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
- Requirements
- Permissions and credits
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Translations
- Korean
- Donations

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
Level 1
- Death Strike [Bonus Action, 45 Runic Power] - Focuses dark power into a strike that adds 1d10 Force damage to your main hand weapon and heals you for 10% of your maximum health.
- 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 same ammount.
- 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 stunned for 1 turn.
- Death Pact [Once per combat] - Create a death pact for 3 rounds absorbs 25 temporary health.
- Raise Dead [Action, 1 Rune, Once per short rest] - Raises a ghoul to fight by your side 4 rounds. You can have a maximum of one ghoul at a time.
- Permafrost [Passive] - Your melee attacks grants you an absorb shield equal to 4 that lasts 2 rounds.
- Runic Attenuation [Passive] - Your melee attacks roll 1d20. If you roll 18 or higher you generate 5 Runic Power.
- Death and Decay [Action, 1 Rune, Concetration, Once per combat] - Corrupts the targeted ground and turns it into a difficult terrian for enemies, causing 5% of their maximum health per turn for next 10 rounds.
- Mind Freeze [Reaction, 1 Rune] - Smash the target's mind with cold, interrupting spellcasting.
- Death Advance [Once per short rest] - For 1 round, your movement speed is increased by 3.
- Extra Attack [Passive]
- Horn of Winter [Concetration, Once per combat] - Blow the Horn of Winter, gaining 2 Rune and generating 25 Runic Power. You and your allies get advantage on attack rolls with 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.
- Death's Reach [Passive] - You gain second charge of Death Grip.
- Asphyxiate [1 Rune, Once per turn] - Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 1 round.
- Soul Reaper [1 Rune, Once per turn] - Afflict the enemy with Soul Reaper (DoT that deals 2d8 Force damage at end of each turn) for 3 rounds. When target is below 35% of their maximum health it deals additional 1d10 Necrotic damage and gain Runic Corruption for 1 round.
- Icy Talons [Passive] - The number you need to roll on a Critical Hit with spells is reduced by 2.
- Lichborne [Once per full rest] - Draw upon unholy energy to become Undead for 3 rounds, increasing your AC by 4. During this time your damaging abilities heal your for 2d8.
- 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.
- Wraith Walk [Once per short rest] - Embrace the power of the Shadowlands, increasing your movement speed by 6 for 2 rounds.
- 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 25% of their maximum health.
- Icebound Fortitude [Action, Once per short rest] - Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 3 for 2 rounds.
- Veteran of the Third War [Passive] - Increase your AC and Constitution by 3.
- Runic 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.
- Improved Mind Freeze [Passive] - When you use Mind Freeze gain 10 Runic Power.
- Death's Echo [Passive] - Death's Advance and Wraith Walk gain second charge.
- Mark of Thassarian [Passive] - Increase your Strength by 3 and gain resistance to Necrotic damage.
- Will of the Necropolis [Passive] - When you are below 30% of your maximum health all damage is reduced by 2.
- On a Pale Horse [Passive] - Increase your maximum movement speed by 4.
- Empower Rune Weapon [Once per full rest] - Empower your rune weapon so your spells and abilities roll 1d20. If they roll 14 or higher restore 1 Action. At the end of your turn you gain 5 Runic Power and 1 Rune.
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)
Level 1
- Great Weapon Fighting
- Festering Strike [Action, 2 Runes] - Strike for 2d8 Necrotic damage in addition to your main hand weapon and infects the target with Festering Wound.
- 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.
- Scourge Strike [Once per turn, 1 Rune] - An unholy strike that adds 2d8 Necrotic damage to your main hand weapon and causes 1 Festering Wound to burst for 1d10 Necrotic damage. Can only be used on a target that has Festering Wound.
- Virulent Plague [1 Rune] - Apply Virulent Plague (DoT that deals 1d10 Necrotic damage per turn) over 3 rounds.
- Death Runic Mastery [Passive] - Your maximum Runic Power is increased by 20.
- Dark Succor [Passive] - When you kill an enemy, your next Death Strike within 2 rounds is free and heals for an additional 10% of maximum health. This effect lasts is consumed on use.
- Unholy Presence [Aura] - Infuses the death knight with unholy fury, your spells and abilities roll 1d20. If they roll 17 or higher you restore either 1 Action or Bonus Action.
- Outbreak [Bonus Action, 1 Rune] - Infects all nearby enemies with Virulent Plague.
- Improved Raise Dead [Passive] - Your Raise Dead minion is now permanent and can cast more powerfull abilities.
- Sudden Doom [Passive] - Your melee attack or abilities roll 1d20. If you roll 15 or higher to make your next Death Coil free and guaranties it to strike critically.
- Dark Transformation [Action, 1 Rune] - Empower your Ghoul so it does 2d10 Necrotic damage when using its abilities for next 4 rounds.
- All Will Serve [Passive] - Your Raise Dead now summons permanent Undead Archer.
- Festering Scythe [Passive] - Casting Festering Strike you roll 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 Festering Wound.
- Improved Festering Strike Rank I [Passive] - Your Festering Strike now deals 3d8 Necrotic damage.
- Mastery: Dreadblade [Aura] - You deal additional 2 Necrotic damage and your minions deal additional 3 Necrotic damage.
- Infected Claws [Passive] - When you Ghoul attacks it rolls 1d20. If it rolls 13 or higher it applies Festering Wound.
- Improved Death Coil Rank I [Passive] - Your Death Coil now deals 3d8 Necrotic damage.
- Army of the Dead [Action, 3 Runes, Once per full rest] - Summon 6 Skeletal minions and 2 Skeletal Magi to fight for you for 3 rounds.
- Harbinger of Doom [Passive] - Sudden Doom can accumulate 2 charges. Roll on generating Sudden Doom decreased to 10.
- Reaping [Passive] - Your Festering Strike, Scourge Strike and Death Coil deal additional 2d8 Necrotic damage when target is below 35% of their maximum health.
- Improved Death and Decay Rank I [Passive] - Your Death and Decay now deals 9% of enemy maximum health.
- Unholy Aura [Passive] - Your minions gain advantage on their attacks.
- Improved Runic Corruption [Passive] - Roll on Runic Corruption is now decreased to 19.
- Clawing Shadow [Passive] - Your Scourge Strike now deals 3d8 Necrotic damage, is ranged and gains second charge.
- Summon Gargoyle [Action, 2 Runes, Once per short rest] - Summon Gargoyle for 4 rounds.
- Coil of Devastation [Passive] - Your Death Coil now applies DoT that deals 3d8 Necrotic damage at end of each turn for 4 rounds.
- Improved Plagues [Passive] - Your Viruent Plague now deals 2d10 Necrotic damage.
- Ghoulish Frenzy [Passive] - Your Ghoul's abilities now roll 1d20. If it rolls 16 or higher gain 1 Action.
- Magus of the Dead [Passive] - Your Army of the Dead now summons additional 2 Skeletal Magi.
- Superstrain [Passive] - Virulent Plague and Outbreak in addition apply Frost Fever (DoT dealing 2d10 Cold damage at end of each turn) and Blood Plague (DoT Dealing 2d10 Force damage at end of each turn) for the same duration.
- Improved Festering Strike Rank II [Passive] - Your Festering Strike now deals 4d8 Necrotic damage.
- Unholy Assault [Action, 20 Runic Power] - Send you into an Unholy Frenzy for 4 rounds gaining 1 extra Action.
- 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.
- Improved Mastery [Passive] - Your Mastery: Dreadblade now increases your damage to 3 and your minions damage to 5.
- Commander of the Dead [Passive] - Your Dark Transformation now also affects your Summon Gargoyle and your Skeletal minions and Mages.
- Improved Unholy Presence [Passive] - Roll on Unholy Presence is reduced to 14.
- Improved Death Coil Rank II [Passive] - Your Death Coil now deals 4d8 Necrotic damage.
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)
Level 1
- Frost Strike [Action, 30 Runic Power] - Adds 1d10 Cold damage and strike with your off-hand weapon.
- Two-Weapon Mastery
- Obliterate [Action, 2 Runes] - A brutal attack that strikes with 2d8 Cold damage with both weapons.
- Runic Empowerement [Passive] - Each Rune you spend you roll 1d20. If you roll 15 or higher you gain each Rune back.
- Howling Blast [1 Rune, Once per turn] - Blast the target with a frigid wind, dealing 2d10 Cold damage to enemy and nearby enemies around it. Apply Frost Fever (DoT that 2d10 Cold damage at the end of each turn and slow them for 2 movement speed) for 3 rounds. Generate 10 Runic Power.
- Remorseless Winter [Bonus Action, 1 Rune] - Drain the warmth of life from all nearby enemies within 3 yards for 2d8 Cold damage over 5 rounds and reducing their movement speed by 3.
- Runic Command [Passive] - Your Runic Power is increased by 10.
- Dark Succor [Passive] - When you kill an enemy, your next Death Strike within 2 rounds is free and heals for an additional 10% of maximum health. This effect lasts is consumed on use.
- Frostscythe [Action, 2 Runes] - A sweeping attack that strikes all enemies in front of you for 2d10 Cold damage. This attack always critically strikes.
- Frost Presence [Passive] - The number of rolls you need on critical strike is reduced by 2 and when you deal cold damage you roll 1d20. If you roll 14 or higher gain Bonus action.
- Killing Machine [Passive] - Your critical attacks roll 1d20. If you roll 16 or higher you can cast Obliterate for free and strike critically.
- Unleashed Frenzy [Passive] - When you use Frost Strike increase your Strength by 2 for 2 rounds.
- Pillar of Frost [Once per combat] - The power of frost increases your Strength and Dexterity by 4 for next 3 rounds.
- Improved Obliterate Rank I [Passive] - Your Obliterate now deals 3d8 Cold damage.
- Improved Horn of Winter [Passive] - Your Horn of Winter gives you additional 10 Runic Power and 1 Rune.
- Rime [Passive] - When you cast Obliterate you roll 1d20. If you roll 15 or higher you can cast Howling Blast for free.
- Mastery: Frozen Heart [Passive] - Your damaging spells deal additional 1d4 Cold damage and the number you need to roll on critical strike with cold spells is reduced by 2.
- Frigid Executioner [Passive] - When you use Obliterate you roll 1d20. If you roll 17 refund 2 Runes.
- Improved Frost Strike Rank I [Passive] - Your Frost Strike now deals 2d10 Cold damage.
- Empower Rune Weapon [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.
- Might of the Frozen Wastes [Passive] - The number of rolls you need on critical strike is reduced by 2 and roll for Killing Machine is reduced to 13.
- Improved Remorsless Winter Rank I [Passive] - Your Remorsless Winter now deals 3d8 Cold damage.
- Improved Howling Blast Rank I [Passive] - Your Howling Blast now deals 3d10 Cold damage.
- Improved Runic Empowerment Rank I [Passive] - Roll on Runic Empowerment is reduced to 12.
- Cold-Blooded Rage [Passive] - When you strike critically with Frost Strike roll 1d20. If you roll 12 or higher you can cast Obliterate for free.
- Frostwyrm's Fury [Once per full rest] - Summons a frostwyrm who breathes on all enemies in front of you, dealing 4d10 Cold damage and are slowed by 4 movement speed for 3 rounds.
- Improved Frost Fever [Passive] - Your Frost Fever now deals 3d10 Cold damage and reduced more enemy movement speed.
- Fatal Fixation [Passive] - Killing Machine can stack up 2 times.
- Improved Obliterate Rank II [Passive] - Your Obliterate now deals 4d8 Cold damage.
- Improved Pillar of Frost [Passive] - Your Pillar of Frost now gives you 3 more Strength and Dexterity.
- Improved Icy Talons [Passive] - The number of rolls you need on critical strike is reduced by 3.
- Frostwhelp's aid [Passive] - When you use Frostwyrm's Fury you can summon Frostwhelp for 2 rounds.
- Obliteration [Passive] - For the duration of Frost Pillar casting your Frost Strike and Howling Blast grant you Killing Machine.
- Improved Mastery [Passive] - Damage bonus is increased to 2d4 Cold damage.
- Absolute Zero [Passive] - You gain second charge of Frostwyrm's Fury.
- Improved Frost Presence [Passive] - The number of rolls you need on critical strike is further reduced by 2 and roll is reduced to 10.
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)
Level 1
- Heart Strike [Action, 1 Rune] - Instantly strike the target with 1d10 Force damage and your main-hand weapon. Generate 5 Runic Power.
- Greatweapon Mastery
- Marrowrend [Action, 2 Runes] - Smash the target, dealing 2d8 Force damage and your main-hand weapon. Gain stack of Bone Shield.
- Vendetta [Passive] - When you kill target heal for 5% of your maximum health.
- Bone Shield - Buff that gives you +4 Constitution and reduce all damage done to you by 3. Removed when you take damage.
- Blood Boil [Bonus Action, 1 Rune] - Deal 2d10 Force damage to all nearby enemies and apply Blood Plague.
- Vampiric Blood [Once per combat] - Embrace your undeath, gaining +35 False Life and whenever you are healed restore 1d10 additional health.
- Blood Fortification [Passive] - Gain +3 Constitution.
- Butchery [Passive] - When you kill an enemy gain 10 Runic Power and at end of each turn in combat you gain 5 Runic Power.
- Blood Plague - Deal 2d10 Force damage at end of each turn restore health for the same ammount to you.
- Death's Caress [Once per turn, 1 Rune] - Taunt an enemy and apply Blood Plague.
- Blood Presence [Aura] - Gain +2 Constitution and healing effects restore 1d4 more health.
- Rune Tap [Once per turn] - Sacrifice 5% of your maximum health and restore 1 Rune.
- Improved Death Strike Rank I [Passive] - Your Death Strike now deals 2d8 Force damage.
- Dancing Rune Weapon [Once per full rest, 1 Rune] - Summon Dancing Rune Weapon that attacks your enemies and bolsters your defences.
- Improved Heart Strike Rank I [Passive] - Your Heart Strike now deals 2d10 Force damage.
- Crimson Scourge [Passive] - Your melee attacks roll 1d20. If you roll 16 or higher your next attack applies Blood Plague and you can cast Death and Decay for free.
- Leeching Strike [Passive] - When you cast Heart Strike and enemy has Blood Plague restore 2d4 health.
- Mastery: Blood Shield [Passive] - Your melee attacks deal additional 2 Force damage and Death Strike applies on you shield that absorbs 10 damage.
- Defile [Once per combat, 1 Rune] - Activate so for next 3 rounds enemies within 3 yards of you take 5% of their maximum health at end of each turn.
- Red Thirst [Passive] - You gain second charge of Vampiric Blood.
- Blooddrinker [1 Rune, Channeling, Once per turn] - Target an enemy to apply Blood Plague and deal 1d10 Force damage and heal for same ammount.
- Perseverance of the Ebon Blade [Passive] - When you procc Crimson Scourge you gain +2 Strength for next 2 round.
- Reinforced Bones [Passive] - When you have Blood Shield you gain +3 AC.
- Improved Blood Boil Rank II [Passive] - Your Blood Boil now deals 3d8 Force damage.
- Improved Marrowmend Rank I [Passive] - Your Marrowmend now deals 3d8 Force damage.
- Insatiable Blade [Passive] - When you apply Blood Shield on yourself you roll 1d20. If you roll 15 or higher you can cast Dancing Rune Weapon for free.
- Heartrend [Passive] - Casting Heart Strike increases damage of your Death Strike by 1d8 Force for next 2 rounds.
- Rapid Decomposition [Passive] - Blood Plague now deals 2d10 Force damage and Death and Decay and Defile deal additional 4% of target maximum health damage.
- Voracious [Passive] - Death Strike in addition heals for the damage done.
- Sudden Doom [Passive] - Your melee attacks and abilities roll 1d20. If you roll 14 or higher you can Death Coil for free.
- Purgatory [Once per full rest] - Once per full rest if you recieve killing blow restore 25% of your maximum health instead.
- Improved Heart Strike Rank II [Passive] - Your Heart Strike now deals 3d8 Force damage.
- Bloodshot [Passive] - When you have Blood Shield deal 1d10 Force bonus damage.
- Improved Blood Presence [Passive] - Constitution bonus is increased to 4. Healing effect is increased to 2d6.
- Everlasting Bond [Passive] - You gain additional charge of Dancing Rune Weapon.
- Abomination's Might [Passive] - You and your party gain +1d6 Force damage to all attacks. In addition you gain +2 Strength.
- Improved Mastery [Passive] - Melee attack bonus is increased to 3 and Shield is increased to 20.
- Bloodforged Armor [Passive] - When you cast Death Strike you gain +3 AC for next 2 rounds.
- Improved Will of the Necropolis [Passive] - When you are below 40% of your maximum health all damage is reduced by additional 1.
- Improved Death Strike Rank II [Passive] - Your Death Strike now deals 3d8 Force damage.
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 Force 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 Force damage.
- Reaper's Mark [DoT] - Deals 2d10 Cold and 2d10 Force 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 Force 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 Force 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 Force and 2d10 Necrotic damage and from [Blood: Heart Strike by 1d10 Force 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 Force 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!