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View Full Version : [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)



Hawk7915
2013-03-21, 06:27 PM
Preamble:
I'm pretty much addicted to homebrew and the thought experiment of "how would I do an Azeroth campaign in D&D 4E"? While most of the game's 11 classes can transfer over with little difficulty, it feels wrong for one of the game's iconic classes to be "just a Blackguard", especially since it only barely captures the flavor of the class. So, this is my slowly growing attempt to design a fully fledged class with 3 paragon paths and a full set of feats. At the same time, it gives the Shadow power source a true blue pre-Essential style Defender with its own punishment mechanic and style, which I thought was cool. A few points before I begin.

1) As with most of my "inspired by" homebrewing, the emphasis here is on "inspired". I'm not a slave to WoW. I'm making no effort to incorporate runic power, or an exact transcription of the abilities.

2) My goal here (you tell me if I've been successful) was to have a Defender who defended by striking. You avoid messing with a warrior because they make OAs, you avoid messing with Wardens because they push you around, you avoid messing with a Paladin because they deal damage...and you avoid messing with a Death Knight because you absolutely won't survive the counter attack when it hulks out and murders you.

3) I also wanted a Defender who's "schtick" was...

- Damage over time
- Self-healing
- "Simple" abilities that are customized by blowing Runes to attack.
- Hard to kill, and even harder to "control" than a Warden

4) I haven't done the math, so I'm especially curious if the number of passive bonuses a DK can run around with is too much or "just right" considering their lower-than-standard HP and inability to wield shields.

5) As a fun sidenote, I think I may have created the first defender who will gladly pick up Power Attack and encourage his melee allies to do the same.

And with all that, on with the show! Thanks for reading :smallsmile:.

The Death Knight
Class Traits:
Role: Defender. You are an unstoppable juggernaut whose great might and mastery over death allows you to keep foes focused on you as your servants or allies attack them. Your knowledge and close ties to the plane of Shadow make you extremely hard to kill and imbue you and your weapons with unholy power.
Power Source: Shadow. You gain your abilities from a ritual that makes you at least partially undead and gives you command over the powers of darkness, blood, and ice.
Key Abilities: Strength, Constitution, Charisma

Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Plate
Weapon Proficiencies: Simple Melee, Military Melee
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st level: 14+Constitution score
Hit Points per level: 6
Healing Surges: 7 + Constitution Modifier

Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int).

Class Features: Deathly Commander, Rune Weapon, Runic Power, Weapon Talent

Death Knight Class Features:
Deathly Commander
You may use the Dark Command power to mark an enemy of your choice. You also have the Blood Strike power.

Rune Weapon
You may designate one or two weapons you are wielding to be “rune weapons”. Your rune weapon is required to use your abilities. Your Rune Weapon is considered an implement for you; you can add the weapon’s Enhancement bonus and any Feat bonus you may have with it to attack and damage rolls for powers with the Implement keyword, but you do not add proficiency bonus. The process of designating a weapon as a rune weapon takes an extended rest, but once a weapon is engraved with your runes, it remains that way until replaced (even if it is dropped or taken from you). When you engrave a weapon with runes, you may select from one of the rune types below. This choice is not permanent; you may choose a different rune type during an extended rest. Some feats may grant you additional rune options to engrave on your weapon.


Rune of Razorice: Your attacks deal an additional 2 frost damage.
Rune of Swordbreaking: You gain a +1 bonus to AC.

If you are wielding two weapons, you may have a different rune engraved on each.

Runic Power:
The runes engraved on your weapon can be activated in order to increase the potency of your attacks. You begin the game with 1 Blood, 1 Frost, and 1 Unholy Rune engraved onto your weapon (regardless of whether you wield two weapons or one). When you use a Death Knight at-will, encounter, or daily attack power, you may activate one rune to gain the indicated bonus to that attack. Activating a rune requires no action, but must be declared before the attack roll.

Many Death Knight attack powers have the Runic keyword, which indicates that that power either requires a Rune to use, or has additional effects if you activate a rune when making it. Read the specific power text for details.

Once activated, a rune is depleted until the end of a short rest.

Blood Rune: You gain a number of Temporary hitpoints equal to your constitution modifier (+5 at 11th level, +10 at 21st level), whether the attack hits or misses.
Frost Rune: You get +1 attack for this attack, and the attack deals an additional 2 frost damage (4 at 11th level, 6 at 21st level).
Unholy Rune: The victim of the attack takes a penalty to saving throws equal to your charisma modifier until the start of your next turn.
Death Rune: This rune is not on a weapon by default, but certain abilities convert a depleted rune into a death rune for one encounter. A death rune counts as all types of runes, and when activated grants all three bonuses for that attack.

Weapon Talents:
A Death Knight wields a weapon two-handed, or wields two one-handed weapons, favoring offense over defense. Death Knights wielding a weapon do not provoke an opportunity attack when making ranged or area attacks. Choose two-handed or two-weapon and gain the appropriate benefit.

Two-handed Weapon: While wielding a two-handed rune weapon, you get a +1 bonus to attack rolls and a +1 bonus to all defenses.
Two Weapon Fighting: You gain Two-weapon Fighting as a bonus feat.

SIDEBAR: Scourges

Many Death Knight abilities refer to “scourged” targets or inflict a scourge like “Frost Fever”. The scourges that a Death Knight may inflict on a victim are:

• Blood Plague: Ongoing necrotic damage 2 and -1 armor class (Save Ends both)
• Crimson Scourge: -2 penalty to all damage rolls (Save ends)
• Ebon Plague: Doubles the effectiveness of all other diseases (Save Ends)
• Frost Fever: Ongoing cold damage 2 and -1 penalty to all attack rolls (Save Ends both)


Death Knight Powers:
Class Features: All Death Knights have access to the Blood Strike and Dark Command powers.


Blood Strike --Death Knight Feature
You lash out with a strike destined to draw blood, rending foes that are diseased or defenseless.
At-will * Shadow, Melee Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Hit: 1[w]+strength modifier damage. This attack deals an additional 1d6 if the target is scourged, and an additional 1d6 if the target has its defenses reduced by your Dark Command ability.
Level 21: 2[w] + strength modifier damage.

Dark Command -- Death Knight Feature
You issue a vicious command, your voice echoing with necromantic power. Enemies that do not heed your threat find their armor suddenly brittle and their defenses compromised.
At-will * Shadow
Free Action Close Burst 5
Special: You may only use this power once per round.
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power on another target. A creature can be subject to only one mark at a time. A new mark supersedes an old mark.
The target, while marked, takes a -2 penalty on any attack roll that does not include you as a target. In addition, the first time the creature makes an attack roll that doesn’t include you as a target, it takes a penalty to all defenses equal to your strength modifier until the start of its next turn.


Level 1 At-will Hexes


Blood Boil -- Death Knight At-will
Your blade pulses red, and blood begins to pour from a dozen tiny wounds as your foe’s lifeforce heats up.
At-will * Shadow, Implement, Necrotic
Standard Action -- Close Burst 1
Target: Each enemy in burst
Attack: Strength versus Reflex
Hit: 1d6+strength modifier damage, and the target is afflicted with Crimson Scourge.
**Level 21: 2d6+strength modifier damage.

Bonecaller's Strike -- Death Knight At-will
You weave a quick strike with a runic command to your undead minion.
At-will * Runic, Shadow, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Hit: 1[W] + strength modifier damage, and an undead ally within 5 squares heals hitpoints equal to your charisma modifier.
** Level 21: 2[W] + strength modifier damage.
Blood Rune: The undead ally also gains temporary hitpoints equal to your constitution modifier.
Frost Rune: The undead ally can also shift two squares before or after the attack.
Unholy Rune: The undead ally also gets a bonus to the damage roll of its next attack before the end of your next turn equal to your Charisma modifier.

Death Grip -- Death Knight At-will
You use a tether of dark energy to pull an enemy to you, then pummel them with your runeweapon.
At-will * Shadow, Implement
Standard Action -- Ranged 5
Target: One enemy
Attack: Strength versus Reflex
Hit: The target is pulled 4 squares. Then, if it is adjacent to you, you may make a Melee Basic Attack against it.

Icy Touch -- Death Knight At-will
You clench your fist and a burst of ice smashes into a foe, leaving them shivering and sick.
At-will * Shadow, Cold, Implement
Standard Action -- Ranged 5
Target: One creature
Attack: Strength versus Reflex
Hit: 1d6+strength modifier cold damage, and the target is afflicted with Frost Fever.
Level 21: 2d6+strength modifier cold damage

Snow Flurry -- Death Knight At-will
You strike swiftly, your offhand strike dazzling your foe with a burst of ice to set up a follow-up swing.
At-will * Cold, Shadow, Weapon
Standard Action -- Melee Weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength versus AC, off-hand weapon
Hit: 1[W] cold damage, and the target grants combat advantage to you until the end of your turn. Make the following secondary attack against the same creature.
** Attack: Strength versus AC, main-hand weapon
** Hit: 1[W] damage.
** Level 21: 2[W] damage.

Plague Strike -- Death Knight At-will
Your runeweapon glows a sickly green as it digs into your opponent, causing a festering and diseased wound.
At-will * Shadow, Melee Weapon, Necrotic
Standard Action -- Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 1[w]+strength modifier damage, and the target is afflicted with Blood Plague.
Level 21: 2[w]+strength modifier damage.

Level 1 Encounter Hexes


[B]Chains of Ice -- Death Knight Attack
You slash your sword through the air and it pulses blue, causing heavy frozen chains to encase your prey.
Encounter * Cold, Implement, Runic, Shadow
Standard Action -- Ranged 10
Target: One enemy
Attack: Strength versus Reflex
Hit: 1d10+Strength modifier cold damage and the target is Immobilized until the start of your next turn.
Frost Rune: The target is afflicted with Frost Fever.

Death Coil -- Death Knight Attack
A burst of sickly green light fires from the tip of your blade, crippling your target.
Encounter * Shadow, Implement, Necrotic
Standard Action -- Ranged 5
Target: One creature
Attack: Strength versus Reflex
Hit: 2d10+Strength Modifier Necrotic Damage and the target is Weakened until the start of your next turn.
Special: If you target an ally undead creature with this attack, instead of the above effect, you may allow the target to regain hitpoints equal to their surge value, and you may take another standard action.

Infectious Smite -- Death Knight Attack
A cloud of ichor bursts from your weapon as it connects, spreading your Scourge to nearby victims
Encounter * Shadow, Necrotic, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Hit: 2[W] + strength modifier necrotic damage. The target and each enemy adjacent to it is afflicted with your Blood Plague.

Rune Strike -- Death Knight Attack
As your foe strikes, your runeweapon lashes out with a mind of its own, deflecting and punishing the attack.
Encounter * Runic, Shadow, Melee Weapon
Immediate Interrupt
Trigger: An enemy makes a melee attack against you or an adjacent ally.
Effect: You or the ally get a +2 bonus to all defenses against the attack. If the attack misses, you make the following attack against the enemy
Attack: Strength +2 versus AC, 1[W]+Strength modifier damage.
Special: If you activate a Rune when using this attack, it inflicts additional damage equal to your Constitution modifier.


Level 1 Daily Hexes

Death and Decay -- Death Knight Attack
You say a single word, and the ground beneath your opponent’s feet spews forth a noxious blood-red mist, calling them to face you.
Daily * Shadow, Implement, Necrotic, Runic
Standard Action -- Area Burst 1 within 5
Target: Each enemy in burst
Attack: Strength versus Reflex
Special: You must activate an Unholy Rune to make this attack.
Hit: 1d10+Strength modifier necrotic damage and the target is Marked by you (Save Ends).
Effect: The burst creates a zone of bubbling bloody ichor until the end of your next turn. Each enemy that begins their turn in the zone is dealt Necrotic damage equal to 5 + your charisma modifier.
Sustain: Standard. The zone persists.

Death Strike -- Death Knight Attack
As your lifeforce fades, your rune weapon digs deep into your enemy’s flesh and takes back some of their life for you.
Daily * Shadow, Melee Weapon, Runic
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Special: You must activate a Blood Rune to make this attack.
Hit: 2[W]+Strength Modifier damage, and you gain a healing surge.
Effect: You may spend a healing surge. You regain an additional 2 hitpoints for each attack that was made against you since your last turn ended.

Obliterate -- Death Knight Attack
You focus all your energy into a single cold-blooded attack that is sure to snuff out your opponent’s life.
Encounter * Shadow, Melee Weapon, Runic
Standard Action -- Melee Weapon
Target: One Creature
Attack: Strength versus AC
Special: You must activate a Frost Rune to make this attack.
Hit: 3[W] + Strength Modifier damage. You deal an additional 1[W] cold damage for each of your scourges present on the target.
Miss: Half damage, and you recharge the Frost Rune used on this attack.

Summon Skeleton -- Death Knight Attack
You utter a dark incantation, and a skeletal servant springs forth from the ground to harry and hinder your foes.
Daily * Implement, Shadow, Summoning
Standard Action -- Close Burst 5
Effect: You summon a skeleton servant in an unoccupied square in the burst. The skeleton is a medium undead creature. It has a Speed of 6, is immune to necrotic and poison, and has a -2 penalty to AC and Will. You may give the skeleton the following special commands
** Standard Action Attack: One or two creatures, Melee 1, Strength versus AC, two attacks, 1d8+strength modifier and the target is Slowed and can't shift until the end of its next turn.
** Opportunity Attack: One creature, melee 1, Strength versus AC, 1d8+strength modifier.
** Instinctive Action: If at the end of your turn the Skeleton has been given no other actions, it makes a single attack against an adjacent enemy. If there is no adjacent enemy, it may move up to its speed value.

Commentary:Death and Decay is designed for a multi-marker's move. As written, it doesn't make people hit by it subject to Dark Command, but it does keep them marked until they save making it a great way to pop minions and penalize anyone who isn't killed. Because it requires an Unholy Rune to invoke, it means they all take a huge penalty on the save to not be marked by you (assuming you have CHA secondary).

Death Strike is for the survivors in the audience. It should be noted that the Death Knight is "squishier" than most tanks, having HP and surges that are more like a leader. Death Strike gives you a chance to spend a healing surge, but can also (if it hits) restore some extra health and "steal" a healing surge, extending the DK's longevity.

Of course, some players just want to hit hard and that's where Obliterate comes in. Obliterate will always hit for 3[W] and with minimum work should be 4[W], which is a fine level 1 daily. It's possible to milk this thing for 7[W] under optimal circumstances for a "Scourge" build, which is sort of insane for a level 1 daily, but it would require a level 7+ character and a lot of luck to pull off.

If you are patient and use good tactics, Summon Skeleton represents the most damage. Multiple rounds of double attacks that slow is excellent. This is clearly better for the future Ghoulcallers in the audience, however.

Hawk7915
2013-03-21, 06:28 PM
Level 2 Utility Hexes


Frost Presence -- Death Knight Utility
You channel the frigid cold of Northrend into your heart, turning you into a stone cold killing machine.
Daily * Shadow, Stance
Minor Action -- Personal
Effect: You can make saves against Slowed, Immobilized, Dazed, or Stunned conditions at the start of your turn and you get a +2 bonus to saving.

Horn of Winter -- Death Knight Utility
You blow on a rime-covered horn to inspire your allies to battle.
Encounter * Shadow
Minor Action -- Close Burst 1
Target: Each ally in burst
Effect: Each ally in burst gets a +1 power bonus to attack rolls and to all defenses until the start of your next turn. Your attacks deal additional damage equal to your charisma modifier until the start of your next turn.

Path of Frost -- Death Knight Utility
You coat your boots in a layer of ice that allows you to slide above the fray and reach your target
Encounter * Shadow
Minor Action -- Personal
Effect: You shift 1 square. You ignore difficult terrain during this shift and for the rest of the turn.

Sanguine Fortitude -- Death Knight Utility
Your blood quickens and thickens, making you temporarily impervious to harm
Encounter * Shadow
Minor Action Personal
Effect: You gain Resist All equal to your constitution modifier until the end of the encounter. If you are bloodied, you also gain a +2 power bonus to all defenses until the end of the encounter.

Level 3 Encounter Hexes


Abomination Rush -- Death Knight Attack
Channeling the grotesque abominations of the Scourge you slam into your opponent, sending them reeling and demanding their attention
Encounter * Shadow, Weapon
Standard Action -- Melee Weapon
Special: You may use this attack as part of a Charge.
Target: One creature
Attack: Strength versus AC
Hit: 2[W] + strength modifier damage, and the target is pushed 2 squares and subject to your Dark Presence until the start of your next turn.

Frigid Frailty -- Death Knight Attack
Like a chill wind, your blade scythes through those who have disobeyed your command.
Encounter * Shadow, Frost, Melee Weapon, Runic
Minor Action -- Melee Weapon
Target: One creature that has had its defenses reduced by your Dark Command ability.
Attack: Strength versus AC
Hit: 1[W] + Strength modifier frost damage.
Frost Rune The target takes additional cold damage equal to your strength modifier.
Blood Rune: The target is Weakened until the start of your next turn.

Pestilence -- Death Knight Attack
A buzzing of locusts sounds from your ichor-slick weapons, and your enemies are stricken ill.
Encounter * Shadow, Necrotic, Implement, Runic
Standard Action -- Close Burst 1
Target: Each enemy in burst
Attack: Strength versus Fortitude
Hit: 1d6 + strength modifier necrotic damage, and the hit creatures are afflicted with Ebon Plague and Blood Plague.
Frost Rune: The targets are also afflicted with Frost Fever.
Unholy Rune: The attack is instead a Close Burst 2.

Surge of Blood -- Death Knight Attack
Your blade glows crimson and hungrily drinks of your enemy’s blood, filling you with energy.
Encounter * Shadow, Necrotic, Melee Weapon, Runic
Standard Action -- Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 1[w] + strength modifier damage. You heal an amount of damage from yourself equal to half the damage dealt.
Blood Rune: You heal an additional 3 hitpoints.
Unholy Rune: You can shift 2 before or after the attack.

Level 5 Daily Hexes
Black Blood -- Death Knight Attack
You plunge your sword into your foe's entrails, inflicting an agonizing virus.
Encounter * Shadow, Necrotic, Melee Weapon, Reliable
Standard Action -- Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 2[W] + strength modifier necrotic damage, and the target is afflicted by Blood Plague and Ebon Plague. The target also gains Necrotic Vulnerability 5 until the end of the encounter.

Hailstorm -- Death Knight Attack
You unleash a flurry of strikes, as frigid and blinding as a winter storm.
Encounter * Shadow, Necrotic, Melee Weapon
Standard Action -- Melee Weapon
Special: You must be wielding two weapons to use this power.
Target: One or two creatures
Attack: Two attacks with main or offhand weapon; Strength versus AC.
Hit: 1[W] + strength modifier damage, and the target is Blinded until the end of your next turn.
Special: If you hit the same creature with both attacks, it is also Immobilized (Save Ends)

Summon Geist -- Death Knight Attack
With a harsh whisper, a gurgling ghoul appears from the shadows, lunging across the battlefield and cloaking your allies.
Daily * Implement, Shadow, Summoning
Standard Action -- Close Burst 5
Effect: You summon a geist in an unoccupied square in the burst. The geist is a medium undead creature. It has a speed of 8, is immune to necrotic and poison, and has a +2 bonus to AC and Reflex. Is attacks deal +1d6 damage to creatures it has combat advantage against. It has the following special traits, and you may give it the following commands:
** Shadowy Aura: Aura 2, other allies in the aura have light concealment.
** Minor Action: The geist shifts 4 squares.
** Standard Action Attack: One creature, Melee 1, Strength versus AC, 1d8+strength modifier and the target grants combat advantage to attackers (save ends).
** Instinctive Action: If at the end of your turn the Geist has been given no other actions, it may make an attack against an adjacent enemy. If there are no adjacent enemies, it may shift its speed.

Vampiric Syphon--Death Knight Attack
You artfully swirl your blade, forming a blood-red tether to a foe. As you and your allies strike it down, its diminishing life force heals you
Encounter * Shadow, Necrotic, Implement
Standard Action -- Ranged 5
Target: One enemy
Attack: Strength versus Will
Hit: 2[W]+strength modifier necrotic damage, and you pull the target 4 squares.
Effect: The target is subject to your Vampiric Syphon until the end of the encounter. Whenever you or an ally hits the creature with an attack power, they regain hitpoints equal to your constitution modifier.

Level 6 Utility Hexes
Blood Presence -- Death Knight Utility
You channel the bloody history of Icecrown, becoming a mighty hulk that can’t be ignored or stopped.
Daily * Shadow, Stance
Minor Action -- Personal
Effect: Your surge value is increased by 2, you get a +2 Power bonus to your Armor Class, and creatures marked by you take an additional -1 penalty to attack.

Lichborne -- Death Knight Utility
The power of the death courses through you, and you take on a horrific ghoulish visage that grants you the powers of an undead creature temporarily.
Encounter * Shadow, Polymorph
Minor Action -- Personal
Effect: You gain the appearance of an undead creature for one round. You get a +5 power bonus to Intimidate and are immune to Sleep, Fear, Stunned, and Poison until the start of your next turn. You are also considered an Undead creature, and are immune to effects that specifically target living creatures and targetable by ones that specifically target undead ones.

Purgatory -- Death Knight Utility
Your unholy pact allows you to fight on through damage that might kill mere mortals.
Daily * Shadow
Immediate Reaction -- Personal
Trigger: You would fall to 0 hitpoints or less.
Effect: You are instead at 1 hitpoint. At the end of your next turn, you are dealt 15 necrotic damage. Each time you would be reduced to 0 or less hitpoints before your next turn, you may choose to ignore that damage and remain at 1 hitpoint. Each time you choose to do this, increase the necrotic damage taken next turn by the amount ignored.

Vampiric Greed -- Death Knight Utility
You draw strength from an enemy healing, stealing the rejuvenation meant for them
Encounter * Shadow
Immediate Reaction -- Close Burst 5
Trigger: An enemy within the burst would heal.
Effect: That enemy doesn't heal, and you regain hitpoints equal to your surge value.

Level 7 Encounter Hexes
Glacial Strike -- Death Knight Attack
You unleash a slow but mighty blow with a frost-coated weapon
Encounter ** Shadow, Cold, Runic, Weapon
Standard Action -- Melee Weapon
Special: You cannot move in the same round you make this attack.
Target: One creature
Attack: Strength versus AC
Hit: 3[W] + strength modifier frost damage.
Blood Rune: You get a +1 power bonus to all defenses until the start of your next turn.
Frost Rune: The target is also knocked prone.

Necrotic Strike -- Death Knight Attack
Your strike leaves behind a festering wound that is impossible to heal.
Encounter ** Shadow, Necrotic, Runic, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Hit: 2[W] + strength modifier Necrotic damage, and the target cannot be healed (Save Ends).
Frost Rune: The target takes additional cold damage equal to your Charisma modifier.
Unholy Rune: The target is also afflicted with the Scourge of your choice.

Strangulate -- Death Knight Attack
At your command, a collar of searing runes appears around the foe's neck, strangling their breath away and holding them in place.
Encounter ** Shadow, Implement, Necrotic, Runic
Standard Action -- Ranged 5
Target: One creature
Attack: Strength versus Will
Hit: 2d6+Strength modifier necrotic damage, and the target is Dazed and Immobilized until the end of your next turn.
Blood Rune: The target is also subject to your Dark Presence until the end of your next turn.
Unholy Rune: The target also takes a penalty to its Armor Class equal to your Constitution modifier until the end of your next turn.

Thassarian's Demand -- Death Knight Attack
With a blood-chilling cry, you channel long-dead knights to unleash a flurry of strikes and command your foes attention.
Encounter * Shadow, Weapon
Requirement: You must be wielding two melee weapons.
Target: One or two creatures
Attack: Strength versus AC, (main and off-hand weapon), two attacks
Hit: 1[W] + Strength modifier damage, and the target is subject to your Dark Presence until the start of your next turn.



Level 9 Daily Hexes
Arctic Blast -- Death Knight Attack
You slash your weapons, and a wave of icy doom bursts forth from them
Daily ** Shadow, Cold, Reliable, Runic, Weapon
Standard Action -- Close Blast 3
Special: You must activate a Frost Rune to make this attack.
Target: Each enemy in blast that you can see.
Attack: Strength versus AC
Hit: 3[W] + strength modifier cold damage and the target is pushed 1 square.

Bloody Grip -- Death Knight Attack
With a clenched fist and a grave voice, you draw your foes near. Then, your weapon creates a rain of gore.
Daily ** Shadow, Weapon, Runic
Standard Action -- Ranged 5
Special: You must activate a Blood Rune as part of this attack.
Target: One, two, or three creatures.
Attack: Strength versus Reflex
Hit: The target is pulled 4 squares. Then, make the following secondary attack against each enemy adjacent to you (close burst 1)
Attack: Strength versus AC
Hit: 2[W] + strength modifier damage, and the target is afflicted by your Crimson Scourge.

Plagued Mind -- Death Knight Attack
The fever and pain of your diseases causes a foe to lash out at its teammates
Daily ** Shadow, Implement, Necrotic, Runic
Standard Action -- Ranged 5
Special: You must activate an Unholy Rune as part of this attack.
Target: One creature afflicted with a Scourge.
Attack: Strength versus Will
Hit: The target is dealt 2d10+strength modifier necrotic damage, and you slide the target 5 squares. It then makes a basic attack against the creature of your choice as a free action, with a bonus to attack and damage rolls equal to your Charisma modifier.
Miss: Half damage, and the target is Dazed until the end of its next turn.

Summon Blood Worms -- Death Knight Attack
As your weapon crashes down, hungry worms sprout from the wound. Crawling about the battlefield, these creatures steal life from your enemies to heal you and your allies.
Daily * Implement, Necrotic, Shadow, Summoning
Minor Action -- Close Burst 1
Requirement: You must have hit with an attack this turn.
Effect: You summon three Blood Worms in adjacent squares in the burst. These creatures are tiny undead. They are treated like minions (they have 1 hitpoint). They have Speed 4 (Burrow 6), a +2 bonus to AC and Reflex, and are immune to poison, disease, and necrotic damage. They are otherwise treated like typical summoned creatures. You may give them the following special commands:
** Standard Action Attack: Melee 1, target one creature, Strength versus AC, 1d6 necrotic damage, and an ally within 5 squares is healed damage equal to the damage dealt. The Blood Worm receives a +2 to the attack and damage rolls for this attack against a creature marked by you.
** Instinctive Action: At the end of your turn if they Blood Worm has been given no other action, it may attack an adjacent enemy. If it is not adjacent to an enemy, it may be placed in a square adjacent to you.



Level 10 Utility Hexes
Blood Tap -- Death Knight Utility
With a pouring of your own blood, you recharge the runes on your weapon
Encounter ** Shadow
Minor Action -- Personal
Effect: You are dealt damage equal to your level. You gain a Death Rune that you must use before the end of the encounter.

Galvanize -- Death Knight Utility
As your enemies close in, you superchill your armor to provide additional protection and a nasty surprise for those that strike you.
Encounter ** Shadow, Cold
Immediate Interrupt -- Personal
Trigger: An enemy makes an attack that includes you as the target.
Effect: You have a +3 bonus to AC and Fortitude defense until the start of your next turn. When you are hit by an attack before your next turn, the attacker is dealt 1d10+constitution modifier cold damage.

Lessons of the Grave -- Death Knight Utility
You recall the echoes of the souls that you have reaped this day, granting you insight into the task at hand.
Daiy ** Shadow
Immediate Reaction -- Personal
Trigger: You deal lethal damage to an opposing creature.
Effect: You gain a power bonus to skills, defenses, or other traits based on the origin, type or keyword of the chosen creature (choose one effect if the creature has multiple origins, types, or keywords). This benefit lasts until your next extended rest.

Aberrant: +5 bonus to Endurance, +1 Fortitude defense
Elemental: Resist 5 of a damage type of your choice
Fey: +5 Bluff and Thievery, can make checks untrained
Shadow: +5 Stealth, +1 Reflex Defense
Beast: +5 Nature, +5 Perception, +1 movement speed
Humanoid: +5 Diplomacy, +5 History, +5 Streetwise
Magical Beast: +5 Arcana, +1 Will Defense
Demons and Devils: +5 Religion, +1 damage rolls
Dragons: +5 Intimidate, +1 AC
Undead: +2 saving throws, Immune to Poison

Unholy Presence -- Death Knight Utility
You take on the stance of Acherus, moving with fiendish speed.
Daily * Shadow, Stance
Minor Action -- Personal
Effect: You and undead allies within 10 squares have a +2 bonus to speed. Undead allies within 10 squares have a +2 bonus to attack and damage rolls. In addition, once per encounter while you are in this stance you may reroll an attack roll with a bonus equal to your charisma modifier.

Level 13 Encounter Hexes
Blinding Whirlwind -- Death Knight Attack
Your weapons whirl and slash, creating the appearance of an impenetrable icestorm that blinds your victims
Encounter ** Cold, Shadow, Weapon
Standard Action -- Melee Burst 1
Target: Each enemy in burst
Attack: Strength versus AC
Hit: 1[W] +strength modifier (mainhand) + 1[W] + strength modifier (off-hand) cold damage and the target is blinded until the start of your next turn.

Death's Decree -- Death Knight Attack
You take on a dark countenance, and dance across the battlefield to execute vengeance on your enemies.
Encounter ** Shadow, Weapon
Standard Action -- Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 2[W] + strength modifier damage. If the target is bloodied or dead after your attack, you may shift three squares and repeat the attack against a second target. If that target is bloodied or dead after your attack, you may shift three squares and attack a third target

Entomb -- Death Knight Attack
Your blade calls up a tomb of ice, stone, and bone around the target's legs, holding them utterly at your mercy
Encounter ** Shadow, Weapon
Standard Action -- Melee Weapon
Target: One Enemy
Attack: Strength versus AC
Hit: 2[W] + strength modifier damage, and the target is Restrained (Save Ends).

Leeching Fever -- Death Knight Attack
Vile locusts buzz around your target, feeding on disease and bringing life back to you
Encounter ** Implement, Necrotic, Shadow
Standard Action -- Ranged 5
Target: One enemy
Attack: Strength versus Fortitude
Hit: 2d8 + strength modifier necrotic damage, and the target is afflicted with Blood Plague. In addition, whenever the target is dealt ongoing damage before the beginning of your next turn, you heal twice that much damage.

Level 15 Daily Hexes

Crippling Strike -- Death Knight Attack
You swing low, using your runeweapon to leave your foe disabled and helpless.
Daily ** Shadow, Weapon
Standard Action -- Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 3[W] + strength modifier damage, and the target is Weakened (save ends) and Slowed (Save Ends) and takes a penalty to AC and Attack rolls equal to your constitution modifier until the end of the encounter.
Miss: Half damage and the target is Weakened and Slowed until the end of your next turn.

Mind Freeze -- Death Knight Attack
Your icy gaze causes a foe's blood to run chill and their mind to completely freeze in terror.
Daily ** Cold, Fear, Implement, Shadow
Standard Action -- Ranged 5
Target: One enemy
Attack: Strength versus Will
Hit: 2d10+strength modifier frost damage and the target is Stunned (save ends).
**Aftereffect: The target is Dazed and Slowed (save ends both).
Miss: Half damage, and the target is stunned until the end of your next turn.

Summon Abomination -- Death Knight Attack
A large shadowy gate opens from the tip of your blade, and a grotesque lumbering abomination lurches forth. An unbreakable wall of blades and flesh, its death brings forth an explosion of poisonous plague.
Daily * Implement, Shadow, Summoning
Standard Action -- Close Burst 10
Effect: You summon an abomination in an unoccupied 2x2 square within the burst. The abomination is a large undead creature. It has Speed 5, a +3 bonus to AC, Fortitude, and Will, Resist All 5, and is immune to poison, disease, and necrotic damage. You may give it the following special commands:
** Standard Action: Target one creature, Melee 2, Strength versus AC, 2d10+strength modifier damage and the target is pushed 3 square.
** Opportunity Attack: Target one creature, Melee 2, Strength versus AC, 2d10+strength modifier damage and the target is Slowed until the end of its turn.
** Immediate Reaction: Trigger - The Abomination is dealt lethal damage or dismissed. Close burst 3, Target each enemy in burst, Strength versus Reflex, 3d10+strength modifier poison damage and the target is knocked prone and subject to your Blood Plague.
** Instinctive Action: At the end of your turn if the Abomination has been given no other actions, it may attack an adjacent enemy. If it is not adjacent enemy, it moves up to its speed.

Unholy Blight -- Death Knight Attack
A burst of black bile seeps forth from beneath your feet, causing continuing agony to enemies that stand in it.
Daily ** Implement, Necrotic, Shadow
Standard Action -- Close Burst 2
Target: Each enemy in burst.
Attack: Strength versus Reflex
Hit: 1d10+strength modifier necrotic damage.
Effect: You create a zone of Blight in the area of the burst until the end of your next turn, centered on you. When you move, the Zone moves with you. Enemies that begin their turn in the zone, move into or out of a square in the zone, or attack an ally that is in the zone are dealt necrotic damage equal to 5 + your charisma modifier.
Sustain: Standard. The zone persists.

Level 16 Utility Hexes
Death Pact -- Death Knight Utility
You draw power from the ending of a life
Encounter ** Shadow
Immediate Reaction -- Personal
Trigger: A creature within 5 squares is dealt lethal damage.
Effect: You heal hitpoints equal to your surge value.
Special: Dismissing a summoned creature or pet counts as a creature suffering "lethal damage", and triggers this power.

Favor of Acherus -- Death Knight Utility
With a dark prayer, you glide across the battlefield like a ghoulish shadow.
Encounter ** Shadow
Move Action -- Personal
Effect: You can shift your speed + your charisma modifier. You ignore difficult terrain and the check penalty of your armor until the end of your next turn.

Frenzy -- Death Knight Utility
You cause a creature's blood to boil, imbuing them with a grim strength.
Encounter ** Shadow
Minor Action -- Close burst 5
Target: You or a creature in the burst
Effect: The creature's attacks deal an additional 1d10 damage until the end of your next turn, but each attack they make deals 5 damage to them.

Gryphon of the Ebon Blade -- Death Knight Utility
You call down a blood-stained skeletal gryphon to serve as your loyal mount.
Daily ** Shadow
Minor Action -- Personal
Effect: You get a +2 bonus to speed, and a +2 bonus to all attack and damage rolls made while charging. You also gain a Fly speed equal to your own speed value, and a bonus to all defenses against opportunity attacks equal to your constitution modifier. These bonuses last until the end of the encounter.

Level 17 Encounter Hexes
Bloody Vengeance -- Death Knight Attack
As blood clouds your vison, undead strength flows through your veins.
Encounter * Runic, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must be bloodied to use this power
Target: One enemy
Attack: Strength versus AC
Hit: 4[W] + strength modifier damage
* Blood Rune: You get a bonus on the attack roll and damage roll equal to your constitution modifier.
* Frost Rune: You may shift three squares before or after the attack.

Gorefiend's Grasp
Claws of pure necrotic energy grasp and tear your victim, keeping them right where you want them.
Encounter * Implement, Necrotic, Runic, Shadow
Standard Action -- Ranged 10
Target: One creature
Attack: Strength versus Will.
Hit: 2d10 + strength modifier necrotic damage, and you pull the target 10 squares to a square adjacent to you.
* Blood Rune: The target is subject to your Dark Presence until the start of your next turn.
* Unholy Rune: The target is subject to the Scourge of your choice.

Grim Fate -- Death Knight Attack
With a roar, you charge an enemy who dared to strike your ally and send them flying.
Encounter * Shadow, Weapon
Immediate Reaction -- Melee Weapon
Trigger: An enemy within 5 squares hits an ally with an attack.
Effect: You may shift 5 squares to a square adjacent to the triggering enemy, then make the following attack against the triggering enemy
*Attack: Strength +2 versus AC
*Hit: 2[W] + strength modifier damage, and you push the target two squares and knock it prone.

Icy Torment -- Death Knight Attack
You loose a burst of screaming cold from your blade, and the frozen shades you conjure keep them tied up.
Encounter * Cold, Implement, Runic, Shadow
Standard Action -- Close Burst 1
Target: Each enemy in burst.
Attack: Strength versus Reflex
Hit: 2d10+strength modifier cold damage, and the targets are slowed and can't shift, teleport, or make opportunity attacks until the start of your next turn.
* Frost Rune: The targets also take ongoing cold 5 cold damage (save ends).
* Unholy Rune: The targets are instead slowed and can't shift, teleport, or make opportunity attacks (save ends).

Level 19 Daily Hexes
Blood-curdling Roar -- Death Knight Attack
You let out a scream amplified by anguished spirits, calling your foes to face you and fight or run fleeing from your presence.
Daily ** Fear, Implement, Runic, Thunder, Shadow
Standard Action -- Close Blast 3
Special: You must activate a Blood Rune to use this power.
Target: Each enemy in Blast.
Attack: Strength versus Will
Hit: 2d10+strength modifier thunder damage, and you slide the target 5 squares.
Effect: The targets are subject to your Dark Presence until the start of your next turn, hit or miss.

Hungering Cold -- Death Knight Attack
You call upon ravenous frost-specters that encircle your foes, draining their strength back to you.
Daily ** Cold, Implement, Runic, Shadow
Standard Action -- Close Burst 1
Special: You must activate a Frost Rune to use this power.
Target: Each enemy in burst.
Attack: Strength versus Reflex
Hit: 1d10+strength modifier cold damage, and the target is Immobilized (save ends). You gain temporary hitpoints equal to half of the total damage dealt with this power.

Plague-cauldron Strike -- Death Knight Attack
Your strike causes your diseases to multiply and grow in strength.
Daily ** Necrotic, Reliable, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must activate an Unholy Rune to use this power.
Target: One creature
Attack: Strength versus Fortitude
Hit: 4[W] + strength modifier necrotic damage, and each of your Scourges present on the target "transforms" until the target saves against them.
**Blood Plague -> Bleeding Blisters: The target is taking ongoing 10 damage in addition to the normal effect.
**Frost Fever -> Frostbitten Mind: The target is Dazed in addition to the normal effects.
**Crimson Scourge -> Rupturing Veins: The target is Weakened in addition to the normal effects.
**Ebon Plague -> Black Death: The target is also taking a -2 penalty to saving throws.
Miss: Half damage, and the target is subject to your Ebon Plague.

Summon Bone Knight -- Death Knight Attack
A heavily armored skeleton drops from a rift in the sky. With a massive shield and an ebony blade, it defends you and your allies.
Daily * Implement, Shadow, Summoning
Standard Action -- Close Burst 10
Effect: You summon a bone knight in an unoccupied square within the burst. The bone knight is a medium undead with speed 6, a +2 bonus to AC, Reflex, and Fortitude, and immunity to necrotic, poison, and disease. It has the following special abilities and actions.
** Bone Guard: Aura 2, other allies within the aura have a +2 bonus to AC and Reflex.
** Standard Action Attack: Melee 1, Target one creature, Strength +3 versus AC, 2d10+strength modifier and the target is marked by the Bone Knight until the end of your next turn. This attack can crit on a 19-20.
** Immediate Reaction: When an enemy marked by the Bone Knight deals damage to an ally, the Bone Knight may shift 2 squares and make its standard action attack against that enemy.
** Instinctive Action: At the end of your turn if the Bone Knight has been given no other action, it may make an attack against an adjacent enemy. If no enemy is adjacent, it may move up to its speed.


Level 22 Utility Hexes

Anti-Magic Shell -- Death Knight Utility
A shell of green energy surrounds you, causing magical attacks to empower you.
Encounter * Shadow
Immediate Reaction -- Personal
Trigger: You are hit by an Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant attack
Effect: Instead of taking damage, you gain a number of temporary hitpoints equal to half the damage that would have been dealt. You gain Resist 20 to the damage types of the triggering attack until the end of your next turn.

Crimson Guard -- Death Knight Utility
As your ally's blood spills, you work a dark chant to keep you both alive.
Encounter * Shadow
Immediate Reaction
Trigger: You or an ally within 5 squares is bloodied by an attack.
Effect: You and an ally within 5 squares may each spend a healing surge and regain additional hitpoints equal to your strength modifier. You and that ally gain a bonus to all defenses equal to your constitution modifier until the start of your next turn.

Energize Rune Weapon -- Death Knight Utility
You focus your will and your runes flare alight with new energy.
Daily * Shadow
Minor Action -- Personal
Effect: You recharge all the runes on your rune weapon. You get a bonus on your next attack roll equal to your Charisma modifier.

Sanguine Presence -- Death Knight Utility
Your armor seems to drip ichor and blood as you take on the stance of a Vampire.
Daily * Shadow, Stance
Minor Action -- Personal
Effect: While in this stance, you heal hitpoints equal to your strength modifier whenever you hit with an attack. In addition, the first time you deal lethal damage to a creature while in this stance, you gain a Healing Surge.


Level 23 Encounter Hexes

Boundless Winter -- Death Knight Attack
Again and again your weapons rain down upon your foes, like a winter avalanche.
Encounter * Cold, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must be wielding a melee weapon in each hand to use this power.
Target: One, two, or three creatures
Attack: Strength versus AC; three attacks which can be made with your offhand and mainhand weapon interchangeably.
Hit: 2[W] + strength modifier damage, +2 cold damage for each successful attack you have made this round. The target is knocked prone if it is hit by two attacks, and cannot stand up on its next turn if it is hit by three attacks.

Death Blossom -- Death Knight Attack
A fountain of unholy green energy pours forth from your runeweapon. At your direction, it either flays your enemies or heals your undead minions.
Daily * Implement, Necrotic, Shadow
Standard Action -- Area Burst 1 within 10
Target: Each enemy in burst or single undead ally in burst
Attack: Strength versus Reflex
Hit: 3d10+strength modifier necrotic damage, and the targets take a penalty to AC equal to your Charisma modifier until the end of your next turn..
Special: If the chosen target is a friendly undead, instead of the above effect, the target regains hitpoints equal to its bloodied value, may make a saving throw against each effect a save can end with a bonus equal to your Charisma modifier, and you may take another standard action.

Sanguine Shielding -- Death Knight Attack
You whirl your blade, and a series of blood-red runes appear around you, protecting you from retaliation.
Encounter * Shadow, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Hit: 2[W] + strength modifier damage. You gain Resist All equal to half the damage dealt plus your constitution modifier until the end of your next turn.

Sudden Doom -- Death Knight Attack
Before your foes even know what is happening, you are upon them, a vicious and merciless shadow.
Encounter * Necrotic, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You may only use this power during the first turn of an encounter.
Effect: You can shift your speed and then charge, making the following attack in place of a basic attack.
Target: One creature
Attack: Strength versus Reflex
Hit: 3[W] + strength modifier necrotic damage, and the target is subject to your Dark Presence until the end of your next turn.

Level 25 Daily Hexes
Dark Simulacrum -- Death Knight Attack
Your strike shrouds the target in a deathly pall, causing a grim specter to reflect its attacks back at it.
Daily * Psychic, Runic, Shadow
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus Will
Hit: 3[W] + strength modifier psychic damage and is subject to the Dark Simulacrum (save ends). While under the effects of Dark Simulacrum, when the target attacks and hits, it is dealt damage equal to its damage roll.
Miss: Half damage, and the target is Dazed until the start of your next turn.
Blood Rune: When the target attacks an ally while subject to Dark Simulacrum, that ally gains temporary hitpoints equal to 10 + your constitution modifier.
Frost Rune: Increase the damage the target takes from Dark Simulacrum by 5.
Unholy Rune: The hit target is also Dominated until the end of your next turn.

Frozen Core -- Death Knight Attack
You bury your rime-coated blade into your foe up to the hilt, freezing their very soul.
Daily * Cold, Reliable, Runic, Shadow, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus Reflex
Hit: 6[W] + strength modifier cold damage, and the target is Restrained (save ends).
Blood Rune: You gain a healing surge.
Frost Rune: The target is instead Stunned (save ends).
Unholy Rune: The target also gains Vulnerability 10 to all damage (save ends).

Infestation -- Death Knight Attack
With a glare, a horde of vile insects and black mist emerge from your blade, inflicting scourges on all around you.
Encounter * Implement, Poison, Runic, Shadow
Standard Action -- Close Burst 2
Target: Each enemy in burst
Attack: Strength versus Fortitude
Hit: 3d10+strength modifier poison damage, and the targets are inflicted with two Scourges of your choice and take a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
Blood Rune: The targets are also Weakened (Save Ends).
Frost Rune: You may also slide each target 3 squares.
Unholy Rune: The targets are instead subject to all four of your Scourges.

Summon Valkyr - Death Knight Attack
From the heavens, a dark angel soars down. The embodiment of the Plane of Shadow, she rains black death for your foes while rejuvenating the life of you and your allies.
Daily * Implement, Shadow, Summoning
Standard Action -- Close Burst 10
Effect: You summon a Valkyr in an unoccupied square within the burst. The Valkyr is a medium undead with a fly speed of 8 (hover), a +2 bonus to Will and Reflex, and immunity to necrotic, poison, disease, immobilize, and slow. It has the following special abilities and actions.
** Aura of Twilight: Aura 2, enemies within the aura cannot heal.
** Standard Action Attack: Ranged 10, Target one creature, Strength versus Reflex, 4d10+strength modifier necrotic damage and the target is pushed 4 squares and knocked prone.
** Instinctive Action: At the end of your turn if the Valkyr has been given no other actions, an adjacent ally may heal damage equal to your strength modifier and make a saving throw against one effect that a save can end. If no allies are adjacent, the Valkyr may fly its speed.



Level 27 Encounter Hexes
Asphyxiate -- Death Knight Attack
Your clenched fist creates a noose of necrotic energy around your victim, incapacitating them.
Encounter * Implement, Necrotic, Runic, Shadow
Standard Action -- Ranged 10
Special: You must activate an Unholy Rune to use this power.
Target: One creature
Attack: Strength versus Fortitude
Hit: 3d10+strength modifier necrotic damage, and the target is stunned (save ends). You may slide the target a number of squares equal to your Charisma modifier.

Cold Snap -- Death Knight Attack
With a flourish you whirl your runeweapon at lightning speed, unleashing a ring of frost around you.
Encounter * Cold, Implement, Runic, Shadow
Minor Action -- Close Burst 1
Special: You must activate a Frost Rune to use this power.
Target: Each enemy in burst
Attack: Strength versus Reflex
Hit: 1d10+strength modifier cold damage, and the target grants combat advantage to the next creature to attack it before your next turn.

Vampiric Hunger -- Death Knight Attack
Your weapon laps up your victim's blood, restoring your life.
Encounter * Runic, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must activate a Blood Rune to use this power.
Target: One creature
Attack: Strength versus AC
Hit: 4[W] + strength modifier damage, and you regain hitpoints equal to your constitution modifier + 10. If this attack deals lethal damage, you instead regain hitpoints equal to your surge value.

Level 29 Daily Hexes
Army of the Damned -- Death Knight Attack
Dark Energy pours forth from your weapon, opening a portal to the Shadow realm that calls forth a horde of ravenous undead. Together, you force your opponents to battle.
Daily * Implement, Shadow, Summoning
Standard Action -- Close Burst 10
Effect: You summon a number of ghouls equal to four or your charisma modifier (whichever is higher) in unoccupied squares in the burst. These ghouls are medium undead creatures. They are treated like minions (they have 1 hitpoint). They have a Speed of 6, a +2 bonus to fortitude defense, are immune to poison disease, and necrotic damage. While at least one ghoul remains, you have Resist All 15 (or your existing resistance increases by 15). They are otherwise treated like a typical summoned creature. You may give the Ghouls the following special commands:
**Standard Action Attack: Melee 1, Target one creature, Strength versus AC, 1d10 damage and the target is subject to your Dark Presence until the start of your next turn.
** Instinctive Action: At the end of your turn, if the Ghoul has been given no other action, you may have it attack an adjacent enemy. If it is not adjacent to an enemy, it may shift its speed.

Pandemic -- Death Knight Attack
You sweep across the battlefield like a plague, spreading disease and death wherever your blades strike.
Daily * Necrotic, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must wield a melee weapon in each hand.
Target: One or two enemies
Attack: Strength versus AC, (main and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier Necrotic Damage, and the target is afflicted with the Scourge of your choice. You may shift 5 squares and make the following secondary attack.
-- Secondary Target: One or two enemies other than the primary targets
-- Attack: Strength versus AC, (main and off-hand weapon), two attacks
-- Hit: 2[W] + Strength modifier Necrotic Damage, and the target is afflicted with the Scourge of your choice.

Remorseless Winter -- Death Knight Attack
You raise your weapon high above your head, and call down a howling tempest of wind and ice. Your enemies are slowed to a crawl, then frozen solid.
Daily * Cold, Implement, Shadow
Standard Action -- Close Burst 2
Target: Each enemy in burst
Attack: Strength versus Fortitude
Hit: 5d10+Strength modifier cold damage.
Effect: The burst creates a zone of howling cold. The zone is centered on you and moves with you. Each enemy that begins its turn in the zone takes 5 cold damage and is Slowed (save ends). If the creature is already slowed, they instead take 10 cold damage and are Immobilized (Save Ends). If the creature is already Immobilized, they instead take 15 cold damage and become Stunned (Save Ends). The zone lasts for 4 turns.

Soul Reaper -- Death Knight Attack
You plunge your weapon into your enemy’s very heart, wounding their soul. Death comes swiftly for them, and you take on the swift form of the Grim Reaper himself.
Daily * Necrotic, Shadow, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength +2 versus AC
Hit: 5[W]+strength modifier necrotic damage.
Effect: If the target is alive and bloodied at the start of your next turn, it is dealt 4d10+strength modifier necrotic damage. If it is dead, you instead get +1 attack until the end of the turn and may take an additional standard action this turn.

Hawk7915
2013-03-21, 06:29 PM
Death Knight Paragon Paths


Bloodreaver
"I have a role to play now. I'm part of a chain. And I will not be the weakest link in that chain." - Thassarian

The Bloodreaver is a Death Knight that has a particular understanding of the lifeforce that empowers all creatures. A dark guardian, the Bloodreaver manipulate and corrupts life energy to sustain himself and his allies in the face of an enemy onslaught. They are legendarily tough, capable of withstanding attacks that would kill a mere mortal as they transcend their bonds. Their knowledge of life forces and animation allow them to imbue inanimate objects, such as bones and their very blades, with temporary life force as well, making them fearsome foes indeed.

Bloodreaver Path Features:
Runic Corruption (11th level): You may engrave your Rune Weapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.

Sanguine Action (11th level): When you spend an action point to make an attack, you may also spend a healing surge. You heal additional damage equal to your constitution modifier.

Will of the Necropolis (11th level): The first time you are bloodied each encounter, you gain Resist All 10 until the end of your next turn. You may also recharge a Blood Rune.

Blood Rites (16th level): Your surge value and the amount of Temporary Hitpoints you receive from your Blood Runes is increased by 5.

Bloodreaver Hexes
Heart Strike -- Bloodreaver Attack 11
Your blade senses that your foes are near death, and digs into their hearts to hasten their end.
Encounter * Runic, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must activate a Blood Rune to use this power.
Target: One, two, or three creatures
Attack: Strength versus Fortitude
Hit: 2[W] + strength modifier damage, and the target is afflicted with Crimson Scourge. If the target is bloodied, they take 1[W]+constitution modifier additional damage.

Bone Shield -- Bloodreaver Utility 12
You conjure a swirling barrier of crimson bones to protect and empower you.
Encounter * Shadow
Minor Action -- Personal
Effect: You gain 6 Bone Charges until the end of the encounter. While you have Bone Charges, you have Resist All 5. Each time you are hit by an attack, the attacker is dealt damage equal to your constitution modifier and you lose a Bone Charge.

Dancing Rune Weapon -- Bloodreaver Attack 20
You focus your mind, and a spectral replica of your runeweapon appears near your foe, mirroring your moves and parrying attacks against you.
Daily * Shadow, Summoning
Minor Action -- Ranged 5
Effect: You summon a spectral runeweapon in an unoccupied square within range. The Dancing Runeweapon is a medium creature with the shape of your primary runeweapon. It has speed of fly 8 (hover), a +2 bonus to AC, and a +2 bonus to Reflex. While the spectral runeweapon is active, you receive a +4 power bonus to all defenses. You may give the runeweapon the following special commands:
** Opportunity Attack: Melee 1, target one creature, Strength versus Reflex, 2[W] + strength modifier damage.
** Instinctive Action: If at the end of your turn the Dancing Runeweapon has been given no other actions, it may teleport to a square adjacent to you or an enemy within 10 squares. It may then make the following special attack:
*** Melee 1, target one creature you damaged this turn, Strength versus Reflex, 2[W] damage.


Champion of the Frozen Wastes
" Frozen solid, ripe for slaughter. Let loose a howling blast and shatter them to pieces!." - Amal'thazad
All death knights wield some control over wind and frost due to their connection to death's cold embrace. To a Champion of the Frozen Wastes, however, an icy heart and frozen blades is the greatest possible asset in battle. The Champion of the Frozen Wastes wields two weapons, like razor-icicles, to unleash continuous punishment. An icy harbinger of doom, the Champion of the Frozen Wastes is a master of vicious strikes and as relentless and unfeeling as a blizzard.

Champion of the Frozen Waste Path Features
Hacking Action (11th level) - When you spend an action point to make an attack, you may also make a basic attack with your offhand weapon as a free action.

Runic Corruption (11th level) - You may engrave your Rune Weapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.

Threat of Thassarian (11th level) - You can use one-handed weapons in your off-hand as though they had the off-hand property.

Frozen Heart (16th level) - Your Cold and Runic attacks deal 3 additional cold damage.

Champion of the Frozen Wastes Hexes
Howling Blast -- Champion of the Frozen Wastes Attack 11
You call down a screaming storm of ice and pain.
Encounter * Cold, Implement, Runic, Shadow
Standard Action -- Area Burst 1 within 10
Special: You must activate a Frost Rune to use this power.
Target: Each enemy in burst
Attack: Strength versus Reflex
Hit: 3d8+Strength modifier cold damage, and the target is afflicted with Frost Fever and Deafened (Save Ends).
Effect: The area of the burst is considered difficult terrain until the beginning of your next turn.

Pillar of Frost -- Champion of the Frozen Wastes Utility 12
You coat yourself in heavy icicles that make you immovable for a time.
Encounter * Shadow
Minor Action -- Personal
Effect: You are immune to being Slid, Pushed, Pulled, Slowed, or Knocked Prone until the start of your next turn, and your attacks deal an additional 4 damage until the start of your next turn.

Icy Talons -- Champion of the Frozen Wastes Attack 20
You lash out with blades that are turned into pure frost, entering a stance that allows your eager offhand blade to claw at those who come too close or flee your wrath.
Daily * Cold, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must be wielding a weapon in each hand to use this power.
Target: One or two creatures
Attack: Strength versus AC, two attacks, one with your mainhand weapon and one with your offhand weapon.
Hit: 3[W]+strength modifier cold damage per attack, and the target is Slowed (Save Ends).
Effect: You enter the Icy Talon stance until the end of the encounter. This stance allows you to make an opportunity attack with your offhand weapon against any enemy that enters or leaves a square adjacent to you on their own turn, even if they shift.

Ebon Plaguelord

"Some healers lack the knowledge to counter the diseases that we master. This lack of knowledge is just one more weakness among many. There is little hope against the power of death itself." - Lady Alistra

All Death Knights are capable of inflicting Scourges, magical infections that ravage the body and cripple the living. The Ebon Plaguelord raises this talent to a gruesome art form and a way of life (or unlife, as the case may be). A master of death and decay, the Plaguelord dedicates themselves to researching, breeding, inflicting, and spreading ever more deadly contagions.

Ebon Plaguelord Path Features:
Pestilent Action (11th level): When you spend an action point to make an attack, you may also have that attack inflict the Scourge of your choice to each hit target.

Plaguebringer (11th level): Your scourges are improved, as listed below:

* Blood Plague - Ongoing 5 necrotic damage and -2 to all defenses (save ends both).
* Frost Fever - Ongoing 5 cold damage and -2 penalty to attack rolls (save ends both).

Runic Corruption (11th level): You may engrave your Runeweapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.

Dreadblade (16th level): Your Runic and Necrotic attacks cause the target to gain Vulnerability 5 to Necrotic damage until the end of your next turn.

Ebon Plaguelord Hexes
Scourge Strike -- Ebon Plaguelord Attack 11
Your blade becomes cloaked in shadows as it bites your enemy, flaring with power as it finds infection there.
Encounter * Necrotic, Runic, Shadow, Weapon
Standard Action -- Melee Weapon
Special: You must activate an Unholy Rune to use this power.
Target: One creature
Attack: Strength versus AC
Hit: 2[W] + strength modifier necrotic damage. You get a +1 bonus with this attack and it inflicts 1d6 additional necrotic damage for each scourge present on the target.

Outbreak -- Ebon Plaguelord Utility 12
With a dark chant, sores, blisters, fever, and chills erupt on your enemy.
Daily * Shadow
Minor Action -- Ranged 5
Target: One creature
Effect: The target is afflicted with Blood Plague, Crimson Scourge, Frost Fever, and Ebon Plague.

Festering Strike -- Ebon Plaguelord Attack 20
Your blade digs deep, leaving a gangrenous wound that nurtures your plagues.
Daily * Shadow, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus AC
Hit: 5[W] + Strength modifier damage, the target is afflicted with your Ebon Plague, and the target cannot make saves against your Scourges or remove them through any other means (Save Ends).
Miss: Half damage, and the target cannot make saves against your Scourges next turn.

Ghoulcaller
""Souls of the damned, lost in the darkness... your master beckons." - Ghoulmaster Kalisa

Most Deathknight's ties to death are used to sustain their own lifeforce and bring about the end for their enemies. Ghoulcallers see the true beauty in undeath, however, and eagerly seek to manipulate necromantic energies and command the undead. They see battlefields and graveyards not as places of fear, anger, or even sanctity, but instead as an artist's studio where they might ply their trade and raise undead servants to do their bidding. A ferocious ghoul is never far from a Ghoulcaller's side, ready to assist in taking lives and letting the Ghoulcaller learn yet more about the cycle of life and undeath.

Ghoulcaller Path Features:
Ghoulish Action (11th level): When you spend an action point to make an attack, after the attack your Ghoul may make a melee basic attack as a free action.

Command of Undeath (11th level): You gain a Ghoul companion. It is considered an ally of you and your allies, and can be affected by powers in the same way any creature can. You may communicate telepathically with your Ghoul as long as it is within 20 squares of you, and do not need line of fire to do so. The Ghoul has only animal intelligence, so it cannot talk or understand complicated commands. Your Ghoul spends your healing surges, but heals completely without need of surges during a short or extended rest. If you or your Ghoul are killed, you may raise another Ghoul during a short or extended rest by spending a healing surge. When you do, the Ghoul appears adjacent to you with its full hitpoints. The Ghoul may take a move action when you do, or you may give it a move action by taking a move action yourself while you stay stationary. For all other actions, the Ghoul requires your strict command as detailed below. It takes your opportunity action to make opportunity attacks, your standard action to use its Claw Attack, etc. If you are incapacitated or more than 20 squares away from it, however, the Ghoul will attempt to reach you with its move action or lash out at the nearest creature with its claw attack as a standard action.

Ghoul Companion

Medium natural animate (undead)
HP: Your bloodied value -- Inititiative: Equal to yours
AC 14, Fortitude 14, Reflex 14, Will 11 -- Perception: Equal to yours
(add your level to all its defenses)
Speed 6 -- Low-light Vision
Traits: Immune disease, poison -- Resist Necrotic 10, Vulnerable Radiant 5
**Chill of the Grave * Aura 1 -- Enemies treat the area of the aura as difficult terrain.
Standard Actions
Claw Attack * At-will
Attack: Melee 1 (one creature), your level +4 versus AC
Hit: 1d10+your strength modifier + your charisma modifier +2
21st level: 2d10+your strength modifier + your charisma modifier +4
Special: Your Ghoul may use this as a Melee Basic attack.
---------------------
STR 18 -- CON 10 -- DEX 18
WIS 10 -- CHA 2 -- INT 2

Shadow Infusion (16th level): Your Ghoul and your summoned creatures have +5 hitpoints and +1 to all defenses. When you hit with an attack, your Ghoul's attacks deal an additional 5 necrotic damage until the end of your next turn.

Ghoulcaller Hexes
Leaping Gnaw -- Ghoulcaller Attack 11
You order your Ghoul to pounce on a target and gnaw at their limbs, keeping them occupied.
Encounter ** Ghoul, Shadow
Standard Action
Effect: Your Ghoul may fly 6 squares and make a melee basic attack with a +2 bonus to the attack roll. If the attack hits, the target is dealt an additional 1d10 damage and Stunned (save ends).

Dark Transformation -- Ghoulcaller Utility 12
With an unholy word, your Ghoul is transformed into a towering abomination of necrotic flesh.
Encounter ** Ghoul, Shadow
Minor Action
Effect: Your Ghoul is transformed until the end of your next turn. While transformed, it gains a +5 power bonus to damage rolls, a +2 power bonus to all defenses, and a +2 bonus to its speed. Its Claw Attack has Melee Reach 2, and if it hits with its Claw attack, the target is considered Marked by your Ghoul (save ends). Enemies that start their turns in the Ghoul's "Chill of the Grave" aura while it is transformed are slowed until the start of their next turns.

Summon Gargoyle -- Ghoulcaller Attack 20
You call a mighty gargoyle to circle the battlefield and bombard enemies with necrotic power.
Daily ** Implement, Necrotic, Shadow, Summoning
Minor action -- ranged 10
Effect: You summon a Gargoyle in a square within range. The Gargoyle is a medium undead creature. It has a speed of fly 8 (hover), a +2 bonus to AC, a +4 bonus to Fortitude, and Resist All 5. You may give it the following special commands.
** Standard Action: Area Burst 1 within 10, each enemy in burst, Strength versus Reflex, 3d10+strength modifier necrotic damage and the target is Weakened (save ends). If your Ghoul is within the burst, it may shift 1 square and make a melee basic attack as a free action.
** Move Action: You, your Ghoul, and the Gargoyle shift two squares and gain Temporary HP equal to your Strength modifier.
**Instinctive Action: At the end of your turn if the Gargoyle has been given no other actions, it may use its special move action as a free action.

Death Knight Epic Destinies
Lich King


"You speak of justice? Of cowardice? I will show you the justice of the grave... and the true meaning of fear."

Prerequisite: Death Knight
Lich King Epic Destiny Features:

Lich King Ascendent (21st level): Your Strength and one attribute of your choice increase by two.

Flight of the Valkyr (24th level): You consider all allies within 10 squares to be undead for the purpose of your powers. You gain the Flight of the Valkyr utility power.

Triumph of Undeath (26th level): You gain the Triumph of Undeath utility power.

Fallen King's Runeweapon (30th level): The power of your runeweapon increases. When you use a rune, you gain an additional benefit as listed below. In addition, the first time you deal lethal damage to a creature during an encounter, you gain a Death Rune that you must use before the end of the encounter.

Blood Rune: You also gain a bonus to all defenses equal to your constitution modifier until the start of your next turn.

Frost Rune: You may make two attack rolls for this attack and choose the higher result.

Unholy Rune: The target is also subject to your Dark Presence until the start of your next turn.


Lich King Hexes
Flight of the Valkyr -- Lich King Utility 24
You command death itself: as you or an ally fall, a valkyr death spirit fills them with the energy to fight on.
Daily * Shadow
Immediate Reaction -- Close Burst 10
Trigger: You or an ally in the burst is reduced to 0 or fewer hitpoints.
Target: The triggering character
Effect: The target regains hitpoints equal to its surge value plus your charisma modifier. They gain a +4 power bonus to saving throws and damage rolls and a Fly Speed of 8 (Hover) until the end of the encounter, and they are invisible until the end of the next turn.

Triumph of Undeath -- Lich King Utility 26
As you near death, you call upon the power of unlife to rally yourself and your allies to victory.
Daily * Shadow, Stance
Minor Action
Requirement: You must be bloodied.
Effect: You and each undead ally within 10 squares gets a +2 bonus to attack rolls, a bonus to damage rolls equal to your charisma modifier, and Fast Healing equal to your constitution modifier until the end of the encounter.

Hawk7915
2013-03-21, 06:30 PM
Death Knight Feats:

Heroic TierDark Succor
Prerequisite: Dark Command ability
Benefit: When a creature marked by you is dealt lethal damage, you gain temporary hitpoints equal to your Strength modifier.

Ebon Initiate [Multiclass]
Prerequisite: Str 13
Benefit: You gain training in a skill from the Death Knight class skill list.
You may create a Runeweapon, as described in the Death Knight class. You engrave one Runic Power rune (Frost, Blood, or Unholy) on your Runeweapon, and can invoke that Rune’s benefit once per encounter when using an Encounter power.

Runeforging [Multiclass]
Prerequiste: Ebon Initiate feat
Benefit: You may engrave your Runeweapon with the Rune of Swordbreaking or the Rune of Razorice.

Reaping
Prerequisite: Dark Command power, Blood Strike power
Benefit: When you would make a Melee Basic attack against a creature marked by you, you may instead use Blood Strike.

Rune of Lichbane [Rune]
Prerequisite: Death Knight
Benefit: You gain access to the Rune of Lichbane to engrave on your weapon. The Rune of Lichbane causes your attacks with that weapon to deal +1 fire damage, or +3 fire damage against undead creatures.

Runeweapon Expertise
Prerequiste: Death Knight
Benefit: You gain +1 feat bonus on attacks made with Light Blades, Heavy Blades, and Axes. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, your Runic attack deals +1 damage (+2 damage at 11th level, +3 damage at 21st level).

Toughened Undead (Designed by Holocron Coder :smallsmile:)
Prerequisite: Death Knight
Benefit: Undead summoned by a Death Knight power have an additional 5 hitpoints. This bonus HP increases to 10 once the Death Knight reaches 11th level and to 15 when the Death Knight reaches 21st level.

Paragon Tier

Cursed Etchings
Prerequisite: Death Knight, 11th level
Benefit: When you activate an Unholy Rune, the attack also causes the target to be Slowed (Save Ends) if it hits. If the attack already Slows the target, it inflicts an additional 5 necrotic damage instead.

Icy Etchings
Prerequisite: Death Knight, 11th level
Benefit: When you activate a Frost Rune, you may shift 1 square after the attack.

Rune of Cinderglacier [Rune]
Prerequisite: Death Knight, 11th Level
Benefit: You gain access to the Rune of Cinderglacier to engrave on your runeweapon. When you hit a creature with a weapon engraved with the Rune of Cinderglacier, your attacks deal +2 cold and necrotic damage until the end of your next turn.

Rune of Spellbreaking [Rune]
Prerequisite: Death Knight, 11th level
Benefit: You gain access to the Rune of Spellbreaking to engrave on your runeweapon. While wielding a weapon engraved with the Rune of Spellbreaking, you gain a +1 bonus to your Fortitude, Will, and Reflex defenses and a +2 feat bonus on saving throws.

Runic Combination
Prerequisite: Death Knight, 11th level
Benefit: Your Runeweapon may have three runes of whatever type you wish from amongst Blood, Frost, and Unholy (instead of one of each). If you have access to a fourth Death Rune, it is unchanged and cannot be replaced by another Rune type. You may change the combination of Runes on your blade during an extended rest.

Vital Etchings
Prerequisite: Death Knight, 11th level
Benefit: When you activate a Blood Rune, you gain an additional 5 Temporary Hitpoints.

Epic Tier Feats:
Dark Oppression
Prerequisite: Dark Command power, 21st level
Benefit: You may use your Dark Command on up to two times per round, and may have up to two targets marked by it at a time.

Rune of the Fallen Crusader
Prerequisite: Death Knight, 21st level
Benefit: You gain access to the Rune of the Fallen Crusader to engrave on your runeweapon. When you hit a creature with a weapon engraved with the Rune of Fallen Crusader, you heal 3 hitpoints. Once per encounter when you score a critical hit against a creature with a weapon engraved with this Rune, you gain hitpoints equal to your surge value and gain a +5 power bonus to damage until the end of your next turn.

Rune of the Stoneskin Gargoyle
Prerequisite: Death Knight, 21st level
Benefit: You gain access to the Rune of the Stoneskin Gargoyle to engrave on your runeweapon. While wielding a weapon engraved with the Rune of the Stoneskin Gargoyle, you have Resist All 5 and +15 hitpoints.

Runic Empowerment
Prerequisite: Runeweapon class feature, 21st level
Benefit: Once per encounter when you score a critical hit, you gain a Death Rune that you must use before the end of the encounter.

Vicious Runeweapon
Prerequsite: Strength 21, Charisma 15, Contitution 15, Dark Command class feature, 21st level
Benefit: You score a critical hit on an 18-20 when attack a creature that has had its defenses reduced by your Dark Command or Dark Presence.

vasharanpaladin
2013-03-21, 06:38 PM
Blood strike needs to take an action. No-action attack powers only ever add on to a separate attack. Also, you have this class as Strength primary, so none of its attack powers should be basic attacks by default; it doesn't need them.

Dark command should be a minor action, free action at quickest. A word of warning, this is a rather weak mechanic for a Defender; it's not immediate punishment. Still better than the battlemind's mind spike, though.

The Two-Weapon Fighting option is OP. Nothing in Essentials allows for oversized TWF, which is a Striker feature besides.

The runic keyword already exists and has an entire class built around it. This may cause confusion at the table.

Rules for diseases already exist and are untenable for combat. This may cause confusion at the table with the conditions you're referring to as diseases.

Hawk7915
2013-03-21, 06:53 PM
Feedback already? Yay! Thank you.


Blood strike needs to take an action. No-action attack powers only ever add on to a separate attack. Also, you have this class as Strength primary, so none of its attack powers should be basic attacks by default; it doesn't need them.

- All fair points: that was a typo and it is intended to be a standard action. I'll update it.


Dark command should be a minor action, free action at quickest. A word of warning, this is a rather weak mechanic for a Defender; it's not immediate punishment. Still better than the battlemind's mind spike, though.

- I thought it was interesting, tactically speaking. I'm happy with something that is better than Battlemind, even if only by a little. Hopefully the Striker-ish features of the class make up for it.


The Two-Weapon Fighting option is OP. Nothing in Essentials allows for oversized TWF, which is a Striker feature besides.

- It's just one part of WoW I'm attached too, probably because my DK was dual wield frost all the way. I'm worried that two "runes" are OP though...so if I really want to keep the oversized dual wielding (which I'm not sure is OP as the class won't have a ton of "strike with offhand" attacks), how can I tone it down? No bonus feat?


The runic keyword already exists and has an entire class built around it. This may cause confusion at the table.

- The Death Knight has "runes", but none of its powers have a rune keyword. I'm open for changing it though.


Rules for diseases already exist and are untenable for combat. This may cause confusion at the table with the conditions you're referring to as diseases.

- I'm happy to reword them, especially so that the DK doesn't randomly get to deal +1d6 damage against someone with the flu :smalltongue:. Plagues? Scourges?

vasharanpaladin
2013-03-21, 07:06 PM
- It's just one part of WoW I'm attached too, probably because my DK was dual wield frost all the way. I'm worried that two "runes" are OP though...so if I really want to keep the oversized dual wielding (which I'm not sure is OP as the class won't have a ton of "strike with offhand" attacks), how can I tone it down? No bonus feat?

No, the bonus feat is fine (though I'd recommend Two-Weapon Defense instead). The problem is with oversized dual wielding. The ranger gets it, the barbarian gets it, nothing else gets it without a feat. And you're wanting to make this for Essentials, where no one gets it.

If there's not going to be attacks that use the off-hand, there's no reason to call attention to it like that.




- The Death Knight has "runes", but none of its powers have a rune keyword. I'm open for changing it though.


That would be why it could be confusing, because the RUNEpriest is built around them, and your take on them here isn't even remotely similar. If you're going to keep them as "runes," I'd recommend making use of the keyword somehow (and hey, it needs some support anyway).

Otherwise... etchings? Glyphs?



- I'm happy to reword them, especially so that the DK doesn't randomly get to deal +1d6 damage against someone with the flu :smalltongue:. Plagues? Scourges?

Hmm... scourge dragons would supposedly have covered disease and suchlike, too, so that might be a good idea?

WyvernLord
2013-03-21, 08:32 PM
Not much to say so far but I'm liking it. Might be because my main was a DK. :smallbiggrin:
One thing though is I'm going in the other direction on dark command. This thing is brutal. At epic you should get at least an eight point defense shred. :smalleek: That is pretty punishing. Easy focus fire on the guy you can hit on a two. I can imagine that dailies will be burned on the target. It is a better punishment on the tactical sense. As a DM I would be reluctant to break his mark.

As an aside I have used your Planeswalker class as part of the BBEG in a gestalt campaign. The players hated me.:smallamused:

Xuldarinar
2013-03-21, 08:54 PM
Interesting. I do enjoy death knights (wow) and so far the class here seems decent.

Though, I'm going to ask this: Why play this over a death knight (template) with the blackguard class?

Alternatively, swordmage or Hexblade and take the arch-lich epic destiny.

There is also the existing home-brewed dread necromancer for 4e, one of its paragon paths is the death knight. here. (http://community.wizards.com/go/thread/view/75882/19608198/Playtest:_Dread_Necromancer)


This isn't to say you shouldn't continue this, by all means you should. I just thought I'd bring these up. To help serve as examples to follow or to stay away from. Its good to know what already is out there.

WyvernLord
2013-03-21, 09:13 PM
Though, I'm going to ask this: Why play this over a death knight (template) with the blackguard class?

It's a heavy armor dark themed defender with unique mechanics. More reason to play this class then most of the essential classes. (besides the ranger classes.)

Hawk7915
2013-03-21, 10:32 PM
No, the bonus feat is fine (though I'd recommend Two-Weapon Defense instead). The problem is with oversized dual wielding. The ranger gets it, the barbarian gets it, nothing else gets it without a feat. And you're wanting to make this for Essentials, where no one gets it.

If there's not going to be attacks that use the off-hand, there's no reason to call attention to it like that.

I'd like to clear up a misconception here: I'm aiming for Pre-Essentials, I.E. Player's Handbook 1, 2, and 3 classes. Hence the full load of encounters and dailies and the lack of progression on the class features.

That being said, I actually agree. I can't conceive of any "strike with off-hand" attacks for this build and it isn't too punishing to ask the players who really, really want to dual wield Bastard Swords like Darion Mograine does to blow a feat on "Warrior of the Wild" or something like that. I may also make the "Frost" Paragon Path grant it as its level 11 feature. For now I'll keep it simple and have the TWF tree grant Two-weapon Fighting (I know that makes Two-weapon Defense a feat tax, but I fear TWF is really powerful for this class because it means two runeweapons and two active runes).



That would be why it could be confusing, because the RUNEpriest is built around them, and your take on them here isn't even remotely similar. If you're going to keep them as "runes," I'd recommend making use of the keyword somehow (and hey, it needs some support anyway).

Otherwise... etchings? Glyphs?

I'll spend some personal time with the Runepriest tonight and see if I want these two classes to be best friends, or if I want to change it to "Glyphs".


Hmm... scourge dragons would supposedly have covered disease and suchlike, too, so that might be a good idea?

I think "Scourges" is a winner too :smallsmile:.


Not much to say so far but I'm liking it. Might be because my main was a DK. :smallbiggrin:
One thing though is I'm going in the other direction on dark command. This thing is brutal. At epic you should get at least an eight point defense shred. :smalleek: That is pretty punishing. Easy focus fire on the guy you can hit on a two. I can imagine that dailies will be burned on the target. It is a better punishment on the tactical sense. As a DM I would be reluctant to break his mark.

As an aside I have used your Planeswalker class as part of the BBEG in a gestalt campaign. The players hated me.:smallamused:

Thanks! That's what I was aiming for on the "Punishment" for his mark. Sure, you can run around the battlefield more or less freely for one round after he marks you...but I hope that turn is worth it, because the Knight and his friends are going to MURDER you after he shreds your armor. It just gets crazier at epic, like a +40% chance to hit crazy.

And I'm glad to hear my first stumbling attempt at homebrew got to see the light of day too.


Interesting. I do enjoy death knights (wow) and so far the class here seems decent.

Though, I'm going to ask this: Why play this over a death knight (template) with the blackguard class?

Alternatively, swordmage or Hexblade and take the arch-lich epic destiny.

There is also the existing home-brewed dread necromancer for 4e, one of its paragon paths is the death knight. here. (http://community.wizards.com/go/thread/view/75882/19608198/Playtest:_Dread_Necromancer)


This isn't to say you shouldn't continue this, by all means you should. I just thought I'd bring these up. To help serve as examples to follow or to stay away from. Its good to know what already is out there.

I appreciate the head's up, and I'll definitely be looking for ways to make this class "feel" different from those ones especially since they occupy similar thematic space. I think WyvernLord nailed why I want to do it at all though: a heavy armor dark-themed defender with a unique mechanic that oozes World of Warcraft flavor.

I'll probably throw up the utilities and E3 invocations tonight...thoughts so far on the actual invocations?

vasharanpaladin
2013-03-21, 11:53 PM
"Invocations"? You do know that shadow powers are hexes, right? :smalleek:

Hawk7915
2013-03-22, 10:06 AM
"Invocations"? You do know that shadow powers are hexes, right? :smalleek:

Err...yes. They were always Hexes. Go back to your fun, citizen :smalltongue:.

So reading through the Runepriest, I think I'm going to redesign the Deathknight runes to behave somewhat similarly and give his powers the "Runic" keyword where appropriate (if it requires a rune to activate, or has divergent effects based on what rune you activate with it which I'll start doing more of). I'll also tag Death Knight feats as "Runic", so that a Runepriest can snag them and get full benefit by multi or cross-classing (ditto for a Death Knight).

WyvernLord
2013-03-22, 10:42 AM
Sounds interesting. Runes needed some support anyway. Now this death knight will actually tie in to an existing class somewhat. So now it's a dark themed Runepriest rather then Paladin.
Like the new powers. Blood maintaining his tank role, unholy and frost are in there own unique places. Very much looking forward to more.

Hawk7915
2013-03-22, 12:24 PM
The level 5 dailies and level 6 utilities are up. My posting might slow down a bit more now, as I've largely blown through my supply of material I wrote before posting (I have the Daily 29s written up).

I'm glad you saw the "flavor" of each specialization. My conceptualization of them is..


Blood is the "pure defender" of the bunch, and most Blood attacks are focused on survivability, either by healing the Death Knight, boosting his defenses, or debuffing the enemy's ability to deal damage. It is a Con secondary build.
Frost is the "strikerish" build. Most Frost attacks are focused on raw damage and mobility (boosting the death knights or limiting the enemies). It has no true secondary and could do Con or Cha (or it could do Dex to get access to more TWF feats).
Unholy is the "secondary controller" build. Most Unholy moves are harder to place but it has the lion's share of AoE attacks and loves to inflict, spread, and enhance its Scourges as well as other controller debuffs. It is a Cha secondary build

I hope that shines through. Call me on it if it isn't shaping up that way so far!

Hawk7915
2013-03-24, 04:26 PM
Heroic tier feats are up, as are the last of the heroic tier powers. This class would officially be ready for a playtesting :smallsmile:. While I work away on Paragon Paths for this class, what does everyone think of the powers so far?

Also, preview of Paragon Paths I have in mind...


Blood Knight - A paragon path focused on making you even harder to kill and getting bonuses while bloodied or hitting bloodied foes.

Champion of the Frozen Wastes - A strikerish path focused on Two-Weapon Fighting and copious amounts of frost damage.

Ebon Plaguebringer - A paragon path that ramps your diseases into overdrive mode.

Ghoulcaller - A paragon path that takes you in a surprising new direction, granting a pet ghoul and a variety of summoning powers.

vasharanpaladin
2013-03-24, 06:17 PM
If possible, try to think of a different name for your "Blood Knight" PP. A paragon path with that name already exists. :smallwink:

...Yes, I'm aware Wootsie's printed things with duplicate names already, but I'd still rather it didn't happen. :smallannoyed:

Hawk7915
2013-03-24, 07:26 PM
If possible, try to think of a different name for your "Blood Knight" PP. A paragon path with that name already exists. :smallwink:

...Yes, I'm aware Wootsie's printed things with duplicate names already, but I'd still rather it didn't happen. :smallannoyed:

Which of the following is the coolest name?

- Necropolis Guardian

- Bloodpact Knight

- Bloodreaver

- Veteran of the Third War

- Knight of Suffering

Hawk7915
2013-03-26, 04:21 PM
Okay, since my last post I've added...


- 3 out of 4 Paragon Paths

- The level 13 encounter hexes

- The Paragon tier feat options

I've held off on Ghoulcaller because I'm really torn on whether or not to have the Ghoul be an at-will summon (limit one at a time), or a Pet a-la the Beastmaster Ranger. Both have their pros and cons, so I'm definitely open to suggestions!

I'd also love some PEACH for the powers and feats so far :smallsmile:.

vasharanpaladin
2013-03-26, 09:47 PM
Pet. But more like the sentinel's than the ranger's. :smallcool:

Hawk7915
2013-03-29, 01:21 PM
Pet. But more like the sentinel's than the ranger's. :smallcool:

All done :smallsmile:. How does it look?

Hopefully I'll have the D15 and U16s up tonight or some time tomorrow.

EDIT: The design of the class so far is that it has crummy HP and surges compared to a "normal" defender, but has raw damage and self-healing to make up for it. However, just napkin mathing-out some DKs versus any Defender in the early game, I feel like the disparity is too much and Toughness is a feat tax for them. The healing powers just aren't as numerous as I thought they'd be and some are kind of niche (like Leeching Plague, which is typically only going to heal a few points of damage unless an Ebon Plaguelord uses it).

So I'm considering implementing one or both of the following changes:

- Blood Runes now grant 2+Con mod THPs baseline (4+ at 11th, 6+at 21st level). Means that even a non-Con DK will get 4 THPs/encounter out of it in Heroic, and significantly more than that in Paragon and beyond if they take a DK path.

- Base HP of 14, 6 HP per level. Still a point behind a Fighter or Paladin, and the surges are still waaaay behind, but it makes the DK less embarrassingly fragile in comparison.

vasharanpaladin
2013-03-29, 04:13 PM
Kneejerk: "Raise Dead" is the ritual that brings PC's back to life. Might I suggest trawling the old Necromancy spells for a more suitable name?

Hawk7915
2013-04-01, 04:53 PM
Kneejerk: "Raise Dead" is the ritual that brings PC's back to life. Might I suggest trawling the old Necromancy spells for a more suitable name?

I changed it to "Command of Undeath". Better?

I've also added the D15s. I'm officially 2/3 of the way towards finishing this class (especially since I have the Epic-tier feats and the D29s saved in sketch form on my laptop)!

Hawk7915
2013-04-02, 11:00 PM
Big day: Added U16, E17, and D19 powers, as well as Epic tier feats. My to-do list is now...

- The U22, E23, D25, E27, and D29 powers.

- A "Lich King" Epic Destiny.

- Beefing up the options for players for At-will, E3, U6, and E7.

- A run-through to make sure the various powers are balanced well across levels.

Getting pretty close now though! Any feedback or critiques now that I'm nearing the end?

Sho
2013-04-03, 05:21 PM
I'm not all too knowledgeable about 4e, but I wanted to at least say that this is probably the first good Death Knight class I've seen ever.

vasharanpaladin
2013-04-03, 05:45 PM
I'm not all too knowledgeable about 4e, but I wanted to at least say that this is probably the first good Death Knight class I've seen ever.

You are welcome. :smallamused:

It's not something I would play, but I'll at least make sure someone can. :smallbiggrin:

WyvernLord
2013-04-08, 12:00 PM
Those epic feats. I want all of them at once. That's pretty good.
I want to play this so much. Good job.

Hawk7915
2013-04-16, 11:42 AM
Two weeks later, I'm finally getting around to trying to finish this class. U22s are up. I'll probably have E23s up a little later today.

EDIT: It's pretty niche, but as the second class with an abundance of Runic powers, I've been trying to think of ways to make this class and Rune Priest be better friends. As it stands, I could see some Rune Priests multiclassing and picking up Ebon Initiate so that they could then qualify for Runeweapon Expertise and one or two of the "Rune of the Whatever" feats which grant handy boosts and count as a [Rune] feat...but I can't really see a Death Knight going the other way and MCing Rune Priest, since most [Rune] feats in PH3 specify that they only work when using a Rune Priest power. Problem is, I'm stumped. Ideas?

Hawk7915
2013-04-17, 12:46 PM
It is finished! E23, D25, E27, and D29 powers have all been added. I hope they are appropriately capstone-y :smallsmile:. While I may go through and tweak things, what are everyone's thoughts now that the whole class is complete?

vasharanpaladin
2013-04-17, 03:45 PM
what are everyone's thoughts now that the whole class is complete?

Obligatory congratulations just for seeing an entire class homebrew to the end? :smalleek:

Hawk7915
2013-04-17, 04:23 PM
Obligatory congratulations just for seeing an entire class homebrew to the end? :smalleek:

Lol thanks. When I set out to do this I only vaguely realized that I'd be looking at designing 70+ new powers, which is an equivalent amount of work, roughly, to designing 3-4 brand new ToB Disciplines in 3.5 terms. I can see why they made the Essentials Classes now: the old PH1 and PH2 system was simply too much work on the design end of things :smalltongue:.

And I'd still like to do more! I have a few ideas in mind to fill out heroic tier powers, and I'm still kicking around what (if anything) I'd like a class-specific Epic Destiny to do. I'm thinking of having it do something like...

- +2 Str, +2 to one other attribute

- Anti-death feature that works on yourself or an ally and returns the target as a powerful undead for one encounter.

- "Leadery" utility that works a bit like Lichborne (U6) but effects the whole party and comes with better benefits, like defense boosts and free saves.

- Death Rune whenever you kill something.

- Enhanced rune effects: gain a defense boost whenever you pop a blood rune, get to roll twice when you pop a frost rune, and mark people hit by an unholy rune attack.

Thoughts?

Holocron Coder
2013-04-18, 10:30 AM
And I'd still like to do more! I have a few ideas in mind to fill out heroic tier powers, and I'm still kicking around what (if anything) I'd like a class-specific Epic Destiny to do. I'm thinking of having it do something like...

- +2 Str, +2 to one other attribute

- Anti-death feature that works on yourself or an ally and returns the target as a powerful undead for one encounter.

- "Leadery" utility that works a bit like Lichborne (U6) but effects the whole party and comes with better benefits, like defense boosts and free saves.

- Death Rune whenever you kill something.

- Enhanced rune effects: gain a defense boost whenever you pop a blood rune, get to roll twice when you pop a frost rune, and mark people hit by an unholy rune attack.

Thoughts?

The "story end" cap at 30 is becoming an immortal lich? :smallamused: Or simliar?

Also, not sure if it would be considered overpowered, but a daily that would, for an encounter or number of rounds, give unlimited rune use?

As for the rune priest quandry, just have the multiclass-to-runepriest feat allow any [Rune] Feat to work for any [Runic] power in your base class (in this case, death knight runic powers).

All-in-all, I like this. Makes me want to play 4e again, especially since my first 4e game we were only able to refluff the paladin with necrotic and cold damage replacements as a stand-in. And my own Death Knight class never quite got off the ground (and was eventually scrapped). Might look over the class more, brush up on my 4e knowledge and offer up a few feats or other things :smallbiggrin:

Given the Cha-nature of the unholy death knight, wonder how wel my Cubatic feat line would work with it :smallamused:

EDIT: Reading over the powers and noting a thing here or there.

Just about every power is Str vs Defense, including ranged attacks that are fluffed as glares and icy winds. Shouldn't some of those be Cha vs Defense or Con vs Defense?
Arctic Blast is missing the "-- Death Knight Attack" notation.
Crippling Strike's on-hit weakens (save ends), but on miss, weakens and slows for 1 round. Is it meant to have additional effect for 1 round?

Hawk7915
2013-04-18, 01:32 PM
The "story end" cap at 30 is becoming an immortal lich? :smallamused: Or simliar?

Also, not sure if it would be considered overpowered, but a daily that would, for an encounter or number of rounds, give unlimited rune use?

As for the rune priest quandry, just have the multiclass-to-runepriest feat allow any [Rune] Feat to work for any [Runic] power in your base class (in this case, death knight runic powers).

All-in-all, I like this. Makes me want to play 4e again, especially since my first 4e game we were only able to refluff the paladin with necrotic and cold damage replacements as a stand-in. And my own Death Knight class never quite got off the ground (and was eventually scrapped). Might look over the class more, brush up on my 4e knowledge and offer up a few feats or other things :smallbiggrin:

Given the Cha-nature of the unholy death knight, wonder how wel my Cubatic feat line would work with it :smallamused:

EDIT: Reading over the powers and noting a thing here or there.

Just about every power is Str vs Defense, including ranged attacks that are fluffed as glares and icy winds. Shouldn't some of those be Cha vs Defense or Con vs Defense?
Arctic Blast is missing the "-- Death Knight Attack" notation.
Crippling Strike's on-hit weakens (save ends), but on miss, weakens and slows for 1 round. Is it meant to have additional effect for 1 round?



Thanks! I'm happy to look over some extra feats, expecially Heroic-tier ones :smallsmile:.

To answer your questions:

- No, I wanted this to be a single stat class. CHA and CON are solidly secondary stats, so even the ranged attacks draw from the Death Knight's strength. It's a bit weird I know (no class save Warlord Strength for ranged attacks, and absolutely no class channels ranged "Magic" with Strength, and it definitely endangers verisimilitude even more than every other power in 4E does), but think of it flavorfully as two things:


A Death Knight's attacks all require hefting its heavy weaponry in a specific pattern, which demands great strength
Channeling unholy energy can only be done effectively by a supernaturally physically strong creature


- I'll make sure to update Arctic Blast.

- That is a bit of an oddity; it should probably just weaken for one round with no additional effect on a miss, but I might let it also Slow (Save Ends) on a it. I'll think on it, but no matter what I'll make sure it's consistent.

I also added a few more lower level powers: An E1 that is a 2[W] strike that dishes out Blood Plague to all nearby enemies, an E3 that is a 2[W] strike that can be used as part of a charge and pushes + marks, and a U6 that lets the Death Knight "steal" enemy healing once/encounter. I still need to think of another E7 and maybe another At-will...any ideas?

Holocron Coder
2013-04-18, 01:38 PM
Thanks! I'm happy to look over some extra feats, expecially Heroic-tier ones :smallsmile:.

Will do :smallbiggrin: Had one idea for a paragon-tier one, but it would take some research on my end to figure if its broken or not.




- No, I wanted this to be a single stat class. CHA and CON are solidly secondary stats, so even the ranged attacks draw from the Death Knight's strength. It's a bit weird I know (no class save Warlord Strength for ranged attacks, and absolutely no class channels ranged "Magic" with Strength, and it definitely endangers verisimilitude even more than every other power in 4E does), but think of it flavorfully as two things:


A Death Knight's attacks all require hefting its heavy weaponry in a specific pattern, which demands great strength
Channeling unholy energy can only be done effectively by a supernaturally physically strong creature


As long as there is some logic for it, eh? Not a bad idea.



- I'll make sure to update Arctic Blast.

:smallsmile:



- That is a bit of an oddity; it should probably just weaken for one round with no additional effect on a miss, but I might let it also Slow (Save Ends) on a it. I'll think on it, but no matter what I'll make sure it's consistent.

Yeah, was thinking that either Slow is on both sides (save ends vs one round), or on neither. Given the name of the ability, "crippling", I'd assume Slow on both.



I also added a few more lower level powers: An E1 that is a 2[W] strike that dishes out Blood Plague to all nearby enemies, an E3 that is a 2[W] strike that can be used as part of a charge and pushes + marks, and a U6 that lets the Death Knight "steal" enemy healing once/encounter. I still need to think of another E7 and maybe another At-will...any ideas?
I'll look them over :smallbiggrin: and I'll look at the at-will for ideas on more of them.

EDIT: Maybe for the E3 ability, a blood rune option to shift after the charge (or follow through with it, so you end up next to them instead). Is a thought.

For the at-will, you mention that one of the potential build is two-weapon fighting, so it might be nice to have an at-will that uses two weapons. Especially since I've only seen, I think, one ability so far that uses two weapons ('course, I'm only about halfway through the list).

Hawk7915
2013-04-18, 01:59 PM
EDIT: Maybe for the E3 ability, a blood rune option to shift after the charge (or follow through with it, so you end up next to them instead). Is a thought.

For the at-will, you mention that one of the potential build is two-weapon fighting, so it might be nice to have an at-will that uses two weapons. Especially since I've only seen, I think, one ability so far that uses two weapons ('course, I'm only about halfway through the list).

Thanks again for the feedback, much appreciated. An at-will TWF attack sounds like an excellent idea, honestly: it's more a flavor option unless you go for "Champion of the Frozen Wastes" but it'd be good to give that build something to do in Heroic. I may similarly toss another dual-wielding option in at E7 to fill out heroic tier.

I think I'll take your suggestion on the "Ebon Initiate" feat. Make MC Runepriest / Death Knight a strong option for a Leader with a minor in Defense.

And yeah, Lich King would have the "Immortality" be "You are an eternal king of the undead".

Holocron Coder
2013-04-18, 02:11 PM
Cool :smallsmile:

Also, more things of note:

Death Blossom has somewhat funky wording. On one hand, it seems to suggest that you have to choose healing or damage when you use the ability, but then the Special seems to suggest that the healing only allows a single target, or possibly that you can choose for each (and thus heal some and damage others).
Also, a few powers here or there mention healing undead allies, but I don't really see a way to gain any undead allies except for the one paragon path.


I really wanna play this class, now :smallamused:

Hawk7915
2013-04-18, 02:19 PM
Cool :smallsmile:

Also, more things of note:

Death Blossom has somewhat funky wording. On one hand, it seems to suggest that you have to choose healing or damage when you use the ability, but then the Special seems to suggest that the healing only allows a single target, or possibly that you can choose for each (and thus heal some and damage others).
Also, a few powers here or there mention healing undead allies, but I don't really see a way to gain any undead allies except for the one paragon path.


I really wanna play this class, now :smallamused:

Lol I did my job, then :smallsmile:.

Deathblossom (and Death Coil, its level 1 companion) are weird, and I have no idea how to fix them. The idea is you do choose: you get the attack, or you get the single-target heal (with Riders if you burn a rune). As far as undead allies go, you are right. The only ways are...


- You are a Ghoul Caller with a pet Ghoul.

- You take the "Army of the Damned" D29, which summons an undead minion for one encounter.

- You, or your allies, are Revenants or Vryloka.

- You use "Lichborne" (U6) to transform yourself into an undead for 1 round, 1/encounter.

- The Lich King's utility will transform all your party into undead for one encounter, and its survival feature raises you or an ally as a powerful specter for one encounter (returning you to normal after the encounter).


I'm open for suggestions on more. I considered a feat similar to 3.5's "Tomb-tainted Soul", but it really makes the aforementioned utilities sorta worthless. Thoughts?

vasharanpaladin
2013-04-18, 02:20 PM
Why "lich"? Shouldn't a death knight become... a death knight? :smallwink:

Holocron Coder
2013-04-18, 02:26 PM
Lol I did my job, then :smallsmile:.

Deathblossom (and Death Coil, its level 1 companion) are weird, and I have no idea how to fix them. The idea is you do choose: you get the attack, or you get the single-target heal (with Riders if you burn a rune). As far as undead allies go, you are right. The only ways are...


- You are a Ghoul Caller with a pet Ghoul.

- You take the "Army of the Damned" D29, which summons an undead minion for one encounter.

- You, or your allies, are Revenants or Vryloka.

- You use "Lichborne" (U6) to transform yourself into an undead for 1 round, 1/encounter.

- The Lich King's utility will transform all your party into undead for one encounter, and its survival feature raises you or an ally as a powerful specter for one encounter (returning you to normal after the encounter).


I'm open for suggestions on more. I considered a feat similar to 3.5's "Tomb-tainted Soul", but it really makes the aforementioned utilities sorta worthless. Thoughts?

Hmm, I'll work on rewording that power to have it make more sense (at least to me :smallbiggrin:)

Well, some mention dismissing undead allies or familiars for bonuses (the Death Pact utility power) and such which would be awkward if the only undead ally is played by another character :smallbiggrin::smalltongue: I dismiss my ally (who disappears? lolwut?) or myself and I gain health. It's just a funny thought, really. I think a decent option would be to give the base death knight a few, relatively-weak "summon undead" powers. Since the base class is the one that has these "heal or dismiss undead" abilities, it would make sense that the base class would have ways to access those creatures without relying on a class, paragon path, etc. At least, that's what I would imagine.

Say a Daily 1 power that summons 1 skeleton that fights mindlessly and disappears at the end of combat. Or another that summons a small number of minion (1hp) zombies for the encounter.

Higher level dailies would summon bigger creatures for the entire encounter, or a number of rounds.

Completely in a diffrent direction is adding more abilities that give the "undead" aspect to the death knight or his allies. Turn the squishy wizard into quasi-undead, allowing you to heal him, for example.

Hawk7915
2013-04-18, 02:27 PM
Why "lich"? Shouldn't a death knight become... a death knight? :smallwink:

lol I think there needs to be some sort of advancement at Epic...maybe "Death Duke"? "Death Baron"? :smalltongue:.

"The Lich King" comes from the games WoW influences, honestly. Death Baron actually sounds kinda neat although I'm not sure it's "epic" enough.

Holocron Coder
2013-04-18, 02:35 PM
Here is a slight rewording of death blossom. See if this is any clearer.

Death Blossom -- Death Knight Attack
A fountain of unholy green energy pours forth from your runeweapon. At your direction, it either flays your enemies or heals your undead minions.
Daily * Implement, Necrotic, Runic, Shadow
Standard Action -- Area Burst 1 within 10
Target: Each enemy in burst or single undead ally in burst
Attack: Strength versus Reflex
Hit: 5d10+strength modifier necrotic damage.
Miss: Half damage.
Special: If the chosen target is a friendly undead, instead of the above effect, the target regains hitpoints equal to its bloodied value, and you may take another standard action.
Blood Rune: The targets take a penalty to AC equal to your constitution modifier until the end of your next turn, hit or miss. If targeting an undead ally, the target instead gains a bonus to AC equal to your constitution modifier until the end of your next turn.
Frost Rune: You slide the targets 3 squares. If targeting an undead ally, the target may shift 3 squares.
Unholy Rune: The targets are Weakened and Slowed (save ends). If targeting an undead ally, the target may make a saving throw against each effect it is suffering from that a save could end, with a bonus on the saves equal to your Charisma modifier.

EDIT: And death coil.

Death Coil -- Death Knight Attack
A burst of sickly green light fires from the tip of your blade, crippling your target.
Encounter * Shadow, Implement, Necrotic
Standard Action -- Ranged 5
Target: One creature
Attack: Strength versus Reflex
Hit: 2d10+Strength Modifier Necrotic Damage and the target is Weakened until the start of your next turn.
Special: If you target an ally undead creature with this attack, instead of the above effect, you may allow the target to regain hitpoints equal to their surge value, and you may take another standard action.

Hawk7915
2013-04-18, 02:56 PM
Those look perfect, I'll add them into the power list. Thanks Holocron Coder!

I also added (or am about to add) two dual strike attacks: An At-will called "Snow Flurry" that lets you swing with your offhand for 1[W] cold damage (no modifier), and if it hits you get CA and can swing with the mainhand for 1[W] (also no modifier), and an E7 called "Thassarian's Demand" that lets you dual attack and mark each hit target.

I like not forcing a DK to have every attack be Runic if they prefer not to track fiddly stuff like that, hence Abomination Rush and now Thassarian's Demand not having Runic riders.


What if Lichborne could be used on an ally? Would that open up enough options? What if I also added a U2 that did a lesser version of Lichborne, and an E1 or At-will that strikes and then heals an undead ally?

Holocron Coder
2013-04-18, 03:18 PM
Those look perfect, I'll add them into the power list. Thanks Holocron Coder!

No problem :smallsmile:



I like not forcing a DK to have every attack be Runic if they prefer not to track fiddly stuff like that, hence Abomination Rush and now Thassarian's Demand not having Runic riders.

Eh, wasn't thinking forcing, but yeah. Either way.



What if Lichborne could be used on an ally? Would that open up enough options? What if I also added a U2 that did a lesser version of Lichborne, and an E1 or At-will that strikes and then heals an undead ally?

It's hard to figure out what would be useful versus useless (or broken-good). An at-will that heals undead ally would be a no-brainer for anyone going ghoulcaller, but useless for just about anyone else. Granting lichborne to others (in greater or lesser formats) is useful, but doesn't seem like enough to have so many "or undead ally" powers.

Maybe if you do a bit of both options? Have lichborne and co grantable on allies, and have a summon or two per tier? Someone going ghoulcaller and grabbing all of the summon dailies could have a very "necromancer lord" vibe to it, which would be neat.

Hawk7915
2013-04-18, 03:31 PM
It's hard to figure out what would be useful versus useless (or broken-good). An at-will that heals undead ally would be a no-brainer for anyone going ghoulcaller, but useless for just about anyone else. Granting lichborne to others (in greater or lesser formats) is useful, but doesn't seem like enough to have so many "or undead ally" powers.

Maybe if you do a bit of both options? Have lichborne and co grantable on allies, and have a summon or two per tier? Someone going ghoulcaller and grabbing all of the summon dailies could have a very "necromancer lord" vibe to it, which would be neat.

I think I like it. I'm going to add an undead-healing at will. Then, I'll add the following summons at D1, D5, D15, D19, and D25 respectively:

- Summon Skeleton

- Summon Geist

- Summon Abomination

- Summon Bone Knight

- Summon Valkyr

I'm also going to make "Unholy Presence" (currently the worst U10) affect you and all nearby undead, and have "Lichborne" usable on any ally, probably with a wording change/clarification. Sound good?

Holocron Coder
2013-04-18, 03:44 PM
I like it.

Are the summons going to be based on your level or will they be relatively flat (and thus assumed to replace each other as you level)?

Hawk7915
2013-04-18, 04:00 PM
I like it.

Are the summons going to be based on your level or will they be relatively flat (and thus assumed to replace each other as you level)?

Their accuracy will scale with you, as would damage modifiers, and they will each have fairly unique effects, but higher level ones will likely be a better idea by virtue of having more/higher dice to roll and more valuable effects. My ideas:

- The Skeleton is fragile. Its attack cause Slow, and it can make its attack instinctively or be given a standard action to double attack.

- The Geist is sneaky and very mobile; it can Climb, Jump, and shift across the battlefield, and it has an aura that provides light concealment to nearby allies.

- The Abomination is extremely tough, hits hard and dazes, and explodes in a rain of plague-causing gore when killed or dismissed.

- The Bone Knight can dish out and enforce its own marks and shields nearby allies.

- The Valkyr can grab, drag, and drop enemies and provide healing and saves to bloodied allies.

Holocron Coder
2013-04-18, 04:08 PM
- The Skeleton is fragile. Its attack cause Slow, and it can make its attack instinctively or be given a standard action to double attack.

- The Geist is sneaky and very mobile; it can Climb, Jump, and shift across the battlefield, and it has an aura that provides light concealment to nearby allies.

- The Abomination is extremely tough, hits hard and dazes, and explodes in a rain of plague-causing gore when killed or dismissed.

- The Bone Knight can dish out and enforce its own marks and shields nearby allies.

- The Valkyr can grab, drag, and drop enemies and provide healing and saves to bloodied allies.

Awesome :smallbiggrin: Though, since you're introducing these new summons, make sure to take a second glance at the D29 and make sure the ghoul swarm isn't too weak by comparison. Speaking of that ability, how useful is it to have a swarm versus actually summoning like... a bunch of minions that just run off instinctive attacks?

Part of the appeal of that ability of that in WoW, at least for me, was the chaos of it in large groups and the focus of it against single bosses.

Also, feats:

Toughened Undead
Prerequisite: Death Knight
Benefit: Undead summoned by a Death Knight power have an additional 5 hitpoints. This bonus HP increases by 5 once the Death Knight reaches 11th level and again when the Death Knight reaches 21st level.

Powerful Undead
Prerequisite: Death Knight
Benefit: Undead summoned by a Death Knight power gain a +1 bonus to attacks and a +1 bonus to damage dealt with all of their attacks. These bonuses increase by +1 once the Death Knight reaches 11th level, and again when the Death Knight reaches 21st level.

Resistive Undead
Prerequisite: Death Knight
Benefit: Undead summoned by a Death Knight power gain +1 bonus to their Reflex, Fortitude, and Will defenses and a +2 bonus to their AC. When the Death Knight reaches 11th level, the bonuses to Reflex, Fortitude, and Will defenses increases to +2, and to +3 once the Death Knight reaches 21st level. The bonus to AC increases to +4 once the Death Knight reaches 11th level and to +6 once the Death Knight reaches 21st level.

Subject to balance :smallbiggrin:

Hawk7915
2013-04-18, 04:15 PM
Awesome :smallbiggrin: Though, since you're introducing these new summons, make sure to take a second glance at the D29 and make sure the ghoul swarm isn't too weak by comparison. Speaking of that ability, how useful is it to have a swarm versus actually summoning like... a bunch of minions that just run off instinctive attacks?

Part of the appeal of that ability of that in WoW, at least for me, was the chaos of it in large groups and the focus of it against single bosses.

I'll probably go through and fix all three current summoning powers (Dancing Runeweapon, Summon Gargoyle, and Army of the Damned).

Letting Army of The Damned summon X minions and then letting the Ghoul Horde just make instinctive attacks, ideally ones that subject the victim to your Dark Presence (thus forcing enemies to choose between popping your minions that are all up in their grill and being subject to your punishment, or letting them run roughshod around the battlefield) sounds awesome. My concern is deciding on a good number of minions, but also the "design intent" of the whole system, which has intentionally avoided allowing a player to have 5-6 attack rolls/round for both game balance and logistical reasons.

EDIT: Should the Death Knight's summons work like a Wizard's (implement attacks that would thus get the bonus from Expertise feats of the Death Knight), or like the Protector Druid's (attack bonus based on level, making them less accurate but more attractive for a multiclass build)? If they work like the former, the "Powerful Undead" feat feels unnecessary since the DK has feats that can power its minions.

Holocron Coder
2013-04-18, 04:22 PM
Letting Army of The Damned summon X minions and then letting the Ghoul Horde just make instinctive attacks, ideally ones that subject the victim to your Dark Presence (thus forcing enemies to choose between popping your minions that are all up in their grill and being subject to your punishment, or letting them run roughshod around the battlefield) sounds awesome. My concern is deciding on a good number of minions, but also the "design intent" of the whole system, which has intentionally avoided allowing a player to have 5-6 attack rolls/round for both game balance and logistical reasons.

Well, logistics and game balance is relatively sane when all of the summons are minions, since the damage done is relatively minimal (could just be equivalent to strength, no base damage or bonus). Further balance provided by the fact that they're minions, so any area attack could wipe out the entire swarm and apply only a single instance of the Dark Presence on the person responsible (I love the idea of it applying the Dark Presence, especially if it's not stackable).

As for what X is, it can either go the route of a flat number (5?) or base on a secondary stat, such as Cha (though, it's been long enough that I don't remember the usual value that the secondary stat gets to. That might be too large still. 1/2 Cha?).

Also, edited in feats above, probably while you were typing up your response :smallbiggrin:

META-EDIT:


EDIT: Should the Death Knight's summons work like a Wizard's (implement attacks that would thus get the bonus from Expertise feats of the Death Knight), or like the Protector Druid's (attack bonus based on level, making them less accurate but more attractive for a multiclass build)? If they work like the former, the "Powerful Undead" feat feels unnecessary since the DK has feats that can power its minions.

Either way, really. I'm somewhat unfamiliar with the mechanics of summons. Wizard summoned creatures get bonuses to attacks and such based on the Wizard's implement? That seems odd, though I suppose it would negate the need to pump the summons individually through feats and such. Up to you :smallsmile:

AttilaTheGeek
2013-04-18, 05:10 PM
I... wow. This makes me want to play 4th edition. And if you knew my GM, you'd understand how hard that is. It also makes me want to play my blood death knight again. Kudos to you. Well done.

Dracomortis
2013-04-18, 06:09 PM
I think I like it. I'm going to add an undead-healing at will. Then, I'll add the following summons at D1, D5, D15, D19, and D25 respectively:

- Summon Skeleton

- Summon Geist

- Summon Abomination

- Summon Bone Knight

- Summon Valkyr
In addition to those listed, a power that lets you summon bloodworms (perhaps as a D9, so that there's one daily summoning power for every level) would be pretty cool. It's a fairly iconic death knight ability (for the Blood specialization, at least).


Runic Corruption (11th level): You may engrave your Rune Weapon with a Death Rune. This Rune is available once per encounter, as the normal Runic Power runes, and counts as all three Rune types when used in a Runic attack.
Is the Death Rune in addition to the three base runes, or does it replace one of the existing runes (I believe you intended the former)? If the Death Rune is an additional fourth rune, the Runic Combination feat probably needs a slight rewording to clarify how it interacts with this ability (a very strict RAW interpretation of the feat implies that you only get three runes on your weapon if you use it, even if you normally have more than three runes).

Irish Musician
2013-05-02, 11:22 AM
Just by looking at it, I would be very careful with labeling the Death Knight as such with all the exact same names as from the WOW game. Copyright is funny stuff, and if Blizzard ever happened upon this thread, they might be able to take action against it.

Don't get me wrong, I love the class and the idea of a Death Knight. I think you have done a pretty good job at translating it from the WOW mechanics to D&D mechanics. And with the help of these other wonderful people, have gotten a pretty well balanced class there, at least as much as we can balance it :smallsmile:

Just watch out calling things exactly as they are called from WOW, there might be some legal things that could come out of it.

WyvernLord
2013-05-02, 04:00 PM
I'm currently working on getting a group together and one of the players would be interested in this. I'm not going to be able to play this, but it will probably get some play testing. Only like heroic tier though.
Also I'm impressed by how quick you built this class solo. Good job.

Hawk7915
2013-05-02, 05:43 PM
I'm currently working on getting a group together and one of the players would be interested in this. I'm not going to be able to play this, but it will probably get some play testing. Only like heroic tier though.
Also I'm impressed by how quick you built this class solo. Good job.

Thanks! I'm very excited to see this thing playtested. A few specific things I'd love to hear back on, if you get a chance:


Did the various bonuses from runes, runic inscriptions, powers, etc get too obnoxious to keep track of?
Did the runes provide good enough bonuses to bother using? Did one seem stronger than the other?
Did the powers seem well-balanced? Having a few very campaign or build-specific ones are fine; having "Gold" or "Red" (must-have or utterly worthless) ones is less my goal.
The Death-knight is squishier than any other Defender in the game, but is supposed to have self-healing and a THP battery in the form of Blood Runes to make up for it. Does this work out in play? Or did you feel after your first level or two that Durable and Toughness were major feat taxes you had to invest in to stay on your feet?


I'll work hard in the next day or so to get those summons up, so the class has full options available.

Hawk7915
2013-05-04, 12:10 AM
The 1-15 summons are up: Skeleton, Geist, Blood Worms (thanks for the suggestion, Dracomortis!), and Abomination. Army of the Damned also got a total overhaul, as did Unholy Presence.

In addition, to support a "Wall of Bone" Summoner DK, the "Toughened Undead" feat proposed by Holocron Coder was added at Heroic tier and a new at-will, "Bonecaller's Strike" was added. Bonecaller's Strike is the DK's only Runic at-will. It's a basic hit that then heals an undead ally, plus grants other bonuses to that ally based on the Rune(s) spent to make the strike.

How do the summons look so far? Suggestions for the last two (Bone Knight and Valkyr)? Do "Summon Gargoyle" (Ghoulcaller D20) and "Dancing Runeweapon" (Bloodreaver D20) need a rewrite too?

Ragingsystem
2013-05-04, 10:12 AM
First of thank you for supporting 4e, we don't get a lot of that in the form of Races/Classes/Themes/ect and I think there should be, lot's of DM options in homebrew almost no player stuff. I love 4e so I think this is great!

At first I thought dealing with Scourges, Runes, and Powers all seemed like a bit much. Then I looked at my Striker/Defenderish Rogue-Sorcerer Hybrid and realized it's pretty perfect for a Striker/Defender to have.

I've yet to read most of the powers but so far I like what I see, and if my most experienced player wants to I may just let him play as one of these in my upcoming campaign.

Dracomortis
2013-05-05, 01:20 PM
Suggestions for the last two (Bone Knight and Valkyr)? Do "Summon Gargoyle" (Ghoulcaller D20) and "Dancing Runeweapon" (Bloodreaver D20) need a rewrite too?

Dancing Runeweapon should indicate what size the conjured blade is; it could either be dependent on what type of weapon the death knight is using (either one-handed or two-handed), or you could just have a set size for all conjured weapons.

Summon Gargoyle should also indicate the creature's size (presumably Medium) and should also note that the creature is undead (so that it can benefit from the various powers that interact with undead minions).

For the Val'kry: the ones summoned during the Lich King fight in Icecrown Citadel were immune to roots (the immobilized condition, in 4e terms) and had a permanent buff called Wings of the Damned that prevented them from being slowed below 50% (which would probably be immunity to the slowed condition, since slows in 4e are either all or nothing).

Hawk7915
2013-05-07, 01:48 AM
First of thank you for supporting 4e, we don't get a lot of that in the form of Races/Classes/Themes/ect and I think there should be, lot's of DM options in homebrew almost no player stuff. I love 4e so I think this is great!

At first I thought dealing with Scourges, Runes, and Powers all seemed like a bit much. Then I looked at my Striker/Defenderish Rogue-Sorcerer Hybrid and realized it's pretty perfect for a Striker/Defender to have.

I've yet to read most of the powers but so far I like what I see, and if my most experienced player wants to I may just let him play as one of these in my upcoming campaign.

Thanks! I'd be honored to see this used, and am happy to provide some 4E support.


Dancing Runeweapon should indicate what size the conjured blade is; it could either be dependent on what type of weapon the death knight is using (either one-handed or two-handed), or you could just have a set size for all conjured weapons.

Summon Gargoyle should also indicate the creature's size (presumably Medium) and should also note that the creature is undead (so that it can benefit from the various powers that interact with undead minions).

For the Val'kry: the ones summoned during the Lich King fight in Icecrown Citadel were immune to roots (the immobilized condition, in 4e terms) and had a permanent buff called Wings of the Damned that prevented them from being slowed below 50% (which would probably be immunity to the slowed condition, since slows in 4e are either all or nothing).

For my potentially second-to-last round of changes, here's what happened:


Dancing Runeweapon was changed: it is a medium creature (no type), and its "bonus damage" thing is now instinctive: at the end of your turn, it can teleport and then smack someone you hit during the turn.

Gargoyle was changed: It is indeed a medium undead. It's damage was lowered some, but it now has an instinctive action to use its Shift + THPs.

Summon Bone Knight and Summon Valkyr were finally. The Bone Knight is a "soldier" summon, with a shielding aura and his own mark that he can enforce. The Valkyr is a sort of "artillery leader" monster: as you suggested she's immune to crowd control, she has a long range necrotic bolt that slides and prones, or she can instinctive action to heal an ally.

I moved Death Blossom to Encounter, so that a "necromancer" build can have it and still take a Summon in all 4 Daily slots. It had its damage chilled and lost its triple-runic rider: the main attack drops the target's AC, and the heal grants a save with a charisma-based bonus. To make up for it, Infestation got moved to D25, with a boost in damage and some really neat triple-riders.


All that is left now is a "Lich King" Epic Destiny, which should be up this week.

ChaosRonin
2013-12-11, 06:15 AM
Firstly sorry for the necro, second absolutely amazing work I think you have combined the unique mechanics and flavor of the Death Knight Class extremely well, I really wish I found this thread when I was working on making my Blackguard earlier on in the year as the Death Knight is my all time favorite class I have played in the last 10 years or so in any game :D, would of convinced my DM to let me make a Death Knight somehow, guess I'll muck around with building one and have it either as backup or ready for a new game.

Thirdly I wanted to ask if your still working on this as in you last post you said you had almost finished the epic destiny for it? also any other imminent changes approaching?

Nightgaun7
2013-12-12, 03:50 AM
Still looking through it, but it's great to see some 4E homebrew. This board is choked with 3.5/PF stuff.

I might make it available as a class in the campaign I'm running.

Hawk7915
2014-01-12, 04:48 PM
Firstly sorry for the necro, second absolutely amazing work I think you have combined the unique mechanics and flavor of the Death Knight Class extremely well, I really wish I found this thread when I was working on making my Blackguard earlier on in the year as the Death Knight is my all time favorite class I have played in the last 10 years or so in any game :D, would of convinced my DM to let me make a Death Knight somehow, guess I'll muck around with building one and have it either as backup or ready for a new game.

Thirdly I wanted to ask if your still working on this as in you last post you said you had almost finished the epic destiny for it? also any other imminent changes approaching?

No worries on the necro; I had finished the ED's crunch but forgot to post it. It's up now, with fluff pending.

In terms of changes, at this point the thing needs playtesting. My cursory sweep tells me that Rune Strike (E1) and Death and Decay (D1) are probably too powerful in general and definitely too strong compared to other options in-class, so I'm considering nerfing them, but beyond that I think this is ready for testing.


Still looking through it, but it's great to see some 4E homebrew. This board is choked with 3.5/PF stuff.

I might make it available as a class in the campaign I'm running.

I'd be thrilled for a nonbiased party to test this bad boy out, focusing on a few key concerns I have:


Balance: Does the class stand up well compared to published classes, or is it too strong/weak?
Role: The DK is supposed to be a "strikerish" defender, lacking in HP and raw AC, but making up for it with high damage and lifestealing. Does it work, or do Toughness and Swift Recovery feel like feat taxes to keep up?
Bookeeping: There's a lot of fiddily little bonuses from runes, diseases, summons, and class features. Is it too much?


If your players use the class, keep me posted! Thanks for your interest :smallsmile:

mcsqueeze
2014-06-07, 10:40 AM
I'm running a game right now and I told my death knight loving friend about this and let him play. So what I gathered so far is that rune strike is not as appealing as the other options. Using an encounter power for a chance to do damage that might end up being just total defense is a little weak when you can just do it outright with another encounter power. I read your comments and remember you saying you wanted a tank that would punish an enemy for not attacking him. Maybe you could change it. It would be worthwhile if you still get the attack off even if they do miss, fitting the theme better, as well as feel more useful.

Also, death and decay is not as op as I expected, but it is still strong. I think you should keep it the same.

For book keeping with the runes, that turned out to be not a big deal, since there is only 3/4.

Anyways, there's some starting data. I really like the feel of this character, as no one ever wanted to play a tank in my group, they all want was damage. I introduced this and he was on it. It also looks fun to play and has wonderful combo potential.
Keep it up!

Sorry if this post had a lot of mistakes I'm doing it on a phone.

Hawk7915
2015-11-17, 04:17 PM
Sorry to bump an ancient thread of a defunct game system, but I made a few balance changes:

E1:
Rune Strike: Changed to 1[W], down from 2[W]. As an out-of-turn attack that can turn hits into misses and punish the attacker for trying this felt strong enough without dealing such massive damage. However, added the “Runic” tag and a rider: “Any Rune: add damage equal to Con mod”, since it also didn’t make that an attack called “Rune Strike” wasn’t Runic.

D1:
Death and Decay: It was quite frankly ridiculous to have a friendly multi-marking ranged burst attack that created a permanent friendly zone of 6+ damage a turn at level 1, Unholy Rune or no. Changed it to “until your next turn” and “Sustain Standard: The zone persists”.

E13:
Blinding Whirlwind: This felt pretty weak, and there also was no good TWF attack at this level. Added an additional 1[W] (off-hand) damage as a rider.

Leeching Fever: This felt like it was lackluster and didn’t scale all that well even for a dedicated Plaguebringer. Doubled the healing so that a dedicated disease-spreader can get close to Surge-value healing even in Epic and added an additional effect of “if the target dies before your next turn, you gain an additional Healing Surge” to reward focus firing and set-up.

D15:
Crippling Strike: Having Reliable and a miss effect was poor design. Why did I do that? Removed the “Reliable” keyword.

Unholy Blight: Death and Decay was so over the top insane that the Paragon sequel had to be similarly insane. A moveable friendly zone of ongoing necrotic damage that shreds enemies who do anything besides teleport away or attack you, potentially dealing multiple bursts of damage? Haha okay. This is also “until end of next turn, Sustain Standard”, and I think it’s still really good especially for Plaguebringers.

U16:
Death Pact: Cleaned up the wording to reflect the intent a little.

D19:
Blood-curdling Roar: Unless my math is wrong, “Close Blast 5” is more or less the whole battlefield, meaning this daily is “Mark every enemy on the field AND target a NAD to potentially do a massive push + respectable damage for the size of the AoE. And it was friendly? I think “Close Blast 3” still covers a good swath of a battlefield without making this so silly.

D25:
Frozen Core: Up to 6[W], from 5[W]. Felt like it could use a little extra oomph.

E27:
Asphyxiate: Damage up to 3d10, up from 2d10. Encounter Save-ends Stun is strong, especially at range and with what should be a fairly sizeable slide attached, but even so it targets Fort and this is level 27.

Vampiric Hunger: Damage up to 4[W], healing up to 10 + Con mod. This was really lackluster for a capstone encounter power.


I also added a new D29, one which rewards dual wielders for their patience with a massive quad-attack that spreads Scourges.

Arthan Lonsword
2018-03-03, 08:31 AM
Sorry to dig up an old topic but i wanted to thank you for this awesome work.
As I am running a WoW 4e game, this is really helpful. Great work !

Also you refer to "Dark Presence" many times, but I can't find what this is.
Could it be the Dark Command class feature ?