Spellcasting. The Spellbound Knight is a 14th-level spellcaster. Its spellcasting ability is INT (spell save DC 15, +7 to hit with spell attacks). The Spellbound Knight has following wizard spells prepared:
Cantrips (at will): Fire Bolt, Message, Shocking Grasp
1st level (4 slots): Absorb Elements, Feather Fall, Shield, Witch Bolt
2nd level (3 slots): Earthbind, Knock, Shatter
Action Surge (Recharges when the Spellbound Knight Finishes a Short or Long Rest). On its turn, the Spellbound Knight can take one additional action.
Indomitable (Recharges when the Spellbound Knight Finishes a Short or Long Rest). You can reroll a saving throw that you fail - you must use the new roll. You can use this 1 times per long rest.
War Magic. When the Spellbound Knight uses its action to cast a cantrip, it can make one weapon attack as a bonus action.
Weapon Bond. The Spellbound Knight can't be disarmed of its weapon unless it is incapacitated, and it can summon it as a bonus action to its hand (if it's on the same plane of existence).
Multi-attack. The Spellbound Knight makes two attacks with its longsword.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Protection. While wielding a shield and a create the Spellbound Knight can see attacks a target other than it within 5 ft, it can use its reaction to impose disadvantage on the attack roll.
Shield Master Evasion. If an effect allows half damage on success, the Spellbound Knight can use its reaction to take no damage.
War Caster. The Spellbound Knight can use its reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
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