The Order of Knights Incorporeal, or Ghost Knights,
arose in the principalities of Morgau and Doresh. Fighters
who follow the Ghost Knight archetype draw power from
undeath and bring themselves closer to that grim fate in
service to their vampiric and ghoulish masters.
BONUS PROFICIENCY
Beginning when you choose this archetype at 3rd level, you
gain proficiency in the Animal Handling skill.
PALE RIDER
Also at 3rd level, you can cast find steed. The steed created
is an undead creature that takes the form of a ghostly pale
or dappled riding horse. Your GM can substitute a camel,
a mastiff, or another mount appropriate to your character.
When you reach 7th level, a ghostly, undead warhorse
becomes available.
You can cast this spell once, and regain the ability to do so
when you finish a long rest. While riding your mount, you
can use a bonus action to have the steed make one attack.
FRIGHTFUL CHARGE
Starting at 7th level, when you move at
least 20 feet and attack a creature, it must succeed
on a Wisdom saving throw (DC = 8 + your proficiency
bonus + your Charisma modifier) or become frightened of
you until the start of your next turn.
TAINT OF UNDEATH
At 10th level, the foul nature of the undead begins
overtaking you. You no longer need to eat or drink, and
you are immune to being frightened. You take on a pale
or waxy appearance that the living find disturbing. You
have advantage on Charisma (Intimidation) checks made
against living creatures.
GRAVESTRIKE
Starting at 15th level, your weapon attacks deal an
additional 1d8 necrotic damage, and you have resistance to
necrotic damage.
GHOST RIDER
At 18th level, as a bonus action, you and your mount
become ghostly and insubstantial for 1 minute. You gain
resistance to bludgeoning, slashing, and piercing damage
from nonmagical attacks, and you can move through
creatures and objects as if they were difficult terrain, but
you take 5 (1d10) force damage and are pushed to the
nearest open space if you end your turn inside an object.
Comments