Paladin: Oath of the Death Knight

A death knight was a mighty undead warrior created by gods of death or other malevolent forces. They were most commonly created from evil humanoids who in life had been paladins fallen from grace.

OATH SPELLS

You gain oath spells at the paladin levels listed.  
Paladin Level Spells
3rd Command, Inflict Wounds
5th Darkness, Hold Person
9th Fear, Vampiric Touch
13th Find Greater Steed (Nightmare), Blight
17th Cone of Cold, Hold Monster

CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hellfire Orb. As an action, you thrust your holy symbol forwards, and fire a sphere of black and red flames towards a point within 120 feet of yourself that you can see. Creatures within 20 feet of the point must make a Dexterity saving throw, taking 4d6 fire damage and necrotic damage equal to your paladin level on a failed saving throw, or half on a success.
Bound Weapon. As a bonus action, you brandish your holy symbol and shout a command word, forming a dark weapon in your hands (choosing from the weapon list), made of dark energy, for 1 minute. Only you can wield this weapon, and it deals an extra 1d8 necrotic damage. When you let go of the weapon, it disappears, but you can bring it back to your hands as a bonus action. If you are attuned to at least one magic melee weapon, you can choose for your magic weapon to become your bound weapon.

UNHOLY SMITE

At 3rd level, this feature replaces Divine Smite.
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal necrotic damage, in addition to the weapon's damage. The extra damage is 2d8 for a 1st‐level spell slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The total damage increases by another 1d8 if the target is a celestial, a Good-aligned fey, a Good-aligned dragon, a Good-aligned Cleric, or a Good-aligned Paladin.

UNDEAD WARRIOR

At 3rd level, your status as an undead grants you a few new benefits. Your creature type is now also undead and you are immune to effects that turn undead. You are resistant to necrotic and poison damage and have advantage on saves against being poisoned. You also do not need to breath, eat, drink, or sleep. When you take a long rest you instead enter a state of inactivity where you are aware of your surroundings but have disadvantage on perception checks during.

AURA OF FEAR

Starting at 7th level, any hostile creature that starts its turn within 5 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to this effect for the next 24 hours.
At 18th level, the range of this aura increases to 10 feet.

IMPROVED UNHOLY SMITE

At 11th level, this feature replaces Improved Divine Smite.
By 11th level, you are so suffused with Evil that all your melee weapon strikes cause necrotic damage. When you hit with a melee weapon, the target creature takes an extra 1d8 necrotic damage. lf you also use your Unholy Smite, this damage adds to the extra damage of the Unholy Smite.

UNDYING SENTINEL

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

AVATAR OF DEATH

At 20th level, as an action, you channel forth the reaper itself to become an icon of doom, for 1 minute. During the duration, you gain the following benefits:
  • Your gain the benefits of your Bound Weapon Channel Divinity option.
  • You are immune to necrotic and poison damage, and cannot be poisoned.
  • When you reduce a creature to 0 hit points, you restore hit points equal to the creature's number of hit dice.
After using this feature, you must take a long rest before doing so again.

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