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The Black Knight in Dungeons & Dragons 5e

Homebrew

The Black Knight

Medium Human, wayfarer knight, Lawful Neutral

Armor Class 21 (Hell-infused full-plate armor)
Hit Points 390
Speed: 40 ft

STR

24
( +7 )

DEX

14
( +2 )

CON

20
( +5 )

INT

14
( +2 )

WIS

16
( +3 )

CHA

20
( +5 )

Saving Throws Str +13, Con +10, Wis +10, Cha +11
Skills Athletics +13, Intimidation +11, Perception +10, Insight +10
Damage Resistances Fire, poison, cold
Condition Immunities Frightened, charmed, paralyzed
Senses Darkvision 60 ft. (Hell exposure), passive Perception 20
Languages Common, Infernal, Abyssal
Challenge Rating 18
Proficiency Bonus +6

Fire Tolerance Decrease. Attacks made with the Blade of Belial undermine the fire resistance of the target. Fire-resistant targets are treated as normal, normal as vulnerable and immune as resistant for the fire damage from the Blade of Belial.
Magic resistance. The knight has advantage on saving throws against spells.

Actions

Multiattack. The knight makes three attacks with the Blade of Belial.
Blade of Belial. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 2d8+7 slashing damage + 2d6 fire damage.   Chains of Hell.Dexterity saving throw: DC18, a creature the Knight can see within 100ft. Failure: 6d6 fire damage and is restrained for 1 minute Succes: Half the damage. The restrained creature can attempt to free itself at the end of its turns with a DC 18 strength or dexterity saving throw.   Molten Field (1/day). The Knight transforms the terrain around him in a 50ft radius to resemble Avernus. The ground ruptures, molten magma starts to flow between the cracks, while heat waves fly towards the skies above. Everything expect the Knight makes a DC18 constitution saving throw if they start their turn in that area, taking 4d6 fire damage on a fail and half as much on a succes. If someone fails their saving throw and are not resistant to fire damage, they are struck with a heat-wave, their movement speed is halved untill the start of their next turn as their mind becomes hazy.

Bonus Actions

Hellfire Obliteration (1/day). The next attack made this turn with the Blade of Belial deals an additional 8d6+30 fire damage instead of the usual 2d6. If it reduces a creature to 0 HP, the body and nonmagical items are reduced to ash, and its soul is destroyed.

Reactions

Parry. The knight adds +3 to his AC against one attack that would hit him. He must see the attacker and be wielding a melee weapon.

Legendary Actions

The knight can use 3 legendary actions per round, only one at a time, and only at the end of another creature’s turn.   Ember Step. The knight moves up to 30 ft. without provoking opportunity attacks.   Flame Cloth. The flames on the armor strike around the Knight, all creatures in a 5ft. radious around him make a DC18 DEX saving throw, taking 2d6 fire damage on a fail or half as much on a succes.


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