About this mod
Death Knight class inspired by World of Warcraft.
When the Lich King’s control over his death knights was broken, his former champions found their new purpose as Knights of the Ebon Blade. After Bolvar Fordragon donned the helm to keep the undead Scourge contained, he called forth a new generation of death knights to join the Ebon Bla
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Translations
- Mandarin
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Content:
- Basic Description
- Class overview
- Progression
- Class
- Unholy
- Frost
- Blood
- Hero Talents
- Dependencies
- Changelog
- Endorsment
- Final statement
Basic Description:
Death Knights engage their foes up-close, supplementing swings of their weapons with dark magic that renders enemies vulnerable or damages them with unholy power. They drag foes into one-on-one conflicts, compelling them to focus their attacks away from weaker companions. To prevent their enemies from fleeing their grasp, death knights must remain mindful of the power they call forth from runes, and pace their attacks appropriately.
- https://worldofwarcraft.blizzard.com/en-us/game/classes/death-knight
Class overview:
Death Knights are melee warriors who can specialize in 3 diffrent subclasses:
- Uhnoly - 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.
- Frost - Combining martial prowess with supernatural cold, frost death knights leave their enemies chilled to the bone and broken of the will to fight. Unlike mages who learn to harness frost magic to great effect, these death knights are born of it, rime gripping their decaying hearts. These frozen undead warriors wield dual blades to strike with ferocity and inflict deathly cold upon anyone who would stand against them.
- Blood - 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.
Death Knight's spellcasting modifier is Strength.
Death Knights use for their spells special resource - Runic Power and Runes.
Progression:
Class - for all subclasses
Class - for all subclasses
Talent Rows:
Row 1
- Icebound Fortitude [Action, Once per short rest] - Reduce all incoming damage by 3 for 3 rounds.
- Death Strike [Bonus Action, 45 Runic Power] - Focuses dark power into a strike that adds 1d10 Necrotic damage to your main hand weapon and heals you for 10% of your maximum health.
- Runic Attenuation [Passive] - When you attack in melee you roll 1d20. If you roll 15 or higher you generate 3 Runic Power.
- Mind Freeze [Reaction, 1 Rune] - Smash the target's mind with cold, interrupting spellcasting.
- March of Darkness [Passive] - 1 round after after using Death's Advance you gain additional +2 Movement Speed.
- Coldthirst [Passive] - When you use Mind Freeze gain 10 Runic Power.
- Permafrost [Passive] - Your melee attacks shield for 4 temporary health for next 2 rounds.
- Veteran of the Third War [Passive] - Gain +3 to your Constitution.
- Death Pact [Once per combat] - Create a death pact that shields you for tripple of your class level at the cost of your Ghoul.
- Death's Reach [Passive] - You gain second charge of Death Grip.
- Icy Talons [Passive] - The number you need to roll on a Critical Hit with spells is reduced by 2.
- Asphyxiate [1 Rune] - Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 1 round.
- Wraith Walk [Once per short rest] - Embrace the power of the Shadowlands, increasing your Movement Speed by 6 for 2 rounds.
- Soul Reaper [1 Rune, Bonus Action] - Strike an enemy for 1d4 Necrotic and 1d4 Cold damage and afflict the enemy with Soul Reaper for 3 rounds. When Soul Reaper expires deal 1d10 Necrotic and 1d10 Cold damage. When target is below 35% of their maximum health you also gain Runic Corruption.
- Blood Scent [Passive] - When you attack you restore 1 health.
- Unholy Endurance [Passive] - While under effect of Lichborn damage taken you get +2 to your AC.
- Runic Protection [Passive] - You can't be critically struck with spells.
- On a Pale Horse [Passive] - Increase your maximum Movement Speed by 4.
- Rune Mastery [Passive] - Increases your maximum Runic Power by 20 and abilities that spend your Runes roll 1d20. If they roll 17 or higher restore one of your Runes.
- Subduing Grasp [Passive] - When you use Death Grip enemy has disadvantage on its Attack Roll for next 2 rounds.
- Mark of Thassarian [Passive] - You gain +3 Strength and resistance to Necrotic damage.
- Null Magic [Passive] - Magic damage taken is reduced by 2.
- Will of the Necropolis [Passive] - When you are below 30% of your maximum health all damage is reduced by 2.
- Empower Rune Weapon [1 Rune, Once per full rest] - Activate so your spells and abilities roll 1d20. If they roll 14 or higher restore 1 Action. At the end of your turn for next 4 rounds you gain 5 Runic Power and 1 Rune.
- Death's Echo [Passive] - You gain second charge of Death's Advance and Wraith Walk.
Progression:
Level 1
- Deathlord of the Ebon Blade [Passive] - [Unholy: When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once and spells you cast and attacks you make ignore Resistance to Necrotic damage. In addition, when you deal Necrotic damage with a spell, you cannot roll a 1.] [Frost: You can use Two-Weapon Fighting even if the weapons you are wielding aren't Light. You cannot dual-wield Two-Handed weapons and spells you cast and attacks you make ignore Resistance to Cold damage. In addition, when you deal Cold damage with a spell, you cannot roll a 1.] [Blood: When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once and parry the next melee attack that hits you to reduce the damage by 1.]
Level 2
- Death Coil [Bonus Action, 30 Runic Power] - Fires a blast of unholy energy at the target, causing 2d8 Necrotic damage to an enemy or healing ally for half.
- Death Grip [Bonus Action, Once per combat] - Harnesses the energy that surrounds and binds all matter, drawing the target toward you. It must succeed Constitution Saving throw otherwise be stunned for 1 round.
- Row 1 - 1 Choise
Level 3
- Chains of Ice [Bonus Action, 1 Rune] - Shackles the target with frozen chains, reducing Movement Speed by 6 for 2 rounds, also applies Chilled effect for the same duration.
- Raise Dead [Action, 1 Rune, Once per short rest] - Raises a ghoul to fight by your side for 4 rounds. You can have a maximum of one ghoul at a time.
- Row 2 - 1 Choise
Level 4
- Death and Decay [Action, 1 Rune, Concetration, Once per combat] - Corrupt target ground and turns it into a difficult terrian for enemies. Enemies standing in it will suffer damage as 5% of their maximum health per turn.
- Death Advance [Once per short rest] - For 1 round, your Movement Speed is increased by 3.
- Row 1 - 1 Choise
- Row 2 - 1 Choise
- Row 3 - 1 Choise
Level 5
- Horn of Winter [Concetration, Once per combat] - Blow horn so you gain 25 Runic Power and you and your allies get advantage on your melee attacks and abilities.
- Anti-Magic Shell [Once per short rest] - Surrounds you in an Anti-Magic Shell for 3 rounds, taking 2 less damage from enemy spells.
- Row 2 - 1 Choise
- Row 3 - 1 Choise
- Row 4 - 1 Choise
Level 6
- Row 3 - 1 Choise
- Row 4 - 1 Choise
- Row 5 - 1 Choise
Level 7
- Lichborn [Once per full rest] - Draw upon unholy energy for 3 rounds, increasing your AC by 4. During this time your damaging abilities heal your for 2d8.
- Row 4 - 1 Choise
- Row 5 - 1 Choise
- Row 6 - 1 Choise
Level 8
- Raise Ally [Action, 50 Runic Power] - Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 1 health.
- Row 5 - 1 Choise
- Row 6 - 1 Choise
- Row 7 - 1 Choise
Level 9
- Row 6 - 1 Choise
- Row 7 - 1 Choise
- Row 8 - 1 Choise
Level 10
- Row 7 - 1 Choise
- Row 8 - 1 Choise
- Row 9 - 1 Choise
Level 11
- Row 8 - 1 Choise
- Row 9 - 1 Choise
Level 12
- Deathlord's Powers [Passive] - Choose from 3 powerfull boons.
- Ancient Drake Breath [Passive] - While under effect of Icebound Fortitude gain acccess to Ancient Drake Breath.
- Bone Growing Juice [Passive] - During [Unholy: Dark Transformation] [Frost: Pillar of Frost] [Blood: Vampiric Blood] your Strength and Constitution is increased by 8.
- Unquenchable Blade [Passive] - Gain additional charge of [Unholy: Army of the Dead] [Frost: Empower Rune Weapon] [Blood: Dancing Rune Weapon].
Pets
Ghoul
- Claw [Action] - Deal 2d10/3d10 Slashing damage.
- Maim [Once per combat] - Deal 3d8/4d8 damage and prevent enemy for spellcasting for 1 round.
Subclasses:
Unholy
A master of death and decay, spreading infection and controlling undead minions to do their bidding.
Notable Unholy Death Knights:
- Nazgrim (Active/Undead), Sally Whitemane (Active/Undead)
Talent Rows:
Row 1
- Sudden Doom [Passive] - Your melee attack and abilities roll 1d20. If you roll 15 or higher you can Death Coil for free and strike critically.
- Dark Transformation [Action, 1 Rune] - For next 4 rounds empower your Ghoul to gain empowered abilities.
- Death Runic Mastery [Passive] - Your maximum Runic Power is increased by 20.
- Festering Scythe [Passive] - Casting Festering Strike rolls 1d20. If you roll 17 or higher unlock Festering Scythe that adds 3d8 Necrotic damage to your weapon damage to all nearby enemies and apply 2 Festering Wounds.
- Unholy Blight [Passive] - Dark Transformation surrounds your ghoul with a vile swarm of insects for 3 rounds, stinging all nearby enemies for 1d8 Piercing and 1d8 Necrotic damage and infecting them with Virulent Plague.
- Reaping [Passive] - Your Festering Strike, Scourge Strike and Death Coil deals additional 2d8 Necrotic damage when target is below 35% of their maximum health.
- Ghoulish Frenzy [Passive] - Your Ghoul's abilities now roll 1d20. If it rolls 16 or higher gain 1 Action.
- Harbinger of Doom [Passive] - Sudden Doom can accumulate 2 charges and gains additional roll on proccing.
- Outbreak [Bonus Action, 1 Rune] - Target an area to apply Virulent Plague for 3 rounds to all enemies.
- Infected Claws [Passive] - When you Ghoul attacks it rolls 1d20. If you roll 13 or higher it applies Festering Wound.
- Coil of Devastation [Passive] - Your Death Coil now applies DoT that deals 3d8 Necrotic damage at end of each turn for 4 rounds.
- Army of the Dead [Action, 3 Runes, Once per full rest] - Summon 6 Skeletal minions and 2 Skeletal Magi that attack your enemies for 3 rounds.
- Summon Gargoyle [Action, 2 Runes, Once per short rest] - Summon Gargoyle for 4 rounds. Generate 50 Runic Power.
- Doomed Bidding [Passive] - When you proc Sudden Doom you can summon Skeletal Magi.
- Festermight [Passive] - When you use Scourge Strike gain 2 Strength for 3 rounds.
- Raise Abomination [Action, 2 Runes, Once per full rest] - Raises an Abomination for 4 rounds which wanders and attacks enemies, applying Festering Wound when it melees targets.
- Superstrain [Passive] - Virulent Plague and Outbreak in addition apply Frost Fever (DoT dealing 2d10 Cold damage) and Blood Plague (DoT Dealing 2d10 Necrotic damage) for the same duration.
- Unholy Aura [Passive] - Your minions gain advantage on their attacks.
- Unholy Assault [Once per full rest] - Strike your target dealing 2d10 Necrotic damage, infecting the target with 2 Festering Wounds and sending you into an Unholy Frenzy increasing your Attack Rolls of your damaging abilities by 3 for next 4 rounds.
- Commander of the Dead [Passive] - Your Dark Transformation now also affects your Summon Gargoyle and your Skeletal minions and Mages.
Progression:
Level 1
- Festering Strike [Action, 2 Runes] - Strike for 2d8 Necrotic damage in addition to your main hand weapon and infects the target with Festering Wound. Generate 20 Runic Power.
Level 2
- Runic Corruption [Passive] - Each ability that spends Runic Power (based upon number of Runic Power) you roll 1d20. If you roll 20 or higher for next 2 rounds apply Runic Corruption that restore 1 Rune at end of each turn.
- Dark Succor [Passive] - When you kill an enemy your next Death Strike heals for additional 5% of your maximum health. This effect lasts for 2 rounds and is consumed on use.
- Row 1 - 1 Choise
Level 3
- Scourge Strike [Once per turn, 1 Rune] - An unholy strike that adds 1d10 Necrotic damage to your main weapon, and causes 1 Festering Wound to burst. Only usable on target afflicted by Festering Wound. Generate 10 Runic Power.
- Virulent Plague [1 Rune] - A disease that deals 1d10 Necrotic damage at end of each turn for 3 rounds. It erupts when the infected target dies, dealing additional 1d4 Necrotic damage.
- Row 1 - 1 Choise
- Row 2 - 1 Choise
Level 4
- Unholy Presence [Aura] - Your spells and abilities roll 1d20. If roll 17 you gain either 1 Action or Bonus Action.
- Improved Raise Dead [Passive] - Your Raise Dead minion is now permanent and can cast more powerfull abilities.
- Row 1 - 1 Choise
- Death and Decay [1 Rune, Concetration] - Corrupt target ground and turns it into a difficult terrian for enemies. Enemies standing in it will suffer damage as 5% of their maximum health per turn./Defile [Once per combat, 1 Rune] - Activate so for next 3 rounds enemies within 5 yards of you take 5% of their maximum health.
- Row 3 - 1 Choise
Level 5
- Improved Festering Strike [Passive] - Your Festering Strike now deals 3d8 Necrotic damage.
- Row 2 - 1 Choise
- Row 4 - 1 Choise
Level 6
- Mastery: Dreadblade [Passive] - You have +2 on your Attack Rolls and your minions have +3 on their Attack Rolls.
- Row 3 - 1 Choise
- All Will Serve [Passive] - Your Raise Dead now summons permanent Undead Archer.
- Row 5 - 1 Choise
Level 7
- Epidemic [Bonus Action, 30 Runic Power] - Causes each of your Virulent Plagues to flare up, dealing 2d10 Necrotic damage to the infected enemy.
- Row 4 - 1 Choise
- Clawing Shadow [Passive] - Your Scourge Strike now deals 3d8 Necrotic damage, becomes ranged and gains second charge.
- Row 6 - 1 Choise
Level 8
- Improved Death Coil [Passive] - Your Death Coil now deals 3d8 Necrotic damage and can be empowered to target 1 additional enemy.
- Row 5 - 1 Choise
- Row 6 - 1 Choise
- Row 7 - 1 Choise
Level 9
- Improved Runic Corruption [Passive] - Roll on Runic Corruption is now decreased to 18.
- Row 6 - 1 Choise
- Magus of the Dead [Passive] - Your Army of the Dead now summons additional 2 Skeletal Magi.
- Row 8 - 1 Choise
Level 10
- Row 7 - 1 Choise
- Row 9 - 1 Choise
Level 11
- Improved Unholy Presence [Passive] - Roll on Unholy Presence is reduced to 14.
- Row 8 - 1 Choise
Level 12
- Improved Mastery [Passive] - Your Mastery: Dreadblade now increases your Attack Roll to 1d4 and your minions Attack Roll to 1d4+1.
- Row 9 - 1 Choise
Pets
Ghoul
- Claw [Action] - Deal 3d8/4d8 Slashing damage and 2d8 Necrotic damage.
- Maim [Once per combat] - Deal 3d6 Slashing damage and prevent enemy for spellcasting for 1 turn.
- Sweeping Claw [Bonus Action] - Deal 2d8 Slashing damage and 1d8 Necrotic damage to all nearby enemies.
- Shadowbolt/Frostbolt [Action] - Deal 2d10 Force/Cold damage.
- Shadowbolt/Frostbolt valley [Action] - Deal 2d8 Force/Cold damage to 3 enemies.
- Gargoyle Strike [Action] - Deal 4d10 Acid damage. Can't roll 1 using this ability.
Frost
An icy harbinger of doom, channeling runic power and delivering vicious weapon strikes.
Notable Frost Death Knights:
- Thoras Trollbane (Active/Undead), Thassarian (Active/Undead)
Talent Rows:
Row 1
- Killing Machine [Passive] - Your critical attacks roll 1d20. If you roll 16 or higher you can cast Obliterate for free.
- Unleashed Frenzy [Passive] - When you use Frost Strike increase your Strength by 2 for next 2 rounds.
- Runic Command [Passive] - Your Runic Power is increased by 10.
- Merciless Combat [Passive] - Your Howling Blast, Obliterate and Frost Strike deal additional 1d8 Cold damage to enemies below 35% of their maximum health.
- Pillar of Frost [Once per combat] - Increase your Strength by 2 and your Dexterity by 3 for next 3 rounds.
- Frostscythe [Action, 2 Runes] - Swipe all enemies infront of you with both of your weapons adding 2d10 Cold damage.
- Frigid Executioner [Passive] - When you use Obliterate you roll 1d20. If you roll 17 refund 2 Runes.
- Rage of the Frozen Champion [Passive] - Obliterate has additional roll on triggering Rime and Howling Blast generates 6 Runic Power when you trigger Rime.
- Improved Icy Talons [Passive] - The number of rolls you need on Critical Hit is reduced by 3.
- Improved Horn of Winter [Passive] - Your Horn of Winter gives you additional 10 Runic Power and 1 Rune.
- Enduring Strength [Passive] - After Pillar of Frost expires you retain 1 Strength and 2 Dexterity for 2 rounds.
- Icecap [Passive] - You gain additional charge of Pillar of Frost.
- Frostwhelp's Aid [Passive] - When you use Frostwyrm's Fury you can summon Frostwhelp for 2 rounds.
- Empower Rune Weapon [1 Rune, Once per full rest] - Activate so your spells and abilities roll 1d20. If they roll 14 or higher restore 1 Action. At the end of your turn for next 4 rounds you gain 5 Runic Power and 1 Rune.
- Murderous Efficency [Passive] - Consuming Killing Machine you roll 1d20. If you roll 15 or higher you gain 1 Rune.
- Frostwyrm's Fury [Once per full rest] - Activate so enemies in front of you take 4d10 Cold damage and are slowed by 4 Movement Speed for 3 rounds.
- Bonegrinder [Passive] - Consuming Killing Machine the number you need to roll on Critical Hit for next 2 rounds is reduced by 1. When this is active each time you consume Killing Machine you roll 1d20. If you roll 15 or higher for next 2 rounds you deal additional 1d8 Cold damage.
- Icebreaker [Passive] - When empowered by Rime, Howling Blast deals additional 1d10 Cold damage to primary target.
- Obliteration [Passive] - For the duration of Frost Pillar your Frost Strike and Howling Blast grant you Killing Machine.
- Icy Death Torrent [Passive] - When you land Critical Hit with melee abilities for this round you can deal 1d10 Cold damage to all enemies infront of you.
- Shattering Blade [Passive] - Using Frost Strike you roll 1d20. If you roll 17 or higher you deal double damage.
- Absolute Zero [Passive] - You gain second charge of Frostwyrm's Fury.
- Fatal Fixation [Passive] - Killing Machine can stack up 2 times.
- Cold-Blooded Rage [Passive] - When you strike critically with Frost Strike roll 1d20. If you roll 12 you can cast Obliterate for free.
- Breath of Sindragosa [17 Runic Power, Once per short] - For next 4 rounds you deal 2d8 Cold damage in cone infront of you. Reusing this also costs 17 Runic Power. Generates 2 Runes at the start and at the end.
- The Long Winter [Passive] - When Pillar of Frost is active your Critical Hits roll 1d20. If it rolls 10 or higher increase its durtaion by 1 round.
Progression:
Level 1
- Obliterate [Action, 2 Runes] - Adds 2d8 Cold damage with your main weapon. Generate 20 Runic Power.
Level 2
- Frost Strike [Action, 30 Runic Power] - Adds 1d10 Cold damage and strike with your main-hand and off-hand weapon.
- Runic Empowerment [Passive] - Each Rune you spend you roll 1d20. If you roll 15 or higher you gain each Rune back.
- Row 1 - 1 Choise
Level 3
- Howling Blast [1 Rune, Once per turn] - Deal 2d10 Cold damage to enemy and nearby enemies around it. Apply Frost Fever (DoT that 1d10 Cold damage at the end of each turn and slow them for 2 Movement Speed and generate 5 Runic Power while its active) for 3 rounds.
- Dark Succor [Passive] - When you kill an enemy your next Death Strike heals for additional 15% of your maximum health. This effect lasts for 2 turns but is consumed on use.
- Row 1 - 1 Choise
- Row 2 - 1 Choise
Level 4
- Frost Presence [Passive] - The number of rolls you need on Critical Hit is reduced by 2 and when you deal Cold damage you roll 1d20. If you roll 14 or higher gain Bonus action.
- Remorsless Winter [Bonus Action, 1 Rune] - For next 5 rounds at end of each turn deal 2d8 Cold damage to all nearby enemies.
- Row 1 - 1 Choise
- Row 2 - 1 Choise
- Row 3 - 1 Choise
Level 5
- Improved Obliterate [Passive] - Your Obliterate now deals 3d8 Cold damage.
- Rime [Passive] - When you cast Obliterate you roll 1d20. If you roll 15 or higher you can cast Howling Blast for free.
- Row 2 - 1 Choise
- Row 3 - 1 Choise
- Row 4 - 1 Choise
Level 6
- Mastery: Frozen Heart [Passive] - Your damaging abilities that deal Cold damage deal additional 1d4 Cold damage.
- Might of the Frozen Wastes [Passive] - The number of rolls you need on Critical Hit is reduced by 2 and you gain additional roll for Killing Machine that is reduced to 13.
- Row 3 - 1 Choise
- Row 5 - 1 Choise
Level 7
- Improved Frost Strike [Passive] - Your Frost Strike now deals 2d10 Cold damage.
- Row 4 - 1 Choise
- Row 5 - 1 Choise
- Row 6 - 1 Choise
Level 8
- Improved Howling Blast [Passive] - Your Howling Blast now deals 3d10 Cold damage.
- Row 5 - 1 Choise
- Row 6 - 1 Choise
- Row 7 - 1 Choise
Level 9
- Improved Runic Empowerment [Passive] - Roll on Runic Empowerment is reduced to 12.
- Everfrost [Passive] - Your Remorsless Winter now deals 3d8 Cold damage.
- Row 6 - 1 Choise
- Row 7 - 1 Choise
- Row 8 - 1 Choise
Level 10
- Improved Frost Fever [Passive] - Your Frost Fever now deals 2d10 Cold damage.
- Row 7 - 1 Choise
- Row 8 - 1 Choise
- Row 9 - 1 Choise
Level 11
- Improved Frost Presence [Passive] - The number you need roll on Critical Hit is further reduced by 1 and roll is reduced to 10.
- Row 8 - 1 Choise
- Row 9 - 1 Choise
Level 12
- Improved Mastery [Passive] - Your Mastery: Frozen Heart's damage bonus is increased to 2d4 Cold damage.
- Row 9 - 1 Choise
Blood
A dark guardian who manipulates and corrupts life energy to sustain themselves in the face of an enemy onslaught.
Notable Blood Death Knights:
- Highlord Darion Mograine (Active/Undead), Koltira Deathweaver (Active/Undead)
Talent Rows:
Row 1
- Vampiric Blood [10 Runic Power, Once per combat] - Gain +35 False Life and whenever you are healed restore 1d10 additional health.
- Bone Collector [Passive] - When you use Death Grip gain Bone Shield.
- Vendetta [Passive] - When you kill target restore 5% of your maximum health.
- Bloodforged Armor [Passive] - When you cast Death Strike you gain +3 AC for next 2 turns.
- Leeching Strike [Passive] - When you cast Heart Strike and enemy has Blood Plague restore 2d4 health.
- Foul Bulwark [Passive] - While under effect of Bone Shield you also gain 10% of your maximum health.
- Heartbreaker [Passive] - Using Heart Strike generates additional 2 Runic Power.
- Dancing Rune Weapon [Once per full rest, 1 Rune] - Summon a Dancing Rune Weapon.
- Sudden Doom [Passive] - Your melee attacks and abilities roll 1d20. If you roll 14 or higher you can Death Coil for free.
- Perseverance of the Ebon Blade [Passive] - When you procc Crimson Scourge you gain +2 Strength for next 1 round.
- Insatiable Blade [Passive] - When you gain Blood Shield you roll 1d20. If you roll 15 or higher you can cast Dancing Rune Weapon for free.
- Rune Tap [Once per short rest] - Consume a Rune to reduce all damage takend by 10 for next 2 rounds.
- Blood Tap [Once per short rest, 2 Charges] - Consume the essence around you to generate 1 Rune. Every time Bone Shield is consumed you roll 1d20. If you roll 15 or higher gain additional charge of this free of use.
- Gorefiend's Grasp [Once per rest] - Shadowy tendrils coil around all enemies within 5 yards of a hostile or friendly target, pulling them to your location.
- Reinforced Bones [Passive] - While under effect of Bone Shield you gain +3 AC.
- Everlasting Bond [Passive] - You gain additional charge of Dancing Rune Weapon.
- Voracious [Passive] - Death Strike in addition heals for damage done.
- Tombstone [Once per short rest] - Consume Bone Shield to gain 6 Runic Power and gain shield equal to tripple of your class level.
- Blooddrinker [1 Rune, Concetration, Once per turn] - Target an enemy to apply Blood Plague.
- Heartrend [Passive] - Casting Heart Strike increases damage of your next Death Strike by 1d8 Necrotic for next 2 rounds.
- Red Thirst [Passive] - You gain additional charge of Vampiric Blood.
- Carnage [Passive] - When your Bone Shield is removed you roll 1d20. If your roll 12 or higher you can use Blooddrinker for free.
- Tightening Grasp [Passive] - Gain additional charge of Gorefiend's Grasp.
- Purgatory [Passive] - Once per full rest if you recieve killing blow restore 25% of your maximum health instead.
- Bloodshot [Passive] - When you are under effect of Bone Shield your attacks deal deal additional 1d10 Bluedgeoning damage.
- Bonestorm [Once per short rest] - Consume Bone Shield to deal 2d10 Necrotic damage to all nearby enemies within 3 yards of you and healing you for 50% of damage dealt. After this expires gain Bone Shield.
Progression:
Level 1
- Heart Strike [Action, 1 Rune] - Instantly strike enemies in front of your, adding 1d10 Necrotic damage to your main-hand weapon. Generates 5 Runic Power.
Level 2
- Marrowrend [Action, 2 Runes] - Smash the target, adding 2d8 Necrotic damage and your main-hand weapon. Gain stack of Bone Shield. Generates 10 Runic Power.
- Bone Shield - Buff that gives you +4 Constitution and reduce all damage done to you by 3. Removed when you take damage.
- Row 1 - 1 Choise
Level 3
- Blood Boil [Bonus Action, 1 Rune] - Deal 2d10 Necrotic damage to all nearby enemies and apply Blood Plague (DoT that deal 1d10 Necrotic damage at end of each turn restore health for the same ammount to you.
- Butchery [Passive] - When you kill an enemy gain 20 Runic Power. In addition, you generate 2 Runic Power at end of each turn for next 2 rounds. Lasts until you end combat.
- Row 1 - 1 Choise
- Row 2 - 1 Choise
Level 4
- Blood Presence [Aura] - Gain +2 Constitution and healing effects restore 1d4 more health.
- Death's Caress [Once per turn, 1 Rune] - Taunt an enemy and apply Blood Plague.
- Row 1 - 1 Choise
- Row 2 - 1 Choise
- Row 3 - 1 Choise
Level 5
- Improved Heart Strike [Passive] - Your Heart Strike now deals 2d10 Necrotic damage.
- Crimson Scourge [Passive] - Your melee attack roll 1d20. If you roll 16 or higher you can cast Death and Decay for free.
- Row 2 - 1 Choise
- Row 3 - 1 Choise
- Row 4 - 1 Choise
Level 6
- Mastery: Blood Shield [Passive] - You have +2 on your Attack Rolls and Death Strike applies on you shield that absorbs 10 damage.
- Blood Fortification [Passive] - Gain +2 Constitution.
- Row 3 - 1 Choise
- Row 4 - 1 Choise
- Row 5 - 1 Choise
Level 7
- Improved Death Strike [Passive] - Your Death Strike now deals 2d10 Necrotic damage.
- Row 4 - 1 Choise
- Row 5 - 1 Choise
- Row 6 - 1 Choise
Level 8
- Improved Marrowmend [Passive] - Your Marrowmend now deals 3d8 Necrotic damage.
- Row 5 - 1 Choise
- Row 6 - 1 Choise
- Row 7 - 1 Choise
Level 9
- Abomination's Might [Passive] - You and your party gain +1d4 bonus on their Attack Rolls. You gain +2 Strength.
- Row 6 - 1 Choise
- Row 7 - 1 Choise
- Row 8 - 1 Choise
Level 10
- Rapid Decomposition [Passive] - Your Blood Plague now deals 2d10 Necrotic damage. Your Death and Decay now deals 9% of enemy's health.
- Row 7 - 1 Choise
- Iron Heart [Passive] - Blood Shield's duration is increased by 2 rounds and you gain additional +2 Constitution.
- Row 9 - 1 Choise
Level 11
- Improved Blood Presence [Passive] - Constitution bonus is increased to 4. Healing effect is increased to 2d6.
- Improved Will of the Necropolis [Passive] - When you are below 40% of your maximum health all damage is reduced by additional 1.
- Row 8 - 1 Choise
- Row 9 - 1 Choise
Level 12
- Improved Mastery [Passive] - Melee attack bonus is increased to 1d4 and Shield is increased to 20.
- Row 9 - 1 Choise
Pets
Dancing Rune Weapon
- Aura - Gives Death Knight +2 AC and all damage you take is reduced by.
Hero Talents
Hero Talents are self-contained talent trees that are unlocked for characters at level 13. Hero Talents build on the abilities and talents of current class and specializations. Players can choose a single Hero Talent tree to activate on a character. There are three Hero Talent trees for each class. Each specialization has two Hero Talent trees they can choose between, and each of these trees is available as an option for two specializations.
Hero Talents will be displayed in as a seperate class but choose it only after you level your main warlock subclass. I would suggest getting some health boost for the enemy because you will start to do a lot of damage.
Hero specializations overview:
- Rider of the Apocalypse (Unholy and Frost) - Riders of the Apocalypse call foth the power of the legendary Four Horsemen. They can call upon the Horsemen for aid and tap to the powerds of death, famine and disease.
- Deathbringer (Frost and Blood) - Become emissary of death. Aim for the soul of your enemies with attacks empowered by the Shadowlands, and remind them of the inevitability.
- San'layn (Blood and Unholy) - San'layn excel at using blood and shadow magic to weaken their enemies and empower their own capabilities.
Progression:
Level 13 - Choose Hero specialization
Level 14 - Choose from 3 Offensive Talents.
Level 15 - Choose from 2 Defensive Talents.
Level 16 - Choose from 3 Offensive Talents.
Level 17 - Choose from 2 Defensive Talents.
Level 18 - Choose from 3 Offensive Talents.
Level 19 - Gain final Hero Talent.
Rider of the Apocalypse:
Hero specialization passive:
- Rider's Champion [Passive] - Spending Runes you roll 1d20. If you roll 12 or higher you can summon one of the Horsemen of the Apocalypse - General Nazgrim, High Inquisitor Sally Whitemane, King Thoras Trollbane and Higlord Darion Mograine in this cyclical order for 2 rounds.
- Whitemane's Famine [Passive] - [Unholy: Clawing Shadow] [Frost: Obliterate] also applies Undeath (DoT that deals 2d10 Necrotic and 2d10 Frost damage).
- Hungering Thirst [Passive] - [Unholy: Death Coil deals additional 1d10+5 Necrotic damage] [Frost: Frost Strike deals additional 1d10+5 Cold damage].
- Mawsworn Menace [Passive] - [Unholy: Clawing Shadow deals additional 1d10+5 Necrotic damage] [Frost: Obliterate deals additional 1d10+5 Cold damage] and you gain additional charge of Death an Decay.
- Death Charge [Passive] - While you are under effect of Death's Advance you are immune to movement imparing effects.
- Pact of the Apocalypse [Passive] - After you summon one of your Horsemen for its duration you take 2 reduced damage from all sources.
- Apocalypse Now [Passive] - Casting [Unholy: Army of the Dead] [Frost: Frostwyrm's Fury] you can summon all 4 Horsemen at one time.
Pets
General Nazgrim
- Scourge Strike - Deal 3d10 Necrotic damage.
- Apocalyptic Conquest - Aura that gives Death Knight +3 Strength.
High Inquisitor Sally Whitemane
- Plague Strike - Deal 2d10 Necrotic damage.
- Undeath - Deals 2d10 Necrotic and 2d10 Cold damage.
King Thoras Trollbane
- Frost Strike - Deals 3d10 Cold damage.
- Chains of Horsemen - DoT that increases damage done to target by 2 Cold.
Highlord Darion Mograine
- Heart Strike - Deal 3d10 Necrotic damage.
- Defile - Activate so for next 2 turns enemies near you take 10% of their maximum health.
Deathbringer:
Hero specialization passive:
- Reaper's Mark [2 Runes, Once per turn] - Viciously slice into the soul of your enemy, dealing 1d10 Cold and 1d10 Force damage and apply Reaper's Mark DoT for 3 rounds. When this DoT deals damage it rolls 1d20. If it rolls 14 or higher it can stack up 3 times. When target is below 35% of its maximum health Reaper's Mark deals additional 2d10 Cold and 2d10 Necrotic damage.
- Reaper's Mark [DoT] - Deals 2d10 Cold and 2d10 Necrotic damage at end of each turn.
- Wither Away [Passive] - Your Reaper's Mark deals its damage twice.
- Grim Reaper [Passive] - Applying Reaper's Mark you gain [Frost: Killing Machine] [Blood: Bone Shield].
- Wave of Souls [Action, 2 Runes, Once per combat] - Send a wave of shadowy energy dealing 2d10 Necrotic damage and apply Reaper's Mark to all enemies in its path.
- Death's Messenger [Passive] - You gain additional charge of Lichborne and Raise Dead.
- Rune Carved Plates [Passive] - When you spend your Runes on damaging abilities gain +2 AC for 3 rounds.
- Exterminate [Passive] - Casting Reaper's Mark or Wave of Souls on targets that are below 35% of their maximum health you gain [Frost: Rime] [Blood: Sudden Doom]. Reaper's Mark periodic damage rolls 1d20. If it rolls 12 or higher it can procc this effect.
San'layn:
Hero specialization passive:
- Vampiric Strike [Passive] - Casting Death Coil and Death Strike roll 1d20. If you roll 10 or higher you unlock Vampiric Strike.
- Vampiric Strike [1 Rune, Once per turn] - Deal 1d10 Necrotic and 2d10 Necrotic damage and heal for 7% of your maximum health.
- The Blood is Life [Passive] - When you cast Vampiric Strike you can summon Blood Beast for 4 rounds. Each time Blood Beast attacks restore 5% of Death Knight's maximum health.
- Incite Terror [Passive] - Casting Vampire Strike or [Blood: Heart Strike] [Unholy: Clawing Shadow] apply Incite Terror on the enemy for 2 rounds, increasing damage taken from Vampire Strike by 1d10 Necrotic and 2d10 Necrotic damage and from [Blood: Heart Strike by 1d10 Necrotic damage] [Unholy: Clawing Shadow by 1d10 Necrotic damage].
- Visceral Strength [Passive] - When you consume Sudden Doom [Blood: or Crimson Scourge] you gain +3 Strength for 2 rounds.
- Bloody Fortitude [Passive] - Icebound Fortitude further reduces damage you take by 2. When you kill enemy you roll 1d20. If you roll 14 or higher you can cast Icebound Fortitude for free.
- Vampiric Aura [Passive] - Your melee attacks restore 2% of your maximum health.
- Gift of the San'layn [Passive] - For 3 rounds after you [Blood: summon Dancing Rune Weapon gain 1 Action] [Unholy: cast Dark Transformation] you gain Essence of the Blood Queen (you can cast Vampiric Strike).
Pets
Blood Beast
- Suck - Deal 1d10 Necrotic and 1d10 Necrotic damage. When this ability is cast restore 5% of Death Knight's maximum health to Death Knight.
Plans for future:
Here is small list of what I have in mind for future releases of this mod
- 00.01.01 bufixes/balancing
- 01.01.01 full release
- 01.02.01 Level 20 progression and Introdution of Hero talents
Endorsment:
I would like to thank VivaSortiara who made first DK mod. Please be sure to check their mod aswell.
Final statement:
Please this mod is in alpha version so I would be glad for any of your feedback and possibly discovering more bugs so I can resolve them.
I will be updating this description to be more detailed as time goes on.
Please endorse this mod.
Thank you for trying my mod!