The Unholy Death Knight

Necrotic Knights

While free from the Lich King’s grasp, some death knights still embody the ever-corrupting nature of the Scourge plague that once threatened to consume Azeroth. No matter their allegiance or cause, they remain defilers of life; and nowhere is their callousness more on display than when threatened. Inflictors of the most aggressive of diseases—and masters of raising unhallowed minions from the ground—these unholy death knights are vicious melee combatants, capable of striking with the force of an undead legion and unleashing pestilence that would bring their foes to ruin. -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.

Festering Strikes [Passive]

Spell Description:

Painful boils and lesions erupt around any place your weapon touches causing terrible pain and agony with each movement.

Spell Effect at Rank 1:

Every time you successfully hit an enemy with a Melee Attack, apply a stack of Festering Wounds on them. At 3 stacks of Festering Wounds, they will burst and deal 2 damage to the target. Anyone within Melee Range of the bursting target can be afflicted at random. Victims take 1 damage every round for the duration of the encounter, unless cleansed.

Spell Effect at Rank 2:

Every time you successfully hit an enemy with a Melee Attack, apply a stack of Festering Wounds on them. At 3 stacks of Festering Wounds, they will burst and deal 5 damage to the target. Anyone within Melee Range of the bursting target can be afflicted at random. Victims take 2 damage every round for the duration of the encounter, unless cleansed.


Minion of the Grave [Active]

Spell Description:

While all Death Knights know the art of raising ghouls, only Unholy Death Knights can craft and control true formidable soldiers. Whatever hellish creature they summon forth seems to be made of sturdier stock than most and can take a beating through several encounters.

Spell Effect at Rank 1:

  • Charges: 1

Summon forth an undead minion of your choosing that acts like a Hunter pet for the duration of the encounter. These minions can be ghouls, geists, or skeletons. Your minion has 3 HP and can be targeted. Your minion has a special action based on their minion type. You may only use your minion's special ability once per encounter, but your minion may attack every turn alongside you. Select one whenever you summon your minion:

  • Ghoul [Infected Claws]: Your Ghoul's claws are coated with various diseases. Command them to infect an enemy with a 2 turn, 2 damage disease.

  • Geist [Frenzied Leap]: Command your Geist to leap at the target, dealing 1 damage to them and Stunning them for 2 turns.

  • Skeleton [Skulker Shot]: Your Skeleton is adept in archery. Command them to take aim at the weak points of your enemy target, dealing 2 damage and causing their next 2 Attacks to be made at Disadvantage.

Spell Effect at Rank 2:

  • Charges: 1

Summon forth an undead minion of your choosing that acts like a Hunter pet for the duration of the encounter. These minions can be ghouls, geists, or skeletons. Your minion has 5 HP and can be targeted. Your minion has a special action based on their minion type. You may only use your minion's special ability twice per encounter, but your minion may attack every turn alongside you. Select one whenever you summon your minion:

  • Ghoul [Infected Claws]: Your Ghoul's claws are coated with various diseases. Command them to infect an enemy with a 2 turn, 3 damage disease.

  • Geist [Frenzied Leap]: Command your Geist to leap at the target, dealing 2 damage to them and Stunning them for 2 turns.

  • Skeleton [Skulker Shot]: Your Skeleton is adept in archery. Command them to take aim at the weak points of your enemy target, dealing 3 damage and causing their next 3 Attacks to be made at Disadvantage.

Death and Decay [Active]

Spell Description:

The very ground you walk on is plagued by your unholy and defiling presence. The air you breathe is little more than toxic fumes and corruption oozes from between the plates of your armor.

Spell Effect at Rank 1:

  • Charges: 1

Cast a curse upon the ground all around you (or if chosen, your minion) that infects anyone within the radius with Plague which deals 2 damage each round and forces them to make a Fortitude Save of 10 or higher in order to perform an attack. Victims are considered Plagued for the duration of the encounter unless cleansed.

Spell Effect at Rank 2:

  • Charges: 1

Cast a curse upon the ground all around you (or if chosen, your minion) that infects anyone within the radius with Plague which deals 3 damage each round and forces them to make a Fortitude Save of 15 or higher in order to perform any action. Victims are considered Plagued for the duration of the encounter unless cleansed.


Mortal Coil [Active]

Spell Description:

Enveloped with Shadow energy and dark intentions use your power over the weak and infect their very souls with your deadly blight.

Spell Effect at Rank 1:

  • Charges: 1

You attempt to rip the soul from the body of your victim. Roll a Melee Attack that cannot miss. On an 18 or above, the target takes 4 damage as though Critically struck and you heal up for 4 HP.

Spell Effect at Rank 2:

  • Charges: 1

You attempt to rip the soul from the body of your victim. Roll a Melee Attack that cannot miss. On a 16 or above, the target takes 4 damage as though Critically struck and you heal up for 4 HP. Additionally, the target is afflicted with Soul Sickness. All their actions are made at Disadvantage for the duration of the encounter, and your next Melee Attack is made with +7 to the roll, as it is imbued with a fragment of the victim's soul.

Ebon Fever [Active]

Spell Description:

A special blend of shadow and necromantic energies perfected by the Ebon Blade is at your command. It is a horrific weapon to use as the flesh melts from their bones, their eyes bulge, and burst, and the smell of festering flesh become apparent almost at once. It is the harshest death one can witness some argue.

Spell Effect at Rank 1:

  • Charges: 1
  • Duration: 3 Turns

Infect a Target with Ebon Fever which causes them to start to decompose. This reduces their turn action from once per round to once every other round and they take ramping damage the longer they rot, over 3 turns. If the target dies while afflicted with Ebon Fever, the Fever spreads to any nearby targets in Melee Range of them.

  • Turn 1: 1 Damage

  • Turn 2: 3 Damage

  • Turn 3: 5 Damage

Spell Effect at Rank 2:

  • Charges: 1
  • Duration: 3 Turns

Infect a Target with Ebon Fever which causes them to start to decompose. This reduces their turn action from once per round to once every other round and they take ramping damage the longer they rot, over 3 turns. If the target dies while afflicted with Ebon Fever, the Fever spreads to any nearby targets in Melee Range of them. If you use this on a target at 3 or less HP, they instantly die and the Fever spreads immediately to nearby targets in Melee Range.

  • Turn 1: 2 Damage

  • Turn 2: 4 Damage

  • Turn 3: 8 Damage