Race Undead
Hit Points+2HP/LVL
STR+1
INT or CHA+1
Skills: History, Intimidation
Damage Immunity: Poison, Necrotic
Condition Immunity: Exhaustion, Frightened, Poisoned
Senses: Darkvision 60ft.
Languages: Mulhorandi, Shaaran
Innate Spellcasting: Deathknight's innate spellcasting ability is INT or CHA (DC INT/CHA+PB)).
They can innately cast the following spells, requiring no material components.1/Day Compelled Duel
Magic Resistance: The Deathknight has advantage on saving throws against spells and other magical effects.
Marshal Undead: Unless the Death Knight is incapacitated, it and undead creatures of its choice within 60ft of it have advantage on saving throws against features that turn undead.
Parry: The death knight adds [PB] to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
Undead Nature: A Deathknight doesn’t require air, food, drink, or sleep. Undead creatures don’t regard the Deathknight as hostile unless they harm them.
Level 20
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC (CHA/INT+PB) Dexterity saving throw. The sphere spreads around corners. A creature takes (10d6) fire damage and (10d6) necrotic damage on a failed save, or half as much damage on a successful one.