The death knight is a 19th-level spellcaster. Its Spellcasting Ability is Charisma, with Spell Attack = 1d20+10 and Spell Save DC = 18. It has the following spells prepared:
Spell Level | Spell | Attack/Saving Throw, Range, Concentration | Effect(s) | Per Higher Level |
---|---|---|---|---|
1st (4 slots) | Command | Range = 60 ft., Wis Save, duration = 1 round | Command creature to Approach, drop, Flee, Grovel, Halt | +1 target |
Compelled Duel | Range = 30 ft., Bonus Action, Concentration up to 1 min, Wis Save | Disadvantage on attacks not against you, must make save to move a space away from you further than 30 ft. | ||
Searing Smite | Self, Bonus Action, Concentration up to 1 min, Con Save at start of each of target's turns | On next hit, deal 1d6 fire damage extra and ignite target. 1d6 fire damage per non dousing | +1d6 | |
2nd (3 slots) | Hold Person | Range = 60 ft., Concentration up to 1 min, Wis Save | Fail =] paralyzed. Save is repeated at end of targets turns | |
Magic Weapon | Touch, Bonus Action, Concentration up to 1 h | Make a +1/+1 weapon of the touched weapon | 4th: +2 | |
3rd (3 slots) | Dispel Magic | Range = 120 ft., | Dispel spell | |
Elemental Weapon | Touch, Concentration up to 1 h | Make a +1/+1 weapon that deals an extra 1d4 acid, cold, fire, lightning or thunder damage | 5th: +2 and +2d4 instead of 1d4 | |
4th (3 slots) | Banishment | Range = 60 ft., Concentration up to 1 min, Cha Save | Keep creature for 1 min away, stays away if non-native plane | +1 target |
Staggering Smite | Self, Bonus Action, Concentration up to 1 min, make Wis Save on hit | Next time you hit deal an extra 4d6 psychic damage, fail =] Target has Disadvantage on Attack Rolls and Ability Checks and can't take Reactions until the end of its next turn | ||
5th (2 slots) | Destructive Wave (necrotic) | AOE self radius = 30 ft., Con Save | Fail =] 5d6 thunder and 5d6 necrotic damage and be knocked prone. Suc =] 1/2 dmg, non prone |
Magic Resistance
The death knight has Advantage on Saving Throws against spells and other magical effects.
Marshal Undead
Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it, have Advantage on Saving Throws against features that Turn Undead.
Multiattack
The death knight makes three longsword attacks.
Longsword
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage or 1d0+5 slashing damage if used with two hands, both with plus 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 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much on a successful one.
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.