Death Knight Class
Death Knight Class
Death Knight Class
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DEATH KNIGHT
CLASS FEATURES
The Death Knight
towering figure clad in dark armor strides
A
confidently into the fray, his glowing eyes The Dark Side
scanning the battlefield with icy A Death Knight is born of tragedy. They may have lost a
determination. He is a Death Knight, a loved one, a cherished home, or an entire way of life. In
cursed champion risen from the dead and their grief and despair, they turn to the darkest of
infused with dark powers beyond mortal magics, swearing allegiance to a powerful deity of death
comprehension. or undeath. They are reborn as warriors of the undead,
With his runeblade in hand, the Death Knight cuts their bodies transformed into vessels of dark magic and
through his enemies with a lethal precision that defies their souls bound to serve their chosen deity.
explanation. His armor seems impervious to harm, Through their dark rituals and training, a Death
deflecting blows that would fell lesser warriors. But it is Knight hones their skills in battle and learns to harness
his mastery of death magic that truly sets him apart. the power of death and decay. They are masters of the
With a wave of his hand, the Death Knight can art of war, with a fierce determination to prove
summon spectral minions to fight at his side, or drain themselves against the deadliest foes.
the very life force from his foes to heal his own wounds. For a Death Knight, the risks are great, but so are the
He can unleash a wave of unholy energy that sends his rewards. They have the opportunity to claim powerful
enemies reeling, or call forth the spirits of the dead to weapons and armor, as well as to attain new heights of
fight once more in his service. strength and power. But the greatest reward for a Death
Though his powers may be tainted by darkness, the Knight is the chance to serve their chosen deity and to
Death Knight fights not for glory or personal gain, but to prove themselves in battle, emerging victorious over all
redeem himself and make amends for his past sins. He who stand in their way.
knows that his path is a difficult one, fraught with
danger and temptation, but he also knows that he is the
only one who can walk it.
Whether he fights for the greater good or for his own
redemption, he will not rest until his enemies lie broken
at his feet.
Death & Decay
The Death Knight is a fearsome undead warrior who
harnesses the powers of death and darkness to destroy
their enemies. They possess a variety of abilities that
make them both versatile and lethal in combat.
Death Knights are proficient in wielding a variety of
weapons, from swords to axes to polearms, and can
switch between them with ease. Additionally, they have
mastered the use of dark magic to supplement their
physical attacks, allowing them to strike at their
enemies with deadly precision.
In terms of defense, Death Knights are skilled in
wearing all forms of armor and can use their dark
powers to bolster their physical resilience. They can
also raise undead minions to fight alongside them,
providing additional protection and distraction in battle.
The true strength of a Death Knight lies in their
ability to specialize in a specific style of combat. Some
Death Knights focus on dealing massive amounts of
damage through the use of dark magic, while others
specialize in summoning and controlling undead
minions to do their bidding. Others still use a
combination of brute strength and tactical cunning to
outmaneuver their enemies.
5
Creating a Death Spellcasting Ability
Knight Spell save DC = 8 + your proficiency bonus + your
As you create your Death Knight, consider the darkness Charisma modifier
that has shaped them. What fell power granted them Spell attack modifier = your proficiency bonus + your
undeath and evil strength? Were they once a proud Charisma modifier
paladin who fell from grace, corrupted by the very evil
they once fought? Or a vengeful warrior seeking power Equipment
You start with the following equipment, in addition to
at any cost to fuel their wrath? the equipment granted by your background:
Death Knights do not seek glory or honor, but power
and destruction. Their combat training was a means to chain mail
an end, a way to survive long enough to be corrupted (a) two simple weapons or (b) a greatsword or (c) a
and granted more lethal gifts. Their armor and greataxe
runeblade are imbued with foul magic, remnants of the (a) a dungeoneer’s pack or (b) an explorer’s pack
evil they now serve.
Every Death Knight was once human, with hopes and
loves now distant memories. But in embracing undeath,
they gained terrible strength and the thirst for souls that
can never truly be quenched. They walk a line between
life and death, light and darkness, abandoning the living
world that rejected them.
Their skills and gear are not trophies of past battles,
but tools to achieve the dark destiny before them. The
runes carved in their blade call forth horrors from
beyond, and their armor protects them only so they may
inflict more death. Through slaughter they gain power,
and the more death they bring, the stronger their dark
master’s influence grows. Remember, though once
human, your Death Knight has embraced unlife. Seek
not honor or redemption, but rather to spread death and The Death Knight
fear, fueling the darkness within you with each soul you
claim. Level
Proficiency
Bonus Features
Rune
Die
1st +2 Runes, Specialization Feature 1d4
2nd +2 Runic Power, Death Strike 1d4
Class Features 3rd +2 Raise Dead 1d4
As a Death Knight, you gain the following class features 4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack, Specialization 2d4
Hit Points Feature
Hit Dice:1d10 per Death Knight level 6th +3 Presences of the Death Knight 2d4
10 + your Constitution modifier
Hit Points at 1st Level: 7th +3 Death Grip, Anti-Magic Shell 2d4
Hit Points at Higher Levels:1d10 (or 6) + your 8th +3 Ability Score Improvement 2d4
Constitution modifier per Death Knight level after 1st 9th +4 Specialization Feature 3d4
Proficiencies 10th +4 Runeforging 3d4
Weapons: Simple weapons, martial weapons 12th +4 Ability Score Improvement 4d4
6
Runes Raise Dead
At 1st level you gain the ability to channel dark runic Starting at level 3, as an action, you can expend 2 runes
magic. You have 3 runes marked upon your armor or to raise a ghoul from the dead to fight for you. The ghoul
weapons which replenish after a short or long rest. You appears in an unoccupied space within 30 feet of you
gain an additional rune at 5th, 10th, and 15th level for a and acts immediately after you in initiative order. The
maximum of 6 runes. ghoul remains under your control for 1 minute, until it
Each round at the start of your turn, 1 expended rune or you are incapacitated or until you dismiss it as a
recharges. When you use an ability that requires runes, bonus action.
the runes are expended. If you ever do not have enough The ghoul’s hit point maximum is equal to three
runes to use an ability, you cannot use that ability. times your Death Knight level. The ghoul’s attack bonus
Runic Power and damage increases as you level up, as follows:
Starting at level 2, you have the ability to channel runic At 3rd level, the ghoul’s attack bonus is equal to your
power from your runes to fuel your abilities. Each time proficiency bonus plus your Charisma modifier, and
you spend a rune, you gain 20 runic power. You can it deals 1d6+your Charisma modifier slashing
store up to a maximum of 100 runic power. You can use damage.
runic power to activate or enhance certain abilities. At 5th level, the ghoul’s attack bonus increases by 1,
and it deals an additional 1d6 necrotic damage.
Death Strike At 7th level, it gains the ability to use its reaction to
Starting at level 2, as a bonus action, you can spend 40 make an opportunity attack when a creature it can
runic power to use Death Strike. Make a melee weapon see moves within its reach.
attack against a creature within your reach. On a hit, At 9th level, the ghoul’s attack bonus increases by 1,
you deal normal weapon damage plus additional and it deals an additional 1d6 slashing damage.
necrotic damage equal to your rune die. You also regain At 11th level, it gains the ability to use its action to
hit points equal to your Death Knight level. If the attack make two attacks.
misses, you regain half of the runic power spent. At 13th level, it gains the ability to make a bite attack
as a bonus action, dealing 1d8 piercing damage.
At 15th level, the ghoul’s attack bonus increases by
1, and it deals an additional 1d6 necrotic damage.
Once you use this feature, you cannot use it again
until you complete a short or long rest.
Presences of the Death
Knight
Starting at 6th level, you gain the ability to channel the
different presences of the Death Knight: Blood, Frost,
and Unholy. As a bonus action, you can activate one of
these presences, which lasts for 1 minute. You can
change the active presence as a bonus action on
subsequent turns.
Blood Presence: You gain temporary hit points equal
to your Charisma modifier at the start of each of your
turns while this presence is active. In addition, you have
resistance to necrotic damage.
Frost Presence: Your movement speed is increased
by 10 feet while this presence is active. In addition, your
melee weapon attacks deal an extra 1d6 cold damage.
Unholy Presence: You have advantage on all saving
throws against being frightened or charmed while this
presence is active. In addition, your spells and melee
weapon attacks deal an extra 1d6 poison damage.
7
Death Grip Death and Decay
At 7th level, you gain the ability to use “Death Grip” as Starting at 11th level, you gain the ability to create a
an action a number of times equal to your proficiency field of death and decay. As an action, you can expend 3
bonus per long rest. runes and 50 runic power to create a 20-foot radius area
When you use Death Grip, you choose a creature of effect around yourself for a number of rounds equal
within 35 feet of you that you can see. The target must to your proficiency bonus. The area is filled with
make a Strength saving throw (DC = 8 + your necrotic energy and becomes difficult terrain for all
proficiency bonus + your Charisma modifier) or be creatures other than yourself.
pulled towards you up to 30 feet in a straight line. If the While in the area, you gain resistance to non-magical
target succeeds on the saving throw, it is not pulled bludgeoning, piercing and slashing damage.
towards you, but still takes 1d8 necrotic damage. Additionally, at the start of each of your turns, each
If the target is a creature of Large size or larger, it has creature within the area takes 2d6 necrotic damage.
advantage on the saving throw. If the target is a creature
of Tiny size or smaller, it automatically fails the saving You may use this feature once per long rest.
throw and is pulled towards you. Chains of Ice
Additionally, when you use Death Grip, you can spend
30 runic power to deal an additional 2d8 necrotic Starting at 14th level, as an action, you can spend 3
damage to the target if it fails the saving throw. runes to create chains of ice that restrain a creature
Anti-Magic Shell within 60 feet of you. The target must make a Strength
saving throw against your spell save DC. On a failed
Starting at 7th level,once per long rest, you can expend save, the target’s speed is reduced to 0 and it is
1 rune to activate your Anti-Magic Shell as a bonus restrained by the chains. On a successful save, the
action. For the next minute, you gain resistance to target’s speed is halved for the duration. The effect lasts
damage from spells and magical effects. In addition, for 1 minute, or until the target takes damage.
whenever you are targeted by a spell or magical effect Additionally, if the target fails its saving throw by 5 or
while your Anti-Magic Shell is active, you can use your more, it is frozen solid and is considered petrified for
reaction to expend 10 runic power to gain advantage on the duration. The petrification effect ends if the target
your saving throw against the effect. Once you use this takes any damage, or if you end it as a bonus action by
reaction, you cannot use it again until you complete a breaking the chains.
short or long rest. Mind Freeze
Runeforging Starting at 14th level, once per combat, you gain the
At 10th level, you gain the ability to Runeforge your ability to interrupt and silence a spellcaster’s
weapons. During a long rest, you can choose a weapon incantation with a powerful surge of runic power. As a
that you are proficient with and Runeforge it, imbuing it reaction to a creature within 15 feet of you casting a
with magical properties. You can only have one weapon spell, you can spend 40 runic power to attempt to
Runeforged at a time. interrupt the spell. You may spend 80 runic power and
You can choose one of the following Runes to inscribe increase the range to 30 feet.
on the weapon: Make an ability check using your Charisma modifier
and add your proficiency bonus if you’re proficient in
Rune of Cinderglacier: When you hit a creature with Arcana. The DC for this check is equal to 10 + the
this weapon, it deals an additional 1d6 cold damage spell’s level. If the check succeeds, the spell is
and 1d6 fire damage. interrupted. If the check fails, the spell is not interrupted
Rune of Razorice: When you hit a creature with this and you still expend the runic power.
weapon, it takes an additional 1d8 cold damage and Rune Tap
has its speed reduced by 10 feet until the end of your
next turn. Starting at 11th level, as an action, you can expend two
Rune of Fallen Crusader: Once per round, when you runes to heal yourself for 3d6 + your Charisma modifier
hit a creature with this weapon, you regain hit points hit points. Additionally, you gain temporary hit points
equal to half your Death Knight level. Additionally, equal to the amount healed. If you have 50 or more
your AC increases by 1. runic power stored, you can expend 50 runic power to
Rune of Spellbreaking: When you hit a creature that increase the amount healed by an additional 2d6 hit
is concentrating on a spell with this weapon, the points.
creature has disadvantage on the saving throw to
maintain concentration. You may use this feature once per long rest.
8
Icebound Fortitude Abomination Limb
At 18th level, you gain the ability to channel your runic At 20th level, you gain the ability to summon an
power into an icy shield that protects you from harm. As Abomination Limb from the shadows, which lasts for a
an action, you can spend all your Runic Power to number of rounds equal to your Strength modifier
activate Icebound Fortitude, becoming immune to stun, (minimum of 1 round). While the Abomination Limb is
charm, frighten and incapacitated effects for a number active, it provides you with the following benefits:
of rounds equal to the runic power spent divided by 10. At the start of each of your turns, the Abomination
Additionally, while Icebound Fortitude is active, your hit Limb generates 10 runic power and 1 additional
points can’t be reduced below 1. rune. If you are at the maximum amount of runic
You can use this ability once per long rest. power, the excess is lost.
The Abomination Limb deals necrotic damage to all
enemies within 5 feet of you at the start of each of
your turns. The damage is equal to your Strength
modifier + your rune die.
The Abomination Limb uses your Death Grip feature
to one random hostile creature that is more than 10
feet away from you, at the start of each of your turns.
If there are no hostile creatures further than 10 feet
of you, the Abomination Limb does not pull any
creature.
If you have at least one charge of Bone Shield active,
the Abomination Limb generates one additional
charge of Bone Shield at the start of each of your
turns.
Once the Abomination Limb ability ends, you cannot
use it again until you finish a long rest.
9
BLOOD
SPECIALIZATION
Blood Specialization
he Death Knight is a fearsome warrior,
T
Bone Regeneration
feared and respected by their allies and
enemies alike. They are masters of dark At 13th level, you gain the ability to tap into the power of
magic and wield the power of death to your Bone Shield to replenish your runes. As a bonus
devastate their foes. Among their many action, you can expend 5 charges of your Bone Shield to
talents, the Death Knight is particularly instantly regain 3 runes. Additionally, whenever your
skilled in the art of blood magic, using their Bone Shield loses a charge due to taking damage, you
own life force to fuel their deadly attacks. have a 50% chance to regain a rune at the start of your
The Death Knight who specializes in the blood arts is next turn.
a relentless fighter, able to shrug off even the most Dancing Rune Weapon
devastating blows with their impressive resilience. They
use their own blood to enhance their attacks, imbuing At 17th level, you gain the ability to summon a spectral
their weapons with the power of death to deal weapon made of runes that dances and spins around
devastating blows to their foes. Their enemies are not you, attacking your enemies with deadly precision. As
safe from their wrath, as the Death Knight’s attacks can an action, you can expend 5 runes to create the Dancing
infect them with deadly diseases and curses, slowly Rune Weapon, which lasts for 1 minute or until you
draining their life force and weakening them over time. dismiss it as a bonus action. The weapon hovers in your
Blood Strike space and can be controlled as a bonus action on
subsequent turns.
Starting at level 1, as an action, you can expend 1 rune The Dancing Rune Weapon has the following statistics:
to make a melee weapon attack that deals additional
necrotic damage, equal to your rune die, on a hit. Its attack bonus is equal to your proficiency bonus +
Additionally, the target is affected by Blood Plague for 1 your Charisma modifier.
minute, unless they succeed on a Constitution saving Its damage is equal to your rune die + your Charisma
throw against your spell save DC. Blood Plague causes modifier.
the target to take necrotic damage, equal to your rune You can command it to make one melee attack as a
die, at the start of their turn. bonus action on your turn.
Marrowrend
Starting at level 5, as part of your Attack action, you can In addition, while the Dancing Rune Weapon is active,
choose to expend 2 of your available runes to imbue you gain the following benefits:
your weapon with dark magic. On a successful hit, your You have advantage on melee attack rolls against
attack deals an additional damage equal to your rune any creature within 5 feet of the Dancing Rune
die + your proficiency bonus. In addition, you gain 2 Weapon.
charges of Bone Shield, which lasts for 1 minute or You can use your reaction to have the Dancing Rune
until it is depleted. Weapon intercept an attack that would hit you. If you
Bone Shield do so, the damage you take is reduced by an amount
The Bone Shield provides you with resistance to all equal to your rune die.
damage, but it loses 1 charge whenever you take Whenever you use your Blood Strike or Marrowrend
damage. The shield can have a maximum of 10 charges. abilities, the Dancing Rune Weapon makes a melee
attack against the same target as a free action,
Mastery: Blood Shield dealing damage equal to your rune die + your
Charisma modifier.
Starting at 9th level, when you successfully hit a
creature with your Death Strike ability, you create a Once you use this feature, you cannot use it again until
shield of blood that surrounds you, granting you you finish a long rest.
temporary hit points equal to your Death Knight level +
your Charisma modifier. This shield lasts for 1 minute
or until it is depleted. While the shield is active, you gain
resistance to necrotic damage and your Death Strike
ability deals additional necrotic damage, equal to your
rune die. Additionally you regain hit points equal to half
the damage dealt by your Blood Plague.
11
FROST
SPECIALIZATION
Frost Specialization
he Frost specialization is a powerful and
T
Obliterate
deadly path for those who seek to wield the
icy power of death itself. As a Death Starting at level 5, you gain the ability to channel your
Knight, you will learn to harness the cold runic power to deliver a powerful strike against your
energies that flow within you and use them enemies. As part of the Attack action, you can spend 2
to strike fear into the hearts of your runes and make a melee weapon attack against a
enemies. Through intense training and creature within reach. On a hit, the target takes an
relentless practice, you will gain access to a range of additional 2d8 cold damage plus additional cold
abilities that allow you to deal devastating amounts of damage equal to your rune die. If the target is affected
cold damage and control the battlefield with ease. by Frost Fever, this attack may score a critical strike on
As a Frost Death Knight, you will master the art of a range of 18-20.
wielding weapons imbued with icy power, allowing you
to strike your enemies with deadly accuracy and Mastery: Frozen Heart
precision. Your attacks will be augmented by your runic Starting at 9th level, you have mastered the art of cold
power, which you can channel to increase the potency damage, increasing the potency of all cold damage you
of your strikes and unleash powerful abilities that freeze deal. Whenever you deal cold damage with a weapon
your foes in their tracks. With each strike, you will slow attack or a spell, you can add your proficiency bonus to
down your enemies’ movements and weaken their the damage dealt. In addition, creatures damaged by
resolve, leaving them vulnerable to your onslaught. your cold damage abilities have their movement speed
The Frost specialization also grants you the ability to reduced by 10 feet until the end of your next turn.
afflict your enemies with Frost Fever, a chilling
affliction that saps their strength and leaves them Frost Strike
vulnerable to your cold attacks. This affliction can be
spread with your icy touch, allowing you to infect Starting at level 13, you gain the ability to deliver a
multiple targets at once and deal additional damage to powerful Frost Strike using your runic power. As a
those already affected. As you advance in power, your bonus action, you can spend 60 runic power and make a
mastery over the cold will grow, allowing you to add melee weapon attack against a creature within reach.
your own proficiency to the damage you deal and On a hit, the target takes an additional 3d8 cold
reducing your enemies’ movement speed even further. damage. If the target is affected by Frost Fever, it takes
As a Frost Death Knight, you will also gain access to additional cold damage equal to your rune die. If the
powerful abilities that allow you to control the attack misses, you regain 1 rune.
battlefield with ease. You will be able to unleash a
howling blast of icy energy that freezes your enemies in Howling Blast
place and deals massive damage, or deliver a
devastating frost strike that can decimate even the Starting at 17th level, you gain the ability to unleash a
toughest opponents. With each new ability you gain, you powerful blast of icy energy that damages and slows
will become more and more deadly, until your enemies down your enemies. As an action, you can spend 4
tremble at the mere mention of your name. runes and expend 60 runic power to unleash a Howling
Blast in a 20-foot radius centered on yourself. Each
creature in the area must make a Constitution saving
Icy Touch throw against your spell save DC. On a failed save, a
Starting at level 1, as an action, you can make a ranged creature takes 8d8 cold damage and has its movement
spell attack against a creature within 15 feet of you. On speed reduced to 0 until the end of your next turn. On a
a hit, the target takes 1d8 cold damage plus additional successful save, a creature takes half as much damage
cold damage, equal to your rune die. Additionally, the and is not affected by the slow effect. If a creature is
target is affected by Frost Fever for 1 minute, unless affected by Frost Fever, it has disadvantage on its saving
they succeed on a Constitution saving throw against throw against this ability.
your spell save DC. Frost Fever causes the target to You may use this feature once per long rest.
take cold damage, equal to your rune die, at the start of
their turn.
13
UNHOLY
SPECIALIZATION
Unholy Specialization
he Unholy specialization of the Death Your ghoul companion gains the
T
Ghoul Mastery:
Knight class is one of the darker paths that following benefits:
a player can take. It is said that those who
follow this path are willing to embrace the Its attacks now deal an additional 1d8
forces of undeath and darkness in order to necrotic damage.
gain power and control over their enemies. Its hit points are doubled.
Unholy Death Knights are masters of the Its AC is increased by 2.
dark arts, utilizing spells and abilities that harness the It gains resistance to poison damage.
power of disease and decay to destroy their foes.
Festering Strike Death Coil
Starting at level 1, as an action, you can expend 1 rune Starting at level 13, as a bonus action, you can expend
to make a melee weapon attack that deals additional 50 runic power to unleash a Death Coil. Choose one
poison damage, equal to your rune die + your target within 60 feet of you:
proficiency bonus, on a hit. Additionally, the target is If the target is an enemy, make a ranged spell attack
affected by 2 stacks of Festering Wound for 1 minute, against it. This attack does not have disadvantage
unless they succeed on a Constitution saving throw from melee range. If it hits, the target takes poison
against your spell save DC. damage equal to 5d4 + your Charisma modifier. If
Festering Wound can stack up to 6 times on a
creature. Whenever a Festering Wound stack bursts it the attack is a critical hit, you regain 2 runes.
deals poison damage equal to your rune die. If the target is your ghoul, it regains a number of hit
points equal to 5d4 + your Charisma modifier.
Undead Command
At 5th level, you have learned to better control the Dark Transformation
ghouls you raise from the dead. You may now have one Starting at level 17, as an action, you can expend 5
ghoul under your control at all times, and the ghoul runes and command your ghoul to undergo a
remains under your control until it dies or you dismiss it transformation, becoming a powerful abomination for 1
as a bonus action. Additionally, you may use the Raise minute. The transformation causes the ghoul to grow in
Dead ability as many times as you want between rests, size and gain additional abilities.
but you may still only have one active ghoul at a time. While transformed, the abomination gains the
Scourge Strike following benefits:
Starting at level 5, you gain the ability to perform Its gains temporary hit points equal to its hit points
Scourge Strike as part of your Attack action. To do so, maximum, until Darm Transformation ends.
you must expend 3 runes and make a melee weapon Its melee attacks deal an additional 2d8 bludgeoning
attack against a creature within your reach. On a hit, the damage.
target takes additional poison damage equal to your It gains resistance to non-magical damage.
rune die. Additionally, all Festering Wound stacks on It gains immunity to poison damage and the
the target burst. Poisoned condition.
Mastery: Dreadblade It gains the ability to use its action to unleash a
stench that forces all creatures within 10 feet to
Starting at 9th level, you have honed your dark powers make a Constitution saving throw against your spell
to enhance your poison attacks and the strength of your save DC or become Poisoned and take 2d6 poison
ghoul. damage.
When the abomination hits for the first time each
Poison Mastery: Your Festering Strike and Scourge round with a melee weapon attack, it applies 1 stack
Strike attacks now deal additional poison damage of Festering Wound to its target.
equal to your proficiency bonus. In addition, any time
you deal poison damage with a spell or weapon Once the transformation ends, the abomination
attack, the target also suffers from the Poisoned reverts back to its ghoul form and its hit point maximum
condition for 1 minute, unless they succeed on a is reduced to its normal level. You cannot use Dark
Constitution saving throw against your spell save Transformation again until you finish a long rest.
DC.
15