Battle Masters and Heroic Wanderers
Habitat: Any; Treasure: Armaments, Individual
Questing knights travel in pursuit of a cause, such as slaying a villain, defeating a monster, recovering an Artifact, or restoring their lost honor.
Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.
Aura of Bravery. Creatures of the knight’s choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.
Multiattack. The knight makes three attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 22 (5d8) Radiant damage.
Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit: 12 (2d8 + 3) Piercing damage plus 22 (5d8) Radiant damage.
Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/Day Each: Daylight, Dispel Evil and Good, Greater Restoration, Phantom Steed