Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Death Knight Legendary Actions & Lair Actions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 8103430" data-attributes="member: 72555"><p>Problem with command undead is that the DK itself does 27 per swing and has a high accuracy.</p><p></p><p>I guess your choice is 2x strike + move or 2x strike + command.</p><p></p><p>---</p><p></p><p>I'd be tempted to put Command Undead as part of its main attack action, so it goes off every round.</p><p></p><p>Then, rather than movement, we could add push/pull.</p><p></p><p><strong>Legendary Actions</strong>:</p><p></p><p><strong>Aura of Terror</strong>: All non-undead creatures of the death knight's choice who can see the death knight must make a DC 18 wisdom save or become frightned of the DK until the end of the death knight's next turn, and immediately spend a reaction (if available) and move up to their speed away from the death knight. This movement provokes opportunity attacks. This may only be used once between Death Knight turns.</p><p></p><p><strong>Word of Doom: </strong>A creature of the Death Knight's choice that can see or hear the Death must make a Charisma save (DC 18). If they fail, until they are deafened. In addition, until the Death Knight is defeated, or the Death Knight uses this on another target, or they die, the first thing they must do on their turn is move their speed directly towards the Death Knight, and they cannot willingly move further away. At the end of each of their turns they can repeat the saving throw with disadvantage, on success the effect ends.</p><p></p><p>A push (to get out of being surrounded), and a pull (to prevent someone from kiting the DK).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8103430, member: 72555"] Problem with command undead is that the DK itself does 27 per swing and has a high accuracy. I guess your choice is 2x strike + move or 2x strike + command. --- I'd be tempted to put Command Undead as part of its main attack action, so it goes off every round. Then, rather than movement, we could add push/pull. [b]Legendary Actions[/b]: [B]Aura of Terror[/B]: All non-undead creatures of the death knight's choice who can see the death knight must make a DC 18 wisdom save or become frightned of the DK until the end of the death knight's next turn, and immediately spend a reaction (if available) and move up to their speed away from the death knight. This movement provokes opportunity attacks. This may only be used once between Death Knight turns. [B]Word of Doom: [/B]A creature of the Death Knight's choice that can see or hear the Death must make a Charisma save (DC 18). If they fail, until they are deafened. In addition, until the Death Knight is defeated, or the Death Knight uses this on another target, or they die, the first thing they must do on their turn is move their speed directly towards the Death Knight, and they cannot willingly move further away. At the end of each of their turns they can repeat the saving throw with disadvantage, on success the effect ends. A push (to get out of being surrounded), and a pull (to prevent someone from kiting the DK). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Death Knight Legendary Actions & Lair Actions
Top