By 11th level, your Rune Weapons become infused with your essence. When you deal damage using a Rune Weapon, the attack deals additional damage equal to half your total number of Runes. Your Oath determines the damage type. **Oath of the Undying:** Radiant **Oath of the North:** Cold **Oath of the Plague:** Necrotic #### Magic Barrier: At 13th level, you can harness the power of death to protect yourself against offensive magic. As a reaction when a spell is cast that targets you or an area you’re in, you may spend 1 Rune to create a barrier around yourself, granting you resistance to the damage dealt by spells until the beginning of your next turn. #### Raise Dead: At 14th level, your connection with death allows you to expend power to help others return from Death. You may spend 4 Runes to cast the *Raise Dead* spell without requiring material components. You may do this only once per long rest. #### Death’s Endurance: By 17th level, your connection to Death empowers you, giving you the ability to trudge onward when others would fall. You are immune to Exhaustion. Additionally, when you are the victim of a critical hit, you may use your reaction to turn it into a normal hit. You may use this feature a number of times equal to your wisdom modifier, and regain spent uses upon completing a long rest. \columnbreak ### Grim Oaths: #### Oath of the Undying A Death Knight swearing the Oath of the Undying is resolute in their resolve against Death. They’ve taken the power of their resurrected blood to fortify their life force and channel it to protect their allies. They tend towards helping others and protecting those who cannot protect themselves, but they are not intrinsically good. ##### Undying Presence: At 3rd level when you take this Oath, your blood churns with radiant fire. You gain resistance to Radiant damage. Additionally, the target of your Rejuvenating Strike has disadvantage on attacks against targets other than you until the end of its next turn. ##### Aura of the Undying: At 7th level, allies within 10 feet of you gain resistance to Radiant damage. Additionally, the power of your radiant blood can help prevent death. You and allies within 10 feet of you gain advantage on Death Saving Throws. The power of your will is so strong, the saving throw effect persists even if you are unconscious or incapacitated. At 18th level, this Aura increases to 30 feet. ##### Radiant Blood: Upon reaching 9th level, the radiant fire of life infuses your soul, and your blood becomes radiant fire. A creature within 5 ft. of you that hits you with a melee attack takes radiant damage equal to your wisdom modifier. Additionally, if you are cut and bleeding, as a bonus action you may use your blood for lighting a candle, campfire, or another similar use. A fire lit in this manner is considered non-magical and burns a shade of radiant yellow instead of the normal color of fire ##### Improved Rejuvenating Strike: At 15th level, when you use Rejuvenating Strike, you may spend up to 3 additional Runes. For each additional Rune spent, the hit points restored increase by an amount equal to your Constitution modifier. ##### Purgatory: By 20th level, your radiant vitality allows you to refuse to die. When you are reduced to 0 or fewer hit points, but not killed outright, your soul may keep fighting in your stead. Your soul has the same speed, hit points, and ability scores as your body, AC 20, and deals magical slashing damage equal 1d10 + your strength modifier. Your soul cannot take any action other than the attack, disengage, dodge, or help action, and cannot use any Rune Strikes. If your Soul is reduced to 0 hit points, or moves more than 100 feet from your body, you die immediately and cannot be resurrected by any means. This effect lasts for 1 minute or until you succeed on 3 death saving throws, and you must finish a long rest before you can benefit from it again. You make your death saving throws at the end of your turn during Purgatory. \pagebreakNum #### Oath of the North Those who swear the Oath of the North have generally accepted their fate as an outcast, and embrace the icy chill of Death. They take the cold power of the grave and channel it into their attacks to slow and decimate their foes and steel themselves against the magic wielded against them. ##### Chill Presence: At 3rd level when you take this Oath, Frost hangs heavy on your form. You gain resistance to Cold damage. Additionally, when you use Icy Blast, you can spend 1 additional Rune to cause the cold damage and slowing effect to target all creatures in a 15 foot cone in front of you. Each creature in the area other than the primary target that succeeds on the saving throw is unaffected by both the cold damage and slowing effect. ##### Chill Aura: At 7th level, allies within 10 feet of you gain resistance to Cold damage. Additionally, enemies that enter the Aura or start their turn within its area must make a Dexterity saving throw. On a failed save, they are considered to be in difficult terrain while within your aura for the next 24 hours. On a successful save, they are not considered to be in difficult terrain and cannot be affected by this aura for 24 hours. At 18th level, the Aura increases to 30 feet. ##### Frozen to the Core At 9th level, you gain control over the Cold. When you deal cold damage, it ignores resistance to cold damage. Additionally, the frost infused in your body absorbs heat around you. Your skin is always cold to the touch, and you may use a bonus action to drain the heat out of small amounts of liquid, such as a keg of ale, or a glass of water. You may also freeze water upon which you walk, allowing you to traverse across it, however you may not freeze an entire body of water, such as a lake or river. ##### Icy Resolve At 15th level, you master the Cold, and are more capable of channeling its power. When you deal cold damage, it ignores immunity to cold damage, and when you use your Icy Blast, you gain a +1 bonus to all damage dice rolled for the attack. ##### Pillar of Frozen Might: At 20th level, your command of the chill touch of death is so powerful you can shrug off that which would cause others to falter. As a bonus action, you can fortify yourself with the power of Frost for 1 minute. For the next minute, all of your attacks and saving throws are made with advantage, and you are immune to the Stunned, Frightened, and Grappled conditions. You must finish a long rest before you may use this feature again. \columnbreak #### Oath of the Plague The Death Knights who swear this Oath have all but given up on life. Empowered by Death itself, they embrace that power and use it against their enemies. Though they embrace Death, they are not inherently evil. They understand that death is a natural part of life, and recognize the opportunity given them with their resurrection. ##### Dread Presence: At 3rd level when you take this Oath, you are empowered by the energy of Death itself. You have resistance to Necrotic damage. Additionally, targets of your Plague Strike are considered Poisoned while affected by the Plague. ##### Aura of the Plague: At 7th level, allies within 10 feet of you gain resistance to Necrotic damage. Additionally, enemies that enter the Aura or start their turn within its effect must make a Constitution saving throw. On a failed save, they suffer from the Poisoned condition while within your Aura for the next 24 hours. On a successful save, they do not suffer the condition and cannot be affected by this aura for 24 hours. At 18th level, the Aura increases to 30 feet. ##### Wilting Presence: At 9th level, your connection to and use of the Plague affects you. When you deal necrotic damage, ignores resistance to necrotic damage. Additionally, your skin gains a faint greenish hue, and you may use a bonus action to cause all non-magical plants within 10 feet of you to wither. This effect lasts for 10 minutes or until you lose your concentration (as if concentrating on a spell). The effect moves with you, and you may cancel the effect at any time (no action required). When the effect ends or you cancel it, the plants affected return to the state they were in before you caused the wilting ##### Virulent Plague: At 15th level, your control of the Plague heightens. When you deal necrotic damage, it ignores immunity to necrotic damage, and when you hit a target affected by your Plague Strike with a melee weapon attack, you may use a bonus action and spend up to 4 Runes. For each Rune spent, you cause the Plague to jump to 2 additional creatures of your choice within 20 feet of the original target. ##### Vile Blast: At 20th level, you command the vile power of the grave. As an action you may spend 1 Rune and swing your Rune Weapon in the direction of a creature you can see within 60 feet. The target must make a Dexterity saving throw. On a failed save the target suffers 10d8 Necrotic damage and is afflicted by a random Disease (DMG p.256). Roll a d4. On a 1, the target suffers Cackle Fever; on a 2, the target suffers Sewer Plague; on a 3, the target suffers Sight Rot; on a 4, you may choose which disease the target suffers. These symptoms manifest immediately upon application, and the affected creature makes its saving throws against your Rune Weapon DC. On a successful save, the target takes half as much damage and is not afflicted by Disease. \pagebreakNum > ##### Disclaimer > DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. > > This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. > All other original material in this work is copyright 2017 by Neil Evans and published under the Community Content Agreement for Dungeon Masters Guild. ##### Photo Credits: **Cover:** DM's Guild Art ___ **Page 3:** *Tiberon* by Kyushik Shin ___ **Page 4:** Paladin | Warrior of Light; https://i.pinimg.com/originals/5c/d0/0a/5cd00a7c5a10f15e7715ddb7f2d006c7.jpg ___ **Page 5:** Winds of Atherus designed by *IcE-MarioTeodosio* https://i.pinimg.com/736x/de/1d/26/de1d26bed5563f595c3f7706058fc4d5--dark-warrior-fantasy-warrior.jpg