Death Knight
For when casting isn't as important to you and you want to get in there and slap some fools with your boners. This variation of the class has a lot more survivability and is geared towards being a raid boss.
1 - Disciple of Death
Shortened to DoD. Gain a pool of (4+2*lvl) to use for many of your class abilities. All abilities marked DoD cost 1 point.
1 - DoD: Vengeful Spirit (Su) [teleportation]
When an undead you control within 30 ft of you is defeated, you can teleport to its space as an immediate action (with larger creatures choose which space), and its remains teleport to your previous position.
1 - Bathe in Blood (Su) [healing]
Whenever a creature within 30ft takes bleed damage, you heal 3 hp.
1 - Special Attack: Brow Slicer
Strike just above a foes eyes to cause them to take d6 (4) bleed on hit (fort negates). Causes blurred vision for as long as they are bleeding.
1 - Death Strike
Whenever you strike a creature, you drain blood from its wounds. If the creature is bleeding, it immediately takes bleed damage and extends the duration by 1 round (if it has one). Even in the case where the attack itself inflicts bleed, this ability does not proc unless the target was already bleeding.
2 - DoD: Boiling Blood (Su)
Choose 3 creatures within 30 ft of you. Their blood melts out of their veins and start bleeding for 2d6 (7) damage (fort negates).
4 - DoD: Rally Servants (Su)
As a swift action, you can command undead you control to attack a foe you made a melee attack against this turn.
6 - DoD: Heart Strike
You cause a creature to bleed internally, making it harder to heal. On hit target takes 2d6 (7) bleed (fort negates). The DC to remove the bleed is 5 higher.
6 - Deathrattle (Su)
When an undead creature you control is defeated, it attempts to cling to nearby foes with its undying breath. An enemy (of your choosing) within its natural reach is entangled (reflex negates). Class DC athletics to remove condition as a swift action.
8 - DoD: Death Grip (Su) [necrotic]
Dash 30 feet without provoking (even into the air) and make a grapple check. If you succeed, you carry the creature down into the ground and slam them violently. They take 5d6+CL (17+CL) necrotic damage and the grapple ends.
8 - DoD: Touch of Corruption (Su)
When you land a weapon attack, you can choose to add touch of corruption as an additional effect (instant action). The creature is drained 2 (fort halves).
10 - DoD: Death Coil (Su) [healing] [necrotic]
Unleash a skull of dark energy at a creature within 30 ft. The creature takes 6d6+CL (21+CL) necrotic damage (fort halves).
The skull tears a chunk of the creature's spirit and you can direct the skull at an ally (also with 30ft of you) to heal them for 100% of damage dealt.
11 - DoD: Plague Strike (Su)
When you defeat a creature on your turn, you can use your animate dead feature as an immediate action, provided it is within your natural reach.
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