Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
Super Heavy Plate Armor. This creature is immune to damage as long as it has Super Heavy Plate Armor on it. When the Dark Knight is hit by an attack, if the damage total is 12 or more reduce the Dark Knight's AC by 1. If the Dark Knight's armor class is reduced to 20, they immediately use a reaction (if they do not have a reaction they gain one) to do Stance Change. They then loses all benefits of Super Heavy Plate Armor, and their new AC is 18 and cannot be reduced further, they also gain +20 feet walking speed.
Mage Slayer. This creature has advantage on spell saves it rolls while within 5 feet of the caster. Concentration checks caused by this creature's damage are made at disadvantage.
Multiattack. The warlord makes two weapon attacks while wielding his Great Broad Sword, one Vertical Slash and one Horizontal Slash. He makes three attacks while wielding his Longsword.
Great Broadsword Vertical Slash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (3d12 + 7) slashing damage. Any target hit by this attack must make a DC 18 Strength check or be pushed back 10 feet and knocked prone.
Great Broadsword Horizontal Slash. Melee Weapon Attack: +11 to hit, reach 5ft., 180 degree arc., one target. Hit: 28 (3d12 + 7) slashing damage.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage.
Bonus Actions:
Dueling Dagger. Melee Weapon Attack: +11 to hit, reach 5ft., one target, hit: 10 (1d4+7) piercing damage.
Relentless Fighter (Recharge 5-6). The Dark Knight regains 1d10 + 10 hit points.
Stance Change. When the Dark Knight's AC is reduced to 20, he uses his shield to push back one anyone that is in melee range of him and jumps backwards 15 feet, taking no attacks of opportunity. Then he throws his Great Broadsword in any direction. All creatures in the path of the sword (Line attack, 10 feet wide, range 80 feet) must make a Dexterity saving throw, DC 18. On a failed save, the affected creatures takes 3d12 damage and are knocked prone. The Dark Knight then drops his shield and draws his Longsword and Dueling Dagger. His initiative also increases by 1d10 in the turn order.
Mage Slayer. If a creatures casts a spell while within 5 ft. of the Dark Knight, the Dark Knight can make one weapon attack against that target.
Gambler's Draw. When the Dark Knight is attacked and is not holding a weapon, or shield they can force the attacker to roll initiative against them. If the Dark Knight rolls a higher initiative he quick draws his blade and hits the attacker automatically, this hit is a critical hit and deals 1 brutal critical die. If the enemy rolls higher, the enemy hits automatically, they still roll to see if they crit. This ability can only be used once per short rest.
Defensive Duelist. (while wielding the Dueling Dagger) If the Dark Knight would be hit by an attack, he may add +6 to his AC for that attack.
The Dark Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
Weapon Attack. The warlord makes a weapon attack.
Frighten Foe. The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of warlord’s next turn.
Move (only if stance change has been used). The Dark Knight can move up to his move speed without provoking attacks of opportunity.
Previous Versions
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Coming Soon
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