Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, calm emotions
3rd level (3 slots): dispel magic, counterspell, hypnotic pattern
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave, wall of force
Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Aura of the Guardian. You can shield others from harm at the cost of your own health. When a creature within 30 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
Multiattack. The death knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
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 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Spells.
- Compelled Duel 1st lvl
- Searing Smite1st lvl
- Shield of Faith 1st lvl
- Thunderous Smite 1st lvl
- Branding Smite 2nd lvl
- Spirit Shroud 3rd lvl
- Staggering Smite 4th lvl
- Banishing Smite 5th lvl
- Holy Weapon 5th lvl
Parry. The death knight adds 6 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.
Comments