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Becoming a Death Knight

It is usually said that Death Knight is a paladin that falls from grace and dies without seeking atonement,
but this description does little to explain the process necessary for this to happen.

Beginning the Process


The process begins with the fall of the Paladin. In short form this means first the Paladin must become
an Oathbreaker Paladin by turning against their former deity and become evil. It requires more than a
simple act, such as a Paladin bound to the Oath of Devotion telling a small fib, to become a Oathbreaker
however. Below is a table with some possible examples of acts that will catalyze this change. The DM
may choose to allow a player to begin already at this point.

Becoming an Oathbreaker Paladin


Oath Possible paths initiating the change
Ancients The slaughter of the innocent inhabitants of a village to create fear and turmoil
(terrorism)
Destroy major sites of natural beauty, such as burning an ancient forest.
Conquest Turn against the lands and rulers you previously rallied and actively fight against
their rule.
Devotion Dishonesty where you knowingly deal a major blow to the cause of good, such as
one that leads to the death or complete ruin of a great champion of good or turns
the followers away from a good deity en mass (especially the one you originally
followed).
Redemption Take the lives of innocents without cause.
Vengeance Ally yourself with and actively take up the cause those who’s goals contradict your
original oath, especially those who you were sworn to actively fight against.

There are likely many other paths that might be taken, and some can easily be adapted for another
oath. These stand merely as examples of how a paladin might actively turn against their oaths.

Divine Attention
The only other step is the now Oathbreaker Paladin must gain the attention and favor of a deity that will
grant them undeath, but in most cases step requires one additional element, described in the next
section.
The chosen deity must:
Not be associated with Light, Life, or the good alignment.
Be associated in some way with either Death or Undeath.

In order to gain the attention of this deity, the Paladin must dedicate a great act, preferably an evil act, to
them. It is also usually necessary that this act take place at a time (such as at midnight) or on a day (such
as during a full moon or on a specific holiday) important to that deity. The act can take place over a
period of time leading up to that time when the Paladin will use the act to petition the deity. One of the
more common acts is the slaughter of the innocent in the name of the deity. In this case it will likely be
done over a period of time and the Paladin may choose to take trophies from each of their victims to use
in a ritual to petition the deity.
In any case the process of determining the success of the petitioning are make use a value known as the
Offering Value as follows:
Add together the CR rating of all your innocent victims. Note that for this purpose
two CR 0 creatures are equal to one CR 1/8 creature.
Add the CR rating (or other appropriate value determined by the DM) of any other
acts that will be part of the process.
Add your Charisma modifier.
Roll a d100 and use the table below using the number calculated above to find the
number below which you must roll to successfully gain the attention of the deity.

Gaining the attention of the deity


Offering Value d100 Roll Limit Offering Value d100 Roll Limit Offering Value d100 Roll Limit
0 01 16 19 51-53 35
1/8 02 17-18 20 54-56 36
1/4 03 19-20 21 57-59 37
1/2 04 21-22 22 60-62 38
1 05 23-24 23 63-65 39
2 06 25-26 24 66-68 40
3 08 27-28 25 69-72 41
4 09 29-30 26 73-75 42
5 10 31-32 27 76-79 43
6 11 33-34 28 80-82 44
7 12 35-37 29 83-86 45
8 13 38-39 30 87-90 46
9 14 40-42 31 91-94 47
10 15 43-44 32 95-98 48
11 - 12 16 45-47 33 99-100 49
13 17 48-50 34 >100 50
14-15 18
Proof of Fealty
This is a possible next step after gaining the attention of the deity, but the DM may decide that the deity
doesn’t deem such a step necessary based on the Paladin’s past actions.
At this point, the deity issues a difficult quest for the paladin to complete before they will grant the
blessing of unlife and boons of the Death Knight. This could have any number of objectives, but should in
some way further the cause of the deity. Some examples include:
killing the champion who represents one of the deity’s rivals, good, or life
finding or crafting a powerful artifact that can be used to further the deity’s cause
acquiring specific information that will give the deity a major advantage in furthering
their cause

The deity will likely also grant a single boon to assist in accomplishing the quest. An example of such a
boon is a weakened version of the Death Knight’s Hellfire Orb, called the Hellfire Ball, described below.
Hellfire Ball (1/Day). The paladin hurls a magical ball of fire at a target it can see within 120 feet
of it and makes a ranged spell attack roll. On a successful hit, the target takes 14 (4d6) fire
damage and 14 (4d6) necrotic damage.

Gifts of the Death Knight


Upon successfully completing the quest, if any was given, the deity will then grant the Paladin undeath
and powers of the Death Knight, which are given below.
Eldritch Power. you retain the ability to cast divine spells, but you cannot use your magic to heal.
You may also be granted undead or fiendish followers as further boons or assistance to further
the cause of the deity you follow.
Hellfire Orb (1/Day). The Hellfire Ball ability is replaced with this ability. You hurl a magical ball
of fire that explodes at a point you can see within 120 feet of you. Each creature in a 20-foot-
radius sphere centered on that point must make a Dexterity saving throw against your spell save
DC. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6)
necrotic damage on a failed save, or half as much damage on a successful one.
Immortal Until Redeemed. You will arise anew after 2d6 days even after you have been
destroyed. Only when you atone for your life of wickedness or find redemption can you truly
perish.
Improved Darkvision. You new have darkvision to 120 feet.
Magic Resistance. You have advantage on saving throws against spells or other magical effects.
Marshal Undead. Unless you are incapacitated, you and undead creatures of your choice within
60 feet of you have advantage on saving throws against features that turn undead.
Undead Nature. You no longer require air, food, drink, or sleep. Any spell effects or other effects
that specify its effects on Undead now apply to you. You also gain Immunity to necrotic and
poison damage and against the exhaustion, frightened, and poisoned conditions. Any previous
abilities or traits that would be incompatible with an undead are removed.

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