References Dungeons and Dragons Death Knight Template Made by Protagonist
Death Knights (DK for short), they are warriors in the army of evil forces.
These fearsome undead creatures are often darkguards, fighters, rangers, or barbarians in life; and fallen paladins may also become death knights the moment their life flames are extinguished. After a paladin becomes a death knight, the transformation of the original class characteristics is the same as the description of the dark guard in the "Dungeon Master's Guide".
The death knight looked like a rotting corpse. His face was a black skeleton wrapped in rotting skin, and two orange lights shone in the eye frames. And the death knight's voice was cold, like an echo from a deep valley. These creatures were all powerful figures during their lifetime, so you can find that the death knights are wearing expensive or magical clothes and armor, and the cloak that can show the importance of status is also one of the accessories they often wear.
Death knights speak all languages they knew in life.
"Death Knight" is a template that can be embedded on any humanoid creature whose level is not less than 6 and whose alignment is evil (the following characters refer to creatures that meet the above conditions). The type of character becomes "undead creature", except for the items marked below, other parameters and special abilities remain unchanged.
role information
Hit Dice: All of the character's Hit Dice become d12 (current and future).
speed: unchanged
Armor Class: A death knight gains +5 natural armor, unless the character's own natural armor is higher.
Attack: A death knight usually fights with a martial weapon, or with a touch attack if the weapon is disarmed.
Damage: The death knight's touch attack is to channel negative energy to injure the opponent. The damage value of the attack on the living creature is (18 + the death knight's Charisma modifier). In addition, each successful touch attack will cause the opponent's Constitution attribute to take 1 point of damage. A successful Will saving throw (DC = 10 + the death knight's Hit Dice * 1/2 + the death knight's Charisma modifier) halves the damage without compromising the Constitution score.
Special attack: In addition to retaining the original special attack, the character also gains the following abilities
Abyssal Rage [Supernatural]: Once a day, the death knight releases a shock wave of violent flames, the flames will fill the radius within 20 feet and spread outwards to 400 feet + death knight's life dice * 40 feet instantly . The shock wave deals 1d6 points of damage to the death knight's Hit Dice (maximum 20d6). Half the energy of the shock wave is fire and the other half is holy energy, so "protection from elemental damage (fire)", "fire shield (ice shield)" and similar spells cannot block this part of the energy. A successful Reflex saving throw (DC = 10 + the death knight's Hit Dice * 1/2 + the death knight's Charisma modifier) halves the damage.
Aura of Fear [Supernatural]: The death knight is surrounded by a terrifying aura that symbolizes death and evil. Creatures with fewer than 5 Hit Dice within 15 feet of the death knight must make a Will save (DC = 10 + the death knight's Hit Dice * 1/2 + the death knight's Charisma modifier). If the check fails, the death knight will be feared, and the effect is the same as the "fear" cast by a warlock of the same level.
Followers of undead creatures: The death knight will attract low-level undead creatures naturally formed within a radius of 100 miles, and obtain undead creatures with the highest total number of Hit Dice equal to the death knight's level * 2 as followers. You can get: 1d6 ghouls per month, 1d4 ghasts, 1d12 medium skeletons, 1d4 wights, or 1d8 medium zombies per week. These creatures will follow the death knight until they are destroyed. The number of undead creatures a death knight can command or rebuke is not affected by this ability.
Spells: Unless bound by alignment, a death knight can cast all spells learned during his lifetime.
Characteristics: In addition to the original characteristics of the character,
Death knights also gain the following traits.
Damage Reduction: The death knight's tough body gives it 15/+1 damage reduction (DR)
Immunity: In addition to possessing the general immunities of undead creatures, death knights are also immune to ice, electric shock, and polymorph attacks.
SR: The death knight gets 20 SR (SR), if the character level is higher than 10, the SR is 20+10-character level.
Summon mounts: Death knights can summon mounts. The most classic mount is "Nightmare". Of course, you can also choose other creatures. The Hit Dice of the mount cannot exceed half the death knight's level, and when the mount is killed, the death knight can only summon another mount after one year and one day.
Dispel immunity: Death knights cannot be dispelled, but they can be exiled by the "Holy Word" as evil outsider creatures. (The exiled death knight will return to the realm of the evil god it serves)
Undead Traits: A death knight is immune to the following effects: mind-affecting effects; poison, hypnosis, paralysis, stun, disease, instant death effects; necromancy effects; all effects that qualify a Fortitude saving throw and do not affect inanimate objects. Critical hits, bruises, energy drains, and instant death effects from giant creations have no effect on undead creatures. A death knight cannot be resurrected as an undead creature again, and the resurrection spell can only be successful if the death knight is willing. A death knight also has darkvision out to 60 feet.
Immunities: No change.
Attributes: Death knights gain +4 to Strength and +2 to Wisdom and Charisma. As undead creatures, death knights have no Constitution attribute.
Skills: No change.
Expertise: No change.
Climate/Terrain: Any surface or subsurface
Group Composition: Solitary or in groups (see "Undead Followers")
Challenge level: character's original level +3
Treasure: double the standard
Alignment: Same as character (always evil)
Evolution: Death knights continue to advance in level according to their original occupation.
player change
After the player character becomes a death knight, the character's effective level (ECL) is character level + 5. Therefore, the ECL of a 7th-level fighter/3rd-level dark guard character after becoming a death knight is 15, which is equivalent to a 15th-level character.
The character's ability to cast healing spells (Cure) in life has all changed to the ability to cast trauma spells (Inflict).