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PostPosted: Mon Aug 08, 2016 5:41 pm 
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Adult Dragon
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Death Knight (Swordwraith/Witch Knight) Fighter Archetype


"I remember my last battle fondly. Perhaps this one shall rival such glory?"
- The Swordwraith of Vvaldenfaar

Known by many names, be they Witch Kings, Deathknights, or the fabled Swordwraith of Vvaldenfaar, these nearly-dead Warriors are not magical of design, though the negative energies of the Undead suffuse and empower them. Often times regarded as immortal, the Death Knight is close to such a feat, but perhaps less than many may wager. Entities such as the legendary Lord Soth have much to be attributed to for the fearsome place a Death Knight takes in the hearts and minds of the average mortal, yet not all of them are insidious and devious wretches. Like all things, they are a mixed lot, though it is never unwise to remember that these sorry souls are afflicted with a curse, one which they very well may have earned.

Curse of the Death Knight
Each Death Knight is formed by a powerful curse. When you pick this archetype at 3rd level, one such nearly-unbreakable curse has afflicted you. However, this curse is also a source of power, allowing you to invigorate yourself and afflict your enemies, which are fueled by a pool of points called your Curse Well.

Curses: When you choose this archetype, you gain one of the Curses detailed below. You may gain an additional curse at 7th and 18th levels. Curses have multiple effects, the first of which is always a constant effect that begins once enacted. Additional effects can be activated by spending Curse points from your Curse Well. You can enact a curse as a free action, and activate the effects of a curse as a bonus action. You can only enact one curse per turn.


Curse of Cold Hate
While you enact the Curse of Cold Hate you may make an attack as a reaction when a creature enters in or begins its turn within your reach, and enemies count space that you threaten as difficult terrain.
1: You drive your weapon into the ground, and you turn terrain in a 20 foot radius sphere around you into difficult terrain for one minute. (Conc)
3: You clad yourself in frozen armor. Until you take damage, you gain +2 AC and vulnerability to Fire.
5: The next time you deal damage, the creature hit must make a Constitution saving throw to resist being Petrified for a number of turns equal to your Wisdom Modifier (minimum of 1). On a successful save, the creature has its base speed halved instead for that many turns.


Curse of Sanguine Tithe
While you Enact the Curse of Sanguine Tithe, when you deal damage with a melee weapon attack you gain your wisdom modifier as temporary hit points. These temporary Hit Points last until the end of combat and is cumulative with itself.
2: You may mutilate a recently dead or a dying creature (instantly killing it) to regain a use of Second Wind.
4: Target creature you touch must make a constitution save. On a failed save, it gains a point of exhaustion.
5: Until the end of your next turn, if you would receive healing, you may instead apply it as a bonus to the next time you deal damage.


Curse of Black Vengeance
While you enact the Curse of Black Vengance, you may add your wisdom modifier to attack rolls if you are attacking a creature that hit you previously.
X: You may spend up to your wisdom modifier to deal an equal amount of Necrotic damage on your next damage roll.
2: You may move your move speed towards an enemy creature. Doing so does not provoke attacks of opportunity.
6: As a reaction, if you would take damage from an attack, you may deal that much Necrotic damage to your attacker.


Curse of Relentless Malice
While you enact the Curse of Relentless Malice, when you reduce a creature to 0 hitpoints you may immediately spend a hit die. You may choose to spend this hit die on a Ghoul you control through Curse of Relentless Malice.
3: Until your next turn, attacks you make force your enemies 5 feet backwards from you.
4: You have advantage on attacks made against enemies adjacent to your allies until the end of your next turn.
8: You transform a nearby corpse within ten feet into a Ghoul under your control. You may control up to your Wisdom modifier (min 1) at any one time. Creating a Ghoul while at your maximum destroys your oldest Ghoul. At 15th level, your Ghouls become the same type of Undead that you are if you have chosen a type of Undead. Skeletal Ghouls are Ghouls with resistance to Slashing and Piercing.


Curse of Butcher's Wrath
While you enact the Curse of Butcher's Wrath, when you roll a critical hit or reduce a creature to 0 hit points, you gain an additional attack.
1: You may reroll any number of your Damage dice once when you attack. You must take the result.
2: When you attack you may force your target to make a Constitution save instead of making an attack roll.
7: When you make the attack action, you may make an additional attack.


Curse of Endless Pain
While you enact the Curse of Endless Pain, when you deal damage you may lose up to your wisdom modifier in hit points to deal that much additional damage.
1: Until the beginning of your next turn, you have resistance against Slashing, Piercing, and bludgeoning damage from non-magic sources.
2: When you lose hit points to deal additional damage, you may double the damage you deal this way.
4: You may lose up to double your Wisdom modifier in hit points to deal damage


Curse of Consuming Plague
While you enact the Curse of Consuming Plague, you may ignore up to your wisdom modifier in slashing, bludgeoning, or piercing damage from each hit you receive.
X: Creatures within 10 feet of you must make a Constitution save. You deal Xd6 Poison damage on a failed save. X cannot be more than your wisdom modifier.
1: All creatures you have poisoned must make a charisma save or become frightened of you
2: Until the start of your next turn, your attacks cause the poisoned condition on a failed Constitution save.


Curse Well: You have a pool of power drawn from your curse, called your Curse Well. You have a number of curse points equal to half your level + your Wisdom Modifier.

Saving Throws: Some of your Curses require your target to make a saving throw to resist
the Curse's effects. The saving throw DC is calculated as follows:
Curse save DC = 8 + your proficiency bonus + your Wisdom modifier.

Curse-Driven
At 7th level, When you use your Action Surge, you gain an additional Bonus Action as well.

Forsaken of the Grave
At 10th level, if you would fail a death saving throw you may use your Second Wind feature to immediately heal and return to battle.

Dark Lord
At 15th level, you may choose to become as an undead creature of your choice. If you do not, you may pick two Paladin or Warlock spells of 5th level or lower. You may cast them twice as a fifth level spell per short or long rest. Otherwise, pick from one of the following options:

Skeleton: You gain Resistance to Slashing and Piercing damage, and when you are at 0 hit points you may continue to act as normal until you fail all three death saving throws.

Wight: The first time each round that you hit a creature, you deal an additional 1d10 Necrotic damage to the creatures maximum hit points. You regain that many hit points. Additionally, as an action you can force a creature to make a Constitution or Charisma save. If it succeeds, it is immune to this effect for 24 hours. If it fails, it is paralyzed for one minute. You have resistance to Necrotic damage.

Wraith: You have a fly speed equal to your movement speed. As a bonus action you may become incorporeal or tangible. While Incorporeal, you can only be damaged by Force damage, and cannot attack corporeal targets. You can also move through solid objects.

Vampire: You may force a creature to make a Charisma save. On a success, it is immune to this effect for 24 hours. On a failed save, it is charmed by you. It may repeat this save at the end of each of its turns. Additionally, you gain a climb speed equal to your move speed. You are aware of the location of all living creatures within one mile of you and can track them unerringly.

Witch-King
You may use a Curse Well ability from a curse that you do not have. You must spend curse points to activate the ability. You must complete a Long or Short before using this feature again.

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PostPosted: Wed Feb 01, 2017 8:16 pm 
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Adult Dragon
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Update:
I did a few fixes to further bring out the flavor of the class. I believe it is a bit more flavorful and engaging, as well as made all of the curses a bit more level in their power.

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PostPosted: Mon Jun 12, 2017 4:20 pm 
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Adult Dragon
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Joined: Wed Jun 01, 2016 12:05 pm
Posts: 330
Update: I have done some pretty large-scale changes, the original is preserved in this post for posterity.

[+] Click to Show Spoiler
Death Knight (Swordwraith/Witch Knight) Fighter Archetype


"I remember my last battle fondly. Perhaps this one shall rival such glory?"
- The Swordwraith of Vvaldenfaar

Known by many names, be they Witch Kings, Deathknights, or the fabled Swordwraith of Vvaldenfaar, these nearly-dead Warriors are not magical of design, though the negative energies of the Undead suffuse and empower them. Often times regarded as immortal, the Death Knight is close to such a feat, but perhaps less than many may wager. Entities such as the legendary Lord Soth have much to be attributed to for the fearsome place a Death Knight takes in the hearts and minds of the average mortal, yet not all of them are insidious and devious wretches. Like all things, they are a mixed lot, though it is never unwise to remember that these sorry souls are afflicted with a curse, one which they very well may have earned.

Curse of the Death Knight
Each Death Knight is formed by a powerful curse. When you pick this archetype at 3rd level, one such nearly-unbreakable curse has afflicted you. However, this curse is also a source of power, allowing you to invigorate yourself and afflict your enemies, which are fueled by special dice called Curse dice.

Curses: When you choose this archetype, you gain one of the Curses detailed below. You may gain an additional curse at 9th and 16th levels. Curses have two effects, the first is based on the result of the Curse Die and is only applied once, the second is constantly in effect until you enact another Curse. You may only enact one Curse per turn, and any die effects are discarded upon enacting a Curse if you have not used its effect. You can enact a Curse you have already enacted if you so wish, and may enact a Curse without using a Curse die at the end of a long or short rest. If you do so, you do not gain the benefit of the first effect of the curse.

Curse of Cold Hate
To enact the Curse of Cold Hate, as a bonus action you may spend a Curse die. The next time you deal damage, the creature hit must make a Constitution saving throw to resist being Petrified for that many turns. On a successful save, the creature has its base speed halved instead for that many turns. While the Curse of Cold Hate is in effect, you may make an attack as a reaction when a creature enters in or begins its turn within your reach, and enemies count space that you threaten as difficult terrain.

Curse of Sanguine Tithe
To enact the Curse of Sanguine Tithe, as a bonus action you may spend a Curse die. You may add the result to your next damage roll. While the Curse of Sanguine Tithe is in effect, creatures you damage grant you temporary hit-points equal to the damage dealt. These temporary hit points last for 1 minute.

Curse of Black Vengeance
To enact the Curse of Black Vengeance, as a bonus action you may spend a Curse die. You may add the result to your next attack roll. While the Curse of Black Vengance is in effect, you may as a reaction to being attacked add your proficiency bonus to your Armor Class, potentially making the attack miss. If a melee attack would miss your higher Armor Class, you shove the creature 5 feet back.

Curse of Relentless Malice
To enact the Curse of Relentless Malice, as an action you may spend a Curse die. Doing so creates a Ghoul with hit points equal to the roll x your Wisdom Modifier (Minimum of the die roll in the event of a modifier of 0 or less) as current hit points from the nearest corpse or open space. The Ghoul lasts 24 hours, or until released via decapitation. The Ghoul's maximum Hitpoints is equal to half of your total. While the Curse of Relentless Malice is in effect, if you would reduce a creature to 0 hit points you may expend a Hit Die to regain hit points equal to the roll + your Constitution modifier (minimum of 1 hit point). Any Ghouls you control are likewise healed for that amount.

Curse of Butcher's Wrath
To enact the Curse of Butcher's Wrath, as an action you may spend a Curse die. When the first enemy within reach of you takes damage, it must make a dex save or immediately suffer the result of the Curse die as necrotic damage to its maximum hit points. If it fails, you and your allies gain the damage dealt as temporary hitpoints. While the Curse of Butcher's Wrath is enacted, you may reroll one damage die per turn. You must take the result.

Curse of Endless Pain
To Enact the Curse of Endless Pain, as a bonus action you may spend a Curse die. The next time you would take damage, you may ignore the result of the Curse die in damage, potentially taking no damage. While the Curse of Endless Pain is enacted, you may lose up to your wisdom modifier plus your proficiency in hit points once per attack upon dealing damage to inflict that much damage.

Curse Dice: You have one Curse dice, which is a d8. A Curse die is expended when you use it. You regain all of your expended Curse dice when you finish a short or long rest.
You gain another Curse die at 7th level, 12th level, and 18th level.

Saving Throws: Some of your Curses require your target to make a saving throw to resist
the Curse's effects. The saving throw DC is calculated as follows:
Curse save DC = 8 + your proficiency bonus + your Wisdom modifier.

Revenant
At 7th level, When you use your Action Surge, you may regain a Curse die if you have less than your maximum. In addition, you no longer age, need to sleep, breath, eat, or drink, take on a cadaverous appearance and are Undead for the purposes of detection only, and can be resurrected by Raise Dead regardless of the amount of time that has passed and you ignore the penalties imposed by it.

Forsaken of the Grave
At 10th level, if you would fail a death saving throw you may use your Second Wind feature to immediately heal and return to battle. In addition, you may spend a Curse die to extend the duration of up to four Ghouls you have created with Curse of Relentless Malice per curse die.

Gravewarden
At 15th level, when you roll initiative and have no Curse dice, you regain one Curse die.

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