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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

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.

Traits

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.

Actions

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


Questing Knight

Medium or Small Humanoid, Neutral
  • Armor Class 18
  • Hit Points 202 (27d8 + 81)
  • Speed 30 ft.
  • Initiative +7 (17)
STR
20 (5)
DEX
16 (3)
CON
16 (3)
INT
11 (0)
WIS
12 (1)
CHA
18 (4)
  • Saving Throws Str +9, Dex +3, Con +7, Int +0, Wis +5, Cha +8
  • Skills Athletics 9, Perception 5, Persuasion 8
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 15
  • Languages Common plus one other language
  • Challenge 12 (8,400 XP)
  • Habitat Any
  • Treasure Armaments, Individual
  • Gear Greatsword, Longbow, Plate Armor
  • 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.

Actions


  • Multiattack. The knight makes three attacks, using Greatsword or Longbow in any combination.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., One Target. Hit: (2d6 + 5) Slashing damage plus (5d8)Radiant damage.
  • Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., One Target. Hit: (2d8 + 3) Piercing damage plus (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
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