You call upon the spirits of warriors who have fallen in battle, binding them to your will and summoning them as spectral champions. You summon up to three Fallen Knights (use the Wraith stat block, but they retain the armor and weapons of their former selves).
- The Fallen Knights appear in unoccupied spaces within 60 feet of you.
- They are friendly to you and your allies, acting on your initiative immediately after you.
- They retain proficiency with martial weapons and may attack using either their spectral touch (4d8 necrotic) or wield any weapon they once carried, dealing damage appropriate for that weapon but converting half of it into necrotic damage.
- Undead and Celestials that witness the summoning must make a Wisdom saving throw (DC = your spell save DC) or be Frightened of the spirits for 1 minute.
At the start of each of your turns, you may use a bonus action to command them telepathically, directing them to move, attack, or guard an area. If no new orders are issued, they continue executing their last command.
Fallen Knights don't expire on their own.
When a Fallen Knight is destroyed, it lets out a final, sorrowful wail. All creatures within 10 feet must make a Wisdom saving throw (DC = your spell save DC) or take 5d10 psychic damage and become frightened until the end of their next turn.
When cast using an 8th-level or higher spell slot:
- You summon five Fallen Knights instead of three.
- Their necrotic attacks ignore resistance to necrotic damage.
- Their Death Burst’s radius increases to 15 feet.
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