```metadata title: Knight of Quality version 3 description: '' tags: [] systems: - 5e renderer: legacy theme: 5ePHB ``` King Arthur ___ ___ > ## Arthur Pendragon > *Medium humanoid (human), lawful good* >___ > - **Armor Class:** 20 (plate armor, shield) > - **Hit Points:** 185 (19d8 + 76) > - **Speed:** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|-----|-----|-----|-----|-----|-----| >| +4 (18) | +3 (16) | +4 (18) | +2 (15) | +3 (17) | +5 (20) | >___ > - **Saving Throws:** Dex +9, Wis +9, Cha +11 > - **Skills:** Athletics +9, History +7, Insight +9, Persuasion +15, Perception +9 > - **Damage Resistances:** Nonmagical piercing and slashing damage > - **Passive Perception** 19 > - **Languages** Brittonic, Latin, Old English > - **Challenge:** 17 (18,000 XP) > - **Proficiency Bonus:** +6 >___ > > **Aura of Leadership (Legendary)** Allies within 30 feet of Arthur gain the following benefits: - A +4 bonus to saving throws. - Immunity to being Charmed or Frightened. - Temporary hit points equal to Arthur's Charisma modifier + Proficiency bonus (11) at the start of their turn if they start within the aura. > >**Excalibur's Blessing** So long as Excalibur's scabbard remains in Arthurs posetion he regains 20 hit points at the start of each his turn. > >**Legendary Leader** Arthur can grant an ally within 30 feet a saving throw at the end of their turn to end one condition affecting them, such as Charmed, Frightened, or Paralyzed. > > **Legendry Resistance (3/Day)** If Arthur fails a saving throw, he can choose to succeed instead. > >**King’s Inspiration (5/Short Rest)** As a bonus action, Arthur can inspire up to three allies within 60 feet. Each ally gains a +4 (1d8) bonus to one ability check, attack roll, saving throw, or damage roll, or can add it to their AC as a reaction when an attack is made against them. > >**Shield Master** If Arthur is holding a shield: - He adds his shield's AC bonus to Dexterity saving throws. - He can use a reaction to take no damage from effects that allow a Dexterity save for half damage. > >**Magic Items** Arthur wields Excalibur and Carnwennan: - **Excalibur** A +3 magic longsword that deals 1d8+11 slashing damage plus 3d8 radiant damage on hit. On a critical hit, Excalibur deals an additional 6d8 radiant damage. - **Carnwennan** A +1 magic dagger with the ability to cast **Invisibility** (self only) once per day. > >**Spellcasting** Arthur is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Arthur typically has the following spells prepared: > >- Cantrips (at will): *mending, message, light* - 1st level (4 slots): *bless, detect magic, heroism, protection from evil and good, sanctuary* - 2nd level (3 slots): *aid, calm emotions, find steed, lesser restoration, zone of truth* - 3rd level (3 slots): *beacon of hope, dispel magic, revivify* - 4th level (3 slots): *death ward, freedom of movement, guardian of faith* - 5th level (2 slots): *circle of power, holy weapon* - 6th level (1 slots): *heal, heroes’ feast* > > ### Actions > >**Multiattack** Arthur makes two attacks with Excalibur. > > **Excalibur** *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 11) slashing slashing damage plus 3d8 radiant damage . > >**Carnwennan** *Melee or Ranged Weapon Attack:* +11 to hit, range 20/40 ft., one target. Hit: 7 (1d4 + 5) piercing damage. > >**Channel Divinity (1/Short Rest)** Arthur can choose one of the following options: - **Turn the Unholy:** Each fiend or undead within 30 feet of Arthur that can see or hear him must succeed on a DC 18 Wisdom saving throw or be turned for 1 minute. - **Sacred Weapon:** For 1 minute, Arthur adds +4 to attack rolls made with one weapon and causes it to emit bright light in a 20-foot radius. > >**Lay on Hands** Arthur has a pool of 200 hit points he can use to heal others or cure diseases/poisons (5 HP per effect). > > ### Bonus action > >**Legendary Leadership** Arthur can grant an ally within 30 feet a saving throw at the end of their turn to end one condition affecting them, such as Charmed, Frightened, or Paralyzed. > > ### Legendary Actions (3/round) > >**Call to Arms.** Arthur commands allies within 30 feet to make a melee weapon attack as a reaction. > >**Excalibur's Radiance (Costs 2 Actions).** Excalibur emits a burst of radiant energy in a 20-foot radius. Creatures of Arthur’s choice within the radius take 18 (4d8) radiant damage and are Blinded until the end of their next turn (DC 18 Con save negates the blindness). > >**Spirit of the Round Table (Costs 3 Actions).** Arthur invokes the ideals of the Round Table. Each ally within 30 feet regains 20 hit points, gains advantage on attack rolls until the start of Arthur’s next turn, and is immune to being Frightened for 1 minute. > \page Lancelot ___ ___ > ## Sir Launcelot du Lac >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 223 (19d8 + 114) > - **Speed** 45 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|-----|-----|-----|-----|-----|-----| >| +5 (20) | +4 (18) | +6 (22) | +2 (15) | +3 (16) | 18 (+4) | >___ > - **Saving Throws** Str +11, Dex +10, Wis +9, Cha +10 > - **Skills** Athletics +11, Insight +9, Perception +9, Persuasion +14, History +8 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, frightened > - **Passive Perception** 19 > - **Languages** Old French, Latin, Sylvan > - **Challenge** 18 (20,000 XP) > - **Proficiency Bonus** +6 >___ > **Dueling Mastery** When wielding a melee weapon in one hand and no other weapons, Launcelot deals an additional 4 damage on weapon attacks. > >**Brutal Critical** When Lancelot scores a critical hit with a melee attack, he rolls 3 additional weapon damage dice. > > **Superior Critical** Launcelot's weapon attacks score a critical hit on a roll of 18–20. > > **Mage Slayer** Launcelot has advantage on saving throws against spells cast by creatures within 5 feet of him. Additionally, when a creature within 5 feet casts a spell, Launcelot can use his reaction to make a melee attack against them. > > **Survivor** At the start of each of his turns, Lancelot regains 10 hit points if he has no more than half his hit points remaining and at least 1 hit point. > >**Slasher** Once per turn, when Lancelot hits a creature with a slashing damage attack, the creature’s speed is reduced by 10 feet until the start of his next turn. On a critical hit with slashing damage, the target has disadvantage on all attack rolls until the start of his next turn. > > **Aura of Alacrity and Courage** When Lancelot is conscious, he and any allies within 10 feet of him gain a +4 bonus to their saving throws, and they cannot be Charmed or Frightened. Additionally, allies starting their turn within 5 feet of him have their walking speed increased by 10 feet until the end of their turn. > > **Legendry Resistance (3/Day)** If Launcelot fails a saving throw, he can choose to succeed instead. > >**Inspiring Smite (1/rest)** After using Divine Smite, Lancelot can distribute 30 temporary hit points among creatures within 30 feet. > > **Spellcasting** Launcelot is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit). He has the following spells prepared: > >- **Cantrips (at will):** true strike - **1st level (4 slots):** divine favor, heroism, protection from evil and good, sanctuary - **2nd level (3 slots):** branding smite, calm emotions, enhance ability, lesser restoration, zone of truth - **3rd level (3 slots):** counterspell, haste, dispel magic - **4th level (3 slots):** freedom of movement, guardian of faith, death ward - **5th level (2 slots):** holy weapon > > ### Actions > > **Multiattack** Launcelot makes three melee attacks. > >**Secace (Longsword)** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (1d8 + 5) slashing damage, or 14 (1d10 + 6) slashing damage when used with two hands; plus 9 (2d8) radiant damage. > >**Dagger** *Melee or Ranged Weapon Attack:* +10 to hit, reach 5 ft. or range 20/40 ft., one target. *Hit:* 7 (1d4 + 4) piercing damage plus 9 (2d8) radiant damage. > >**Channel Divinity (1/Rest)** - **Sacred Weapon.** As an action, Launcelot imbues his weapon with holy light for 1 minute, granting a +4 bonus to attack rolls. - **Turn the Unholy.** As an action, Launcelot forces fiends and undead within 30 feet to make a DC 18 Wisdom saving throw or be turned for 1 minute. > > ### Mythic Action: Living Legend When Lancelot is reduced to 0 hit points, he can immediately regain 150 hit points and activate **Living Legend**, which lasts for 1 minute. While this trait is active, Lancelot gains the following benefits: - He has advantage on all Charisma checks. - Once on each of his turns, if he misses with a weapon attack, he can choose to hit instead. - If he fails a saving throw, he can reroll it and must use the new roll. > >Once Living Legend is used, Lancelot cannot activate it again until he finishes a long rest. > > ### Legendary Actions > >Launcelot can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn. > > **Dueling Flourish** Launcelot moves up to 15 feet and makes a melee attack. If the attack hits, it deals an additional 10 radiant damage. > >**Riposte** When a creature misses Launcelot with a melee attack, he can use a legendary action to immediately make a melee attack against that creature. > >**Shield Bash (Costs 2 Actions).** Lancelot shoves a creature within 5 feet, forcing them to make a DC 18 Strength saving throw or be knocked prone. \page Galahad ___ ___ > ## Sir Galahad >*medium humanoid (human), lawful good* > ___ > - **Armor Class** 18 (plate armor) > - **Hit Points** 180 (16d8 + 64) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+3 (16)|+4 (18)|+2 (15)|+4 (18)|+5 (20)| >___ > - **Saving Throws** Dex +13, Wis +14, Cha +15 > - **Skills** Athletics +9, Insight +9, Perception +9, Persuasion +10, Religion +7, Survival +9 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical weapons. > - **Condition Immunities** charmed, frightened; diseases > - **Senses** truesight 60 ft. passive Perception 19 > - **Languages** Latin, Old French, Brittonic > - **Challenge** 16 (15,000 XP) > - **Proficiency bonus** +5 > ___ >**Aura of Courage, Devotion, and Protection** Galahad exudes an aura of divine righteousness. While he is conscious, he and allies within 30 feet gain the following benefits: - A +5 bonus to all saving throws. - Immunity to being charmed or frightened. - Advantage on death saving throws. - Regain 5 hit points at the start of their turn if they have fewer than half their hit points remaining. - Gain a +10-foot bonus to their movement speed. > >**Divine Purity** Once per day, Galahad can choose to automatically succeed on a saving throw against an effect that would corrupt or tarnish his mind or soul (e.g., domination, madness, or possession). > >**Improved Divine Smite** When Galahad hits a creature with a melee weapon attack, he can expend a spell slot to deal radiant damage in addition to the weapon’s damage. The radiant damage is 3d8 for a 1st-level spell slot, plus 1d8 for each level above 1st (to a maximum of 6d8). This damage increases by 1d8 if the target is undead or a fiend. > >**Lay on Hands** Galahad has a pool of 250 hit points he can use to heal others or himself. As an action, he can restore a number of hit points up to the remaining pool total, cure a disease, or neutralize a poison. > >**Divine Sense (5/day)** Galahad can sense celestials, fiends, or undead within 60 feet that are not behind total cover. Galahad's Divine Sense also reveals whether a creature is under the influence of a curse or possession. > >**Holy Fervor** When Galahad misses with a melee attack, the light of his faith flares, dealing radiant damage equal to his Charisma modifier (5) to the target. > >**Spellcasting** Galahad is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He has the following spells prepared: > >- **Cantrips (at will):** *guidance, light, mending, message, spare the dying, word of radiance* - **1st level (4 slots):** *bless, divine favor, heroism, protection from evil and good, sanctuary* - **2nd level (3 slots):** *shield of faith, branding smite, lesser restoration, zone of truth* - **3rd level (3 slots):** *beacon of hope, dispel magic, revivify* - **4th level (3 slots):** *death ward, freedom of movement, guardian of faith* - **5th level (2 slots):** *circle of power, holy weapon* - **6th level (1 slot):** *heal* > > ### Actions > >**Multiattack** Galahad makes two melee attacks. > >**Sword with the Red Hilt** *Magic Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if wielded with two hands, plus 4 (1d8) radiant damage. > >**Handaxe** Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 9 (1d6 + 4) slashing damage, plus 4 (1d8) radiant damage. > >**Channel Divinity (3/rest)** - **Sacred Weapon:** As an action, Galahad imbues a weapon with divine energy for 1 minute, gaining a +4 bonus to attack rolls. - **Turn the Unholy:** As an action, Galahad forces fiends or undead within 30 feet to make a DC 18 Wisdom save or be turned for 1 minute. > > ### Reactions > >**Guardian Angel (1/Day)** When an ally within 30 feet is reduced to 0 hit points, Galahad can use his reaction to teleport to their side and cast *revivify* on them. > > ### Legendary Action > >Galahad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Galahad regains spent legendary actions at the start of his turn. > >**Beacon of Righteousness** Galahad sheds divine light in a 30-foot radius. All allies regain 10 hit points and have advantage on their next attack roll or saving throw. > >**Divine Rebuke** When hit by a melee attack, Galahad deals 15 radiant damage to the attacker. > >**Protective Smite** Galahad moves up to 10 feet and makes a melee attack. If it hits, an ally within 30 feet gains 10 temporary hit points. \page Gawain ___ ___ > ## Sir Gawain Maidens' Knight >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 22 (plate armor, pentangle shield) > - **Hit Points** 185 (19d8 + 76) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+3 (16)|+4 (18)|+2 (15)|+3 (16)|+4 (18)| >___ > - **Saving Throws** Dex +9, Wis +9, Cha +10 > - **Skills** Athletics +9, Insight +14, Medicine +9, Perception +9 > - **Senses** Truesight 10 ft., passive Perception 19 > - **Languages** Brittonic, Old English > - **Challenge** 15 (13,000 XP) > - **Proficiency bonus** +6 > ___ >**Aura of Courage, Devotion, and Warding** Gawain and allies within 30 feet cannot be *frightened* or *charmed*, gain a +5 bonus to saving throws, and have resistance to spell damage. > >**Noon's Blessing**When Gawain wields Galatine, his Strength increases as the day progresses. From 9 a.m. to 12 p.m., his Strength becomes 19, 20, and then 21, before returning to 18 after high noon. > >**Superior Critical** Gawain’s weapon attacks score a critical hit on a roll of 18–20. > >**Sworn Enemy** Once per turn, Gawain can deal an extra 10 (3d6) damage to a creature he hits with a weapon attack if he is defending or avenging a female > >**Thrown Weapon Fighting**Gawain can draw and throw a weapon with the thrown property as part of the same attack. His thrown weapon attacks deal +2 damage. > >**Pentangle Shield:** Gawain’s magical shield grants +2 AC. If he takes the Dodge action, he gains advantage on saving throws against spells until the start of his next turn. > >**Action Surge (2/rest)** the knight can push himself beyond his normal limits for a moment. On his turn, he can take one additional action, but only once on the same turn. > >**Indomitable (3/day)** Gawain can reroll a failed saving throw, using the new roll. > >**Rapid Strike (1/turn)** When Gawain has advantage on a weapon attack roll, he can forgo the advantage to make an additional attack. > >**Second Wind (1/rest)** Gawain can draw on a limited well of stamina to protect himself. As a bonus action he regains 25 hit points > ### Actions >**Multiattack** Gawain makes four attacks with Galatine or javelins. > >**Galatine** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 16 (1d8 + 6) slashing damage, or 18 (1d10 + 6) slashing damage when used with two hands, plus 7 (2d6) radiant damage. > >**Javelin** *Ranged Weapon Attack:* +10 to hit, ranged 30/120, one target. *Hit:* 10 (1d6 + 6) piercing damage. > > ### Bonus action > >**Fighting Spirit (6/day)** Gawain can give himself advantage on weapon attack rolls until the end of his current turn. When he does so, he also gains 15 temporary hit points. > > ### Reaction >**Parry** The knight adds 6 to his AC against one attack roll that would hit him. To do so, He must see the attacker and be wielding a shield. > >**Strength before Death (1/day)** When reduced to 0 hit points but not killed outright, Gawain can delay falling unconscious. He immediately takes an additional turn and gains regeneration for 1 minute, regaining 10 hit points at the start of each turn. \page Gringolet ___ ___ > ## Gringolet > *Large beast, neutral good* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 66 (7d10 + 28) > - **Speed** 60 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |+5 (21)|+2 (15)|+3 (16)|+0 (10)|+2 (15)|+1 (13)| >___ > - **Saving Throws** Dex +5, Con +6 > - **Languages** Understands Common but can't speak > - **Challenge** 5 (1,800 XP) > - **Proficiency Bonus** +5 >___ > > **Mounted Evasion.** Gawain and Gringolet take no damage on a successful Dexterity saving throw and half damage on a failure against area effects. > > **Mounted Adept.** While mounted, Gawain gains advantage on melee attacks against unmounted creatures smaller than Gringolet. Attacks targeting Gringolet can be redirected to Gawain. > > ### Actions > **Hooves** _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 5) bludgeoning damage. > > **Trampling Charge.** If Gringolet moves at least 20 feet straight toward a creature and hits with a hooves attack, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If prone, Gringolet can make one hooves attack as a bonus action. > > ### Reactions > **Uncanny Dodge** Gringolet halves the damage it takes from an attack it can see. > > **Self-Sacrifice** When an ally within 5 feet is hit, Gringolet can swap places with the ally and take the hit instead. ___ ___ > ### **Ring of Hidden Desires** >*Wondrous Item (Ring), legendary (requires attunement)* > >This exquisitely crafted ring is made of polished gold, with an inscription in an ancient, unreadable script. It radiates an otherworldly aura, and its magic is bound by both desire and secrecy. While attuned to the ring, Gawain gains the following abilities: > >**Summoning of the Impossible.** As an action, the wearer may summon a creature, object, or entity that they desire. This can be an impossible creature (like a mythical animal or a long-dead figure), a specific object, or even a person (such as a prisoner or a forgotten figure). The creature or object appears in a space within 30 feet of the wearer. > >**Veiled Presence** The ring grants the wearer the ability to keep their secret affairs hidden. Once per day, the wearer may use the ring to conceal their presence or actions from any creature within 60 feet. The creature cannot perceive the wearer or any evidence of their actions for 1 hour. This can allow for private meetings, secretive actions, or clandestine relationships to remain unnoticed. The magic works by bending the perception of those around the wearer, not erasing any physical traces. > > - > >**Secrecy's Burden** However, there is a price to wielding this power. The wearer must keep the true nature of their relationship with the ring’s magic secret—whether it is the true source of their power, a forbidden love, or an unspoken pact. Each time the wearer breaks this secrecy (such as by revealing the ring's abilities to someone or failing to keep the secret of their actions), they suffer a curse: > > - **Curse of Revelation.** Each time the secret is exposed, the wearer must succeed on a DC 17 Wisdom saving throw or become cursed with public disgrace for 24 hours. During this time, all attempts to hide or deceive others automatically fail, and any social interaction is severely hampered (with disadvantage on Charisma checks). \page Tristan ___ ___ > ## Tristan >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 17 (studded leather armor) > - **Hit Points** 162 (18d8 + 72) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| +2 (14) | +5 (20) | +4 (18) | +1 (12) | +3 (16) | +2 (14) | >___ > - **Saving Throws** Dex +9, Wis +7 > - **Skills** Acrobatics +9, Perception +7, Stealth +9, Survival +7 > - **Damage Resistances** nonmagical ranged damage > - **Passive Perception** 17 > - **Languages** Old French, Breton > - **Challenge** 14 (11,500 XP) > - **Proficiency Bonus** +4 >___ > >**Uncanny Tracker** Tristan can unerringly track any creature he has wounded in the last 24 hours. He knows the distance and direction to his quarry as long as they are on the same plane of existence. > >**Sharpshooter Specialist** Tristan’s ranged weapon attacks have a +2 bonus to attack rolls, ignore half and three-quarters cover, and he can take a −5 penalty to an attack roll to deal an additional +10 damage. > >**Evasion** When Tristan is subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes no damage on a success and half damage on a failure. > >**Uncanny Dodge (1/turn)** When a creature Tristan can see hits him with an attack, he can use his reaction to halve the attack's damage. > >**Marked Quarry (3/Day)** Tristan can use a bonus action to mark a creature he can see within 150 feet. For the next minute, he has advantage on ranged attack rolls against the target and deals an extra 10 (3d6) damage with ranged attacks. > > ### Actions > >**Multiattack** Tristan makes three ranged attacks with his longbow or two melee attacks with his shortsword. > >**Longbow** *Ranged Weapon Attack:* +11 to hit, range 150/600 ft., one target. *Hit:* 11 (1d8 + 5) piercing damage. > >**Barrage (Recharge 6)** Tristan releases a hail of arrows in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much on a successful save. > >**Repositioning Shot** Tristan fires a specialized arrow at a creature within 150 feet. If the attack hits, the target must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from Tristan. > > **Volley**Tristan makes a single ranged attack against each creature of his choice within a 10-foot radius of a point he can see within range. > > ### Bonus Actions > >**Precision Shot (3/Day)** Tristan can make a single ranged weapon attack with advantage. > >**Quick Step** Tristan can move up to half his speed without provoking opportunity attacks. > > ### Reactions > >**Deflecting Shot (1/Day)** When a ranged attack hits Tristan or a creature within 10 feet of him, he can use his reaction to reduce the damage by 10 (1d10 + 5). > >**Riposte Shot** When a creature within Tristan's line of sight misses him with an attack, he can use his reaction to make a single ranged attack against the attacker. > \page Lamorak ___ ___ > ## Sir Lamorak >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 20 (plate armor, shield; 24 while moving with Shield Master) > - **Hit Points** 185 (19d8 + 76) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+5 (20)|+3 (16)|+5 (20)|+2 (15)|+3 (16)|+4 (18)| >___ > - **Saving Throws** Dex +8, Con +9, Wis +7, Cha +8 > - **Skills** Athletics +10, Insight +7, Perception +7, Intimidation +8 > - **Passive Perception** 17 > - **Languages** Common > - **Languages** Brittonic, Old English > - **Challenge** 14 (11,500 XP) > - **Proficiency bonus** +4 > ___ >**Dueling** When Sir Lamorak is wielding a melee weapon in one hand and no other weapons, he gains a +4 bonus to damage rolls with that weapon. > >**Tactical Discipline** Lamorak has advantage on all ability checks and saving throws made during combat. > >**Action Surge (2/rest)** Sir Lamorak can push himself beyond his normal limits for a moment. On his turn, he can take one additional action, but only once per turn. > >**Indomitable (3/day)** Sir Lamorak can reroll a failed saving throw. He must use the new roll. > >**Second Wind (1/rest)** Sir Lamorak can draw on a limited well of stamina to protect himself. As a bonus action, he regains 25 hit points. > >**Shield Master** Lamorak can use his shield for more than defense. If he is holding a shield he gains the following benefits: - When he takes the Attack action, he can use a bonus action to shove a creature within 5 feet of him. - If he isn’t incapacitated, he can add his shields AC bonus to any Dexterity saving throw against a spell or harmful effect that targets him. - If he is subject to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use a reaction to take no damage if he succeeds on the saving throw. > > ### Actions > >**Multiattack** Sir Lamorak makes two attacks. He can augment each attack with one **Maneuver**. > >**Longsword** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (1d8 + 5) slashing damage, or 15 (1d10 + 5) slashing damage when used with two hands. Plus 4 (1d8) radiant damage. > >**Longbow** *Ranged Weapon Attack:* +8 to hit, ranged 150/600, one target. *Hit:* 10 (1d8 + 3) piercing damage, plus 4 radiant damage. > >**Maneuvers**: Lamorak is a 10th-level battlemaster. His Maneuver ability is Strength (Maneuver save DC 17). He knows the following maneuvers: - **Disarming Attack** The target must succeed on a DC 17 Strength saving throw or it drops one object he chooses. The object lands at its feet. - **Distracting Strike** The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of his next turn. - **Goading Attack** The target must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls against targets other than him until the end of his next turn. - **Lunging Attack** Sir Lamorak increase his reach for that attack by 5 feet. If the attack hits, add 4 damage to the attack. - **Maneuvering Attack** Sir Lamorak maneuvers one of his allies into a better position. Choose a friendly creature that can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Sir Lamorak’s attack. - **Precision Attack** Sir Lamorak adds 4 to the attack roll. - **Pushing Attack** If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away. > > ### Bonus Action >**Shove** When Lamorak takes the Attack action, he can use a bonus action to shove a creature within 5 feet of him. The target must be no more than Large. DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to avoid. > > ### Reaction > >**Parry** Lamorak adds 4 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon. > >**Riposte** When a creature misses Lamorak with an attack, he can use a maneuver to make a melee weapon attack against the creature. If the attack hits, add 4 damage to the attack. > >**Brace** When a creature Lamorak can see moves into the reach he has with the melee weapon he is wielding, he can use his reaction to make one attack against the creature, using that weapon. If the attack hits, add 4 damage to the attack. \page Percival ___ ___ > ## Percival >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 20 (plate armor, shield) **Hit Points** 198 (18d10 + 90) **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| | +5 (20) | +1 (12) | +5 (20) | +1 (12) | +3 (16) | +4 (18) | >___ > - **Saving Throws** Str +9, Con +9, Wis +7, Cha +8 > - **Skills** Athletics +9, Insight +7, Perception +7, Religion +5 > - **Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks > - **Passive Perception 17 > - **Languages** Brittonic, Druidic > - **Challenge** 13 (7,200 XP) > - **Proficiency Bonus** +4 >___ > >**Relentless Endurance (1/Day)** When Percival is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. > >**Divine Protection** Percival has advantage on saving throws against being charmed, frightened, or paralyzed. > >**Enduring Spirit** Percival recovers 15 hit points at the start of each of his turns while he is below half his hit point maximum. > >**Holy Champion** Percival’s melee attacks deal an additional 9 (2d8) radiant damage to fiends and undead. > >**Aura of Resolve** Allies within 10 feet of Percival gain a +2 bonus to saving throws against being frightened or charmed. > >**Unyielding Strength** Percival has advantage on ability checks and saving throws to avoid being grappled, restrained, or knocked prone. > > ### Actions > >**Multiattack** Percival makes two melee attacks. > >**Greatsword** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage to fiends and undead. > >**Holy Smite (Recharge 5–6)** Percival channels divine energy into a devastating strike. Each creature of his choice in a 20-foot radius centered on himself must make a DC 17 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much on a successful one. > >**Shield Bash** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. > > ### Bonus Actions > >**Second Wind (1/Short Rest)** Percival regains 30 hit points. > >**Divine Resolve (3/Day)** Percival can end one effect on himself that is causing him to be charmed or frightened. > > ### Reactions > >**Guardian's Deflection** When a creature Percival can see within 5 feet of him is hit by an attack, he can use his reaction to impose disadvantage on the attack roll. \page Mordred ___ ___ > ## Mordred, The Traitor Knight >*Medium humanoid (human), lawful evil* >___ > - **Armor Class** 20 (plate armor, enchanted shield) > - **Hit Points** 145 (14d8 + 84) > - **Speed** 30 ft. >___ >| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** | >|:-------:|:-------:|:-------:|:-------:|:-------:|:-------:| >| +5 (20) | +3 (16) | +6 (18) | +2 (15) | +4 (16) | +5 (20) | >___ > - **Saving Throws** Dex +8, Wis +9, Cha +10 > - **Skills** Deception +15, Insight +9, Persuasion +10, Stealth +8 > - **Damage Resistances** Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Senses** Darkvision 60 ft., passive Perception 19 > - **Languages** Latin, Brittonic > - **Challenge** 12 (8,400 XP) > - **Proficiency Bonus** +5 >___ > > **Aura of Betrayal (Recharges after a Short or Long Rest)** Mordred exudes an aura of manipulation and treachery. All creatures within 30 feet of him have disadvantage on Wisdom (Insight) checks to discern his true intentions. Additionally, creatures that fail their Insight check against Mordred’s Deception are charmed by him for 1 minute. The charm can be broken if the creature is harmed by Mordred or his allies, or if the creature succeeds on a DC 15 Wisdom saving throw. > >**Darkened Honor** Mordred has advantage on saving throws against being charmed, frightened, or forced to tell the truth by magic. Additionally, once per turn, Mordred can add +3 to an attack roll or saving throw he makes. > >**Arcane Duelist** Mordred’s weapon attacks score a critical hit on a roll of 19-20. He adds +2 to attack and damage rolls with his longsword, and his weapon attacks count as magical. > >**Master of Deception** Mordred can use his Charisma modifier in place of his Dexterity modifier for Stealth and initiative rolls. > >**Legendary Resistance** (2/Day). If Mordred fails a saving throw, he can choose to succeed instead. > > ### Actions > >**Multiattack**. Mordred makes 3 attacks with his longsword. > >**Sword of Treachery (Longsword)** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 18 (2d6 + 5) slashing damage, or 22 (3d6 + 5) slashing damage on a critical hit. If the target is surprised, it takes an additional 10 (3d6) psychic damage, as Mordred twists the blade of betrayal into the foe’s mind. > >**Enfeebling Smite (Recharge 5–6)** Mordred imbues his sword with dark energy. As part of a melee attack, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. While paralyzed, the target also has disadvantage on Strength-based attack rolls and checks. > >**Manipulative Strike** Mordred can choose to use his Charisma modifier to replace his Strength or Dexterity modifier for his attack and damage rolls on a single melee attack. When he does so, the target must make a DC 18 Wisdom saving throw or become charmed by him for 1 minute. While charmed, the target regards Mordred as a trusted ally. The charm ends if Mordred or his allies deal damage to the target. > >**Conspiracy of Shadows (Recharge 5–6)** Mordred can create a sphere of impenetrable darkness within a 20-foot radius. This sphere lasts for 1 minute or until Mordred dismisses it (no action required). All creatures within the sphere are blinded and cannot see outside of it. Mordred can see through the darkness as if it were dim light. Creatures in the sphere have disadvantage on Wisdom saving throws made against effects caused by Mordred. > >**Shadowstep(REcharge 5-6)** Mordred teleports up to 30 feet to an unoccupied space that he can see. He can then make one attack as part of the teleportation. > >**Dark Words** Mordred can speak to a creature within 30 feet of him. The target must succeed on a DC 18 Wisdom saving throw or be frightened of Mordred until the end of its next turn. > > ### Bonus actions > >**Treachery Strike (1/Day)** Mordred targets an ally within 10 feet of him. That ally takes 10 (3d6) psychic damage, and Mordred gains advantage on his next attack roll. > > ### Reactions > >**Parry**. Mordred adds 5 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. > >**Return the Blade** When a creature within 30 feet of Mordred hits him with a melee attack, Mordred can use his reaction to make an immediate melee weapon attack against that creature. \page Pellinore ___ ___ > ## King Pellinore, the Saracen >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 18 (plate armor) > - **Hit Points** 136 (16d8 + 48) > - **Speed** 35 ft., climb 35 ft., swim 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+2 (14)|+4 (18)|+1 (13)|+3 (16)|+3 (16)| >___ > - **Saving Throws** Dex +5, Wis +6, Cha +7 > - **Skills** Athletics +8, Insight +6, Perception +6, Survival +6 > - **Passive Perception** 16 > - **Languages** Old English, Brittonic > - **Challenge** 10 (5,900 XP) > - **Proficiency bonus** +3 > ___ >**Archery** Pellinore gains a +2 bonus to attack rolls made with ranged weapons. > >**Brave** Pellinore has advantage on saving throws against being frightened. > >**Favored Enemy (Questing Beast)** Pellinore has advantage on Wisdom (Survival) checks to track the Questing Beast, as well as on Intelligence checks to recall information about it. > >**Jack of All Trades** Pellinore can add half his proficiency bonus, rounded down, to any ability check you make that doesn't already include his proficiency bonus. > >**Natural Explorer**(Forest) Pellinore is particularly familiar with forests. When he make an Intelligence or Wisdom check related to this favored terrain, his proficiency bonus is doubled if he is using a skill that he is proficient in. > >While traveling for an hour or more in this terrain, he gains the following benefits: - Difficult terrain doesn't slow his group's travel. - His group can't become lost except by magical means. - Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), he remain alert to danger. - If he is traveling alone, he can move stealthily at a normal pace. - When he forages, he finds twice as much food as one normally would. - While tracking other creatures, he also learn their exact number, their sizes, and how long ago they passed through the area. > >**Multiattack Defense.** When a creature hits Pellinore with an attack, he gains a +3 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. > >**Land's Stride** Moving through nonmagical difficult terrain costs Pellinore no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, he has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. > >**Hunter's Prey (1/turn)** Pellinore's tenacity can wear down the most potent foes. When he hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. >___ > ### Actions >**Multiattack** Pellinore makes two melee or ranged attacks. > >**Cleaving Battleaxe** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target *Hit:* 11 (1d8 + 4) slashing damage, or 13 (1d10 + 4) slashing damage if used with two hands. > >**Heavy Crossbow** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target *Hit:* 9 (1d10 + 4) piercing damage. > >**Tireless (6/long rest)** As an action, Pellinore can give himself 1d8 + 3 temporary hit points > >**Cleaving Whirlwind Attack (Recharge 6)** Pellinore can use his action to make a melee attack against each creature within 5 feet of him, with a separate attack roll for each target. > > ### Reaction > >**Parry** The knight adds 6 to his AC against one attack roll that would hit him. To do so, He must see the attacker and be wielding a shield. > >**Uncanny Dodge** When an attacker that Pellinore can see hits him with an attack, he can use his reaction to halve the attack's damage against him. \page Yvain ___ ___ > ## Sir Yvain of the Lion > *Medium humanoid (human), lawful neutral* >___ > - **Armor Class** 19 (chain mail, shield) > - **Hit Points** 136 (16d10 + 48) > - **Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| +3 (16) | +2 (14) | +3 (16) | +1 (12) | +4 (18) | +4 (18) | >___ > - **Saving Throws** Wis +8, Cha +8 > - **Skills** Animal Handling +8, Perception +8, Insight +8, Survival +8 > - **Passive Perception** 18 > - **Languages** Brittonic, Old French > - **Challenge** 10 (5,900 XP) > - **Proficiency Bonus** +4 >___ > > **Lion Companion** Yvain fights alongside a loyal lion companion (see stat block below). The lion acts on its own initiative in combat but remains loyal to Yvain's commands. > >**Bonded Fury** If Yvain or his lion takes damage, the other gains advantage on attack rolls until the end of their next turn. > >**Shared Resilience** When Yvain uses his Lay on Hands or casts a spell to heal, his lion heals for the same amount. > >**Knight of the Wild** Yvain has advantage on Wisdom (Animal Handling) and Charisma (Persuasion) checks when interacting with animals or fey creatures. > >**Oath of Justice** Yvain exudes an aura of resolve. Creatures of his choice within 10 feet of him gain advantage on saving throws against being frightened or charmed. > > ### Actions > >**Multiattack** Yvain makes two melee attacks. > >**Lance** *Melee or Ranged Weapon Attack:* +7 to hit, reach 10 ft. or range 20/60 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. > >**Sword of Honor** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 3) slashing damage, or 10 (1d10 + 3) if wielded with two hands. > >**Lion's Roar (Recharge 5–6)** Yvain commands his lion to roar, forcing creatures within 30 feet to make a DC 16 Wisdom saving throw. On a failure, they are frightened until the end of their next turn. > >**Oath of Defense (1/Day)** Yvain invokes an oath to protect his lion and allies. For 1 minute, he and his lion gain temporary hit points equal to Yvain’s level at the start of each of their turns. > > ### Bonus Actions > >**Knight's Protection** Yvain can choose one ally within 30 feet. Until the start of his next turn, that ally gains +2 AC. > >**Command the Lion** Yvain directs his lion to take the Dash, Disengage, or Help action as a bonus action. > ___ ___ > ## Lion Companion > *Medium beast, neutral* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 65 (10d8 + 20) > - **Speed** 50 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| +4 (18) | +3 (16) | +2 (14) | −4 (2) | +2 (14) | +0 (10) | >___ > - **Skills** Perception +6, Stealth +5 > - **Senses** passive Perception 16 >___ > **Keen Smell** The lion has advantage on Wisdom (Perception) checks that rely on smell. > > **Pack Tactics** The lion has advantage on attack rolls against a creature if at least one of Yvain’s allies is within 5 feet of the creature and not incapacitated. > > ### Actions > >**Claw** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target *Hit:* 12 (2d6 + 4) slashing damage. > >**Bite** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target *Hit:* 9 (1d10 + 4) piercing damage. > >**Pounce** If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone. \page Lucan ___ ___ >## Sir Lucan the Butler >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 20 (plate, shield) > - **Hit Points** 161 (19d10 + 57) > - **Speed** 30 ft. >___ | STR | DEX | CON | INT | WIS | CHA | |:---:|:---:|:---:|:---:|:---:|:---:| | 18 (+4) | 12 (+1) | 16 (+3) | 14 (+2) | 16 (+3) | 14 (+2) | >___ > - **Saving Throws** Str +8, Con +7, Wis +7 > - **Skills** Athletics +8, Insight +7, Perception +7, Persuasion +6 > - **Damage Resistances** Bludgeoning, piercing, and slashing from nonmagical attacks > - **Passive Perception** 17 > - **Languages** Brittonic, Latin > - **Challenge** 10 (5,900 XP) > - **Proficiency Bonus** +4 >___ > >**Stalwart Protector** Allies within 10 feet of Sir Lucan gain a +1 bonus to their AC and saving throws while he isn’t incapacitated. > >**Unyielding Resolve** Sir Lucan has advantage on saving throws against being frightened or charmed. > >**Tireless Steward** At the start of each of Sir Lucan's turns, he regains 5 hit points if he has fewer than half his maximum hit points remaining. > >**Shield of the Round Table (Recharge 5–6)** Sir Lucan can use his shield to block an attack against an ally within 5 feet, reducing the damage by 20 (5d6). > > ### Actions > >**Multiattack** Sir Lucan makes two melee attacks. > >**Longsword** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target *Hit:* 10 (1d10 + 4) slashing damage, or 11 (1d12 + 4) slashing damage if wielded with two hands. > >**Shield Bash** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. > >**Defensive Rally (Recharge 5–6)** Sir Lucan raises his shield and lets out a rallying cry. All allies within 30 feet gain 15 temporary hit points and have advantage on saving throws until the end of Lucan's next turn. > > ### Bonus Actions > >**Guardian’s Challenge** Sir Lucan marks a creature within 30 feet. Until the end of his next turn, the marked creature has disadvantage on attack rolls against targets other than Sir Lucan. > >**Steadfast Ally** Sir Lucan grants an adjacent ally resistance to bludgeoning, piercing, and slashing damage until the start of his next turn. > > ### Reactions > > **Shield Interception** When a creature Sir Lucan can see within 5 feet is hit by an attack, he can use his reaction to impose disadvantage on the attack roll. \page Kay ___ ___ > ## Sir Kay >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 195 (17d10 + 85) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+5 (20)|+2 (14)|+5 (20)|+2 (14)|+3 (16)|+2 (14)| >___ > - **Saving Throws** Str +9, Con +8, Wis +6 > - **Skills** Athletics +9, Insight +6, Perception +6, Persuasion +5 > - **Damage Resistance** bludgeoning, piercing, and slashing from nonmagical attacks > - **Passive Perception** 19 > - **Languages** Brittonic, Old English > - **Challenge** 10 (5,900 XP) > - **Proficiency bonus** +4 > ___ >**Formation Tactics** All allies within 10 feet of Kay gain a +2 bonus to AC as long as they are wielding shields. > >**Magic Items** Kay wears a Ring of Sustenance, and wields a Shortsword of Wounding > >**Martial Advantage** Once per turn, Kay can deal an extra 21 (6d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Kay that isn't incapacitated. > >**Shield Master** Kay can add his shield’s AC bonus to Dexterity saving throws. When he succeeds on a Dex save against an area effect, he takes no damage instead of half. > >**Unyielding Resolve** Kay has advantage on saving throws against being Frightened, Grappled, or Restrained. > ### Actions > >**Multiattack** Sir Kay makes three attacks. > >**Shortsword of Wounding** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target *Hit:* 9 (1d8 + 5) piercing damage. On a hit, the target takes 1d4 necrotic damage at the start of each of its turns until it receives magical healing or succeeds on a DC 15 Constitution saving throw. > >**Javelin** *Ranged Weapon Attack:* +10 to hit, ranged 30/120, one target. *Hit:* 10 (1d6 + 6) piercing damage. > >**Shield Bash** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. > > ### Bonus Action > >**Taunt (Recharge 5-6)** Sir Kay can use a bonus action on his turn to target one creature within 30 feet. If the target can hear him, it must succeed on a DC 18 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Sir Kay's next turn. > > ### Reaction > >**Interception** When a creature Kay can see attacks an ally within 5 feet, he can impose disadvantage on the attack roll. > >**Riposte** When a creature misses Kay with a melee attack, he can use his reaction to make one melee attack against the attacker. \page Bors the Younger ___ ___ >## Sir Bors the Younger >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 162 (18d10 + 72) > - **Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| +4 (18) | +1 (12) | +4 (18) | +2 (14) | +5 (20) | +4 (18) | >___ > - **Saving Throws** Con +8, Wis +9, Cha +8 > - **Skills** Insight +9, Persuasion +8, Religion +6, Athletics +8 > - **Damage Resistances** radiant > - **Condition Immunities** charmed, frightened > - **Passive Perception** 15 > - **Languages** Old French, Latin > - **Challenge** 10 (5,900 XP) > - **Proficiency Bonus** +4 >___ > >**Divine Protection** Sir Bors exudes an aura of protection. Allies within 10 feet of him gain a +2 bonus to saving throws and resistance to radiant damage. > >**Faithful Resolve** Once per long rest, Sir Bors can reroll a failed saving throw and must use the new result. > >**Selfless Shield** When an ally within 5 feet of Sir Bors is targeted by an attack, he can choose to take the attack instead. > >**Pious Guardian** Sir Bors cannot be frightened or charmed, and he has advantage on saving throws against spells and abilities cast by fiends or undead. > > ### Actions > >**Multiattack** Sir Bors makes two melee attacks. > >**Holy Longsword** *Magical Melee Weapon Attack:* +8 to hit, reach 5 ft., one target *Hit:* 10 (1d10 + 4) slashing damage, plus 7 (2d6) radiant damage. > >**Divine Smite** (3/Day) Sir Bors channels divine energy into a melee attack. The target takes an additional 14 (4d6) radiant damage on a hit. If the target is undead or a fiend, this damage increases to 21 (6d6). > >**Martyr’s Ward (Recharge 5–6)** Sir Bors creates a protective barrier around himself and nearby allies. Each ally within 10 feet gains temporary hit points equal to 2d10 + 8 and advantage on Wisdom saving throws for 1 minute. > >### Bonus Actions > >**Prayer of Devotion** Sir Bors utters a brief prayer, granting himself or an ally within 30 feet advantage on their next saving throw or attack roll. > >**Shield of Faith (1/Day)** Sir Bors grants an ally within 30 feet a +2 bonus to AC for 1 minute. > >### Reactions > >**Guardian’s Intercession** When an ally within 10 feet of Sir Bors is hit by an attack, he can use his reaction to impose disadvantage on the attack roll. \page Balin ___ ___ > ## Balin le Savage, The Knight of Two Swords >*Medium humanoid (human), chaotic good* > ___ > - **Armor Class** 18 (half-plate, shield) > - **Hit Points** 150 (20d8 + 60) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+3 (16)|+4 (18)|+2 (15)|+2 (14)|+3 (16)| >___ > - **Saving Throws** Str +8, Dex +7, Con +8 > - **Skills** Athletics +8, Intimidation +7, Perception +6, Survival +6 > - **Passive Perception** 19 > - **Languages** Brittonic, Old English > - **Challenge** 9 (5,000 XP) > - **Proficiency bonus** +4 > ___ >**Brutal Critical** Balin can roll 3 additional weapon damage die when determining the extra damage for a critical hit with a melee attack. > >**Dual Wielder** Balin has mastered fighting with two weapons, gaining the following benefits: - He gains a +1 bonus to AC while wielding a separate melee weapon in each hand.(included in stats) - He can use two-weapon fighting even when the one-handed melee weapons he are wielding aren't light. - He can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. > >**Slasher** the knight has learned where to cut to have the greatest results, granting him the following benefits: - Once per turn when he hit a creature with an attack that deals slashing damage, he can reduce the speed of the target by 10 feet until the start of his next turn. - When he score a critical hit that deals slashing damage to a creature, he grievously wound it. Until the start of his next turn, the target has disadvantage on all attack rolls. > >**Two-Weapon Fighting** When he engage in two-weapon fighting, the knight can add his ability modifier to the damage of the second attack. > ### Actions >**Multiattack** Sir Balin makes three melee attacks: two with his main weapon and one with his off-hand weapon. > >**The Sword of a Strange Hilt** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage., or 9 (1d10 + 4) slashing damage when used with two hands. On a critical hit, the sword deals an additional 2d8 radiant damage. > >**Javelin** *Ranged Weapon Attack:* +10 to hit, ranged 30/120, one target. *Hit:* 8 (1d6 + 4) piercing damage. > > ### Bonus Action > >**Off Hand Longsword** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage > > **Frenzy** As a bonus action, Balin can enter a Berserker state at the start of his turn. While in this state he gains the following benefits: - He has advantage on Strength checks and Strength saving throws - When he makes a melee weapon attack, he gains a +4 bonus to the damage roll. - He has resistance to bludgeoning, piercing, and slashing damage. - He gains advantage on melee weapon attack rolls using Strength, but attack rolls against him have advantage. - He can't be charmed or frightened. If he is charmed or frightened when he enters the state, the effect is suspended for the duration. - If he drops to 0 hit points while raging but doesn't die outright, he can makes a DC 10 Constitution saving throw. On a succeed, he drops to 1 hit point instead. Each time he use this feature after the first, the DC increases by 5 until he finish a rest. > >**When Provoked (at DM's Discretion):** Balin must succeed on a DC 15 Wisdom saving throw or be forced into his berserk state. On a failed save, he will attack the offending creature until it is incapacitated or reduced to zero hit points or until he can't reach the creature. In such a case, he will attack the nearest creature he can see. > >Once in his berserk state, by force or choice, he continues to attack until he is incapacitated or until another creature is able to calm him with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. > \page Palamedes ___ ___ > ## Sir Palamedes the Saracen >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 18 (chain mail, shield) > - **Hit Points** 145 (17d10 + 51) > - >**Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+3 (16)|+2 (14)|+3 (16)|+2 (14)|+4 (18)|+3 (16)| >___ > - **Saving Throws** Dex +6, Wis +8, Cha +6 > - **Skills** Survival +8, Insight +8, Perception +8, History +6, Athletics +6 > - **Passive Perception** 18 > - **Languages** Old French, Arabic > - **Challenge** 9 (5,000 XP) > -**Proficiency Bonus** +4 >___ > **Favored Enemy (Undead and Dragons)** Sir Palamedes has advantage on Wisdom (Survival) checks to track his favored enemies, as well as on Intelligence checks to recall information about them. > >**Exotic Combatant** Sir Palamedes wields a curved scimitar with proficiency. > >**Natural Explorer**(Desert) Palamedes is particularly familiar with deserts. When he make an Intelligence or Wisdom check related to this favored terrain, his proficiency bonus is doubled if he is using a skill that he is proficient in. > >While traveling for an hour or more in this terrain, he gains the following benefits: - Difficult terrain doesn't slow his group's travel. - His group can't become lost except by magical means. - Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), he remain alert to danger. - If he is traveling alone, he can move stealthily at a normal pace. - When he forages, he finds twice as much food as one normally would. - While tracking other creatures, he also learn their exact number, their sizes, and how long ago they passed through the area. > > ### Actions > >**Multiattack** Sir Palamedes makes two melee attacks. > >**Scimitar of the Crescent Moon** *Magical Melee Weapon Attack:* +7 to hit, reach 5 ft., one target *Hit:* 10 (1d10 + 3) slashing damage, plus 7 (2d6) radiant damage if the target is undead or a dragon. > >**Javelin** *Ranged Weapon Attack:* +7 to hit, range 30/120 ft., one target *Hit:* 9 (1d8 + 3) piercing damage. > >**Judgment of the Saracen (Recharge 5-6)** Sir Palamedes calls upon his unwavering will to challenge his foes. All creatures of his favored enemy type within 30 feet must make a DC 15 Wisdom saving throw or be frightened until the end of Palamedes’ next turn. > >### Bonus Actions > >**Huntmaster’s Mark (Recharge 5-6)** Sir Palamedes marks a creature within 60 feet. For the next minute, he has advantage on attack rolls against the marked creature, and it cannot hide from him. > >**Vow of Resolve (1/Day)** Sir Palamedes bolsters his will, gaining advantage on saving throws and attack rolls for the next minute. > > ### Reactions > >**Counterstrike** When a creature within 5 feet of Sir Palamedes misses him with a melee attack, he can make a weapon attack against that creature. > >**Defender’s Ward** When an ally within 30 feet of Palamedes takes damage, he can move up to 15 feet toward them and grant them resistance to the triggering damage. \page Gareth ___ ___ > ## Sir Gareth of Orkney (knight of the many colors) >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 150 (20d8 + 60) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+2 (14)|+3 (16)|+2 (14)|+4 (18)|+3 (16)| >___ > - **Saving Throws** Str +7, Dex +5, Wis +7 > - **Skills** Athletics +7, Acrobatics +5, Insight +7, Persuasion +6, Perception +7 > - **Passive Perception** 17 > - **Languages** Brittonic, Old English > - **Challenge** 9 (5,000 XP) > - **Proficiency bonus** +3 > ___ >**Underdog** When Sir Gareth is outnumbered or facing a creature with a CR higher than his own, his weapon attacks deal an additional 1d6 damage. > >**Adaptable Combatant** When Sir Gareth takes damage from a creature, he gains advantage on his next attack roll against that creature before the end of his next turn. > >**Survivor** If Sir Gareth starts his turn with fewer than half his hit points, he regains 10 hit points automatically. > >**Vigilant Defender** Gareth responds to danger with extraordinary vigilance. In combat, he gets a special reaction that he can take once on every other creature's turn. He can use this special reaction only to make an opportunity attack, and can't use it on the same turn that he take a normal reaction. > > ### Actions > >**Multiattack** Sir Gareth makes two melee attacks. > >**Longsword** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if wielded with two hands. > >**Shield Bash** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target *Hit:* 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. If Sir Gareth has used "Brace for Impact" beforehand, the target makes this saving throw at disadvantage. > >**Overcome Odds (Recharge 5–6)** Sir Gareth draws strength from his resolve. For the next minute, he gains the following benefits: - Attacks against him have disadvantage if he is within 5 feet of an ally. - He has advantage on attack rolls against creatures with higher AC than his own. > >**Banner of Many Colors (1/day):** Gareth raises a banner of his many-colored arms, bolstering allies within 60 feet. Allies gain temporary hit points equal to 1d10 + 6 and advantage on saving throws against charm and fear effects for 1 minute. > > ### Bonus Actions > >**Brace for Impact** Sir Gareth takes a defensive stance. Until the start of his next turn, he has advantage on saving throws against effects that would move him or knock him prone. > >**Rallying Cry (1/Day)** Sir Gareth inspires all allies within 30 feet who can hear him. Each ally regains 15 hit points and ends one condition affecting them (such as frightened, charmed, or stunned). > > ### Reaction > >**Counter Adaptation** When a creature Sir Gareth can see misses him with an attack, he can make an immediate weapon attack against the creature. > >**Shielding Maneuver** When an ally within 5 feet of Sir Gareth is hit by an attack, he can use his reaction to add +3 to their AC for that attack, potentially causing the attack to miss. > >**Protector** Whenever an ally is targeted by an attack or a harmful effect within his line of sight, he can use his reaction to interpose himself between the attacker and the target. If he does so, he becomes the target of the attack or effect instead, taking the full brunt of its consequences. \page Erec ___ ___ > ## Sir Erec of the Joyous Guard >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 142 (15d10 + 60) > - **Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| +4 (18) | +1 (13) | +4 (18) | +2 (14) | +3 (16) | +4 (18) | >___ > - **Saving Throws** Str +8, Con +8, Cha +8 > - **Skills** Persuasion +8, Athletics +8, Insight +6, Perception +6 > - **Passive Perception** 16 > - **Languages** Old French, Latin > - **Challenge** 9 (5,000 XP) > - **Proficiency Bonus** +4 >___ > >**Unyielding Valor** Sir Erec cannot be frightened while conscious. When an ally within 30 feet fails a saving throw against being frightened or charmed, Erec can use his reaction to allow them to reroll the save. > >**Guardian’s Vow** Sir Erec can designate a creature within 10 feet as his ward. While the ward is within 10 feet, they gain +2 AC. Erec can only have one ward at a time, and changing wards requires a bonus action. > >**Righteous Strike** Erec's weapon attacks deal an additional 1d6 radiant damage to creatures that are evil or have committed significant injustices (DM’s discretion). > >**Chivalric Resilience** If Sir Erec is subjected to a condition (such as charmed, frightened, or dominated) that would cause him to act against his principles of honor or chivalry, he can attempt to end the condition at the start of his turn by making a DC 15 Wisdom saving throw. On a success, the condition ends, and he cannot be subjected to the same condition again for the next minute. > > ### Actions > >**Multiattack** Sir Erec makes two melee attacks. > >**Longsword** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 4) slashing damage. > >**Shield Slam** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be knocked prone. > >**Judgment of the Guard (Recharge 5–6)** Sir Erec channels his unwavering dedication to justice. All hostile creatures within 30 feet of him must succeed on a DC 15 Wisdom saving throw or be blinded until the end of their next turn. > > ### Bonus Actions > >**Call to Arms (1/day)** Sir Erec inspires his allies, granting all allies within 30 feet 10 temporary hit points and advantage on their next attack roll or saving throw within the next minute. > > ### Reactions > >**Stand Defiant** When an enemy moves within 10 feet of Erec, he can make an immediate attack against them with his longsword. > >**Shielding Rebuke** If an ally within 5 feet is hit by an attack, Sir Erec can use his reaction to impose disadvantage on the attack roll. \page Bedivere ___ ___ > ## Sir Bedivere > *Medium humanoid (human), lawful good* >___ > - **Armor Class** 18 (chain mail, shield) > - **Hit Points** 136 (16d10 + 48) > - **Speed** 30 ft. >___ >| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** | >| :-----: | :-----: | :-----: | :-----: | :-----: | :-----: | >| +4 (18) | +2 (14) | +3 (16) | +3 (16) | +4 (18) | +3 (16) | >___ > - **Saving Throws** Str +7, Int +6, Wis +7 > - **Skills** Insight +7, Perception +7, History +6, Athletics +7 > - **Passive Perception 19 > - **Languages** Brittonic, Latin > - **Challenge** 8 (3,900 XP) > - **Proficiency Bonus** +3 >___ > >**Analytical Mind** Sir Bedivere can take the Search action as a bonus action. Additionally, he has advantage on Intelligence (Investigation) and Wisdom (Perception) checks to discern weaknesses or hidden threats. > >**Returning Strike** Sir Bedivere wields a magical javelin that returns to his hand immediately after being thrown. > >**Battlefield Awareness** Allies within 10 feet of Sir Bedivere can’t be surprised as long as he isn’t incapacitated. > > ### Actions > >**Multiattack** Sir Bedivere makes two melee attacks or one melee attack and one ranged attack. > >**Longsword** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if wielded with two hands. > >**Javelin of Returning** *Ranged Weapon Attack:* +7 to hit, range 30/120 ft., one target. *Hit:* 8 (1d6 + 4) piercing damage. Immediately after it hits or misses the javelin returns to his hand. > >**Judicious Strike (Recharge 5–6)** Sir Bedivere strikes with precision, targeting a creature's weakness. The target must make a DC 15 Constitution saving throw or take 27 (6d8) slashing damage and be stunned until the end of Bedivere’s next turn. On a success, the creature takes half damage and isn’t stunned. > > ### Bonus actions > >**Tactical Insight** Sir Bedivere can target a creature he can see within 60 feet. Until the end of his next turn, Sir Bedivere and his allies have advantage on attack rolls against that creature. > > ### Reaction > >**Exploit Weakness** When a creature within 10 feet of Sir Bedivere misses him with an attack, he can use his reaction to counter with a precise strike. The creature must succeed on a DC 15 Dexterity saving throw or take 12 (2d8 + 4) slashing damage. \page Agravaine ___ ___ >## Sir Agravaine, the Shadowed Knight >*Medium humanoid (human), lawful neutral* >___ >**Armor Class** 19 (half plate, shield) >**Hit Points** 132 (16d8 + 48) >**Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| +4 (18) | +2 (14) | +3 (16) | +3 (16) | +3 (16) | +4 (18) | >___ > - **Saving Throws** Int +6, Cha +7, Wis +6 > - **Skills** Deception +7, Insight +6, Perception +6, Persuasion +7, Stealth +5 > - **Damage Resistances** Psychic > - **Passive Perception** 16 > - **Languages** Brittonic, Latin > - **Challenge** 8 (3,900 XP) > - **Proficiency Bonus** +3 >___ >**Dark Strategist** As a bonus action, Agravaine can mark a creature he can see within 60 feet. Until the end of his next turn, he and his allies have advantage on attack rolls against the marked creature. > >**Duplicity Mastery** Agravaine has advantage on Charisma (Deception) and Charisma (Persuasion) checks when trying to sow discord or gain the trust of others. > >**Machiavellian Resolve** When Agravaine succeeds on a saving throw against an effect that would charm, frighten, or manipulate him, the caster suffers 10 psychic damage and has disadvantage on their next attack roll or saving throw before the end of their next turn. > >**Opportunistic Striker** Agravaine deals an extra 10 (3d6) damage to creatures who are flanked by his allies. > > ### Actions > >**Multiattack** Agravaine makes two melee attacks. > >**Shadowed Blade (Longsword)** *Magical Melee Weapon Attack:* +7 to hit, reach 5 ft., one target *Hit:* 10 (1d10 + 4) slashing damage. On a critical hit, the target must make a DC 15 Wisdom saving throw or be frightened until the end of Agravaine’s next turn. > >**Lingering Doubt (Recharge 5–6)** Agravaine speaks words of doubt that echo in his target's mind. One creature within 30 feet must make a DC 15 Wisdom saving throw. On a failed save, it takes 27 (6d8) psychic damage, and it can’t take reactions or hold concentration until the end of its next turn. On a successful save, the target takes half damage. > > ### Bonus Actions > >**Shadow Step (Recharge 5–6)** Agravaine teleports up to 30 feet to an unoccupied space he can see within dim light or darkness. After teleporting, he has advantage on his next attack roll before the end of his turn. > >**Veiled Threats** Agravaine targets one creature within 30 feet. That creature must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against Agravaine or his allies until the start of Agravaine's next turn. > > ### Reactions > >**Exploit Fear** When a creature frightened by Agravaine makes an attack roll or saving throw, Agravaine can use his reaction to impose disadvantage on the roll. > >**Shield of Shadows** When a creature Agravaine can see targets him with an attack, he can use his reaction to add +3 to his AC against the attack. \page Gaheris ___ ___ > ## Sir Gaheris >*Medium humanoid (human), lawful good* >___ > - **Armor Class** 17 (chain mail) > - **Hit Points** 110 (13d10 + 39) > - **Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:----:|:----:|:----:|:----:|:----:|:----:| >| +4 (18) | +1 (12) | +3 (16) | +2 (15) | +4 (18) | +5 (20) | >___ > - **Saving Throws** Wis +8, Cha +8 > - **Skills** Insight +8, Persuasion +8, Medicine +7, History +6 > - **Passive Perception** 14 > - **Languages** Brittonic, Old English > - **Challenge** 7 (2,900 XP) > - **Proficiency Bonus** +3 >___ > >**Mediator's Aura** Allies within 15 feet of Gaheris who are affected by a status condition (such as frightened or charmed) can reroll their saving throw at the start of their turn. > >**Soothing Presence** When an ally within 30 feet of Gaheris is healed, they regain additional hit points equal to his Charisma modifier (+5). > >**Unyielding Compassion** Gaheris cannot willingly deal lethal damage to a creature unless it is undead, fiendish, or a clear and immediate threat to innocent lives. > > ### Actions > >**Multiattack** Gaheris makes two melee attacks. > >**Mace of Harmony** *Magic Melee Weapon Attack:* +7 to hit, reach 5 ft., one target *Hit:* 9 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Wisdom saving throw or be calmed (stunned) until the end of Gaheris's next turn. > >**Cleansing Touch (Recharge 5–6)** Gaheris touches an ally within 5 feet, ending one condition affecting them (such as blinded, deafened, paralyzed, or poisoned). > > ### Bonus Actions > >**Words of Reconciliation** Gaheris targets a creature within 30 feet that can hear him. The target must succeed on a DC 16 Wisdom saving throw or become indifferent toward a creature of Gaheris's choice it is hostile toward. This effect ends if the target is attacked or harmed. > > ### Reactions > >**Shield of Mercy** When an ally within 10 feet of Gaheris is reduced to 0 hit points, he can use his reaction to restore 10 hit points to that ally. > \page Bernlad ___ ___ > ## Sir Bernlad de Hautdesert >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 18 (plate armor) > - **Hit Points** 120 (16d8 + 48) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+4 (18)|+1 (12)|+4 (18)|+2 (15)|+3 (16)|+3 (16)| >___ > - **Saving Throws** Str +7, Con +7, Wis +6 > - **Skills** Athletics +7, Insight +6, Perception +6, Persuasion +6 > - **Damage Immunites** nonmagical bludgeoning, piercing, and slashing damage while wearing green armor > - **Passive Perception 16 > - **Languages** Brittonic, Cornish > - **Challenge** 7 (2,900 XP) > - **Proficiency bonus** +3 > ___ >**Fortitude** Whenever Bernlad takes the Dodge action in combat, he can spend one Hit Die to heal himself, regaining 10 (1d10 + 5) hit points. > >**Magic Weapons** Bernlad wields a +3 Vicious Battleaxe. > >**Protection** When a creature Bernlad can see attacks a target other than him within 5 feet, he can use his reaction to impose disadvantage on the attack roll. > >**Inspiring Presence** Allies within 30 feet of Bernlad have advantage on saving throws against being frightened or charmed. > >**Survivor** At the start of each of his turns, Bernlad regains 5 hit points if he has no more than half his hit points remaining and at least 1 hit point. > >**Unyielding Resolve** Sir Bernlad has advantage on saving throws against being frightened or charmed. > >**Action Surge (2/rest)** Bernlad can push himself beyond his normal limits for a moment. On his turn, he can take one additional action, but only once on the same turn. > >**Indomitable (3/day)** Bernlad can reroll a saving throw that he fails. He must use the new roll. > >**Legendary Resistance (3/Day)** If Sir Bernlad fails a saving throw, he can choose to succeed instead. > > ### Actions >**Multiattack**. Bernlad makes 3 Attacks. > >**+3 Vicious Battleaxe** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 15 (1d8 + 7) slashing damage, or 16 (1d10 + 7) slashing damage if used with two hands. On roll of 20 with this magic weapon, the target takes an an additional 7 slashing damage. > >**Handaxe** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft., or ranged 20/40, one target. *Hit:* 9 (1d6 + 5) slashing damage. > > ### Bonus actions > >**Battlefield Guardian** Bernlad can move up to half his speed and place himself adjacent to an ally within 15 feet who is being attacked. > > ### Reactions > >**Defensive Posture** When Bernlad is hit by an attack, he can impose disadvantage on the next attack against him before the start of his next turn. \page Ector ___ ___ > ## Sir Ector >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 68 (8d10 + 24) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+3 (16)|+1 (12)|+3 (16)|+2 (15)|+3 (16)|+4 (18)| >___ > - **Saving Throws** Str +6, Wis +5 > - **Skills** Athletics +6, Insight +5, History +5, Persuasion +5 > - **Passive Perception** 19 > - **Languages** Latin, Brittonich > - **Challenge** 6 (2,300 XP) > - **Proficiency bonus** +3 > ___ >**Inspiring Leader** During a short or long rest, Sir Ector can inspire up to six allies who can see and hear him. Each gains 14 temporary hit points. > >**Phalanx Formation** Sir Ector and his allies within 10 feet of him gain advantage on attack rolls and Dexterity saving throws, provided they are within 5 feet of each other and wielding shields. > >**Seasoned Knight** Sir Ector's years of experience grant him advantage on saving throws against being Frightened. Allies within 30 feet of Sir Ector who can hear him gain a +1 bonus to attack rolls and saving throws against being Frightened. > > ### Actions > >**Multiattack** Sir Ector makes two melee attacks. > >**Longsword** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target *Hit:* 9 (1d8 + 3) slashing damage, or 10 (1d10 + 3) slashing damage if wielded with two hands. > >**Shield Bash** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > >**Battle Cry (1/short rest)** Sir Ector lets out a rallying cry. Each ally within 30 feet who can hear him gains 4 temporary hit points, while a creture has these hit points they gain advantage on next attack rolls and saving throws. > > ### Reaction > >**Interception** When a creature within 5 feet of Sir Ector is hit by a melee attack, he can use his reaction to impose disadvantage on the attack roll. \page Sir Fool ___ ___ > ## Dagonet (Sir Fool) >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 12 > - **Hit Points** 60 (10d8 + 10) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+0 (11)|+2 (14)|+1 (12)|+0 (10)|+3 (16)|+4 (18)| >___ > - **Saving Throws** Dex +4, Wis +6 > - **Skills** Acrobatics +4, Insight +7, Perception +6, Performance +7 > - **Passive Perception** 19 > - **Languages** Brittonic, Common Tongue > - **Challenge** 5 (1,800 XP) > - **Proficiency bonus** +3 > ___ > >**Double-Cross** If Dagonet hits a that believes him to be an ally, the attack is a critical hit and deals an additional 2d6 damage. > >**Flourish** Dagonet adds his Charisma modifier to the damage roll for its attacks. > >**Song of Rest** While taking a short rest, any ally who hears Dagonet’s song regains an extra 1d8 hit points if they use Hit Dice to recover. > > ### Actions > >**Dagger** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target *Hit:* 8 (1d8 + 6) piercing damage. > >**Supreme Mockery** Dagonet hurls insults at a creature he can see within 60 feet. If the creature can hear him, it must succeed on a DC 15 Wisdom saving throw or take 36 (8d8) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. > >**Disorienting Words (4/Day)** Dagonet can address up to three creatures within 60 feet. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the start of Dagonet’s next turn. > >**Inspiring Words (4/Day)** When a creature Dagonet can see within 60 feet fails an ability check or attack roll, he can grant the creature encouragement. The creature can reroll the check or attack, using the higher result. > > ### Bonus actions > >**Taunt** Dagonet can target one creature within 30 feet. If the target can hear him, it must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Dagonet’s next turn. > >**Bardic Inspiration (4/Day)** As a bonus action, Dagonet can grant a creature he can see within 60 feet a d8 inspiration die. The creature must be able to hear him. The creature can add the inspiration die to one ability check, attack roll, or saving throw within the next 10 minutes. Once the die is rolled, it is lost. A creature can only have one inspiration die at a time. > > ### Reaction > >**Cutting Words (4/Day)** When a creature Dagonet can see within 60 feet makes an attack roll, ability check, or damage roll, he can roll a d12 and subtract the result from the creature's roll. The creature also has disadvantage on its next saving throw. > >**Impossible Dodge** When an attacker Dagonet can see hits him, he can use his reaction to halve the attack’s damage. > >**Parry** Dagonet adds 3 to his AC against one ranged attack that would hit him. To do so, he must see the attacker and can't be grappled or restrained. > >**Ridicule** When a creature misses Dagonet with an attack roll, he mocks the creature, dealing 5 (2d4) psychic damage to the attacker. > >**Rousing Verse** When a creature the bard can see within 30 feet of him fails a saving throw, he weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result. > \page Knight of Qaulity ___ ___ > ## Knight of Qaulity >*Medium humanoid (human), lawful good* > ___ > - **Armor Class** 20 (plate armor, shield) > - **Hit Points** 65 (10d8 + 20) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+3 (16)|+1 (12)|+2 (14)|+0 (10)|+0 (10)|+1 (12)| >___ > - **Saving Throws** Str +5, Con +4 > - **Skills** Athletics +5, Perception +2 > - **Senses** — passive Perception 12 > - **Languages** Common > - **Challenge** 3 (700) > - **Proficiency bonus** +2 > ___ > >**Born to the Saddle** a Knights of Quality's mastery as a rider is apparent. They have advantage on saving throws made to avoid falling off a mount. If they do fall and descend no more than 10 feet, they can land on their feet if they are not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed. > >**Superior Critical** The knight's weapon attacks score a critical hit on a roll of 18-20. > >**Thrown Weapon Fighting** The knight can draw a weapon that has the thrown property as part of the attack made with the weapon. When he hits with a ranged attack using a thrown weapon, he gains a +2 bonus to the damage roll. > >**Action Surge (1/rest)** The knight can push himself beyond his normal limits for a moment. On his turn, he can take one additional action, but only once on the same turn. > >**Indomitable (3/day)** The knight can reroll a saving throw that he fails. He must use the new roll. > >**Second Wind (1/rest)** The knight can draw on a limited well of stamina to protect himself. As a bonus action he regains 15 hit points > ### Actions >**Multiattack**. The knight makes 2 Attacks. > >**Longsword** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (1d8 + 4) slashing damage, or 16 (1d10 + 4) slashing damage when used with two hands > >**Javelin** *Ranged Weapon Attack:* +5 to hit or +7 at range, ranged 30/120, one target. *Hit:* 10 (1d6 + 6) piercing damage. > ### Reaction >**Parry** The knight adds 2 to his AC against one attack roll that would hit him. To do so, He must see the attacker and be wielding a shield. \page Knight of Renown ___ ___ > ## Knight of Renown >*Medium humanoid (human), any alignment* > ___ > - **Armor Class** 18 (plate armor) > - **Hit Points** 90 (14d8 + 42) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|+3 (16)|+1 (12)|+3 (16)|+0 (10)|+0 (10)|+1 (12)| >___ > - **Saving Throws** Str +6, Con +7 > - **Skills** Athletics +6, Perception +3 > - **Senses** — passive Perception 13 > - **Languages** Common > - **Challenge** 5 (700) > - **Proficiency bonus** +3 > ___ > >**Born to the Saddle** a Knights of Renown's mastery as a rider is apparent. They have advantage on saving throws made to avoid falling off a mount. If they do fall and descend no more than 10 feet, they can land on their feet if they are not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed. > > ### Actions > >**Multiattack** The Knight of Renown makes three melee attacks. > >**Longsword** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 6) slashing damage. > >**Javelin** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage. > >**Leadership (Recharge 5-6)** For 1 minute, the Knight of Renown can utter a special command or warning whenever a non-hostile creature it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the Knight of Renown is incapacitated. > > ### Reactions > >**Parry** The Knight of Renown adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. \page Merlin ___ ___ > ## Merlin Ambrosius >*medium humanoid (tiefling), neutral good wizard* >___ > - **Armor Class** 18 (mage armor, ring of protection) > - **Hit Points** 192 (35d8 + 35) > - **Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| +0 (10) | +2 (14) | +1 (12) | +5 (21) | +4 (18) | +0 (10) | >___ > - **Saving Throws** Str +3, Dex +5, Con +4, Int +16, Wis +15, Cha +3 > - **Skills** Arcana +15, History +15, Insight +12, Investigation +15 > - **Damage Resistances** fire; damage from spells > - **Senses** darkvision 60 ft., passive Perception 19 > - **Languages** Latin, Druidic, Brittonic, Norse, Gaelic > - **Challenge** 21 (33,000 XP) > - **Proficiency Bonus** +6 >___ > >**Ageless** Merlin does not age, cannot suffer from frailty of old age, die from old age, or be aged magically. > >**Magic Resistance.** Merlin has advantage on saving throws against spells and other magical effects. > >**Feat: Brilliant** Merlin always knows the time until the next sunrise/sunset, the northern direction, and can perfectly remember anything from the last 31 days. > >**Feat: War Magic** Merlin has advantage on Constitution saves to maintain concentration and can cast spells as reactions when creatures provoke opportunity attacks. > >**Improved Malleable Figments** Merlin can simultaneously create both sound and image when casting minor illusion. As an action, he can reshape his illusion spells with a duration of at least 1 minute. > >**Woodstongue** Merlin can communicate with beasts, understanding their rudimentary language and gestures. > >**Legendary Resistance (3/Day)** If Merlin fails a saving throw, he can choose to succeed instead. > >**Arcane Recovery (1/day)** Merlin can recover spell slots equal to a combined level of 10 (no higher than 6th-level per slot) during a short rest. > >**Spellcasting** Merlin is an 25th-level spellcaster, with a +4 casting focus (ring). His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Merlin typically has the following spells prepared: > >- Cantrips (at will): *acid splash, fire bolt, mage hand, minor illusion, prestidigitation, ray of frost, druidcraft* - 1st level (4 slots): *detect magic, mage armor, shield, thunderwave* - 2nd level (3 slots): *arcane lock, pass without trace, enhance ability, pass without trace* - 3rd level (3 slots): *counterspell, dispel magic, fireball, lightning bolt, fireball, protection from energy, conjure animals* - 4th level (3 slots): *confusion, stoneskin, freedom of movement, dimension door, hallucinatory terrain* - 5th level (3 slots): *hold monster, wall of force* - 6th level (3 slots): *true seeing, telekinesis, wall of thorns* - 7th level (3 slots): *delayed blast fireball, plane shift, teleport* - 8th level (3 slots): *mind blank, power word stun, sunburst* - 9th level (2 slots): *foresigh, gate, time stop* > > ### Actions > >**Staff of Power (20 charges)** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (1d8+6) magical bludgeoning damage. On a hit, Merlin can expend 1 charge to deal an extra 1d6 force damage. > >Merlin can also expend charges to cast the following spells (DC 19, +13 to hit): > >*Cone of cold* (5 charges), *fireball (5th-level)* (5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *lightning bolt (5th-level)* (5 charges), *wall of force* (5 charges). > > ### Legendary Actions (3/round) > >**Illusory Shift (1 action):** Merlin teleports 30 feet and leaves an illusionary duplicate behind. The illusion lasts until the start of Merlin’s next turn. > >**Arcane Riposte (2 actions):** Cast a spell (up to 3rd-level) in response to being attacked. > >**Summon Aid (3 actions):** Summon a CR 3 beast or fey ally for 1 minute. > > ### Lair Actions When fighting in his sanctum, Merlin can use lair actions. On initiative count 20 (losing initiative ties), Merlin can use one of the following effects: > >**Arcane Wards** Merlin creates an arcane shield, granting him and his allies +5 AC until initiative count 20 on the next round. > >**Illusionary Terrain** Merlin creates illusory terrain within a 60-foot radius. The illusion can obscure vision or create difficult terrain. > >**Elemental Surge** Merlin summons an elemental surge (fire, lightning, or wind) to strike a 20-foot area within 120 feet. Each creature in the area makes a DC 19 Dexterity save or takes 4d10 damage. >