Jsk Death Knight

Life Force
At 3rd level, your Armour Class is always 10, even if an ability, item, feature, or spell would set it to a different value (excluding your Greater Life Force feature).

You have learned to draw power from the veil between life and death and use it to protect yourself from harm. You have a number of life force dice equal to your Fighter level, and these dice are d12's. As a bonus action, you can spend any number of your life force die to grant yourself temporary hit points. You roll the chosen number of dice and gain temporary hit points equal to the result, which last until they are depleted or you finish a long rest. You regain one expended life force die when a CR¼ or higher creature that you can see within 60 feet of you is reduced to 0 hit points and killed, and you regain all expended life force die when you finish a long rest.

Liturgy of Death
At 3rd level, you can twist the life force that lingers around you into special effects. You can choose five abilities from the list below, and you can spend your life force die to use them. If one of your abilities causes a saving throw, then the DC is equal to 8 + your proficiency bonus + your Charisma modifier. When you finish a short or long rest, you can change which five abilities you have chosen.

Bone Cage
This ability costs 1 life force die. As a bonus action, you conjure a rib cage around your body or armour. The rib cage lasts for 1 minute, and it grants you resistance to one of the following damage types: bludgeoning, piercing, slashing, acid, cold, poison, necrotic. You choose the damage type when you conjure the bone cage.

Death March
This ability costs 1 life force die. As a bonus action, you gain an additional 20 feet of walking speed to use this turn.

Haunt
This ability costs 1 life force die. As a bonus action, you can choose one creature that you can see and send unsettling spirits to haunt it. For the next minute, the target cannot gain the benefits of half cover and three-quarters cover, and if the target is prone that condition does not cause ranged Attacks to be made with disadvantage.

Horrify
This ability costs 1 life force die. When you deal damage to a creature using a weapon Attack, you can curse that creature with horrific visions that linger at the edges of vision. When a horrified creature makes a saving throw, the result is reduced by 1d12. This Effect lasts for 1 minute, or until the creature fails a saving throw.

Spectral Cloak
This ability costs 1 or more life force die. When a creature that you can see within 60 feet of you is hit with an Attack or a spell Effect that deals damage, you can use your Reaction and spend any number of your life force die. The creature gains temporary hit points equal to the rolled result, which are gained before the triggering Attack or spell happens. These temporary hit points last until the Attack or spell is resolved.

Whisper from Beyond
This ability costs 1 life force die. You can reach beyond the veil of death to communicate with those on the other side. Using some possession or body part of the dead as a focal object and 10 minutes of concentration, you attempt to call forth the willing spirit of the dead to communicate a brief idea, word, or image. The dead may cause a spectral image to appear, leave a whispered voice on the wind, or make their presence and will known in less obvious ways. A closer link between the focal object and the spirit in question will result in clearer, more direct communication. The focal object may be consumed, taken by the spirit as an offering, or left untouched and unwanted.

Grasp
This ability costs 2 life force die. As an Action, you choose a creature or object that you can see within 30 feet of you and attempt to drag it toward you. You cannot drag something that is larger than your size. You make a grapple check against the target. On a success, the target is knocked prone and then dragged in a straight line toward you across the ground, up to 30 feet. If the target encounters an obstacle while being dragged, it stops. If the target enters your reach as a result of this ability, you can choose to physically grapple the creature (no action), or make one weapon Attack against it.

Hurl
This ability costs 2 or more life force die. When you make an Attack against a creature or object, you can expend 2 or more life force dice to attempt to shove the target as part of that Attack. On a successful shove, the target of your Attack is thrown an additional distance on top of your normal shove distance, and knocked prone. The additional distance is equal to 5 feet x the number of life force die expended. You can shove the target in any direction you choose.

Spectral Rat
This ability costs 2 life force die. As an Action, you can summon a giant rat in an unoccpied location that you can see within 30 feet of you. The rat is undead, hostile to all creatures, and will always Attack the closest creature to it.

Spectral Worm
This ability costs 2 life force die. As a bonus action, choose a creature that you can see within 60 feet of you. A ghostly worm appears in the creature's space. This worm has the statistics of a skeleton, but it has 0 initiative, cannot move, and cannot take Actions or Reactions. When the worm appears, it attempts to grapple the creature using your grapple ability score and proficiency bonus, instead of its own. If the grapple is successful, the worm lasts for 1 minute or until the grapple ends. If the grapple is unsuccessful, the worm immediately vanishes. A Huge or larger creature has advantage on it's ability check.

Admonish
This ability costs 3 life force die. As a bonus action, you can choose three creatures within 15 feet of you and force them to make a Charisma saving throw. On a failed save, a creature will use it's Reaction, if available, to immediately move 10 feet away from you in a straight line. When a creature is moved by this ability, it will not attempt to avoid hazards, and it provokes Reactions from other creatures.

Chilling Aura
This ability costs 3 life force die. As a bonus action, you fill the area around you with the chilling mist of death. Any space within 15 feet of you is considered magical difficult terrain for creatures of your choosing. A creature that is immune to cold damage is not effected by this aura. Your aura lasts for 1 minute, at which point the magic fades away.

Forbid Magic
This ability costs 4 or more life force die. As an Action, you speak the name of a spell and create an anti-magic aura around yourself that moves with you. This aura reaches out to 60 feet in all directions, and hinders the use of the spell that you named. The spell that you speak cannot be of a higher spell level than half the amount of life force die that you expended to use this ability. If a creature inside your aura attempts to cast the spell that you named, it must first succeed on a Charisma saving throw. On a failed save, the creature's spell fails and the resources used to cast it are wasted. If you speak the name of a spell that is already active, then that spell and its effects are dispelled when your aura takes effect, as long as the spell level used to cast the spell is equal to or less than half the amount of life force die that you expended to use this ability.

Ghost Step
This ability costs 4 life force die. When a creature knocks you prone, grapples you, shoves you, or pushes or pulls you against your will, you can use your Reaction to immediately vanish and reappear in a different location within 60 feet of your original position. This new location must be unoccipied, and when you appear there you are standing up.

Spectral Guardians
This ability costs 4, 6, 8, or 10 life force die. As an Action, you may spend a number of life force dice to summon ghostly skeletons bearing large shields within 30 feet of you, in unoccupied spaces adjacent to each other. These ghostly skeletons use the skeleton stat block. The number of skeletons summoned is equal to half the amount of life force die that you expended. These skeletons last for 1 hour before falling to 0 hit points and fading away. The ghostly skeletons cannot take Actions or move, and have 0 initiative. They are considered hostile to all creatures except creatures you choose. These ghostly skeletons can be used as cover, and they provide full cover on all sides.

Spectral Steed
This ability costs 6 life force die. As an Action, you can spend a minute in concentration while touching the remains of a Medium or larger creature to create a ghostly warhorse skeleton. This warhorse skeleton follows all the conditions of the Find Steed spell.

Spectral Warrior
This ability costs 6 life force die. As an Action, you can cast the Animate Dead spell without requiring bones or a corpse. A skeleton or zombie summoned by this spell has a spectral appearance, and after 24 hours it vanishes unless you expend 3 life force die to extend its time by another 24 hours.

Strength of the Dead
This ability costs 8 life force die. As a bonus action, you empower yourself with the life force that you expended. Until the end of your next turn your Strength score becomes 30, your walking speed can’t be reduced or set to 0, you shove and throw targets twice as far, and you count as one size larger when grappling or determining your carrying capacity and the weight you can push, drag, or lift.

Absolute Death
This ability costs 10 life force die. As an Action, you make a melee attack against a creature within reach. If you hit, you roll 12d12. If your target has fewer hit points than the result it immediately dies. If the target has more hit points than the result, this ability deals necrotic damage equal to half the rolled result instead.

Endless Cycle
At 7th level, you can use your Reaction when you take damage to regain one expended life force die. Additionally, when you use your Second Wind feature you also gain a number of life force die equal to your proficiency bonus.

Greater Life Force
At 10th level, your command over the forces between life and death becomes stronger. You can choose one of the following Effects. If you later wish to change your choice, you can do so during a long rest. At the end of the rest, you gain one level of exhaustion.
 * Your Armour Class is always 14, instead of 10.
 * The maximum number of life force die you can have is equal to your Fighter level + 2.
 * You gain 2 expended life force dice when a creature of CR4 or higher that you can see within 60 feet of you dies.

Mantle of Death
At 15th level, while you have temporary hit points from your Life Force feature, you can spend 5 life force die as an Action to cast one of the following spells at will at their lowest level, taking on a spectral appearance as you do so: Fly, Gaseous Form, Invisibility, Meld into Stone, Spider Climb. These spells will end early if you no longer have any temporary hit points from your Life Force feature, and you must still concentrate on the spell if it requires it. Your spellcasting ability for these spells is Charisma.

Endless March
At 18th level, if you are reduced to 0 hit points and you have any number of life force dice remaining, you can expend all of your remaining life force die to gain temporary hit points equal to the rolled result, and to regain 1 hit point. You can use this feature once, and you regain the use of it when you finish a long rest.