Death Knight Class


"Soldiers of the Scourge, death knights of Acherus, minions of the darkness: hear the call of the Highlord! RISE! The skies turn red with the blood of the fallen! The Lich King watches over us, minions! Leave only ashes and misery in your destructive wake!"

-- Highlord Darion Mograine

Born by the Profane

Death Knights are not a profession one can follow or attend a university to learn. They are created, infused with necrotic powers by rituals that force the recipient, step by step, into undeath. These rituals grant an unholy strength to the Death Knight, allowing them to channel runic magic through their body and weapon to unleash sickening plagues upon their foes. Such rituals often have additional effects on the recipients, such as turning the eyes into pits of cold blue flame, or adding a grim echo to their voice.

As they grow in strength, a Death Knight even finds their health fuelled not by their own body, but by the magic itself, stepping into the afterlife while still remaining steadfast in their goals.

Implacable Warriors

Wielding their potent runeweapons, Death Knights stride into battle without fear. The clad themselves in the thickest of armours and prove a near unstoppable foe. Spellcasters especially fear the Death Knight, who will tear them from their perches into the fray, freeze their minds, and shield themselves against spells. By constantly tearing at their enemy's body with plagues, they ensure that the cold fear of death leaves its icy splinter in their heart.

Unnatural Outcasts

Death Knights are soldiers, first and foremost. Reborn through rituals as more of a weapon than a person, they are rarely comfortable doing anything except fighting, and this in turn leads to others viewing them with wariness - for why would a weapon by around them, if not to hurt them? This perception ensure they never remain in one place for too long, and only ever find a true place to stay among others like them - often this means the darker side of society: Criminals and evil-doers, yet that need not be the case. Regardless of how they came to be, a Death Knight is still a person, and the forces of good will find a purpose for a Death Knight just as much as that of evil - albeit it might not match their aesthetic so well.

Death Knight
Level Proficiency Bonus Features
1st +2 Runes, Knightly Fundamentals, Death Coil
2nd +2 Runeforging, Dark Command
3rd +2 Presences, Death Grip
4th +2 Ability Score Improvement, Lichborne
5th +3 Extra Attack
6th +3 Death Strike, Obliterate
7th +3 Presence Feature, Mind Freeze
8th +3 Ability Score Improvement, Blood Tap
9th +4 Death and Decay, Path of Frost
10th +4 Presence Feature, Advanced Knightly Fundamentals
11th +4 Enhanced Rune Weapon
12th +4 Ability Score Improvement, Horn of Winter
13th +5 Improved Death Grip
14th +5 Anti-Magic Shell
15th +5 Presence Feature
16th +5 Ability Score Improvement, On A Pale Horse
17th +6 Death Gate
18th +6 Unholy Aura
19th +6 Ability Score Improvement, Will of the Necropolis
20th +6 Presence Feature

Class Features

As a Death Knight, you gain the following class features.

Hit Points

Hit Dice: 1d10 per death knight level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per death knight level after 1st level.

Proficiencies

Armor: All armour, but not shields.

Weapons: All simple and martial melee weapons.

Tools: Smith's Tools

Saving Throws: Strength, Constitution

Skills: Choose two skills from the following list: Athletics, Insight, Intimidation, Animal Handling, Deception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Two melee weapons.
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) chain mail or (b) scale mail
  • Smith's Tools

Runic Weapon

By spending one hour as a ritual with a melee weapon you can use your Smith's Tools to carve a number of runes into it that you channel your profane powers through, turning it into a runeweapon. In order to use any abilities that have a Rune or Runic Power cost, you must be wielding the runeweapon. You may only carve up to one Runeweapon at a time, and carving a second one causes the first to lose its powers.

Regardless of what Presence you ultimately choose, a Death Knight's runeweapon bears the power of all three disciplines - 2 runes each of Blood, Frost, and Unholy. Whenever you use an ability that expends a rune you generate 20 Runic Power per Rune expended. Your can have a maximum of 100 Runic Power at any time.

Some of your abilities call for saving throws or spell attacks. Charisma is your abilitiy modifier for these.

Whenever you use an ability that costs Runic Power, roll a percentile dice. If the result is equal to or lower than the amount of Runic Power expended, you immediately regain a random expended rune.

When you complete a short rest, you regain three random expended runes. On completion of a long rest, your Runic Power is reset to zero, and you regain all expended runes.

Knightly Fundamentals

At 1st level you learn the Knightly Fundamental, which amounts to three attacks - Blood Strike, Icy Touch, and Plague Strike. You can use each of these in place of an attack. Each of these abilities costs a rune to use as specified below. Even if you miss, the rune is still expended and the runic power is still generated. Each of these abilities, on a hit, can infect the target with a respective plague. A plague lasts for 1d4+1 rounds, but can be ended early with a successful Constitution save made at the end of each of the infected target's turns, after its effects take place. A creature can only be infected with each plague from a Death Knight once at a time, with duplicate applications potentially extending its duration.

  • Blood Strike (1 Blood Rune) - Make an attack with your weapon that deals normal damage. On a hit, the target must succeed on a Constitution saving throw or be infected with Blood Plague. While infected, they take 2 acid damage at the end of their turn and you regain 2 hit points, so long as you are conscious.
  • Icy Touch (1 Frost Rune) - Make a melee spell attack with a range of 30ft. If it hits, it deals 1d8 plus your charisma modifier Cold damage and the target must succeed on a Constitution saving throw or be infected with Frostfever. While infected, the target takes 2 cold damage at the end of their turns and their spell attack bonus and spell save DCs are reduced by 1.
  • Plague Strike (1 Unholy Rune) - Make an attack with your weapon that deals normal damage. On a hit, the target must succeed on a Constitution saving throw or be infected by Pestilence. While infected, the target takes 2 necrotic damage at the end of their turns and their weapon damage is reduced by 2 (minimum 1).

The plagues count as diseases for the purpose of immunities.

Death Coil

Also at 1st level, you learn how to channel your Runic Power into a blast of necrotic energy. In place of one of your attacks you can make a melee spell attack against a creature within 60ft. On a hit, they take 1d8 necrotic damage, which improves as you gain levels - 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

If you target an Undead creature with this, Death Coil heals automatically hits and instead heals them for an amount equal to the damage it would have dealt. Death Coil costs 40 Runic Power to use. If it misses, you regain half the expended Runic Power.

Runeforging

When you reach 2nd level, your ability to carve runes increases. You learn two of the Runeforging Runes of your choice detailed at the end of this class. When you reach 5th, 9th, 13th, and 17th level you learn a new rune of your choice.

On completion of a short or long rest you can choose to carve one of these special runes into your runic weapon, gaining its effects while you hold or carry it. Only one of your weapons can hold these Runeforges at a time, and only you may benefit from them.

Dark Command

Also at 2nd level you learn how to unlock a dark command that you can use to command one creature within 30ft that can hear you. As a bonus action you can unleash this command. The target must succeed on a Wisdom saving throw or be forced to spend their next turn targetting you exclusively with their hostilities. It does not restrict their actions otherwise, only that you must be the target of their attention, and any area of effect features must have you at the centre.

Dark Command can be used once, refreshing when you roll initiative or complete a short or long rest.

Presences

When you reach 3rd level, you dedicate yourself to one of three Death Knight disciplines, known as Presences - the stalwart Blood, the deadly Frost, and the minion-raising Unholy. Each of these comes with their own special abilities, but in addition you gain an additional seventh rune on top of your original six, of your chosen Presence.

Death Grip

Also at third level, you learn how to grasp creatures and objects with shadowy energy and drag them towards you. As a bonus action you can choose a creature within 60ft that you can see and pull them adjacent to you. A successful strength saving throw negates this.

Death Grip can be used once, refreshing when you roll initiative, complete a short or long rest, or critically hit with an attack roll.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lichborne

Also from 4th level, your profane powers make you step into undeath. Your creature type changes to Undead, you don’t need to eat, drink, or breathe. You don’t need to sleep, though magic can still put you to sleep. You also no longer age. In addition, you can now choose to use your Charisma instead of your Constitution as the ability score that determines your maximum hit points.

At 18th level, you gain advantage on saving throws against being Turned by the Turn Undead feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Death's Advance

From 5th level the cold march of death harries your feet. You have advantage on any saving throws against being restrained, paralyzed, or having your movement speeds reduced.

Death Strike

From 6th level you gain an additional weapon strike that you can use as part of a melee weapon attack. At the cost of 50 Runic Power, make a melee weapon attack which deals normal damage. If it hits, you regain 2d10 + your charisma modifier hit points. If you are below half health when you hit with this, you heal 4d10 + your charisma modifier hit points.

If you miss with Death Strike, you regain half the Runic Power expended.

Obliterate

Also from 6th level, you gain the ability to punish a creature for suffering from your diseases. At the cost of two unexpended runes of your choice, you can unleash an Obliterate against a target creature. Make a melee weapon attack. If this hits it deals normal damage plus 1d12, plus an additional 1d12 for each of your Plagues affecting the target.

Mind Freeze

From 7th level you gain the ability to freeze a spellcaster's spell before it can come to fruition. As a reaction to another creature casting a spell within 10ft of you, you can force them to make a spellcasting ability check contested by your spell save DC. If they fail, the spell is negated and the spell slot (if any) is wasted. If they succeed, the spell takes effect as normal. Successfully freezing an enemy spell generates 15 Runic Power.

If the spell cast is from a 4th level or higher spell slot they can add their proficiency bonus to the ability check.

Mind Freeze can be used once, refreshing when you roll initiative, or on completion of a short or long rest.

Blood Tap

From 8th level as a bonus action you can use your bonus action to convert an unexpended Blood Rune into a Death Rune, which can serve as any type of rune. This lasts for 1 minute, at which point it reverts into a Blood Rune.

Blood Tap can be used once, refreshing on a short or long rest.

Death and Decay

From 9th level you can unleash a vast area of decay upon an area, sapping the life from those who stand within. Chose a point on the ground within 60ft. Creatures within a 15ft radius must succeed on a Constitution saving throw or have their current and maximum hit points reduced by an amount equal to your proficiency bonus plus your charisma modifier and have their movement speeds halved until the end of their next turn. On a successful save, the hit point reduction is halved and they do not have their speeds reduced. The reduction lasts until the creature completes a short or long rest.

Creatures who enter into the area or end their turn in it must likewise make the same saving throw against its effect.

You are able to move through your own Death and Decay without being affected by it.

Death and Decay costs one rune of either Blood or Unholy. It lasts for up to 1 minute, and must be concentrated on as if it were a spell.

Path of Frost

Also from 9th level you gain the ability to freeze water beneath your feet. By completing a 10 minute ritual you can enchant yourself and a number of other creatures equal to your proficiency bonus with the Water Walking spell. Your footsteps momentarily freeze the water you step across, allowing you to cross running even molten lava without worrying about the heat - assuming you don't fall in.

Advanced Knightly Fundamentals

From 10th level your Knightly Fundamentals improve when you use them while you are stood within your Death and Decay. In addition to their standard effects and plagues they cause, they change in the following way:-

  • Blood Strike becomes Heart Strike, allowing you to attack two creatures adjacent to you with the same attack. You use the same attack and damage rolls for both.
  • Icy Touch becomes Chains of Ice. If it hits, the target's speeds are dropped to 0 until the end of their next turn.
  • Plague Strike become Festering Strike. If you hit a creature with this, any damage your plagues deal to the target this round generates 5 runic power.

In addition, creatures immune to diseases are now able to be afflicted by your plagues.

Enhanced Runic Weapon

From 11th level when you take the attack action with your runic weapon you can attack three times instead of twice. In addition, all your Runes now refresh on completion of a short rest as well as a long rest, and when you make a standard weapon attack without expending any runes or runic power, you generate five runic power on a successful hit.

Horn of Winter

From 12th level you gain the ability to manifest a spectral horn of winter. As a bonus action you can blow on this. All friendly creatures within 60ft that can hear you have their Strength and Dexterity scores increased by +3, to a maximum of 22. This lasts for 1 minute, and must be Concentrated on as if it were a spell.

Horn of Winter can be used once, refreshing when you roll initiative, or complete a short or long rest.

Improved Death Grip

From 13th level your Death Grip improves. When you use it and the target creature fails their saving throw, they are also Stunned until the end of your next turn. Even if they succeed on the save, they are still pulled closer - halving the current distance between you and the target.

Anti-Magic Shell

From 14th level as a bonus action you can cloak yourself in a shell of anti-magic, protecting you against all manner of spells. For 1d4+1 rounds you have advantage on saving throws against spells and other magical effects, and Resistance to all damage they caused. This must be concentrated on as if it were a spell.

Anti-Magic Shell can be used once, refreshing on a short or long rest.

On A Pale Horse

From 16th level, you learn a ritual to conjure up an unholy steed for yourself. By spending ten minutes you can cast the Phantom Steed spell at will, with the following adjustments.

  • It summons a Warhorse instead of a Riding Horse.
  • Its duration is Unlimited, until it is killed.
  • The Horse's type is changed to Undead.
  • It comes equipped with spectral plate barding (AC18) that cannot be removed and vanishes if it dies.
  • You may only have one steed at a time, and only you can ride it.

Raise Ally

From 17th level you gain the ability to reanimate one of your fallen allies, albeit temporarily. When a friendly humanoid creature dies within 30ft of you, you can use your Reaction to immediately raise them as a Ghoul, under that player's control. This uses standard Ghoul statistics, except it adds your charisma modifier to their AC, attack and damage rolls, and save DC. Raise Ally lasts for 1 minute, or until the ghoul is destroyed. Once Raise Ally ends, the timer for resurrection spells such as Revivify starts anew.

Raise Ally can be used once, refreshing on a long rest.

Death Gate

From 17th level you learn how to use the power of death to join two points in space together. To do so, you must first designate a place as your 'anchor' by taking a short or long rest there. Thereafter, you may use a one minute ritual to open a death gate that allows you and up to 5 other creatures you choose to pass through it, returning to your anchor place.

A Death Gate remains open for ten minutes, during which you and your chosen can freely pass back and forth between it. You can immediately close the Death Gate at will. You may change your anchor point at any time by taking another rest in a new location.

A Death Gate can be opened once, refreshing on a long rest. There is no limit to how many times you can change your anchor, though you cannot change it while a Death Gate is open.

Unholy Aura

From 18th level you project an aura of unholy magic so long as you are conscious. Friendly creatures who start their turns within a 10ft radius of you have their movement speeds increased by 5ft and, if they are below half health and conscious, regain 1 hit point. Undead creatures have the numerical benefits of this doubled and the aura has a 20ft radius for them.

Will of the Necropolis

At 19th level you become more resilient to death. You have advantage on death saving throws and while you are below half health you reduce all damage taken by half (to a minimum of 1).

In addition, you gain immunity to poison damage, the poisoned condition, and diseases.

Blood

Mark of Blood

From 3rd level you learn how to mark your enemy so that every attack they make restores your ally's life. As a bonus action you can place a mark of blood on an enemy creature within 30ft which lasts for 1d4+1 rounds. While this mark is placed, after the marked creature deals damage, the target of their damage regains hit points equal to your Charisma modifier (minimum 1) so long as they are above 1 hit point after the damage was dealt.

Using Mark of Blood requires you to expend a Blood rune.

Blooddrinker

From 7th level you can siphon the very life from a creature's veins. In place of two of your attacks when you take the attack action you may expend one blood rune to drain your foes dry, choosing a creature within 30ft. The target must succeed on a constitution saving throw or take 4d8 acid damage, or half as much on a successful saving throw. You regain hit points equal to the total damage dealt. Blooddrinker deals more damage as you gain levels in this - 6d8 at 13th level and 8d8 at 19th level.

The target creature must have blood or a similar life-giving fluid in order to use Blooddrinker on them. Typically this will exclude most undead and construct type creatures, though not all.

Blood Shield

From 10th level whenever you heal yourself with Death Strike, Mark of Blood, or Blooddrinker, you gain temporary hit points equal to half the amount healed. These last until you complete a long rest.

Hysteria

From 15th level you can induce a blood rage into a target as a bonus action. Choose a creature within 30ft other than yourself. They must succeed on a Wisdom saving throw or be affected by Rage (as if a 1st level barbarian) for 1 minute. In addition to the standard Rage damage boost, their attacks deal additional damage equal to your Charisma modifier (minimum 1).

For the duration, the target creature takes force damage at the end of each of their turns each to your charisma modifier. This cannot be reduced or resisted in any way.

The affected creature can make new saving throws at the end of each turn to end the effect early, and can willingly choose to fail any saving throws Hysteria provokes. Hysteria ends immediately if the creature is reduced to 0 hit points. You can also end it early by using another bonus action.

Hysteria can be used once, refreshing on a short or long rest.

Dancing Rune Weapon

The pinnacle of a Blood Death Knight's abilities. From 20th level you can use your bonus action form a perfect copy of your runeweapon from blood that dances at your behest, following your directions and striking at the same foe you seek out.

For 1 minute after you use it, your Dancing Rune Weapon copies each use of your Blood Strike, Icy Touch, Plague Strike, Death Strike, Obliterate, Death Coil, and normal weapon attacks. This costs no additional runes or runic power. It uses your attack rolls and spell save DCs, but any damage and healing it deals is reduced by half. Dancing Rune Weapon can infect the target with its own set of plagues from your Knightly Fundamentals, and these contribute to Obliterate's damage increase.

Dancing Rune Weapon can be used once, refreshing on a long rest.

Frost

Howling Blast

From 3rd level in place of one of your attacks you can expend a frost rune to blast a creature and those around them. In place of one of your attacks choose a creature within 30ft. The target, and all adjacent creatures, must succeed on a dexterity saving throw or take 2d8 + your charisma modifier cold damage, or half as much on a successful save. Failed saving throws additionally infect the targets with Frostfever for 1d4+1 rounds.

From 10th level casting Howling Blast from within Death and Decay activates your Chains of Ice on all targets that fail their saving throw.

Its damage also increases by 1d8 at 5th, 11th, and 17th levels. It can only be used once per turn, regardless of how many attacks you have.

Deathchill

From 7th level you can enchant your weapon with the chill of death. As a bonus action you can activate Deathchill. For 1 minute thereafter, your next successful Icy Touch, Howling Blast, Obliterate, or Frostscythe that hits automatically deals critical damage.

Deathchill can be used once, refreshing on a short or long rest.

Killing Machine

From 10th level you're able to use the momentum of combat to urge yourself to greater heights. Whenever you critically strike or critically miss an enemy you gain Killing Machine. Thereafter, your next Obliterate or ability that costs runic power has their rune or runic power cost halved.

Killing Machine lasts until either you use it or until you complete a short or long rest.

Frostscythe

A massive scythe of razor-sharp frost appears in your hands, cleaving through your foes. From 15th level in place of one of your attacks you can use Frostscythe at the cost of 40 Runic Power. You cleave through a 15ft radius semicircle in the direction of your choosing, making a single melee weapon attack roll against any creatures you choose within the area. A successful hit deals your normal weapon damage plus an additional 1d12 cold damage to any targets whose AC you surpass.

Frostscythe critical strikes roll three sets of damage dice instead of the normal two. If a target is additionally infected by Frostfever, you roll four sets of dice instead of three.

Frostwyrm's Fury

The pinnacle of a Frost Death Knight's arsenal. From 20th level as an action you conjure up the spirit of an ancient skeletal frostwyrm. All creatures in a 120ft long, 20ft wide line must succeed on a Constitution saving throw or take 16d6 cold damage. Additionally, creatures that fail their saving throws are frozen in place, becoming paralysed until the end of their next turn.

Creatures that succeed on their saving throw take half damage, and instead of being paralysed have their speeds reduced to 0 until the end of their next turn. Frostwyrm's Fury can be used once, refreshing on a long rest.

Unholy

Raise Ghoul

Unholy Death Knights are almost never seen without an undead servant at their side. From 3rd level you learn how to summon a ghoul. It appears in an unoccupied space of your choice within 30 feet of you.

The ghoul is friendly to you and your companions, and it obeys your commands. See its game statistics in the below stat block, which uses your proficiency bonus (PB) in several places.

In combat, the ghoul shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ghoul can take any action of its choice, not just Dodge.

The ghoul remains until it is reduced to 0 hit points, until you use this feature to summon the ghoul again, or until you die. Anything the ghoul was wearing or carrying is left behind when the ghoul vanishes.

Once you summon the ghoul, you can’t do so again until you finish a long rest, or unless you expend an Unholy rune.


Risen Ghoul

Medium Undead


  • Armor Class 13 + PB (natural armour)
  • Hit Points 5 + five times your Death Knight level (the ghoul has a number of d10 hit dice equal to your Death Knight level)
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Strength +3 plus PB, Constitution +2 plus PB
  • Damage Immunities poison
  • Condition Immunities Diseases, poisoned
  • Senses darkvision 60ft., passive Perception 12
  • Languages None (but understands the Death Knight)
  • Challenge PB equals your bonus.

Swarm Tactics. The Risen Ghoulhas advantage on an attack roll against a creature if at least one of the their allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Claw. Melee Weapon Attack: +3 plus PB to hit, reach 5ft., one target. Hit 1d6 plus PB slashing damage.

Soul Reaper

Your blade is able to reap the souls of those who you kill. From 7th level in place of one of your attacks you may expend an Unholy rune to use Soul Reaper. This is a melee weapon attack that deals an additional 1d6 necrotic damage and leaves a fragment of power inside the target on a hit.

If the target dies before the start of your next turn, you regain the expended rune. If the target stays alive, the fragment detonates, dealing an additional 1d12 necrotic damage to them.

Plaguebringer

From 10th level your plagues are far more virulent. They deal damage at the start of the infected's turn in addition to the end of their turns.

Epidemic

From 15th level you learn how to spread your diseases between your enemies. As a bonus action you can choose a creature infected by one or more of your plagues. You may then choose to spread it to all enemies within a 10ft radius of the target, or to one individual within 30ft of the initial target.

Those you attempt to spread it to must succeed on a constitution saving throw or be infected with all the plagues that were affecting the initial target, for 1d4+1 rounds.

Epidemic costs 20 Runic Power to use.

Army of the Dead

At 20th level you reach the height of your necromantic abilities, raising masses of corpses as swarms of ghouls at your beck and call. As an action, you can use Army of the Dead to summon two Swarms of Ghouls whose statistics are provided below. These swarms appear at points you choose within 30ft, act on your initiative but take their turns after you. They follow your verbal commands, and last for 1 minute or until their health is reduced to 0.

Army of the Dead can be used once, refreshing on a long rest.


Swarm of Ghouls

Huge Swarm of Medium Undead


  • Armor Class 12
  • Hit Points 66 (10d12)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+5) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Damage resistances Bludgeoning, piercing, and slashing damage.
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, diseases, poisoned, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60ft., passive Perception 10
  • Languages Common

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for medium creatures. The swarm can't regain hit points or gain temporary hit points.

Actions

Swarm of Claws. Melee Weapon Attack: +7 to hit, reach 0ft., one target. Hit 4d8 + 5 while the swarm is above half hit points, 2d8 + 5 when below half hit points. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Runeforging Runes

Apocalypse

Your runic power cap is increased to 150. In addition, you generate 25 runic power per rune expended instead of 20.

Fallen Crusader

When you roll minimum or maximum damage on your weapon damage roll you regain 1d4 hit points. If you are below one quarter hit points, this activates on every successful attack you make.

Lichbane

Each weapon attack you make deals an additional 2 fire damage. If you hit an Undead type creature, this is increased to 4 fire damage.

Razorice

Each weapon attack you make deals an additional 2 cold damage. If you roll maximum damage on your weapon damage roll, you reduce the target's speed by 10ft until the end of their next turn.

Spellshattering

Any damage you take that is not bludgeoning, piercing, or slashing is reduced by an amount equal to your charisma modifier (to a minimum of 1).

Stoneskin Gargoyle

Your armour class and saving throws are increased by +1. This stacks with magical armour, but only to a maximum of +3 to AC.

Swordshattering

Any damage you take bludgeoning, piercing, or slashing damage this is reduced by an amount equal to half your charisma modifier rounded up (to a minimum of 1).

Unending Thirst

Whenever you reduce a creature of CR1/8 or higher to 0hp or kill them, you gain the effect of the Haste spell until the end of your next turn. You do not suffer from lethargy when this ends.