The Frost Death Knight

Frigid Fighters

In undeath, some death knights find a special affinity for the blood and bone of the living. They carve into their enemies, sustaining themselves with deadly sanguine strikes, while using the bloody, shattered remains of the dead to fortify their own defenses. These crimson-soaked knights bend the very rules of mortality to control the frontlines of the battlefield. -Blizzard Entertainment


Defining Class Feature

Runeforging

Runforging is a unique art mastered by Death Knights and the Scourge. This particular brand of Runic Magic affixes a Deathknight's weapon with powerful magic but often magic untouched or too unwieldy for anyone but the dead.

Choose one of the following runes to permanently attune your weapon to. You may swap this rune out with a special RP quest:


  • Rune of Razorice: When you Critically Strike a target with a Melee Attack put ice crystals in their veins which deals one additional damage next round and reduces their turn rotation from once every turn to once every other turn for the duration of the encounter.

  • Rune of Spellshatter: Use your blade to deflect Spells that are cast against you. Spell Attacks cannot Critically Strike you and you have Advantage on Melee Attacks made against spellcasters.

  • Rune of the Fallen Crusader: When you Critically Strike a target with a Melee Attack apply a vampiric leech from them that heals you for 2 HP every turn for 3 turns.

  • Rune of Nerubian Carapace: Gain a runic barrier generated from the weapon that is capable of blocking all Melee and Ranged Critical Strikes against you.

  • Rune of the Swarm: When you Critically Strike a target with a Melee Attack call a swarm of biting flies around them which infects them with deadly plague dealing 1 damage every round for 6 rounds.

Lastly, while you have a Runed weapon, you can summon the weapon to your hand as a free action, even if it is very far away. While you have a Runed weapon, you cannot die-- your soul is merely stored within the blade until restored into your body (or a new body). These benefits end if your Runed weapon breaks or is otherwise disenchanted.

Class Toolkits

Select three Toolkits from the following pages to add to your character's abilities on your character sheet. You receive your Toolkits (Rank 1) at Level 1, 2, and 3. These Toolkits upgrade to Rank 2 upon reaching Level 4.

If you wish to change your Toolkit selection, you must undergo an RP Quest in order to enact this change. Speak to an Officer or the Chieftain in order to facilitate this Quest.

Frostscythe [Active]

Spell Description:

Culling as many enemies as possible is the true calling of Death Knights. Striking fear and metal into the hearts of the Lich King's enemies. At least that was the case. Now they use their great skill to their own ends and the ends of the Ebon Blade.

Spell Effect at Rank 1:

  • Charges: 1

Deal a sweeping attack that strikes any target within Melee range in front of you for 3 damage. Enemies struck by your Frostscythe are afflicted by Chilled Blood, reducing their actions from every turn to every other turn for the rest of the encounter.

Spell Effect at Rank 2:

  • Charges: 2
  • Duration: 2 Turns

Deal a sweeping attack that strikes any target within Melee range in front of you for 4 damage. Enemies struck by your Frostscythe are afflicted by Chilled Blood, reducing their actions from every turn to every other turn for the rest of the encounter. If you strike a target with Chilled Blood with Frostscythe a second time, they are Stunned for 2 turns as their body locks in ice.


Chains of Ice [Active]

Spell Description:

Links of ice shoot out from the ground and circle about the enemies of Death Knights. Constraining them and letting the cold heart of Ice Crown seep into their souls and bodies.

Spell Effect at Rank 1:

  • Charges: 1
  • Duration: 1 Turn (Stun), 2 Turns (Frostburn)

Bind a target in a block of ice which Stuns them for 1 turn and applies Frostburn. Frostburn deals 2 damage to the target for 2 turns.

Spell Effect at Rank 2:

  • Charges: 1
  • Duration: 1 Turn (Stun), 2 Turns (Frostburn)

Bind a target in a block of ice which Stuns them for 1 turn and applies Frostburn. Frostburn deals 4 damage to the target for 2 turns.

Lichfire [Active]

Spell Description:

When something is so cold that it burns like fire, turning the flesh black and stiff as it rips life from the body it is called Lichfire. A deadly and vicious spell that burns with blue flames, consuming just as much as felfire or magefire.

Spell Effect at Rank 1:

  • Charges: 1
  • Duration: 2 Turns (Lichfire coating)

Coat your blade in Lichfire which burns a target for 3 additional damage once stuck. Lichfire remains on the blade for 2 rounds or until it comes into contact with a target.

Spell Effect at Rank 2:

  • Charges: 2
  • Duration: 2 Turns (Burn), 2 Turns (Lichfire coating)

Coat your blade in Lichfire which burns a target for 5 additional damage and applies 2 damage over 2 turns following your attack. Lichfire remains on the blade for 2 rounds or until it comes into contact with a target.


Heartstop Aura [Passive]

Spell Description:

Standing too long in the cold can have dire effects. Those that have been kissed by the chill find it hard to move as the ice claims their bodies. Some Deathknights have harnessed this chill to themselves and walk as an eternal winter over Azeroth.

Spell Effect at Rank 1:

You radiate a chilling aura. Enemies in Melee Range of you steadily begin accumulating creeping frostbite. For every turn an enemy stands in your aura, they take 1 Frost damage and are afflicted by Frostbite. All damage done to them while they remain in your aura is increased by 1. Additionally, you have Advantage on Grapple checks against any target in your aura.

Spell Effect at Rank 2:

You radiate a chilling aura. Enemies in Melee Range of you steadily begin accumulating creeping frostbite. For every turn an enemy stands in your aura, they take 2 Frost damage and are afflicted by Frostbite. All damage done to them while they remain in your aura is increased by 2. Additionally, you have Advantage on Grapple checks against any target in your aura and they have Disadvantage on Escape checks.

Killing Machine [Passive]

Spell Description:

Nothing seems to be able to hold the Deathknight back from their target. Blessed with unstoppable rage that has been tempered into a fine cutting edge.

Spell Effect at Rank 1:

You are immune to Spell-based Stuns and Grapple effects so long as you have successfully attacked a target within the last round. If you Critically Strike an enemy, you may immediately make another attack roll against them with Advantage.

Spell Effect at Rank 2:

You are immune to all Stuns and Grapple effects so long as you have successfully attacked a target within the last round. Your Critical Strike range is 18-20 against targets you have already damaged. If you Critically Strike an enemy, you may immediately make another attack roll against them with Advantage.