Death Knight

Death Knight

Death Knight

Hill DwarfCleric 2 / Wizard 18
Level 20
STRENGTH
1
8
DEXTERITY
+1
12
CONSTITUTION
+3
16
INTELLIGENCE
+3
16
WISDOM
+5
20
CHARISMA
1
8
PROFICIENCY
+6
BONUS
WALKING
25ft.
SPEED
INSPIRATION
CURRENT
165
/
MAX
165
TEMP

HIT POINTS

STR

1

DEX

+1

CON

+3

INT

+3

WIS

+11

CHA

+5
against Poison
made to maintain your concentration on a spell when you take damage
21
PASSIVE WIS (PERCEPTION)
13
PASSIVE INT (INVESTIGATION)
15
PASSIVE WIS (INSIGHT)
Darkvision 60 ft.
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Battleaxe, Simple Weapons, Warhammer
TOOLS
Mason’s Tools
LANGUAGES
Abyssal, Common, Dwarvish, Elvish
PROF
MOD
SKILL
BONUS
DEX
Acrobatics
+1
WIS
Animal Handling
+5
INT
Arcana
+9
STR
Athletics
1
CHA
Deception
1
INT
History
+9
WIS
Insight
+5
CHA
Intimidation
1
INT
Investigation
+3
WIS
Medicine
+5
INT
Nature
+3
WIS
Perception
+11
CHA
Performance
1
CHA
Persuasion
1
INT
Religion
+9
DEX
Sleight of Hand
+1
DEX
Stealth
+1
WIS
Survival
+5
Additional Skills
INITIATIVE

+1

ARMOR
17
CLASS
DEFENSES
NecroticPoison
CONDITIONS
Add Active Conditions
ACTIONS
SPELLS
EQUIPMENT
FEATURES & TRAITS
EXTRAS
ALL
ATTACK
ACTION
BONUS ACTION
REACTION
OTHER
LIMITED USE
ACTIONS • Attacks per Action: 1
ATTACK
RANGE
HIT / DC
DAMAGE
NOTES
Crossbow, Light
Ranged Weapon
80(320)
+7
1d8+1
SimpleAmmunitionLoadingRangeTwo-HandedRange (80/320)
Warhammer
Melee Weapon
5ft.
Reach
+5
1d8-11d10-1
MartialVersatile
Inflict Wounds
1st LevelCleric
Touch
+11
3d10
V/S
Unarmed Strike
Melee Attack
5ft.
Reach
+5
0

Actions in Combat

Attack,Cast a Spell,Dash,Disengage,Dodge,Grapple,Help,Hide,Improvise,Ready,Search,Shove,Use an Object
Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 19). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Command Undead

As an action, you can choose one undead that you can see within 60 ft. to make a CHA saving throw (DC 17). If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. If the target has an INT of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an INT of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Emboldening Bond

Choose two willing creatures within 30 ft. creating a magical bond between them.

Once per turn, each creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes, whilst it is within 30 ft. of the other creature.

The bond lasts for 1 hour or until you use this feature again.

You can also expend a spell slot to use the feature again.

/
Long Rest
Unarmed Strike

You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier

BONUS ACTIONS
Actions in Combat
Two-Weapon Fighting
Spells
Healing Word(1st)

,

Shield of Faith(1st)

,

Dragon’s Breath(2nd)

,

Misty Step(2nd)

,

Misty Step(2nd)
REACTIONS
Actions in Combat
Opportunity Attack
Spells
Absorb Elements(1st)

,

Shield(1st)

,

Shield(1st)

,

Counterspell(3rd)

,

Soul Cage(6th)
Channel Divinity: Shared Burden

When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose up to 5 other willing creatures you can see.

Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

War Caster

You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

OTHER
Actions in Combat
Interact with an Object
Spells
Animate Dead(3rd)

,

Contingency(6th)

,

Create Undead(6th)

,

Mordenkainen’s Magnificent Mansion(7th)
Ritual Spells
Comprehend Languages(1st)

,

Detect Magic(1st)

,

Find Familiar(1st)

,

Tenser’s Floating Disk(1st)

,

Unseen Servant(1st)

,

Gentle Repose(2nd)

,

Phantom Steed(3rd)

,

Tiny Hut(3rd)

,

Water Breathing(3rd)

,

Contact Other Plane(5th)

,

Rary’s Telepathic Bond(5th)
Arcane Recovery (Special)

Once per day when you finish a short rest, you can choose expended spell slots to recover – up to a combined level of 9, and none of the slots can be 6th level or higher.

/
Long Rest
Channel Divinity (Special)

You can channel divine energy to fuel magical effects a number of times per short rest.

/
Short Rest
Grim Harvest (Special)

Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Undead Thralls (Special)

You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, its max HP is increased by 18 and it adds +6 to its weapon damage rolls.

Recommended For You

About the Author: John Watson

Leave a Reply

Your email address will not be published. Required fields are marked *