Shadow Knight
| Level | Proficiency Bonus | Features | Skeletons |
|---|---|---|---|
| 5th | +3 | Loyal Boys | +3 |
| 10th | +4 | Family Renuion | +3 |
| 15th | +5 | Wither Into Shadows | +4 |
| 17th | +6 | Make It Rain | +5 |
| 20th | +6 | ”The Exorcist” | +7 |
Abilities
Loyaled Sons
Level 5
Skeleton Minions: The Shadow Knight can summon a group of skeletal minions to fight alongside them. The number of minions summoned is equal to the The Shadow Knights family memember memories.
These minions have the following attributes:
Hit Points: Each minion has a number of hit points equal to the Shadow Knights level plus their Constitution modifier.
AC and Saving Throws: The minions have an Armor Class of 13 + the Shadow Knights Constituion modifier and make saving throws with the Shadows Knights proficiency bonus.
Actions:
The minions act on the The Shadow Knights turn and can take the Dash, Disengage, or Help action as a bonus action.
- Simple Melee Attack: 1d6 +
- Simple Range Attack: 1d6 +
- The Gang Attack: If Gold and Armor are surrounding a Target the duo can rip the pants off of the target. The Target movement is reduced to half.
Passive
Rip Thy Arms: Same as orginial just change the death of a minion to disadvantage on attacks for said minions
Passive Ability
Undying loyalty: Any undead creature that is considered undeaded that is level 1 or 1/2 can be under the control of the Shadow Knight.
Family Renuion
Level 10
Pulled Into The Grave: