word, the weapon bursts into flame and crashes upon the hapless orc she faces. Their body ignites for a moment, before exploding so violently that nothing remains of it but ash. The warlord steps forward menacingly, a mighty ghoul growling hungrily at his side. He runs a rune-encrusted greatsword through the quavering soldier standing in his path. At a word, the slain human's body rises again as a skeleton in his killer's growing army. Laughing maniacally, a dwarf weaves between his foes' attacks, leaving them to strike each other in the confusion. His weapon rings with maddening power as it spreads a disease of panic and turmoil through the warriors around him. Ignoring the half-dozen arrows piercing her armor, the elf raises her shield in a flash of light. Her curved sword deftly cuts into the blinded orcs that had moments ago been menacing the peasants she had pledged to protect. The death knight is a dominating presence on the battlefield. Where the fighter finds victory through martial mastery and pure skill, and the barbarian overcomes obstacles with sheer tenacity, the death knight wields the terrible powers of death to accomplish mighty deeds. Their role is on the front line, providing support through protection or crowd control effects, filling the battlefield with minions, or else overwhelming a foe with damage. Soldiers in a Cult of Death A death knight is a warrior that draws its power from the unrelenting powers of death. Whether for good or evil, they know that no matter the combatants, death is always the victor. This power manifests in unique abilities that are in some way associated with that everlasting power. Additionally, death knights are famous for their runic blades: weapons that have been empowered with magical energies to wield far more power than normal weapons of their kind could ever possibly muster. The combinations of these powers make death knights formidable indeed. A death knight's greatest strength is at the front line of a battlefield. Very few have many options for ranged combat, and even fewer will use those options when presented with the opportunity to close into close grips with a foe. Some pmay attempt to protect allies, forstalling the doom that is the fate of all living things as long as possible, while others desire only to mete out as much devastation as they can possibly manage with swaths of powerful attacks and brutal, personal combat. Warlords and Knights Errant Death knights are often well organized, following orders of superior officers while directing hosts of undead minions and non-death knight acolytes into battle. Like paladins, many quest on long missions, though often at the command of their superior officer. This support structure is often invaluable to a death knight, for outside of friendly territory, few such warriors are welcomed by the common folk, though some are known as martyrs, bringing hope through their sacrifices rather than harbingers of absolute doom. A death knight's mission is as varied as the motivations of their commanders or liege lords. Some may simply be gathering information, plying the dark charisma that their powers grant them to influence the people around them. Others might be exacting vengeance for some wrong committed against them or their order, while yet others may seek to protect their interests or those of their masters beyond the walls of their enclaves. Very few have no mission as they travel the world. Such rare examples are terrifying storms of destruction. bringing ruin to the world as only they know how. Any death knight seen away from his enclave can be assumed to be on some far-ranging mission. Implacable and unrelenting, one of the fastest ways to die is to impede the progress of their commission, and many, especially the knights of chaos are known to take special care to make examples of individuals or organizations that get in their way. Creating a Death Knight When making a death knight, consider how your character came to join one of the death knight cohorts. Possibly he lived on the fringe of society, where death was so commonplace that a cult grew up around making the most of it. Or perhaps the concept is central to your homeland's culture, like in Eberron's Karnathi nation. Maybe you were picked up at a young age by a cadre of death knights seeking to expand their ranks. Maybe you were part of a more mundane order, but was betrayed and left for dead: becoming a martyr to your fellows and setting a new example in the only way you knew how. Or maybe you are among the rare few who don't swear loyalty to a commander and simply follow the cause of bringing death to those around you. How high up are you in your chain of command? Do you keep in contact with your superiors, or are you trusted to go on long quests, cut off from your fellows for extended periods of time? Or, if you do adventure without any higher command, were you part of a greater organization, or have you always been a lone example of your kind?

The Death Knight Level Proficiency Bonus Features Runic Blade Dice Bonus Runes 1st +2 Death Knight Abilities, Death Sight 2d6 0 2nd +2 Fighting Style, Interrogate the Fallen 2d6 1 3rd +2 Knightly Order, Runic Blade (Damage Type), Otherworldly Resilience 2d6 1 4th +2 Ability Score Improvement 2d6 2 5th +3 Knightly Order Feature 2d6 3 6th +3 Runic Blade (Death Mark) 3d6 3 7th +3 Empowered Bone Armor, Knightly Order Feature 3d6 4 8th +3 Ability Score Improvement 3d6 5 9th +4 Improved Wraithwalk 3d6 5 10th +4 - 4d6 6 11th +4 Greater Wraithwalk 4d6 7 12th +4 Ability Score Improvement 4d6 7 13th +5 - 4d6 8 14th +5 Greater Bone Armor 5d6 9 15th +5 Knightly Order Feature 5d6 9 16th +5 Ability Score Improvement 5d6 10 17th +6 Greater Death Mark 6d6 11 18th +6 Knightly Order Feature 6d6 11 19th +6 Ability Score Improvement 6d6 12 20th +6 Apocalypse Blade, Eternal Runes, Undying Warlord 6d8 13 Quick Build You can make a death knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the soldier background. Class Features As a death knight, you gain the following class features. Hit Points Hit Dice: 1d10 per your death knight level

1d10 per your death knight level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per death knight level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two skills from Animal Handling Athletics, History, Insight, Religion, Deception, and Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) an explorer's pack or (b) a dungeoneer's pack

chain mail and rank insignia for your order Death Knight Abilities You use Charisma as your base ability for any class abilities that require a spell attack roll. Additionally, some of your death knight abilities require a target or targets to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Ability save DC = 8 + your proficiency bonus + your Charisma modifier

Runic Power Death knights are infamous for the powerful runes they carve into their weapons and armor. These devices make their already mighty weapons truly devastating. The power of these runes may be spent in order to gain mighty effects. This power is represented by the number of Runes a knight has available. A death knight's maximum runes is equal to their Charisma modifier plus the number of bonus Runes as determined by their death knight level, as shown by the Bonus Runes column on the Death Knight table. You can spend these Runes to fuel various Runic features. You start known three such features: Runic Blade, Bone Armor, and Wraithwalk. You learn and improve more Runic features as you gain levels in this class. When you expend a Rune, it needs to be recharged before you can use it again. You can recharge up to half your maximum runes (rounded up) when you finish a short rest or all of your runes when you finish a long rest. You must spend at least 30 minutes of the rest meditating to regain your Runes. Runic Blade Once per turn, when you hit a hostile creature with a melee attack, you can choose to spend a rune to empower the damage you deal. When you use this ability, you deal an additional 2d6 damage of the same type as the weapon you are using. This damage is magical for the purpose of resistances, vulnerabilities, and immunities. Your Runic Blade bonus dice increase by one die at 6th, 10th, 14th, and 17th level. Bone Armor You can spend a reaction and two runes in response to an attack made against you to sheath yourself in a bone-like armor, increasing your AC by an amount equal to your Charisma modifier against that single attack. Wraithwalk You can spend a bonus action and one rune to increase your movement speed by 10 feet for the next two rounds. Your movement during the duration of Wraithwalk does not provoke attacks of opportunity. You cannot activate Wraithwalk again while still enjoying the benefits of a previous activation. Death Sight The presence of both living and dead are like beacons of light and darkness to your senses. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know whether anything that you can see within 60 feet of you is living, dead, or undead. You may use this ability a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take the same fighting style more than once, even if you later get to choose again. Blind Fighting Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception When a creature you can see hits a target within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Tunnel Fighter You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Melee-only Fighting Styles The fighting styles that the death knights have access to are intentionally melee-only. If you want to include styles from other sources, avoid giving them access to options to increase their ranged abilities. It is a rare death knight that would rather attack at range rather than close with the enemy. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple ,you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. Interrogate the Fallen Starting at 2nd level, you gain the ability to ask a single question of fallen creatures. As an action, you may target a creature that has died no more than 24 hours ago. That creature must answer one question you ask of it, and if it fails a Wisdom saving throw, it must answer the question honestly. You may use this ability a number of times equal to your Charisma modifier per long rest, but only once per corpse. Death Knights' Order When you reach 3rd level, you offer fealty to the traditions of an order of death knights, learning their secrets and gaining the unique powers they wield. Up until this time, you have been in training, proving your worth to these mighty units of warriors. Now you choose from the Blood Knights, Chaos Knights, Knights of the Cinder, Knights of the Frozen Throne, Knights of the Sacred Martyr, Knights of the Undead Legion, or Einherjar all detailed at the end of the class description. Your choice grants you features at 3rd level, again at 5th, 7th, 15th, and 18th level. Those features are in addition ot the ways your choice influences your basic class abilities. Runic Blade: Damage Type When you select your fealty, you gain the ability to deal a different type of damage with your runic blade. From this point on, whenever you use runic blade, you may choose the bonus damage to be a type unique to your Knightly Order instead of the normal weapon damage the bonus dice would deal. Runic Blade Damage Type Knightly Order Damage Type Blood Knights Necrotic Chaos Knights Psychic Knights of Cinder Fire Knights of the Frozen Throne Cold Knights of the Sacred Martyr Radiant Knights of the Undead Legion Necrotic Einherjar Lightning Otherworldly Resilience By 3rd level, your regular encounters with the very forces of death make you immune to disease. 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. Runic Blade: Death Mark Starting at 6th level, before a creature is dealt damage by your Runic Blade ability, it becomes marked for death, receiving a Death Mark that lasts until the end of your next turn. If a marked target is reduced to 0 hit points, an effect triggers depending on your choice of Knightly Order. Blood Knights. You absorb the life force of the marked creature, gaining temporary hit points equal to your Runic Blade bonus damage. These temporary hit points last for 1 minute or until depleted. Chaos Knights. Creatures other than you within 5 feet of the marked target must make a Wisdom saving throw or be confused for 1 round, as the spell. Knights of Cinder. The marked creature explodes, dealing fire damage equal to your runic blade bonus damage to all creatures other than you within 10 feet of the slain creature. Knights of the Frozen Throne. The target is frozen solid, leaving a square of impassable terrain. Creatures other than you that are adjacent to the slain target must make a Strength saving throw or be Restrained until the end of your next turn. The frozen corpse remains for 1 minute before crumbling to rubble. It can be destroyed prematurely and has 10 AC, hit points equal to twice your death knight level, and resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. Knights of the Sacred Martyr. You heal one ally within 30 feet of the slain target for an amount equal to your runic blade bonus damage. You cannot be healed by this effect. Knights of the Undead Legion. A skeleton warrior under your control appears in the space the slain creature once occupied. It remains under your control, and lasts until reduced to 0 hit points, or for one minute, whichever comes first. You can control a number of such minions equal to your Charisma modifier. Einherjar. You may teleport in a flash of light, ending in a space adjacent to a creature within 30 feet. You may also spend a rune to make a free attack on that creature. Empowered Bone Armor Beginning at 7th level, If you activate bone armor and take damage from an attack before the end of your next turn, you may spend a rune to cause the Bone Armor to trigger with a special ability Blood Knights. You take half damage from this attack and regain 1d8+ your Charisma modifier. Chaos Knights. Select a target creature within 10ft of your attacker. The target takes damage equal to the damage dealt to you, of the same type. Knights of Cinder. You deal fire damage equal to your runic blade bonus damage to all other creatures within 10 feet of you. Creatures within the area may make a Dexterity saving throw for half damage.

Knights of the Frozen Throne. Subsequent attacks from adjacent enemies are made at disadvantage until the end of each affected creature's next round as their bodies are numbed by the elemental explosion. Knights of the Sacred Martyr. Give a single ally within 30 feet of you temporary hit points equal to the damage taken from the attack. These temporary hit points last a minute or until depleted, whichever is sooner. Knights of the Undead Legion. Take half damage from the attack. Until Empowered Bone Armor triggers (or its duration expires), your minion has resistance to all non-radiant damage. Einherjar. You may retaliate against the creature that damaged you by making a single attack. If this attack is outside your melee reach, it deals lightning damage instead of its normal damage types. Improved Wraithwalk Beginning at 9th level, Wraithwalk gives you the ability to ignore most terrain for its duration. During that time, you can ignore difficult terrain, pass through hostile targets, and walk on liquids as if they were solid ground. Greater Wraithwalk Your wraithwalk ability improves at 11th level. When you activate it, you may spend an extra Rune to gain an additional effect depending on your knightly order. Blood Knights. Your form saps your foes' vitality. When you pass through an enemy creature's space, it must make a Constitution saving throw or gain a level of exhuastion. A creature may only be affected by this ability once per activation of Greater Wraithwalk. Chaos Knights. You may pass through objects as though using a gaseous form effect. Additionally, attacks made against you are at disadvantage for the duration of the effect. Knights of Cinder. You become a ghost made of terrible spiritual fire, leaving a trail of flames in your wake. Upon activating Greater Wraithwalk, leaving a square creates an area of fire that deals 2d12 fire damage to any creature other than you that enters or begins its turn in this space (it cannot take damage from your Greater Wraithwalk twice in the same turn). Creatures that take damage by moving through this fire may make a Dexterity saving throw for half danage. These flames last for a number of rounds equal to your Charisma modifier after your Wraithwalk ends. Knights of the Frozen Throne. All your attacks deal cold damage for the duration of wraithwalk. Additionally, you leave a trail of ice over bodies of water that can be traversed by others. So long as you end your move on a surface you can stand on, you can cross over empty air, leaving a similar trail behind you. This trail disappears at the end of your wraithwalk ability. Knights of the Sacred Martyr. You become a glowing spirit of light. Enemies you end a turn adjacent to, or whose square you pass through must make a Constitution saving throw or be blinded for a number of rounds equal to your Charisma modifier. A creature forced to make such a save is immune to this effect until the start of your next round. Knights of the Undead Legion. Your undead minion also gains the effect of wraithwalk. Additionally, you or your minion may use your movement under Wraithwalk to teleport to an empty square adjacent to the other. Einherjar. You become a supernaturally fast avatar of battle. For the duration of your Wraithwalk, you speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity Saving Throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action. None of these bonuses stack with the bonuses provided by the haste spell. Greater Bone Armor At 14th level, your Bone Armor lasts until the end or your next turn or until you take damage from any attack. Greater Death Mark Beginning at 17th level, your death mark ability now lasts for a number of turns equal to your Charisma modifier. Apocalypse Blade At 20th level, the bonus dice from your Runic blade become d8s. Eternal Runes When you reach 20th level, whenever you roll initiative, if you have expended all of your runes, you may regain four runes for free. Undying Warlord At 20th level, you cannot die in battle. If you would be killed, your body discorporates with all of your belongings and you reappear 1d4 days later somewhere within a mile of your location at death. This ability does not happen if you are unable to be resurrected, and can be cancelled by use of an effect such as a wish spell.

Knightly Orders The powers of death manifest themselves in different ways, and each of those manifestations are honored by a different cohort of death knights. Some seek to bring about more devastation and misery, while others seek to control the powers of death. Yet others look to its causes and tap the primal powers that end life. Blood Knight With their powerful connection to necromantic powers and their aristocratic nature, Vampires are naturally inclined to have their own take on knighthood. Such vampires, and those who serve them, draw power from the vital fluids that course through their foes' veins, growing stronger and harder to kill as they sap the strength of their enemies. These knights take great pride in their appearance often wearing elaborate plate armor draped in dark red robes, demanding servants to carry their standards for them as they stride into battle. Haughty, distant, and calculating, one can be sure that a blood knight is always looking for a way to turn the smallest thing to their advantage. Draining Rune Upon selecting this knighthood, you gain the ability to channel runic power to suck the life from your foes. You may spend a rune as an action to make a melee spell attack. If it hits, you deal necrotic damage equal to your Runic Blade damage dice + your Charisma modifier and gain Advantage on all attack rolls until the end of your next turn. You may use Runic Blade to empower this ability further by spending an additional rune. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Death Grip At 5th level, your very touch can seize a foe's blood in their veins, slowing their ability to move. Whenever you make a successful unarmed attack or a melee spell attack, the target must make a Strength saving throw or have its movement speed reduced by half for one round. Pure Veins Your control of your own blood and connection to necromantic powers grants you immunity to many dangerous effects. Starting at 7th level, you become immune to critical hits, hit point drain, and the poisoned condition. Additionally you gain resistance to poison damage. On Blood-Stained Wings Beginning at 15th level, your connection to vampiric influences gives you a pair of blood-red bat-like wings that can fold over your body like a cloak. These wings give you a fly speed of 30 feet, which can be increased by your Wraithwalk ability. Sanguine Sirocco At level 18, you become capable of drawing in the life force of enemies all around you in a bloody wind. As an action, you may target any number of creatures within 20 feet of you. These creatures have their maximum hit point total reduced by 3d6 for 24 hours unless they succeed a Constitution saving throw. Additionally you regain use of an expended rune for each creature that loses its hit point total in this way. You may use this ability 3 times per long rest. Alternatively, as an action, you may spend 5 runes to regain a use of this ability. Chaos Knight While most death knights channel the powers of death, few are as dedicated to the destruction of life for its own sake than Knights of Chaos. Devoted to ruinous powers that grant them the means to break down the bonds of civilization, they seek to leave anyone unworthy of their mad gods dead on the battlefields, using their corrupting influence to spread terror and madness as they do so. Knights of chaos are the most dispersed of the orders of death knights. Often, they operate independently, or even are gaining powers on their own separate from the usual support structure the normally regimented death knights like to adhere to. Unfortunately for the peace of mind of those that encounter them, Chaos knights rarely wear any insignia other than trophies of the creatures they have slain, making it hard to tell if such a knight is a lone warrior, or a harbinger of horrors to come. Cower the Weak Starting at 3rd level, when you deal psychic damage to a creature, you may attempt to turn it. That creature makes a Wisdom saving throw against you Death Knight ability DC. If it fails, it must spend its next move and action to move as far away from you as possible. If you spend a rune when you choose to use this ability, you may instead attempt to turn all creatures dealt psychic damage by you this turn. Destructive Hand When attacking objects or constructs, your weapon damage is increased by 1 die. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. March of Entropy Starting at 5th level, your speed increases by 5 feet. This increase stacks with any bonus granted by Wraithwalk. Mad Gods' Blessing By 7th level, your devotion to the forces of chaos grant you power and resiliency. Add your Proficiency bonus to all saving throws and weapon damage. This bonus damage is psychic damage.

Sow Disorder Starting at 15th level you can ward the weak willed away from your. You may spend 2 Runes to temporarily mind control an enemy as a bonus action or reaction in response to a declared attack. Should they fail a Wisdom saving throw, they move up to half their speed away and attack a creature of your choice. Using this as a reaction disrupts the target's attack. An affected creature may attack itself, but must roll an attack roll against its own AC for the self-harm to be successful. Tendrils of Madness By 18th level, you are an eternal source of pure madness. As an Action, send surrounding targets into a fratricidal rage, causing them to attack any target friendly target (if this effect targets your allies, they will not attack you). All creatures within 10 feet must make a Wisdom saving throw or be so affected for 5 rounds. At the end of each turn, a creature may make another save to try and break this effect. Any attacks that land while under the influence of this madness apply your death mark. You may use this ability 2 times refreshing at the end of each long rest. You may use this ability 3 times per long rest. Alternatively, as an action, you may spend 5 runes to regain a use of this ability. Knight of Cinder What is more final than the funeral pyre? It consumes all, leaving only ash in its wake. Knights of the Cinder embody this terrible calling, leaving only the burned corpses of their foes behind them. Their focus is on dealing fire damage like a wild fire, spreading it around until nothing is left to oppose their will. Cinder Knights are often indiscriminate in their missions accepting collateral damage as the necessity of their cause, and are noted for their egalitarianism among Death Knights. After all, fire burns all equally. Often, they wear armor marked with soot and char marks, and choose to color their flames as a sort of dangerous heraldry to mark which orders they belong to. Blazing Brand At 3rd level, you may spend a bonus action to place a blazing brand on any target that has taken fire damage from a source you control this round. Branded targets take 1d4 fire damage on the end of each of your turns for a number of rounds equal to your Charisma modifier. Affected targets may make a Dexterity saving throw as a bonus action to put it out prematurely. A marked target may not receive another blazing brand until the current one expires. Nor does the damage from blazing brand count for activating a new blazing brand. Blazing Brand's damage increases to 1d6 at level 6, 1d8 at level 10, 1d10 at level 14, and 1d12 at level 17. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Searing Touch Starting at 5th level, instead of attacking, you may make a melee spell attack that deals 1d4+ your Charisma modifier. Additionally, you may use the flames your hands can create to light fires and manipulate nonmagical flames as an action, as though you were casting the control flames cantrip. All is Ash At 7th level, your fire damage ignores resistance and fire immunity only counts as resistance to any of your fire damage. All will burn at your hands. Firey Burst Beginning at 7th level, instead of making an attack you may spend a Rune to inflict fire damage equal your Runic Blade bonus dice to every creature within five feet of you. Any creature caught in this area may make a Dexterity saving throw to avoid taking this damage. This range increases to 10 feet around you at level 13. Cremation Furnace Starting at 15th level, whenever you spend a bonus action to use blazing brand, all creatures you damaged since your last turn are marked. Contagion of Flame At 18th level targets damaged by your death mark's effect recieve a death mark of their own. Knight of the Frozen Throne Cold as the soul-crushing winter, Knights of the Frozen Throne wear their enemies down by freezing them in place. Their power comes from absolutely controlling the battlefield around them until their enemies are buried in tombs made of ice. They fight best with a team that can make use of their ability to hold foes in their place, and the closer a foe is to them, the less likely they will ever be able to run away. Knights of the Frozen throne are implacable foes to their mission, willing to take time to reach their objectives with a sense of inevitability. Their armor, often trimmed for the bitter cold they generate, and usually the thick winter cloaks they wear are adorned with the heraldry of their specific order. Freezing Blade When you choose this knighthood at 3rd level, you may spend a bonus action to attempt to freeze creatures that you have dealt cold damage during this round. Those creatures must make a Strength saving throw or be Restrained for a number of rounds equal to your Death Knight level. A creature so affected may use an action to make a Strength saving throw to end that effect early. Shatter At 3rd level, as a bonus action, you can prematurely end a Restraining effect on a target that you created to deal slashing damage equal to your Runic Blade bonus damage. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

White Walker Starting at 5th level, you are are immune to difficult terrain created by sources of ice, snow, or slush. Additionally, you are no longer affected by extreme cold environments. Frost Lance Beginning at 7th level, you may create a deadly frozen spear that can transfix a foe at short range. As an action, spend a Rune to make a ranged spell attack against a target within 60 feet of you. If you hit, you deal 1d8+ your Charisma modifier in piercing damage, and may choose to apply your Runic blade to this attack. Additionally, when the attack hits, a target must make a Strength saving throw or be Restrained as it becomes transfixed by the lance. This saving throw is made at Disadvantage if the target is adjacent to a wall or other solid, impassable object as the conjured spear forcibly attaches them to that surface. A creature so restrained may spend an action to make another Strength saving throw to break free. Freeze the Mind At 15th level, your Restraining effects are now resisted by the lower of the target's Strength or Wisdom saving throws. Blizzard of Torment Starting at 18th level, you can create a terrible blizzard to batter your foes. As an action, choose a 20 foot radius sphere within 100 feet of you. That area becomes covered in fearsome blizzard counting as difficult terrain with the following added effects. Creatures within the area or looking into the area have disadvantage on ranged attack rolls and Perception checks. Creatures within the storm take 4d8 cold damage each round they are within its area. This ability lasts for 1 minute, and you are unaffected by your own blizzard of torment. You can use this ability only once per long rest. You may use this ability 3 times per long rest. Alternatively, as an action, you may spend 5 runes to regain a use of this ability. Knight of the Sacred Martyr Not all those who channel the power of death are without virtue. The Knights of the Sacred Martyr have found a higher calling, either in the service to Saints who have died nobly, or as such individuals themselves. Their mission is the well-being of their allies and of the faithful, giving them the tools to heal and protect those in need. Even so, they might still be dour arbiters of holy law, acting as the judges of divine will: deciding who must live, and who must die. The knights of this order are some of the most disciplined and selfless of death knights, though their zeal manifests differently depending on their order's specific traditions. Some are shining paladins of virtue, wearing gold armor and silver cloaks to inspire those around them, others are grim, bloodied warriors made dour by their long struggle against the inequities of the world. Universally, however, they are protectors of the weak, and defenders of the helpless. Grim Blessing When you choose this knighthood at 3rd level, you gain become blessed wit the ability to heal wounds with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your death knight level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize on poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Grim Blessing, expending hit points separately for each one. This feature has no effect on undead and constructs. You cannot use it to heal yourself. Martyr's Benediction Starting at 3rd level, you may spend a Rune as an action to cast bless as a first level spell, except that it affects a number of creatures equal to your Charisma modifier. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Rally the Faithful While usually as grim as other death knights, the Knights of the Sacred Martyr often remain a symbol of hope for those around them and take a role as leaders within their community. At 5th level, you gain proficiency in Deception, Intimidation, or Persuasion, or Expertise in one of those skills you are already proficient in. Loyalty Beyond Death Starting at 7th level, you can cast revivify at no cost once per long rest. You are also immune to fear effects and cannot be charmed. Righteous Retribution At 15th level, as a bonus action, you may spend two Runes to mark a number of allies within 10 feet of you equal to your Charisma modifier. Until the end of your next turn, if any of those allies take damage, you deal radiant damage equal to your Runic Blade bonus dice to the source of that damage. Additionally, you gain advantage on all attack rolls against that creature until the end of your next turn. Unliving Saint Starting at 18th level, you can become a living embodiment of holy protection. As a bonus action, create an aura of light extending 30 feet around yourself that lasts for 1 minute. This area is considered bright light, and all allies within are immune to fear and resistant to physical damage. You may use this ability once per short rest.

Knight of the Undead Legion The powers of death are tantalizing to great and terrible warlords. Who wouldn't be drawn to the allure of having mindlessly fanatical soldiers who never need to eat, never feel fear, and can never be convinced away from their directions. Such is the appeal to those who call themselves Knights of the Undead Legion. They are always followed by a powerful undead minion and have the means to make more in battle. Undead Minion At 3rd level, you learn to use your power to createa powerful bond with a mighty undead servant. With 8 hours of work and the expenditure of 50 gp with of rare reagents and gems, you call forh a shambling mockery of life to serve as your faithful companion minion. You may normally select from among the following undead: a crawling claw, a gnoll witherling, a shadow, a skeleton, a warhorse skeleton, or a zombie. However, your DM might pick one of these for you, based on the circumstances of recent battles, or what might be dead in a local midden. At the end of the 8 hours, your undead minion appears and gains all the benefits of your Minion's Bond ability. You can have only one undead minion at a time. If your undead minion is ever destroyed, the magical bond you share allows you to return it to unlife. With 8 hours of work, and the expenditure of 25 gp worth of rare reagents and gems, you can create a new body for it. You can return an undead minion to unlife in this manner even if you do not possess any part of its body. If you use this ability to return a former undead minion to unlife while you have a current undead minion, your current minion crumbles to dust and is replaced by the restored minion. Minion's Bond Your undead minion gains a variety of benefits while it is linked to you. The minion loses its Multiattack action if it has one. The minion obeys your commands as best it can, and you can command it without speaking. Additionally, it shares your initiative roll. If you are incapacitated, it follows your most recent orders to the best of its ability. Your minion has abilities and game statistics determined in part by your level. Your minion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an undead minion also adds its proficiency bonus to its AC and to its damage rolls. Your undead minion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your undead minion gains an additional hit die, and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your minion's abilities also improve. Your minion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your minion can't increase an ability score above 20 uisng this feature unless its description specifies otherwise. Your minion shares your alignment, and has a personality trait and a flaw as it develops quirks under your control. Your minion shares your ideal and its bond is always “the death knight who commands me is my master that I will serve to the utmost of my ability.” You may channel your runic blade through your undead minion's attacks and you may activate bone armor to protect your minion rather than yourself. Coordinated Attack Beginning at 5th level, you and your undead minon form a more potent fighting team. When you use the Attack action on your turn, if your minion can see you, it can use its reaction to make a melee attack. Unliving Kindred At 5th level, you become so suffused with undeath that you may choose to count as undead for the purposes of detection or other effects. Macabre General Starting at 7th level, any skeletons under your control add your proficiency bonus to their attack, damage, and saving throw rolls, and gain a number of hit points equal to your proficiency plus your Charisma modifier. Rune of Repair At 7th level, you may spend a Rune as a bonus action to heal your Undead Minion for an amount equal to your Runic blade bonus damage. Field Marshal of the Dead Beginning at 15th level, whenever you make the attack action, you may choose to give up one of your attacks to allow any number of skeleton warriors under your control to make a free attack at up to one creature in range. Once per turn, you may use your Runic Blade through skeleton warrior sunder your control as though they were your undead minion. Frenzied Undead At 15th level, your undead minion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Tide of Flesh and Bone Beginning at 18th level, all undead under your control apply death marks with their attacks. The number of skeletons you may control is now equal to three times your Charisma modifier. As an action, you may spend 4 runes to create five skeleton warriors under your control. They may immediately act and last for one minute.