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Active Ability
Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.
Active Ability
Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.
Granted by selecting Blood specialization
Active Ability
Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.
Active Ability
Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.
Active Ability
Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.
Passive
Heart Strike hits 3 additional enemies while you remain in Death and Decay.
Active Ability
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.
Passive
Increases Leech by 3%.
Passive
Stamina increased by 10/20%.
Passive
Increases Avoidance by 3%.
Passive
Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.
Active Ability
Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect.
When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.
Passive
Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.
Active Ability
Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.
Active Ability
Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect.
While active, your movement speed cannot be reduced below 170%.
Active Ability
Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.
Passive
Gain 5% Haste while you remain within your Death and Decay.
Passive
Increases Critical Strike chance by 2/4%.
Requires at least 8 Death Knight Points
Active Ability
Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.
Requires at least 8 Death Knight Points
Passive
Increases Strength by 2/4%.
Requires at least 8 Death Knight Points
Passive
Chains of Ice affects 1 additional nearby enemy.
Requires at least 8 Death Knight Points
Passive
Each Runic Power you spend has a 2% chance to instantly grant you a Rune.
Mutually exlusive with Runic Corruption
Requires at least 8 Death Knight Points
Passive
Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.
Mutually exlusive with Runic Empowerment
Requires at least 8 Death Knight Points
Passive
Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.
Requires at least 8 Death Knight Points
Active Ability
Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.
Requires at least 8 Death Knight Points
Active Ability
For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks.
Passive: You cannot be slowed below 70% of normal speed.
Requires at least 8 Death Knight Points
Passive
Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.
Requires at least 8 Death Knight Points
Active Ability
Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.
Requires at least 8 Death Knight Points
Passive
Increases the range of Death Grip by 10 yds.
Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
Mutually exlusive with Grip of the Dead
Requires at least 8 Death Knight Points
Passive
Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.
Mutually exlusive with Death's Reach
Requires at least 8 Death Knight Points
Passive
Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.
Requires at least 8 Death Knight Points
Passive
Icebound Fortitude's cooldown is reduced by 60 seconds.
Requires at least 8 Death Knight Points
Passive
The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.
Requires at least 8 Death Knight Points
Active Ability
Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.
Requires at least 8 Death Knight Points
Passive
Your Runic Power spending abilities increase your melee attack speed by 2/4/6% for 6 sec, stacking up to 3 times.
Requires at least 20 Death Knight Points
Active Ability
Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.
Requires at least 20 Death Knight Points
Passive
Death Strike's cost is reduced by 10, and its healing is increased by 3/6/10%.
Requires at least 20 Death Knight Points
Passive
Damage taken below 30% Health is reduced by 30%.
Requires at least 20 Death Knight Points
Passive
Increases the effectiveness of your Runeforge effects by 10/20/30%.
Requires at least 20 Death Knight Points
Passive
Auto attacks have a chance to generate 5 Runic Power.
Requires at least 20 Death Knight Points
Passive
Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.
Requires at least 20 Death Knight Points
Passive
When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.
Requires at least 20 Death Knight Points
Passive
Death's Advance, Death and Decay, and Death Grip have 1 additional charge.
Requires at least 20 Death Knight Points
Active Ability
Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds.
Requires at least 20 Death Knight Points
Active Ability
Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds.
Gain Runic Corruption instantly, and again every 6 seconds.
Requires at least 20 Death Knight Points
Active Ability
Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper.
After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.
Requires at least 20 Death Knight Points
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30 Points Left
Active Ability
Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec.
Active Ability
Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.
Active Ability
Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.
Blood Plague
A shadowy disease that drains health from the target over 24 sec.
Passive
Each charge of Bone Shield increases your maximum health by 1%.
Passive
Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.
Passive
Increases the maximum number of Blood Boil charges by 1.
Passive
Bone Shield increases your Haste by 5/10%.
Passive
Heart Strike damage increased by 10/20/30%.
Passive
Stamina increased by 10/20/30%.
Damage taken reduced by 3/6/10%.
Active Ability
Reduces all damage taken by 20% for 4 sec.
Active Ability
Consume the essence around you to generate 1 Rune.
Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.
Requires at least 8 Blood Points
Passive
Increases Armor gained from Bone Shield by 10%.
Requires at least 8 Blood Points
Passive
Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.
Requires at least 8 Blood Points
Active Ability
Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.
Requires at least 8 Blood Points
Passive
When Crimson Scourge activates, you gain 3/6% Haste for 6 sec.
Requires at least 8 Blood Points
Active Ability
6 sec cooldownInstant
Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges.
Blood Plague
A shadowy disease that drains health from the target over 24 sec.
Requires at least 8 Blood Points
Active Ability
Drains health from the target over 3 sec.
You can move, parry, dodge, and use defensive abilities while channeling this ability.
Mutually exlusive with Consumption
Requires at least 8 Blood Points
Active Ability
Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.
Mutually exlusive with Blooddrinker
Requires at least 8 Blood Points
Active Ability
Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
Mutually exlusive with Tombstone
Requires at least 8 Blood Points
Active Ability
Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.
Mutually exlusive with Mark of Blood
Requires at least 8 Blood Points
Passive
Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.
Mutually exlusive with Bloodworms
Requires at least 8 Blood Points
Passive
Your auto attacks have a chance to summon a Bloodworm.
Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health.
If you drop below 50% health, your Bloodworms will immediately burst and heal you.
Mutually exlusive with Voracious
Requires at least 8 Blood Points
Passive
While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.
Requires at least 8 Blood Points
Passive
While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power.
Additionally, your maximum Runic Power is increased by 10.
Requires at least 8 Blood Points
Passive
Increases all healing and absorbs by 5/10% and duration by 2/4 sec.
Requires at least 8 Blood Points
Passive
Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 4/8%, stacking up to 5 times.
Requires at least 8 Blood Points
Passive
Heart Strike generates 1/2 additional Runic Power per target hit.
Requires at least 8 Blood Points
Passive
Your Blood Plague and Death and Decay deal damage 15% more often.
Additionally, your Blood Plague leeches 50% more Health.
Requires at least 20 Blood Points
Active Ability
Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses.
While active, you gain 40% parry chance.
Requires at least 20 Blood Points
Active Ability
Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location.
Requires at least 20 Blood Points
Passive
When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay.
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Requires at least 20 Blood Points
Passive
Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional 20/40% damage based on your missing health.
Requires at least 20 Blood Points
Passive
Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.
Requires at least 20 Blood Points
Passive
Enemies hit by Gorefiend's Grasp take 5/10% increased damage from you for 15 sec.
Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec.
Requires at least 20 Blood Points
Passive
Reduces the cooldown on Vampiric Blood by 1/2 sec per 10 Runic Power spent.
Requires at least 20 Blood Points
Active Ability
A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.
Requires at least 20 Blood Points
Passive
Summons 1 additional copy of Dancing Rune Weapon.
Additionally, each rune spent increases its duration by 0.5 sec.
Requires at least 20 Blood Points
Passive
An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec.0
If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.
Requires at least 20 Blood Points
Passive
While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.
Requires at least 20 Blood Points
All maximum level Death Knights will have access to these abilities.
They are earned through leveling and do not require you to spend talent points to have them.
Active Ability
Command the target to attack you.
Active Ability
Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area.
Active Ability
Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health.
Active Ability
Opens a gate which you can use to return to Ebon Hold.
Using a Death Gate while in Ebon Hold will return you back to near your departure point.
Active Ability
Harnesses the energy that surrounds and binds all matter, drawing the target toward you.
Passive
You are as hard to stop as death itself, increasing your mounted speed by 20%.
Active Ability
Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water.
Usable while mounted, but being attacked or damaged will cancel the effect.
Active Ability
Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.
Skill
Allows the Death Knight to emblazon their weapon with runes.