This is homebrew, submitted by a member of the community.
Black Knight Commander
Black Knight Commander
Medium humanoid (any race), lawful evil alignmentMedium humanoid (any race), lawful evil alignmentArmor Class 18 (plate)18 (plate)
Hit Points 78 (12d8+24)78 ([12d8+24])
Speed 30 ft.30 ft.
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Charge. If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.
Hateful Aura. The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
Magic Weapons. The black knight commander’s weapon attacks are made with magical (+1) weapons.
[b]Charge.[/b] If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 ([3d6]) damage.
[b]Hateful Aura.[/b] The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
[b]Magic Weapons.[/b] The black knight commander’s weapon attacks are made with magical (+1) weapons.
Actions
Multiattack. The black knight commander makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6+5) bludgeoning damage.
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) piercing damage.
Frightful Charge (Recharges after a Short or Long Rest). The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander’s presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
[b]Multiattack.[/b] The black knight commander makes two melee attacks.
[b]Mace.[/b] Melee Weapon Attack: [+8] to hit, reach 5 ft, one target. Hit: 8 ([1d6+5]) bludgeoning damage.
[b]Lance.[/b] Melee Weapon Attack: [+8] to hit, reach 10 ft., one target. Hit: 11 ([1d12+5]) piercing damage.
[b]Frightful Charge (Recharges after a Short or Long Rest).[/b] The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander’s presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
Details
The black knight commander strikes an imposing figure upon his chosen mount; one that inspires bloodlust in his allies and fear in his foes. Devoted to his own twisted code, the black knight commander has a sense of honor but he spares no compassion for those who stand in his way. Whether he fights for a dark lord or a demonic god, all of his foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory. The black knight commander strikes an imposing figure upon his chosen mount; one that inspires bloodlust in his allies and fear in his foes. Devoted to his own twisted code, the black knight commander has a sense of honor but he spares no compassion for those who stand in his way. Whether he fights for a dark lord or a demonic god, all of his foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory.Shout outs: Stacey, LukeMassay, Conor Quinn, Cedar, Bartis Edmond Hawley-Wall, Kyler Havard, Oliver Young, Elycoralisia, Moonstar Morris, Michael Saint Gregory, Grey, Keaton Permenter, Shazear, John Nazario, Gary, Gordon Alexander Fallon, Max Puplett
Their contribution stands as a beacon of hope for all adventurers!