Paladin: Death Knight
Oath Spells
You gain oath spells at the paladin levels listed.
Table: Death Knight Spells
Paladin Level | Spells |
---|---|
3rd | false life, hex |
5th | blindness/deafness, shadow blade |
9th | animate dead, summon undead |
13th | bone shield, shadow of moil |
17th | danse macabre, negative energy flood |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Control Undead
As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
Channel Divinity: Necrotic Flood
As an action, you channel pure negative energy and focus them into a burst of magical entropy. Each creature of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, the target's blood begins to flow freely for 1 minute. While surrounded by this energy, a creature takes 1d4 necrotic damage at the beginning of tis turn, and it can't regain hit points or gain temporary hit points. At the end of each of its turns, the creature can repeat this saving throw, ending the effect on a success.
This ability's damage increases by 1d4 when you reach certain levels in this class: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Aura of Undeath
Starting at 7th level, you and friendly undead creatures in the aura gain the following benefits:
- Resistance to radiant damage.
- Advantage on saving throws against being turned.
- A bonus to weapon damage rolls equal to your Charisma modifier (minimum of +1)
Deathless
Beginning at 10th level, you straddle the line between life and death. You gain the following benefits:
- You have advantage on saving throws against poison, and you have resistance against necrotic and poison damage.
- You can hold your breath indefinitely, and you don't require food, water, or sleep. You also age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
- When you are targeted by a spell or ability, you can choose to be treated as an undead creature. However, you always register as undead to spells and other effects that detect the presence of the undead creature type.
Dread Lord
At 20th level, you can surround yourself with an aura of gloom. As a bonus action, you gain the following benefits for 1 minute:
- You are surrounded by an aura of darkness. The magical darkness spreads out in a 30-foot radius around you. A creature with darkvision can't see through this darkness, nonmagical light can't illuminate, and magical light can only pierce it if it is from a source that is 6th-level or higher. You friendly creatures of your choice can see perfectly in.
- You can use a bonus action on your turn to cause the shadows in the aura to lash out against one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier. You heal hit points equal to half the necrotic damage dealt by this attack.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.