Combining martial prowess with supernatural cold, these damned warriors leave their enemies chilled to the bone. 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.
Death Knight Levels - Spells
3rd - Chains of Ice, Ice Barrier
5th - Howling Blast, Warding Wind
9th - Sleet Storm, Water Walk
13th - Fire Shield (Chill), Ice Storm
17th - Cone of Cold, Deathwyrm's Fury
When you choose this presence at 3rd level, you learn to empower your weapon strikes with wintry fury. When you spend Runic Power dice on rune strike, the dice become d8s, and rune strike deals cold damage instead of necrotic.
Also at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. In addition, you can use two-weapon fighting even when the melee weapons you are wielding aren't light, as long as they do not have the heavy or two-handed properties.
Beginning at 7th level, you can use your action to summon a storm of biting wind and sleet around you. The storm has a 20-foot radius and is centered on you. It moves with you, and lasts for an amount of rounds equal to your charisma modifier (minimum of one) or until you are incapacitated or die. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking cold damage equal to 1d6 + your death knight level on a failed save, or half as much on a successful one. On a failed save, a creatures speed is reduced by half and cannot recover hit points until the start of its next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 11th level, your weapon strikes carries the frost of Northrend with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 cold damage. In addition, your death knight features and spells ignores resistance to cold, and treats immunity to cold damage as resistance instead.
Starting at 15th level, once on each of your turns when you spend two or more runic dice at once on rune strike, you may make an additional melee weapon attack as part of the same Attack action.
At 20th level, you are able to channel the icy might of the Frozen Throne itself. As an action, you can magically become an avatar of all-consuming winter, gaining the following benefits for 1 minute:
You have resistance to bludgeoning, piercing, and slashing damage, and immunity to cold damage.
You add your Charisma modifier to the damage of your melee weapon attacks (minimum of 1).
When you would normally roll one or more dice to deal cold damage with a death knight spell, you instead use the highest number possible for each die. For example, instead of dealing 2d8 cold damage to a creature, you deal 16.
Once you use this feature, you can't use it again until you finish a long rest.