Dark Advantage. Once per turn, the black knight can deal an extra 10 (3d6) damage when they hit with a weapon attack, provided it has advantage on the attack roll.
Dark Devotion. The black knight has advantage on saving throws against being charmed or frightened.
Dark Weapons. The black knight's weapon attacks are considered magical. When it hits with any weapon, the attack deals an extra 7 (2d6) necrotic damage.
Fearmonger. The black knight has advantage on attack rolls against any creature that is frightened of it.
Spellcasting. The black knight is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The black knight has the following spells prepared:
Cantrips (at will): chill touch, green-flame blade, thaumaturgy, toll the dead
1st level (4 slots): cause fear, inflict wounds, shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): fear, phantom steed, spirit shroud
4th level (1 slots): shadow of moil
Multiattack. The black knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage when wielded with two hands, plus 7 (2d6) necrotic damage.
Dark Command. The black knight targets one ally it can see within 30 feet of it. If the target can see and hear the black knight, the target can make one weapon attack as a reaction, gains advantage on the attack roll, and the attack deals an extra 7 (2d6) necrotic damage if it hits.
Parry. The black knight adds 4 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.
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