DEATH KNIGHT – 5e stats

Medium undead, chaotic evil

Armor Class 20 (plate, shield)
Hit Points 180 (19d8 + 95)
Hit Points (suggested) 199 (19d10 + 95)
Speed 30 ft.

Proficiency Bonus +6
Proficiency Bonus +8 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
20 (+5)11 (+0)20 (+5)12 (+1)16 (+3)18 (+4)

Saving Throws Dex +6, Wis +9, Cha +10
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 17 (18,000 XP)

Fear Aura (suggested). Any creature that starts its turn within 5 feet of the death knight must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the death knight ‘s Fear Aura for the next 24 hours.

Fighting Style (suggested). A death knight retains the fighting style it had in its former life. Pick one of the two fighting styles:

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Innate Spellcasting (suggested). The death knight’s innate spellcasting ability is Charisma (spell save 18, + 10 to hit with spell attacks). The death knight can innately cast the following spells, requiring no material components:

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Magic Resistance (suggested). The death knight has advantage on saving throws against spells and other magical effects and if the Death Knight rolls a natural 20, then the spell is reflected against the caster.

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.

Power over Undead (suggested). The death knight can establish complete and permanent control over skeletons (medium humanoid), zombies (medium humanoid) and wights.

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:

Unholy Smite (suggested). When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is of good alignment.

ACTIONS

  • Multiattack. The death knight makes three 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.

REACTIONS

  • 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A death knight is the horrifying corruption of a paladin or lawful good warrior who betrayed the code of honor it held in life. As a punishment, a dark power cursed it to its terrible form, stripping it of its soul and binding it to its will. A death knight serves as a general and enforcer in an army of undead, leading hordes of zombies, skeletons, and wights into battle.

A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes that pierce through the darkness. Its armor is charred and cracked by the unholy flames that burn within its skeletal frame.

A death knight’s deep, chilling voice seems to echo from the depths of a bottomless cavern. It speaks in the language it spoke in its former life, as well as up to six additional languages. It can cast spells as a powerful cleric or wizard, using its dark magic to inflict pain and suffering on its foes. It can also command undead creatures within 60 feet of it, bending them to its will. A death knight’s most fearsome ability is to create a sphere of negative energy around it that harms living creatures and heals undead ones.

A death knight is different from other types of undead or corrupted warriors in several ways. Unlike a lich, a death knight does not have a phylactery that can be destroyed to end its existence. Instead, it can only be killed by a powerful holy weapon or a wish spell. Unlike a vampire, a death knight does not need to feed on blood or avoid sunlight. Instead, it thrives on death and destruction. Unlike a blackguard, a death knight does not have any allegiance or loyalty to anyone but its master. Instead, it obeys his commands without question or hesitation.

COMBAT

A death knight retains the fighting skills it had in its former life, but enhances them with its dark magic. It usually wields a sword and a shield, both of which are imbued with necrotic energy that harms living creatures and bypasses most forms of resistance. A death knight’s sword is a wicked blade that drips with blood and venom, while its shield is a massive slab of metal that deflects even the most powerful blows.

A death knight has little regard for its own safety and an intense hatred of most living creatures, making it an extremely dangerous opponent. It fights honorably, however, never ambushing opponents from behind, nor attacking before they have an opportunity to ready their weapons. Surrender is unknown to a death knight, and it will parley only if it senses its opponent has crucial information.

A death knight employs various tactics and strategies in combat, depending on the situation. It can cast spells as a powerful cleric or wizard, using its dark magic to inflict pain and suffering on its foes. It can also create a sphere of negative energy around it that harms living creatures and heals undead ones. A death knight often commands undead creatures within 60 feet of it, bending them to its will and using them as cannon fodder or distractions.

A death knight’s combat style is different from other types of warriors in several ways. Unlike a fighter, a death knight does not rely on skill or technique, but rather on brute force and magic. Unlike a barbarian, a death knight does not rage or lose control, but rather remains calm and focused. Unlike a ranger, a death knight does not favor any particular terrain or enemy type, but rather adapts to any situation.

Death knights are the corrupted warriors who serve the dark powers that cursed them to their undead state. They wield weapons of great power and evil, forged from the materials of the underworld or taken from the foes they have slain. These weapons are imbued with necrotic energy that enhances the death knight’s abilities and harms their enemies. Some of these weapons are legendary, having belonged to famous or infamous death knights who have left their mark on history. Here are 10 examples of such weapons and their owners:

  • Soulreaver: A massive sword that drains the life force of its victims and transfers it to the death knight. It has a jagged edge and a skull-shaped pommel. It is said to be forged from the bones of a fallen angel.
  • Frostscythe: A wicked scythe that emits a chilling aura and freezes the blood of its enemies. It has a curved blade and a handle made of ice. It is said to be a gift from the Lich King to his most loyal servants.
  • Plaguebringer: A mace that spreads diseases and plagues with every strike. It has a spiked head and a handle wrapped in rotten flesh. It is said to be infused with the essence of a powerful plague lord.
  • Doomhammer: A hammer that unleashes devastating shockwaves and earthquakes with every swing. It has a large metal head and a handle engraved with runes. It is said to be stolen from a mighty orc chieftain.
  • Shadowflame: A sword that ignites with dark flames and burns the soul of its foes. It has a straight blade and a crossguard shaped like a dragon’s wings. It is said to be crafted from the scales of a black dragon.
  • Bloodfang: A dagger that causes severe bleeding and pain with every stab. It has a serrated edge and a handle made of bone. It is said to be carved from the fang of a vampire lord.
  • Stormbreaker: A polearm that harnesses the power of lightning and thunder with every thrust. It has a long blade and a shaft made of wood. It is said to be blessed by a storm god.
  • Soulstealer: An axe that traps the souls of its victims and feeds them to the death knight. It has a crescent-shaped blade and a handle adorned with chains. It is said to be forged from the iron of a haunted mine.
  • Nightfall: A sword that shrouds the death knight in darkness and stealth with every slash. It has a curved blade and a handle covered in leather. It is said to be made from the metal of a fallen star.
  • Bonecrusher: A flail that shatters bones and armor with every smash. It has a spiked ball and a chain attached to a handle made of steel. It is said to be taken from the corpse of a giant.

HABITAT / SOCIETY

Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. These crimes were often the result of a death knight’s fall from grace, caused by a corrupting influence, a manipulative enemy, or a tragic betrayal. A death knight’s crime is a tragic tale of love, loss, and madness, that drove it to forsake its honor and faith.

Death knights are cursed to remain in their former domains, usually castles or other strongholds. These domains are grim and gloomy places, where the walls are stained with blood and the air is filled with moans and screams. Death knights fortify their domains with traps, wards, and undead minions, making them nearly impregnable. Death knights rarely leave their domains, unless they are summoned by their masters or have a specific mission to accomplish.

Death knights are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight’s chilling melody echoing through the moonlit countryside. Death knights sing their songs of sorrow and regret, hoping for redemption or release from their curse. Death knights are likely to attack any creature that interrupts their songs or trespasses in their domains.

Death knights’ habitat and society are different from other types of undead or corrupted warriors in several ways. Unlike liches, death knights do not seek knowledge or power, but rather mourn their lost glory and honor. Unlike vampires, death knights do not form covens or clans, but rather isolate themselves in their domains. Unlike blackguards, death knights do not serve any cause or ideology, but rather obey their masters out of fear or loyalty.

ECOLOGY

Death knights have no physiological functions. They do not need to eat, drink, sleep, or breathe. They are immune to most forms of damage and disease, except for those that affect undead. They are also vulnerable to holy magic and silver weapons.

Death knights are sometimes accompanied by skeleton warriors, liches, and other undead who serve as their aides. Death knights command these undead with a combination of telepathy and intimidation. Death knights communicate with each other using a secret language known as Dark Speech, which is incomprehensible to most living beings. Death knights cooperate with each other only when they share a common master or goal.

Death knights have a negative impact on their environment. Their presence is a blight on the land, causing plants to wither and animals to flee. Their magic is a source of corruption and decay, spreading disease and darkness wherever they go. Their actions are a threat to life and civilization, as they seek to destroy or enslave all living creatures.

Death knights’ ecology is different from other types of undead or corrupted warriors in several ways. Unlike liches, death knights do not create phylacteries or horcruxes to store their souls, but rather keep them within their bodies. Unlike vampires, death knights do not have any biological needs or desires, but rather act on their master’s orders or their own hatred. Unlike blackguards, death knights do not have any allies or followers among the living, but rather rely on their undead minions.

Death Knight is employed as spell component to empower the following spells:

Zardock’s Journal: The fury the Death Knight
Entry #54
Date: 1st of Vatermont, 997 AC
Location: The Tower of Sages, Darokin City

I can still remember the horror of that day, the day that Karameikos fell to the Death Knight and his horde of undead.

I was studying at the Academy of Magic, a prestigious institution that trained young mages in the arts of arcane and divine magic. I had always dreamed of becoming a powerful wizard, and I was eager to learn from the best teachers and scholars in the city.

But my dreams were shattered when the Death Knight attacked. He was a former paladin who had betrayed his order and his god, and had become a twisted and evil creature. He had amassed an army of zombies, skeletons, wights, and other undead, and had marched on Karameikos with a single purpose: to destroy it.

The city was caught off guard, and had little time to prepare for the siege. The walls were breached, and the undead poured into the streets, killing and devouring anyone they encountered. The guards and the militia fought bravely, but they were outnumbered and outmatched. The Death Knight himself led the charge, wielding a sword that dripped with blood and venom. He cut down anyone who stood in his way, laughing maniacally as he did so.

I was in the library when the attack began. I heard the alarm bells ringing, and saw the smoke rising from the windows. I grabbed my books and my staff, and ran to join my fellow students and teachers. We decided to make our way to the temple of Halav, hoping to find sanctuary there.

But we never made it. Along the way, we encountered a group of undead that blocked our path. We tried to fight them off with our spells and weapons, but they were too many and too strong. They tore through our ranks, biting and clawing at us. I saw my friends and mentors fall one by one, their blood staining the ground.

I was lucky to escape with my life. I managed to slip past the undead, using my invisibility spell and my speed. I ran as fast as I could, dodging the corpses and the flames that littered the streets. I reached the temple of Halav, but it was too late. The Death Knight had already reached it, and had set it on fire. He stood outside the temple, holding a severed head in his hand. It was the head of High Priestess Elora, who had been a kind and gentle woman, and a friend to me. The Death Knight threw her head into the fire, and laughed.

I felt a surge of anger and fear in my chest. I wanted to confront him, to avenge Elora and all those who had died. But I knew I had no chance against him. He was too powerful for me, or for anyone. He was a monster that could not be stopped.

So I did what any sane person would do: I ran away. I ran away from Karameikos, from the Death Knight, from everything. I left behind my home, my studies, my friends