Death Knights combine martial combat with powers focused on death, blood, and cold, including influence over the dead. They are not inherently evil. Some call them undead, but technically they exist in a different state whose precise nature is unspecified.
Origins. Death Knights are rare people who return after dying with extreme conviction, a strong soul and will, and the feeling that their task will remain unresolved. This conviction resembles that associated with natural Paladins. Only some return, and the exact factors are unknown. Most Death Knights are fallen Paladins or Monks; rare Warrior and Knight cases exist. For an oath-bound Paladin, surviving oathbreaking normally leads to an Oathbreaker Paladin. Death during or close to oathbreaking is the known Death Knight path, within the broader, rare phenomenon rather than a guarantee that every such death produces one.
Power and defense. Their darker power shift resembles an Oathbreaker's in some respects, but Death Knights gain greater individual defense. They share defensive power with others less extensively than Paladins do, rather than losing the ability to protect allies altogether.
Influence over the dead. They can briefly bind nearby fallen or contest control of existing undead. Their manipulation is naturally temporary unless the original soul is willing. Maintaining control takes attention away from fighting. Necromancers do not share this temporary-or-willing limitation and specialize in lasting undead armies.
Resistances. Death magic has no effect on them. Shadow magic has barely any effect. They naturally resist most elements, but elemental resistance is not elemental immunity. They are effective against undead and demons and are unaffected by those threats' miasmas or energies.
Vulnerabilities. Light magic and holy fire are particularly dangerous. Certain healing spells can seriously harm them. A sufficiently strong resurrection cast on a Death Knight can nearly kill them or kill them outright, even when they resist. This is not a claim about every holy spell, ordinary fire, or every heal. The weakness is known to some, but the class is rare; most Clerics would not know the interaction and may not even know Death Knights exist.
Water. Death Knights cannot float, cannot swim, and cannot drown.
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