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Death Knight Legendary Actions & Lair Actions
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<blockquote data-quote="J-H" data-source="post: 8103443" data-attributes="member: 7020951"><p>This is timely, as I have a DK featuring in an upcoming campaign where the party will be level 15-17 when they reach it.</p><p></p><p>The base Death Knight's HP seems very low. Blog of Holding has a typical CR 17 at 225hp. That 2 points of AC isn't going to do much against a 10th or 12th level party - my Castle Dracula party could dish 180hp out in one round. Reckless attack hasted zealot barbarian GWM (optimized, but hardly an obscure build) can do over that just by itself. I'd bump the HP up and give it more resistances... it's a specifically anti-paladin, so maybe resistance to fire and radiance?</p><p></p><p>Destructive Wave (necrotic) as a 5th level spell slot stinks. 5d6 AOE and maybe prone with no way to follow up except the undead minions - oh, and it damages the minions. It already has a version of Unholy Weapon baked in (the only reason it's a melee threat), so how about Banishing Smite? Casts as a bonus action, gives burst damage, and a CC option. </p><p></p><p>Also, it has no skills. Give it Athletics (+11) and Insight (+9).</p><p></p><p><strong>Legendary Resistance x 3</strong> yes</p><p></p><p><strong>Legendary actions:</strong></p><p>Lunge: Move 10' and make one melee attack against a foe, without provoking OAs</p><p>Cast a spell (costs 2 actions): Does what it says.</p><p>Shield Slam: Shoves an adjacent opponent prone. The Athletics skill we added comes in handy here.</p><p>Channel negative energy: The Death Knight heals itself for 2d8+3 hp. This gives an option for those times when the party isn't close, and the DK doesn't want to close in yet.</p><p></p><p><strong>Lair Actions</strong>:</p><p>These depend entirely on the lair and nature of the DK. Possible options:</p><p>-Bless on all undead within the lair</p><p>-Bane on all living creatures within 120' (Wis DC 18, using the DK's spell save)</p><p>-Poisonous Fog: An area, or several areas, are filled with Stinking Cloud effects.</p><p>-Summon undead: Skeletons or a couple of ghouls or something more specialized</p><p>-Summon Mordenkainen's Sword (1d4)</p><p>-Reaving Fear: All enemies who can see the DK and are within 60' must make a DC 18 Wis save or be Frightened for 1 round. For each enemy who is Frightened, the DK gains 10 temporary hit points.</p></blockquote><p></p>
[QUOTE="J-H, post: 8103443, member: 7020951"] This is timely, as I have a DK featuring in an upcoming campaign where the party will be level 15-17 when they reach it. The base Death Knight's HP seems very low. Blog of Holding has a typical CR 17 at 225hp. That 2 points of AC isn't going to do much against a 10th or 12th level party - my Castle Dracula party could dish 180hp out in one round. Reckless attack hasted zealot barbarian GWM (optimized, but hardly an obscure build) can do over that just by itself. I'd bump the HP up and give it more resistances... it's a specifically anti-paladin, so maybe resistance to fire and radiance? Destructive Wave (necrotic) as a 5th level spell slot stinks. 5d6 AOE and maybe prone with no way to follow up except the undead minions - oh, and it damages the minions. It already has a version of Unholy Weapon baked in (the only reason it's a melee threat), so how about Banishing Smite? Casts as a bonus action, gives burst damage, and a CC option. Also, it has no skills. Give it Athletics (+11) and Insight (+9). [B]Legendary Resistance x 3[/B] yes [B]Legendary actions:[/B] Lunge: Move 10' and make one melee attack against a foe, without provoking OAs Cast a spell (costs 2 actions): Does what it says. Shield Slam: Shoves an adjacent opponent prone. The Athletics skill we added comes in handy here. Channel negative energy: The Death Knight heals itself for 2d8+3 hp. This gives an option for those times when the party isn't close, and the DK doesn't want to close in yet. [B]Lair Actions[/B]: These depend entirely on the lair and nature of the DK. Possible options: -Bless on all undead within the lair -Bane on all living creatures within 120' (Wis DC 18, using the DK's spell save) -Poisonous Fog: An area, or several areas, are filled with Stinking Cloud effects. -Summon undead: Skeletons or a couple of ghouls or something more specialized -Summon Mordenkainen's Sword (1d4) -Reaving Fear: All enemies who can see the DK and are within 60' must make a DC 18 Wis save or be Frightened for 1 round. For each enemy who is Frightened, the DK gains 10 temporary hit points. [/QUOTE]
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