With deathly-pale skin and clad in their trademark black-enamelled plate armour, the Deathsworn Knights are a mysterious clique, each slowly ritually slain through a magical ritual and returned to the living. Through this ritual, they become inured to the energies of death, and able to strike down spirits that threaten the mortal realm. The order was formed to combat a legion of undead that assaulted the lands for several generations, and although this threat seems to have subsided, the order has forged on, their skills still of clear use. In joining the order, a member is pronounced legally dead, and all debts and bonds must be forsworn.
Inured to Death From 3rd level, when you choose this archetype, you gain resistance to necrotic damage. In addition, you have advantage on saving throws against any effects that deal necrotic damage, or would make you Frightened or Poisoned. Deathsworn Strike From 3rd level, you can empower strikes against beings not of this world. Your melee weapon attacks count as magical for penetrating resistance and immunity to non-magical attacks and damage. In addition, when you hit a creature which is a fiend or undead with a melee weapon attack. you can deal force damage in addition to the weapon's damage. The extra damage is 1d6 at 3rd level, and increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 at 15th level. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest. Drain Resistance From 7th level, your maximum hit points cannot be reduced by life drain effects, such as a vampire's bite or a wight's life drain attack. Spare the Dying From 7th level, you learn the Spare the dying cantrip. Old Familiar Companion From 10th level, you have advantage on death saving throws. Banishing Blow From 15th level, your deathsworn strikes have the ability to banish creatures from reality. When you activate your deathsworn strike, the target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma bonus) or be banished. While banished in this way, the creature's speed is 0 and it is incapacitated. At the end of its next turn, it reappears in the space it vacated or the nearest unoccupied space, if that space is occupied. Deathless Duty From 18th level, death holds no dread nor danger for you, being such a familiar friend. You are immune to necrotic damage and to being Frightened. Additionally, you only die on your fourth failed death saving throw. If any effect would kill you immediately or slay you when you reach 0 hit points (such as the effects of a Disintegrate spell), you instead drop to 0 hit points. Once you have used this feature, you must finish a long rest before you can use it again. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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