Oath of DeathEdit
A grim and silent order of knights, death knights are conduits of the negative energy plane. Having sworn their lives to the service of the Lich Queen, they wander the lands looking for chances to increase the power of death and the dead. Death knights are a rare sight, as not many have the devotion to become one.
Tenants of DeathEdit
The First Allegiance is to Death, not Life. The first allegiance demands that the death knight show no mercy in combat. She strikes to kill, always. The first allegiance also demands that the death knight take no special care to stave off the death of others. A fallen comrade is considered weak, thus useless to the group and party. Incidentally, these, together, make it very hard to take prisoners. Death knights often will make a point of murdering those who they've "only" incapacitated, though this is not always a rule.
The Second Allegiance is to Undeath, and its Glory. The second allegiance demands that a death knight further the cause of undeath. If the undead are rampaging, she takes command. Death knights do not oppose the undead without due reason (i.e. the undead being itself is opposing death and undeath, or harming the cause of death and undeath).
The Third Allegiance is to the Lich Queen, as it lasts for all of Eternity. The third allegiance demands that a death knight be loyal. In this, Maeve's whim is the death knight's law. She can do nothing that would displease her mistress, whether through action or inaction, unless by doing so she can affect greater loyalty (such as failing to kill a prince, only to use him to gain access to the king, and then killing them both).
|3rd||Runeblade, Channel Divinity: Summon Minion|
|13th||Channel Divinity: Abyssal Blast|
Whenever a new death knight is annoited, she gains the ability to imbue a weapon with the power of the Lich Queen. The death knight may choose any masterwork or magical weapon that she can wield in two hands and that deals slashing damage to become her runeblade. Common choices include greatswords, greataxes, halberds, and scythes, but any weapon that meets the criteria will do. Imbuing the weapon requires a ritual in which the death knight must find a quiet, safe place in which to meditate for 8 hours. If she is interrupted, she must begin the ritual again. Once the ritual is completed, the weapon becomes her new runeblade. A death knight can only have one runeblade at a time, and imbuing a new weapon causes the old runeblade to crumble to dust.
A death knight's runeblade is a +1 magical weapon that deals an extra 1d6 necrotic damage when it hits. At 9th level it becomes a +2 magical weapon and gains the ability to deal an additional 2d6 necrotic damage instead of 1d6 damage when it critically hits. At 17th level it becomes a +3 magical weapon, and all necrotic damage it deals is returned to you as temporary hit points that last up to 1 minute.
Channel Divinity: Summon MinionEdit
At 3rd level you gain this channel divinity option. As an action you summon an undead minion in an unoccupied space you designate within 10 feet of you. If there is no such space, this ability fails and is wasted. This can be any corporeal creature with the undead type that has a challenge score not greater than 1/3rd of your level, rounded down. The minion is friendly to you and your companions. Roll initiative for it. It obeys any verbal commands that you give, no action required. If you don't issue any commands, it just defends itself from hostile creatures. The minion remains until slain, or until you finish a short or long rest, whichever comes first.
At 5th level, as an action you can cause the air inside a 10 foot aura around you becomes darker; floating red eyes appear throughout it, and screaming ghosts wisp around. Opponents within the aura must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened until the end of your next turn. Opponents immune to fear effects are immune to this aura. Once you use this ability you cannot use it again until you complete a short or long rest.
At 9th level, as an action you can summon forth a skeletal warhorse as per the Monster Manual. Your steed has abilities and game statistics determined in part by your level. Your steed uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, the steed also adds its proficiency bonus to its AC and to its damage rolls. Your steed gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 9th, your steed gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your steed's abilities also improve. Your steed 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 steed can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Channel Divinity: Abyssal BlastEdit
At 13th level you gain this channel divinity option. As an action you can unleash a blast of unholy fire. This functions as the fireball spell, except that it deals necrotic damage instead of fire. You can increase the effective spell level the abyssal blast is cast at by sacrificing a spell slot. The abyssal blast's level is considered 3 + the level of the sacrificed spell. The save DC against this ability is the same as your spell save DC.
At 17th level you gaint he ability to cast the create undead spell without requiring spell components twice. When you cast it you may sacrifice a spell slot to empower the spell so that it is cast at a higher level. The spell level is equal to 6 + the level of the spell you sacrificed. Once you have done so you must complete a long rest in order to regain your spent uses of this ability.
Oath of the SaintguardEdit
The saintguard is one who protects the weak from the depredations of the strong, one who fights off the forces of evil when they assault the good, and who defends the ideals of goodness and truth from evil deception and lies. While other paladinal orders take the fight against evil onto evil's home ground, the saintguard remain at home, guarding against evil's counterassault.
Tenants of the SaintguardEdit
A saintguard supports and defends Good and opposes Evil.
A saintguard is a Leader in righteous combat. When it is necessary to fight, the saintguard will seek to guide and inspire his comrades, taking a forward position in the battle and facing the foe boldly. A saintguard does not hide from his foe or sneak about.
A saintguard is a Protector. He will seek to prevent harm to the innocent and will place himself at risk in order to accomplish this if need be.
A saintguard is Just and works to promote and enforce Justice and the Law. If a saintguard does not agree with a law, he must still respect it and should work to change it rather than disregarding it. The only exception to this is if the saintguard believes the law to be truly evil. In this instance, the saintguard must follow the dictates of his conscience.
A saintguard is Honest. He will not lie or otherwise seek to deceive a person. A saintguard does not cheat or seek to take unfair advantage in his dealings with others.
A saintguard is Loyal. He does not betray his god, his liege-lord, his guild, his family, or his friends.
A saintguard is Holy. He seeks to do that which pleases his god in all manners of the Code, and knows that the purity of his soul has a profound impact on the abilities the gods bless him with.
A saintguard is Devout. He worships the Heavenly Father Meyne above all other gods, and the Saint Thera Dawnwing is His holy vessel and is to be afforded the respect and devotion she deserves.
|3rd||Channel Divinity: Defender, Protection Fighting Style|
|13th||Channel Divinity: Blanket Protection|
Channel Divinity: DefenderEdit
At 3rd level you gain this channel divinity option. You are able to enter a defensive stance on your turn, no action needed. In defensive stance your speed is reduced to 10 feet or by half, whichever is less. You gain advantage on saving throws, 2 temporary hit points per level, and any AC bonus from a shield you are wielding doubles. The defensive stance lasts for 1 minute. You can end it early as a bonus action.
Protection Fighting StyleEdit
You gain the Protection fighting style if you did not already have it. If you have this fighting style already, you may choose any other fighting style to gain.
At 5th level, all allies within 10 feet of you while you are in defensive stance gain immunity to the frightened condition.
At 9th level, if you end your defensive stance early, you can adjust your initiative as you see fit. This change goes into effect the next turn and stays the same unless something else changes it.
Channel Divinity: Blanket ProtectionEdit
At 13th level you gain this channel divinity option. As an action you grant all allies within 15 feet of you a bonus to AC equal to your Charisma modifier until the end of your next turn.
At 17th level, you no longer need to use your reaction to make opportunity attacks. You also gain the Sentinel feat if you didn't already have it. If you already have this feat, your choice of Strenth or Constitution increases by +1, up to a maximum of 20.