LVL | Prof | Features | Runic Invocations | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 |
2 |
Undead Nature, Spellcasting |
- |
3 |
2 |
|
|
|
|
|
|
|
|
2 |
2 |
Fighting Style, Runes of Death |
- |
3 |
3 |
|
|
|
|
|
|
|
|
3 |
2 |
Runic Invocations |
2 |
3 |
4 |
2 |
|
|
|
|
|
|
|
4 |
2 |
Ability Score Improvement, Cantrip Formulas |
2 |
4 |
4 |
3 |
|
|
|
|
|
|
|
5 |
3 |
Extra Attack |
3 |
4 |
4 |
3 |
2 |
|
|
|
|
|
|
6 |
3 |
- |
3 |
4 |
4 |
3 |
3 |
|
|
|
|
|
|
7 |
3 |
Runic Protection |
4 |
4 |
4 |
3 |
3 |
1 |
|
|
|
|
|
8 |
3 |
Ability Score Improvement |
4 |
4 |
4 |
3 |
3 |
2 |
|
|
|
|
|
9 |
4 |
- |
5 |
4 |
4 |
3 |
3 |
3 |
1 |
|
|
|
|
10 |
4 |
Corpse Shield |
5 |
5 |
4 |
3 |
3 |
3 |
2 |
|
|
|
|
11 |
4 |
Rune Forged Knight |
5 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
|
|
|
12 |
4 |
Ability Score Improvement |
6 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
|
|
|
13 |
5 |
Death's Grip |
6 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
|
|
14 |
5 |
Undead General |
6 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
|
|
15 |
5 |
Aura of Death |
7 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
|
16 |
5 |
Ability Score Improvement |
7 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
|
17 |
6 |
Undead Overlord |
7 |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
6 |
- |
8 |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
6 |
Ability Score Improvement |
8 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
6 |
Death Lord |
8 |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
hit dice:
1d8
hit points at 1st level:
8+Con mod
hit points at higher levels:
d8 + Con mod
armor proficiencies:
All Armors
weapon proficiencies:
All Weapons
tools:
Smithing Tools
saving throws:
Con and Int or char(same as your spellcasting mod)
skills:
Choose 2 From Arcana, Religion, Athletics, Intimidation, Insight, Perception and Deception
starting equipment:
You start with the following items, plus anything provided by your background.
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) Dungeoneer's packor (b) an explorer's pack
(a) Scale mail and chosen tool or (b) Chain mail and chosen tool
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
class features:
Undead Nature
At lvl 1 Your Creature Type is Undead. You No longer Age or Need to Sleep or Eat, You are Immune to the effects of Extreme Cold Environments and Resistant to necrotic Damage and you Gain Darkvision to 60ft
You still require to have Periods of low activity to replenish your Dark energies that will serve as your Long Rest.
Healing magic does repair your body, however after being healed you must make a con save DC equals to 11+ Spell LVL or only heal Half and be stunned on a failure, the stun last until the end of you next turn.
Runes of Death
You Learn to Harnes the Dark Magic that animated you inform of a vile rune of death.
As a Bonus action you can mark a creature with in 90ft of you that you can see. Once a turn when you damage that creature with an Atack roll, that creature Takes an aditional 1d6 Necrotic dmg. At 5th level, the damage increases to 1d8 Necrotic damage to the target on a hit. Increases to 2d8 at 11th level and to 3d8 at lvl 17. You Can use this a number of times equal to your proficiency modifier or using a spellslot, its uses recharge on a Long Rest. YOU MAY MARK MULTIPLE CREATURES and all effects of your Runes that affect a marked creature affects all marked creatures at not aditional cost unless stated otherwhise.
When you gain this feature you learn one rune of Death, this effects can be applied by spending 1 spell slot when marking a creature you choose what effect is applied but must spend 1 spellslot and a BA to apply aditional ones, You gain an aditional Rune of death at lvls 5, 11 and 17.
Grasping Rune
This rune invokes the grasping tendrils of the 6 eyed wolf
When you mark a creature and bonus action in subsequent turns all Marked creatures are pulled 5ft towards you (10ft at lvl 5, 20 at lvl 11 , 30 at lvl 17)
Blood rune
This Rune invokes the visious nature of the Blood Queen.
Whenever you mark a creature and in subsequent turns as a BA they take ypur spell mod amount of dmg and cant regain hp till the end of their next turn
Void Rune
This Rune invokes the silent darkness Hróðvitnir
Whenever you mark a target they must make a wisdom save or be unable to produce a sound or use verbal components until the end of their next turn, you may reapply this effect
Challenger's Rune
This rune Invokes the Desire for battle of Vanargandr.
Whenever you invoke this rune, the Marked creature has disadvantage on atack rolls to all creatures other than you.
Chilling Rune
This Rune invokes the Deep cold of Helheim.
When you mark a creature they must make a con save or have their speed reduced to 0 till the end of their next turn, only halved on a success. You may reaply this as a BA
Death's Mark Rune
This Rune invokes the vile powers of Orcus.
Whenever you a kill a marked creature you may spend a spell slot, and reagain twice the amount of hp as the spent slot
Enthralling Rune
This rune Invokes the Charming whisperings of Chichol
When you mark a creature, the creature must make a Wusdom Save or be charmed until takes dmg or makes a save at the end of their tun
Maddening Rune
This Rune invokes the bickering madness of the Demogorgon.
When you mark a creature and in subsequent turns as a BA , you may make the creature atack another that is friendly to them. they make one weapon atack as areaction, they dont if no other creature is with in melee range
Abbysal Rune
This Rune invokes the all consuming hunger of Nidhoggr
Whenever you kill a marked creature you gain your lvl of Temp hp and adv on your next Ability check as you consume part of that soul
Faustian Rune
This Rune invokes the Contract nature of the Hells
You may gain adv in Atack rolls , Checks against all marked creatures, in return they have the same adv agaisnt you.
Plague's Rune
This Rune invokes the Horrible plagues of hades and the Daemons.
When you mark a creature it must make a con save or be poisoned for 1 minute
Fighting style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Profane Warrior
You learn two cantrips of your choice that are not counted against your cantrip Known.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Runic Invocations
At lvl 2 , you learn to Draw dark power from your Runes of Death, Whenever you lvl up you can exchange your runes for a deferent one, at lvl 17 you may trade your runes whenever you finish a Long Rest. List at the bottom.
Additionaly At lvl 5 you Learn the Glyph of Warding and at lvl13 you Gain Symbol, you always have this two spells prepared
Cantrip Runes
You have scribed a set of Runes in your Rune book that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those Runes in yourbook, you can replace one Death Knight cantrip you know with another cantrip from the Death Knight spell list.
Extra Attack
At lvl 5 you can do an extra atack as part of your atack action or after Using your Death Grip Feature
Runic Protection
This does not stack with auroa of protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
You may apply your mark to a number of creature equal twice your prociciency that are inside your aura
Corpse Shield
At lvl 10 as a reaction you may Sacrifice an Undead you control to negate a singular source of damage, Alternatively you may Transfare The damage to a non Undead ally as necrotic dmg, this necrotic dmg cant be reduced in any way
Rune Forged Knight
At lvl 11 the Dark Power of the Runes of Death is at your very core and runs trough your weapons. Whenever you hit a not marked creature with a melee weapon, the creature takes an extra 1d8 Necrotic damage. Aditionaly whenever you Cast a spell you may use your bonus action to make a singular atack
The Draining Touch of Death
Your Death's Grip Feature can now target a number of creatures Equals to your Proficiency mod. Each Creature that fails takes 1d10 necrotic dmg and you gain the dmg as Temp Hp times the number of creatures that failed
Undead General
At lvl 14 , whenever you Animate Dead you Can target one aditional corpse and animate an aditional skeleton or zombie.
Whenever you atempt to regain control of an undead creature , you target 1 aditional Creature.
Aditionaly Undead you control use your Proficiency bonus and have your proficiencies.
Aura of Death
At lvl 15 You can emanate a 10ft aura of Death. Creatures of your choice with in your aura can only Heal half the normal amount whenever healing.
Aditionaly Undead and Creatures of your choice with in your aura deal aditional dmg equal to your spellcasting mod
At 18th level, the range of this aura increases to 30 feet.
Undead Overlord
At lvl 17 you become a master of the Undead, You can choose up to 3 Undead you have created , you maintain Permanent control of this undead. This undead May cast spells or cantrips up to half their CR that you have prepared, using your own spells slots
Death Knight Lord
At lvl 20 you have become a a being of Death and Dark
You Become immune to Cold and Necrotic and resistant to Non magical weapons and aslong the Weapon that carries your Runic Invocations Survives, you Regenerate from it with in 2d20 months
And once a day you whenever you are rediced to 0hp you may unleash a 20ft radius blast of necrotic energy, all creatures in the area must make a con save or be dealt 4d8 necortic dmg and you regaining that amount times the number of creautes affected.
Aditionaly 1/lr you may invoke the full spectrum of the runes of death.
For 10 mins
- you become immune to non magical weapons
- Enemies with in 10ft must Save or become frightened, cant Move and receive Double dmg from Cold, Fire, Necrotic or Poison (2 of your choice). Enemies that start a turn in this aura must save unless already affected . Creatures can Remake the save at the end of their Turn.
- Your weapon becomes Vorpal
subclass options:
Runic Invocations
Void Runes of The Six Eyed
First Rune
The First Rune of the Six Eyed resonates with Strange energy, Flames of a deep Black and red emerge from it.
You may change the Mark's Damage type to force.
Once per turn when you hit a creature, you may spend a first lvl slot to deal an aditional 1d8 force dmg. If you spend a 3rd lvl slot you deal instead 3d8 aditional force dmg and the creature must make a Con save or be Stuned till the end of their turn
Second rune
The Whispering Second Rune of the Six Eyed Wolf unleashes secrets of arcane, you can cast Detect Magic with out using slots a number of times equals to your prof mod, while you are under the effects of Detect Magic, form any source, you have adv on arcana checks.
Third Rune
Prerequisite Lvl5.
The Mindtouched rune of the sixeyed. You learn Deep Speech ,and can cast Detect Thougts a number of times equal to you Prof mod
Fourth Rune
Prereq. lvl9
The World Twisting Rune of the Six eyed.
You Become able to cast Misty step Prof time/LR
Once per Day you Are able to cast Dimension Door
Fifth rune
Lvl 15
The all seeing Rune of the Six eyed
You are able to Read any Writing language as if was your own.
additionally You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Sixth Rune
Prereq Lvl 20
The Compleate Rune of the Six Eyed Wolf.
Once A Long rest for 1 hour you call forth a Knight form the Great Beyond. The Knight has all your Stats and class Features , All the Knight's invocations are of the Six Eyed, missing this one. The Knight has Half Your Hp, Plate Armor and a Magical Greatsword. The Knight is your ally and is aligned with your Wishes how ever it acts independently and with freewill. The Knight is a Small Black Haired fully Plated Girl.
Blood Runes of Blood Queen
Rune of the Blood Knight
Whenever You hit a marked creature you may spend any number a number of hit die and heal, the creature is dealt half the dmg you healed.
Rune of the Blood Shield
Whenever you are get hit you may spend 1 hit die to add your Spellcasting mod to your ac until the start of your next turn as per the shield spell, you receive the rolled hit die as dmg.
Rune of Vampirism
Req. Lvl 5
Once a turn whenever you hit a Marked creature with your weapon you may use a 1st lvl spellslot to deal an additional 1d6 Necrotic dmg + an additional 1d6 for ever slot above 1st . You Recover Half the Damage this rune dealt
Rune of the Blood Feast
prerequ.t lvl 10
You may use an action and a lvl 5 spell slot to Consume the blood of your marked targets, all marked creatures must make a Con save or be dealt 4d6 Necrotic dmg or half as much on a success. you regain hp equal to half of the total from all marked creatures
Rune of the Blood Queen
Prerequ. Rune of the Blood Feast , lvl 18
Once per turn Whenever you hit a Marked creature that has less than 100hp that creature must make a Con save or die, you regain half of their remaining hp up 25hp and regain a number of hit die equals to their con mod.
Warbound Runes of Vanargandr
Rune of Conflict
This Rune Sybolizes Vanargandr's Desire for Conflict.
You can change your Rune of Death's dmg to fire dmg
Whenever a Marked Creature ends their turn you may use your reaction and a lvl 1 sloth to force them to atack you or another marked creature.
The target makes a Wisdom save , on a failure they use their reaction to move up to their speed towards you or another marked creature and make a single melee atack against the other target. On a success they take 2d8 fire dmg as they reists the boiling blood of conlfict
Rune of Strife
Pre req Lvl 5
THis Rune Symbolize the Desire for Strife that the Warbound Wolf has
Whenever a Marked creature deals Damage to you or an ally with an Attack you may use your reaction to force a marked creature take the dmg instead.
Rune of the Warlord
Prereq Lvl11
This Rune Symbolizes the Relentless nature of the Warlord
Whenever you mark a target you may spend a lvl 5 slot, if you do atacks you or your allies make against a marked creature have adv. At the end of each of their turns the marked creatures must make a wisdom save ending the effect on a sucess.
Dark Runes of Hróðvitnir
Rune of the Night Wolf
You can change your Mark's damage to psychic.
Whenever you mark a creature or as a BA you may spend 1 spell slot and the targets must make a wisdom save or be frightened, while frightened this way their speed becomes 0. an affected creature may repeate the save at the end of each of their turns
Rune of True Dark
You gain Devil Sight at the same range as your normal vision
Whenever you hit a marked creature you may spend 1 spell slot, the creature must make a wisdom save or be blinded, they reapeat the save at the end of their turns
Rune of Night Hunter
Prerequ. lvl5
You have adv vs frightened creatures. Whenever you hit a creature that cant see you, due to blindness or heavily obscurement you deal additional slashing dmg equals to your mark dmg.
Rune of the Void
prereq. lvl10
Whenever you fail a save vs a Spell, you may use your reaction and a spell slot equal to the spell lvl to instead succeed the save.
Rune of the God Eater
Prereq lvl 15
As a BA you may target a SINGULAR marked creature and using a lvl 8 spell slot , may place them in a Antimagic field. The Target must make a wisdom save, on a fail they are affected by an antimagic field. they may repeate the save at the end of their turns. Your Runes still can affect them.
Rune of True Darkness
Prereq. lvl 17
You spend alvl 9 Slot , all marked creatures must make a Charisma save or be hit by the Disintegrate spell, vanishing compleatly if their hp is 0.
Cold Runes of Helhimr
Rune of Deep Cold
You are Resistant to Cold and and you may deal cold dmg with your mark.
Whenever you hit a creature that has their speed reduced by chilling rune they must make a con save or be unable to use BA till the end of their turn.
Rune of Sorrow
You Bring forth the Cold Sorrow of Helheim upon the world
As a BA you may spend 1slot, Marked creatures must make a wisdom save or be incapasitated until the end of their turn.
Rune of Cold Horror
pre requ. lvl 5
You call Forth the Cold horror of the Planes of Death.
You may use a lvl3 spellslot, all marked creatures must make a Wisdom save or be frightened until save, while frightened this way they are stunned and take an aditional 1d6 cold dmg from all atacks
Rune of Awakening
lvl9
You use a lvl5slot and Bring back warriors from beyond as per the spell danse Macabre, no corpses needed. Instead of animating death you bring forth the same number of Sword wraiths
Unholy Runes of Orcus
Rune of Rot
Whenever you hit a marked creature you may spend 1 spell slot, if you all marked creatures take 2d8 poison dmg and must make a cons save or become poisoned.
Rune of the Profane
prereq LvL6
Whenever you kill a marked and with in 1 minute, you may spend use your ba to Animate their body as a skeleton or zombie , as per animate dead spell. You may Animate 1 aditional target by spending a slot of 1 lvl higher per target
Rune of Death's Mark
lvl10, Rune of the Corpse
As an action you may spend a lvl 5 slot, all marked creatures must make a Con save or take 8d6 necrotic dmg, half on a success, creatures that die outright from this , are reaminated as a zombie under your control, the zombie dies after 24hours. (A non pc creature dies outright if you do their con mod as exess dmg)
Runes of the Demogorgon
Flesh Rune of Demogorgon
this runes reflects the nature of Demogorgon’s Flesh
Whenever you are not wearing armor your AC is 10+Spellmod+Con and is covered in a scaly hide.
Eye Rune of Demogorgon
This Rune reflects the Nature of Demogorgon’s Eyes
As an action You stare at a marked creature and use a spell slot of lvl 1 or higher. That creature must succeed a wisdom save, or be charmed. While the creature is charmed you may use an action to Decide what the creature will do in their turn including aspart of the initial use of this rune . The creature may attempt to escape your control with a save at the end of their each of their turns.
Tentacle Rune of Demogorgon.
Req Lvl 5
You may Use a spell slot of any lvl to trun your arms in to long reaching tendrils, gaining a reach of 15ft. The tendrils can be used as weapons dealing 1d8+str bludgeoning dmg. Whenever in this state and you hit with a marked creature with weapon or tentacle, you deal an additional 1d8 psychic dmg+ 1d8 per slot above first and must make a Wisdom save or be frightened until save.
Rune of the Dual Mind
Prereq. All Runes of Demogorgon. Lvl 15
This rune Represent Demogorgon’s Dual mind. This Rune allows you to Concentrate in two spells at the same time
Whenever you enter initiative, you gain a singular additional turn you may take at any point of combat.
Twisting Runes of Cichol
Rune of the Entranced Mind
Whenever you charm a marked creature you may spend 1 spell slot , the creature is incapastated until the save vs the charmed condition or the condition ends.
Rune of Dark Flourish
YOu can use your Charisma for any Melee or Ranged atack rolls and dmg instead of dex or Str
Rune of Dark Charisma
Lvl5 Rune of Entrance mind
You may add your spell mod to Any Charisma Checks you are proficient on by spending a spell slot.
Abyssal runes of Nidhoggr
Rune of the Demonist
Prereq lvl5
As an action You may Spend a 1st lvl spell slot to Charm any marked Demon, the demons must make a charisma save or become your ally for 1 hour, this ignores the Charm Immunity of demons . You may target an additional demon for each lvl of slot used. You may only charm a number of demons equals to your Prof Mod
Rune of Abyssal Calling
Prereq. Lvl 5
You gain access to Quasits as a familiar, this Familiar can atack
If you have Access to the Rune of the Demonist. Summoned and Charmed Demons you control add your lvl to their hp and your proficiency to their attack dmg.
Rune of the Demon Lord.
Pre req Lvl 15.
Whenever you charm a demon, you may spend a lvl 8 slot to dominatea SINGULAR as per the Dominate Monster Spell with aduration of 24 hours. Additionaly you may use Demons as targets for your Corpse Shield sacrificing the demon.
Infernal Runes of Mephistopheles
Rune of Fiend Fire
You gain Fire Resistance. Whenever you use you use your Runes of Death Feature to mark a creature the target must make a dex save or take 1d10 fire dmg on a failed save, this damage increases to 2d10 at lvl 5, 3d10 at lvl 11 and 4d10 at lvl 17. no dmg on a success
Rune of the Hell Knight
lvl 5
Once a turn whenever you hit a marked creature with your weapon you may use a 1st lvl spellslot to deal an additional 2d6 fire dmg + an additional 1d6 for ever slot above 1st to a max of 5d6. The target must make a dex save or catch in fire, until save the target takes an additional 1d6 fire dmg at the end of their turn. This last for 10 mins
Rune of Hellfire
Prereq. Lvl 10
Spells and Abilities you use from your class, ignore Fire Resistance of marked creatures. If an ability or spell you use deal fire dmg, you may cast the spell using a slot 1 lvl higher to casue the target to ignite on a failed save dealing 1d6 fire dmg at the start of their turns, If the ability does not uses slots you may use a 1st lvl spell slot. If the spell or ability already ignites the target you cant make it stack. Aditionaly all fire you create must be dispelled and cant be put out by succeding a saving throw or using an action, Fire effects go out at the end of the duration naturaly.
Rune of Hellfrost
Spells and abilities you have can be changed from fire to Cold. Whenever you cast a spell or use an ability that deals cold dmg, you may use a lvl 3slot to ignore Magic reisitance
Runes of disease (temp name)
Rune of the Wretched Host
Immunity to Diseases, except cosmetic effects. Your mark dmg can be poison
Rune of contagion
req lvl5
Whenever you hit a marked creature or fails a Saving Throw against one of your abilities or spells you may use your reaction and 1slot, to force that creature or creatures to make a Con save or be poisoned, afflicted with a horrid disease, While those creatures are afflicted, they have disadvantage on a save of your choice. The Affliction is not deathly but a creature remain afflicted until cured or saves, the creature has a chance to save every 24 hours
Rune of Festering
Req.lvl5
When you Damage a marked and poisoned creature , you may spend a Death Knight spell slot to deal 1d10 Necrotic dmg plus an additional 1d10 for each spell slot above one. The creature cant regain hp till the end of their next turn.
Rune of the Carrier
Req Lvl 5
You Know automatically where a Creature afflicted with the rune of contagion is as per the Locate creature spell. When a marked creature dies you may use your reaction and spend a lvl 3 slot , if you do all creatures of your choice with in 30ft of the marked creature must make a con save or be poisoned as per tune of contagion.
Rune of the Plaguebearer
req lvl10
whenever you hit a marked creature you may spend a lvl 5 slot to afflict them with the contagion spell, if they are poisoned the poisoned condition does not end and have disadv on the save
Rune of the Squirming host
Req. Rune of the Wretched host lvl 10
You are Immune to the effects of Rot grubs.
Your flesh is ingested with all manner of crawling insects, every time you finish a LR you Gain 3d10 temp hp. Whenever you are hit you may spend a spell slot to bleed rot grubs into the attacker, dealing 1d10 piercing+1d10 for each slot above one and covering them in rot grubs