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  1. - Top - End - #1
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Preamble:
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    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 .


    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:
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    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
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    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:
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    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
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    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.
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    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
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    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.
    [b]** 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
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    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
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    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:
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    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.

    Last edited by Hawk7915; 2015-11-17 at 04:22 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Level 2 Utility Hexes
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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
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    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.
    Last edited by Hawk7915; 2015-11-18 at 01:33 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Death Knight Paragon Paths


    Bloodreaver
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    "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
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    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
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    " 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
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    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
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    "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
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    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
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    ""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
    Spoiler
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    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
    Spoiler
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    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


    Spoiler
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    "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
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    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.

    Last edited by Hawk7915; 2014-01-12 at 04:42 PM.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Death Knight Feats:

    Heroic Tier
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    Dark 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 )
    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
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    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:
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    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.
    Last edited by Hawk7915; 2013-05-04 at 12:03 AM.

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    Bugbear in the Playground
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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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.
    Last edited by vasharanpaladin; 2013-03-21 at 06:41 PM.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Feedback already? Yay! Thank you.

    Quote Originally Posted by vasharanpaladin View Post
    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.

    Quote Originally Posted by vasharanpaladin View Post
    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.

    Quote Originally Posted by vasharanpaladin View Post
    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?

    Quote Originally Posted by vasharanpaladin View Post
    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.

    Quote Originally Posted by vasharanpaladin View Post
    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 . Plagues? Scourges?
    Last edited by Hawk7915; 2013-03-21 at 06:53 PM.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Quote Originally Posted by Hawk7915 View Post
    - 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 . Plagues? Scourges?
    Hmm... scourge dragons would supposedly have covered disease and suchlike, too, so that might be a good idea?

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Not much to say so far but I'm liking it. Might be because my main was a DK.
    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. 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.
    Last edited by WyvernLord; 2013-03-21 at 08:37 PM.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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.


    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.
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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Quote Originally Posted by Xuldarinar View Post
    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.)

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Quote Originally Posted by vasharanpaladin View Post
    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).


    Quote Originally Posted by vasharanpaladin View Post
    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".

    Quote Originally Posted by vasharanpaladin View Post
    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 .

    Quote Originally Posted by WyvernLord View Post
    Not much to say so far but I'm liking it. Might be because my main was a DK.
    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. 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.
    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.

    Quote Originally Posted by Xuldarinar View Post
    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.


    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?

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    "Invocations"? You do know that shadow powers are hexes, right?

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    Quote Originally Posted by vasharanpaladin View Post
    "Invocations"? You do know that shadow powers are hexes, right?
    Err...yes. They were always Hexes. Go back to your fun, citizen .

    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).

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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!

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    DwarfClericGuy

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    Heroic tier feats are up, as are the last of the heroic tier powers. This class would officially be ready for a playtesting . 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.
    Last edited by Hawk7915; 2013-03-24 at 04:28 PM.

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    If possible, try to think of a different name for your "Blood Knight" PP. A paragon path with that name already exists.

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

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    Quote Originally Posted by vasharanpaladin View Post
    If possible, try to think of a different name for your "Blood Knight" PP. A paragon path with that name already exists.

    ...Yes, I'm aware Wootsie's printed things with duplicate names already, but I'd still rather it didn't happen.
    Which of the following is the coolest name?

    - Necropolis Guardian

    - Bloodpact Knight

    - Bloodreaver

    - Veteran of the Third War

    - Knight of Suffering

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    DwarfClericGuy

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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 .

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Pet. But more like the sentinel's than the ranger's.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Quote Originally Posted by vasharanpaladin View Post
    Pet. But more like the sentinel's than the ranger's.
    All done . 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.
    Last edited by Hawk7915; 2013-03-29 at 01:29 PM.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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?

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    Quote Originally Posted by vasharanpaladin View Post
    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)!

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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?

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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.

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    Quote Originally Posted by Sho View Post
    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.

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

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Those epic feats. I want all of them at once. That's pretty good.
    I want to play this so much. Good job.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    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?
    Last edited by Hawk7915; 2013-04-16 at 12:16 PM.

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

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

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    Default Re: [4E] The Death Knight - A WoW-inspired Shadow Defender (PEACH!)

    Quote Originally Posted by Hawk7915 View Post
    what are everyone's thoughts now that the whole class is complete?
    Obligatory congratulations just for seeing an entire class homebrew to the end?

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