The Blood Death Knight

Hellish Hemomancers

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.

Blood Rite [Active]

Spell Description:

Blood is a vital source of power for the Death Knight. There's great and dark magic to be brought forth through the blood of an enemy so long as it is claimed.

Spell Effect at Rank 1:

  • Charges: 1
  • Targets: 1

Claim the blood of a target at the start of combat. You deal an additional 2 damage to the target whenever you attack them. If you are the one to kill that target you will gain Blood Rite which increases your Strength by +2 for the duration of the encounter and heals you for 3 HP.

Spell Effect at Rank 2:

  • Charges: 1
  • Targets: 2

Claim the blood of two targets at the start of combat. You deal double damage to the targets whenever you attack them. If you are the one to kill either or both of those targets you will gain Blood Rite which increases your Strength by +2 for the duration of the encounter and heals you for 3 HP. Blood Rite can stack if you kill both targets.


Blood Worms [Active]

Spell Description:

Blood Magic has potent healing magics for those that know how to manipulate it and use it to their whims. Death Knights know this secretive and deadly magic and use it for their own gains.

Spell Effect at Rank 1:

  • Charges: 1
  • Duration: 3 Turns

Summon forth 2 Blood Worms which will latch onto 2 targets and deal 1 damage every turn for 3 turns. At the end of those three turns, it will burst covering you in blood and healing you for 3 HP. If you drop below 4 HP before the end of their duration, the worms immediately burst instead, healing you for 3 HP.

Spell Effect at Rank 2:

  • Charges: 1
  • Duration: 3 Turns

Summon forth 2 Blood Worms which will latch onto 2 targets and deal 2 damage every turn for 3 turns. At the end of those three turns, it will burst covering you in blood and healing you for 6 HP. If you drop below 4 HP before the end of their duration, the worms immediately burst instead, healing you for 6 HP.

Gorefiend's Grasp [Active]

Spell Description:

Yoink yoink motherfucker.

Spell Effect at Rank 1:

  • Charges: 1

Reach out with necrotic tendrils and yank any enemy in sight of you or in Melee Range of an ally to your location. The tendrils deal 3 damage per target grasped. Roll a Grapple check to lock these targets in place, forcing them to fight you until they break free. While Grappled, all of their rolls are made at Disadvantage and they must beat your Grapple roll to break free.

Spell Effect at Rank 2:

  • Charges: 2

Reach out with necrotic tendrils and yank any enemy in sight of you or in Melee Range of an ally to your location. The tendrils deal 4 damage per target grasped. Roll a Grapple check to lock these targets in place, forcing them to fight you until they break free. While Grappled, all of their rolls are made at Disadvantage and they must beat your Grapple roll to break free. You and your allies have Advantage on Melee Attacks against your Grappled targets.


Rending Cuts [Passive]

Spell Description:

Strike down your enemies and watch their blood spill over your boots in waves. The Death Knight cares little for the anguished cries of the dying and often times their tortured souls only seek to deal just as much pain and misery to others.

Spell Effect at Rank 1:

Your Melee Attacks cause the target's wounds to not respond to healing. Whenever you roll a 17 or above, the target permanently loses that much HP from their maximum amount as well as taking the damage. Additionally, they begin to bleed out, taking 1 damage per turn for the remainder of the encounter. This can stack.

Spell Effect at Rank 2:

Your Melee Attacks cause the target's wounds to not respond to healing. Whenever you roll a 15 or above, the target permanently loses that much HP from their maximum amount as well as taking the damage. Additionally, they begin to bleed out, taking 1 damage per turn for the remainder of the encounter. This can stack.

Bonestorm [Active]

Spell Description:

Nothing frightens an enemy more than watching the horrific and stomach-turning abilities of a Blood Death Knight. The terrible sight of the horrific acts of fleshcrafting and ripping innards and spines from meat is enough to make even the strongest will break.

Spell Effect at Rank 1:

  • Duration: 2 Turns
  • Charges: 1

Break apart a nearby body and cause it to swirl around you in a gory and gruesome whirlwind of blood, flesh, bone, and organs that batters any nearby enemies within Melee range for 3 damage instantly. This storm demoralizes your enemies, causing their critical strike range to become 18-20 for the duration of the storm. Additionally, targets caught in it take 1 damage per turn while the storm persists. The storm lasts for 2 turns before the body parts fall to the ground in a heap. Bonestorm requires one dead target within the playing field.

Spell Effect at Rank 2:

  • Duration: 3 Turns
  • Charges: 1

Break apart a nearby body and cause it to swirl around you in a gory and gruesome whirlwind of blood, flesh, bone, and organs that batters any nearby enemies within Melee range for 3 damage instantly. This storm demoralizes your enemies, causing their critical strike range to become 17-20 for the duration of the storm. Additionally, you are immune to damage while the storm rages around you, and targets caught in it take 2 damage per turn while the storm persists. The storm lasts for 3 turns before the body parts fall to the ground in a heap. If there are no corpses to use this ability with, you can instead select a target at 3 HP or less to instantly kill them and turn them into a Bonestorm.