Trial of the Champion

Part 1: Introduction

This adventure takes place during the Wrath of the Lich King timeline for the Warcraft universe, and is intended for parties of roughly 5th to 7th level. It takes the party north, to the icy land of Northrend, where the Argent Crusade is staging a tournament to help train up combatants to stand against the vile Lich King himself.

Other Timelines?

Though this conversion echoes the original dungeon during the events of the Wrath of the Lich King expansion, it could be used in other timeframes or settings with minor refluffing of names and moments - for instance if taking place in modern day, perhaps the Black Knight is a rogue Scourge member, or part of the Cult of the Damned, and the tournament has been put on in memory of those they lost against the Lich King.

The party may have sought the tournament out, or been invited to attend due to previous accomplishments, but they are promised rewards for participation and that might be enough for any to attend. Completing the adventure should take roughly 1 or 2 sessions depending on play speed.

The so-called Argent Tournament has many events - dedicated jousts, hunts, battles against enormous captured beasts, summoned demons, and worse, but the party will be participating in the Trial of the Champion, a test of mettle against similar humanoid foes, attempting to earn themselves a title of Grand Champion.

Many of the creatures involved in this document are new, and statistics for them are included in Appendix A.

Part 2: Joust and Brawl

Read or paraphrase the following:

Clouds blankets the skies of Icecrown and heroes gather beneath battle-worn banners in preparation for the coming storm. They say that even the darkest cloud has a silver lining. It is hope that drives the men and women of the Argent Crusade: hope that the Light will see them through these trying times, hope that good will triumph over evil, hope that a hero blessed by the Light will come forth to put an end to the Lich King's dark reign.

A thalassian elf, red-haired and fiery in demeanour, steps before you dressed in ornate finery. Holding a wand to his neck, he addresses the gathered crowd in a booming voice that shakes snowy fields around you.

"Welcome! Welcome one and all to yet another pair of groups seeking to challenge the Trial of Champions! To my left, are righteous warriors from far off lands. They have come seeking glory, seeking challenge, and above all seeking to drive fear into the icy heart of the Lich King himself!" The crowd roars with enthusiasm as your eyes are drawn across to your opposing team, who give your respectful nods in greeting.

You should then have the announcer - Jaeren Sunsworn - introduce the player party. If the party has previous accomplishments this is a great time to mention them, but you could call on your players to decide how Jaeren announces them and to speak of feats they've accomplished. Once he's finished introducing both teams, read or paraphrase the following:

You are lead by squires over to one end of the tilt yard, a grand...muddy field, that has been well trod by horse shoes. Here you are introduced to your jousting steeds - stalwart mounts one and all - and given some small time to acclimate yourself to your mounts. In the background, Jaeren continues to whip up the crowd's enthusiasm.

"The Argent Crusade was born from the Silver Hand, a knightly order of paladins, and though not all who bear our symbols hold true to those old traditions, the knight's blood still flows through the Crusade. Here, today, we would test our warriors and challengers with a knightly game - a Joust! Requiring strength, dexterity, lightning fast reflexes, endurance and the ability to control a galloping steed in the heat of battle, the joust tests all facets of a fighter.

The first event of the tournament is a knightly joust between your team and an opposing team of equal size, whose details are found in Appendix A. Stastics are provided for up to 5 enemy NPCs, as this is the typical party size, but if your group is larger it's recommended you double up on a statblock of your choice and create a new character of an appropriate faction race not yet represented. If your party is smaller than 5, you should remove enemy combatants in order of: Mage, rogue, hunter, shaman, with warrior being the sole opponent against a party of 1 - though they would likely struggle against later encounters with only one character!

The team the party faces will be made up either of Horde or Alliance members, and should be viewed as 'opposites' to the party. If the party is (majority) Alliance, they should face the Horde team, and vice versa.

Statblock Alliance Character Horde Character
Mage Ambrose Boltspark, Male Gnome Eressea Dawnsinger, Female Blood Elf
Shaman Colosos, Male Draenei Runok Wildmane, Male Tauren
Hunter Jaelyne Evensong, Female Night Elf Zul'tore, Male Troll
Rogue Lana Stouthammer, Female Dwarf Deathstalker Visceri, Male Forsaken Undead
Warrior Marshal Jacob Alerius, Male Human Mokra the Skullcrusher, Male Orc

The joust utilises special mounts and lances (provided by the tournament), and rules. The joust should generally be represented with theatre of the mind rather than a battlemap. The joust is held in an arena called the 'tilt yard' which measures roughly 70ft long. Each rider starts at opposite ends of the yard, with the aim to meet in the centre and shatter their lance against the opponent's armour. Attacks are made simultaneously with a roll to hit, using their strength modifier and proficiency bonus (if proficient with lances) on their to-hit roll.

The opposing team's mage, rogue, and shaman are not proficient with lances, but the hunter and warrior are.

Spells and other abilties with a duration shorter than 1 minute cannot be used during a joust, but a character may buff themselves with 1 minute or longer duration buffs before each round. At your discretion a character can use other short-duration features, but they should try not treat this as a typical 'combat round' with bespoke actions, bonus actions, and allocated movement. It is a knightly bout, after all, and using a spell during the joust itself would be unsportsmanlike - or even viewed as cowardly! They also joust alone, and cannot assist each other. Each jousting match consists of three rounds.

Each round will award both participants points depending on how well they strike their opponent, as detailed below, after calculating their attack roll with applicable modifiers.

Attack roll result Effect
Natural 1 You miss your target and are unbalanced. You must make an Animal Handling (Strength) check (DC20) to stay on your mount. Falling off your mount causes 1d6 bludgeoning damage from the fall, and your opponent gains an extra 2 points.
Miss by more than 5 Your lance glances the target, you score 0 points and no damage dealt.
Miss by 1-4 Your lance hits the opponent but does not break. +1 point, no damage dealt.
Hit You hit and your lance tip breaks. +2 points and 1d12+Str damage to the opponent.
Hit by more than 5 You hit your opponent and your lance shatters. +3 points, 1d12+Str damage to opponent and they must make a strength save vs. the damage dealt or be unseated, taking an additional 1d6 damage and giving you another 2 points.
Natural 20 You hit your opponent and your lance shatters. You deal 12 + 1d12 + StrMod damage to opponent and they must make a strength save vs. the damage dealt or be unseated, taking an additional 1d6 damage and giving you another 2 points.

A participant cannot gain an 'unseating' point bonus more than once per round - so even if you roll a natural 1 and your opponent rolls a natural 20, they would only earn 2 extra points, instead of 4.

Since each match is 3 contested sets of rolls, you can do these all for each character one after another, or have the characters do their "round 1s" one after another, then round 2, and 3, in sequence. depending on which you think your party would engage more with.

Once all matches have concluded, the points are tallied for both teams and the greater team is determined to have won the joust.

By winning the joust, the party wins the favour of the tournament onlookers. The cheers of the crowd offer them +10 temporary hit points and +1d4 to attack rolls and saving throws until the end of Part 2. If they fail the joust, the opposing team gains these benefits instead.

Each side is given 10 minutes to recuperate, buff, and heal before the brawl.

Going forwards the arena for each part of the adventure should be roughly 120ft in diameter in either a circular or hexagonal shape.

Encounter: Challenging Team

Light: Bright Light


Creatures: Enemy team.


Setup: The party set up should be roughly 45 to 60ft away from their opponents. Instead of rolling standard initiative, the party and their opponents will alternate after each turn, with the order being deteremined by team-internal initiative rolls. An enchantment over the arena prevents death of any participants. Once any character is reduced to 0hp they immediately stabilise and become immune to all damage, conditions, but also cannot be healed - once a character is knocked out, they are out of the fight for good.

Tactics: You should try to play the team as any if you were playing a party - using focus fire as seems applicable. The team knows that there is no death for losing, so they fight until they are all knocked out.

If the party wins, they proceed to Part 3a. They additionally earn 500gp, and an Edge of Ruin (Appendix B)

If the party loses, they proceed to Part 3b. They additionally earn 250gp.

Part 3a: Eadric the Pure

Read or paraphrase the following:

Jaeren, your resident announcer, screams with enthusiasm as you drop your final foe. "INCREDIBLE! An INCREDIBLE upset by the challenging team today. No doubt such an excruciating engagement has stripped our friends of much of their energies, and we want to make sure they are well rested for their next bout, do we not?" He beckons to the crowd who gives a roar of agreement. "Well then challengers! Leave the arena, rest, and prepare yourself, for next you fight against stalwart warriors of the Argent Crusade!"

A group of squires lead you out of the arena to a small preparations chamber, with a meal, water, and supplies to wash and clean yourselves. As you walk past you see your opponents being carried to their own chamber. No doubt they will wake up bruised and beaten.

After being given a chance to short rest, the party proceeds back to the arena floor.

When next you emerge into the light of the colloseum you are faced by seven figures - 4 figures clad in little more than strips of cloth, with bare heads, two in thick shining plate wielding massive greatmauls, and finally a figure standing at the back, gleaming with light and wielding a mace glowing with holiest fire.

Jaeren cuts in once more: "Before our potential champions may progress, they must battle against one of the Argent Crusade's finest and his elite forces. With the purest of hearts and the strongest of arms, our Grand Champion of the Argent Crusade - EADRIC THE PURE!" Eadric, silver haired and wearing a monocle despite the fight that soon will be upon him, waves to the crowd, a restrained smile on his face.

He kneels, the Light shining down from above, bathing him in its radiance and calling a grand bubble to safeguard him, as his elite troops move forward to engage you.

Encounter: Argent Warriors


Light: Bright Light


Creatures: 4 Argent Monks, 2 Argent Paladins, Eadric the Pure.


Setup: The party set up should be roughly 45 to 60ft away from their opponents, who are split into two groups of 3 - one paladin for each two monks. The monks should be within 10ft of the paladins, and the two groups should be a minimum of 30ft apart.

An enchantment over the arena prevents death of any participants. Once any character is reduced to 0hp they immediately stabilise and become immune to all damage, conditions, but also cannot be healed - once a character is knocked out, they are out of the fight for good.

Until the six are defeated, Eadric is surrounded by a shield of holiest light, safeguarding him from all damage and conditions, but likewise he does not engage in combat.

Once all six are defeated, without giving the party a moment to rest, Eadric the Pure enters the field. He enters at the current initiative count and acts immediately.

Tactics: Each group should try to focus on splitting the party, with one team focusing on a 'frontline' and the other on the 'backline'. Monks should try to remain within 10ft of their paladin to take advantage of their Aura of Protection. Once a monk is reduced to 0hp and begins Final Meditation, the other monk should move away so that if they are then reduced to 0hp the auras do not overlap.

Eadric focuses on engaging primarily in melee, using his Radiance as frequently as possible and targeting Hammer of Justice against the creature that seems most threatening - typically a spellcaster, though he should never stun the same creature two turns in a row - it would not be honourable to do so!

If the party wins, they proceed to part 4. They additionally earny 1000gp and a Signet of Purity. (Appendix B)

If the party loses, they proceed to part 4. They additionally earn 250gp.

Part 3b: Confessor Paletress

The party awakens insie a small preparations chamber, with a meal, water, and supplies to wash and clean yourselves. As you walk past you see your opponents being carried to their own chamber. No doubt they will wake up bruised and beaten. A few squires fuss over you as they await your awakening. Through the stone walls you hear the roar of the crowd, presumably for your opponents who as you listen are already back on the field facing their next challenge. The squires assure you that the challenge will continue, and that once you've rested you can return to engage in the Trial once more.

After being given a chance to short rest, the party proceeds back to the arena floor.

When next you emerge into the light of the colloseum you are faced by seven figures - three figures clad in little more than strips of cloth, with bare heads, three dressed in long white robes and bearing holy icongraphy, and finally a figure standing at the back, gleaming with light and weirdly wearing no trousers, their upper thighs bizarrely on display despite the freezing cold.

Jaeren cuts in once more: "Though they fell in their first bout, the strength of the Light ensures that they can rise once more! For their next challenge, they must battle against one of the Argent Crusade's most dedicated believers, who has healed the hearts of scores of believers who come to her for confession. Aided by her devout assistants, I present to you - Confessor Paletress!" Paletress, apparently not cold despite her bared skin, gives a warm and cheery wave to the crowd, which is practically screaming with enthusiasm.

Sh kneels, the Light shining down from above, bathing her in its radiance and calling a grand bubble to safeguard her, as her devout followers move forward to engage you.

Encounter: Argent Healers


Light: Bright Light


Creatures: 3 Argent Monks, 3 Argent Priestesses, Confessor Paletress.


Setup: The party set up should be roughly 45 to 60ft away from their opponents, who are split into two groups of three - the monks 15ft closer to the party than the priestesses, and each character should be 5ft or 10ft apart.

An enchantment over the arena prevents death of any participants. Once any character is reduced to 0hp they immediately stabilise and become immune to all damage, conditions, but also cannot be healed - once a character is knocked out, they are out of the fight for good.

Until the six are defeated, Paletress is surrounded by a shield of holiest light, safeguarding her from all damage and conditions, but likewise she does not engage in combat.

Once all six are defeated, without giving the party a moment to rest, Confessor Paletress enters the field. She enters at the current initiative count and acts immediately. When reduced to half health she calls upon a memory of the party and recreates a foe from their past. This should ideally take the form of a bitter enemy they defeated. If this adventure is being run as a one-shot, it takes the form of Mutanus the Devourer, an enormous murloc wreathed in shadow. Regardless of its appearance, Nightmare from the Past always has the same statistics.

Tactics: The monks attempt to run interference on the party, safeguarding the priestesses from being engaged in melee as they cast their spells from a distance. Though all Priestesses can cast Mind Control, only one will do so at a time.

Paletress opens by casting Renew on herself, and uses Holy Fire as often as possible. Holy Smite should be targeted at random. Paletress continues to act while the Nightmare is active. The Nightmare always opens with Shadows of the Past, then Waking Nightmare, and then tries to alternate between the two, using Old Wounds only when both are unavailable.

If the party wins, they proceed to part 4. They additionally earny 1000gp and a Banner of Victory (Appendix B).

If the party loses, they proceed to part 4. They additionally earn 250gp.

Part 4: The Black Knight

If the party was victorious in Part 3, read the following:

As Eadric/Paletress falls to the ground unconscious, Jaeren roars with delight. "Did you see this? Did you see, esteemed audience members, the power of our challengers today? Even the mighty champions of the Argent Crusade struggle to stand up to their might. But our Trial is not yet done, and once they have recovered, they will face their final challenge!"

The squires lead you back to the preparation room, and you're given time to rest once more.

If the party lost their fight in Part 3, read the following:

You awaken back in the preparation room again, having failed in your attempt to defeat the Argent fighters. Yet, you are given another chance to continue, for the tournament is intended to train up fighters through experience, and the crucible of the Trial is just one part of that.

You are again given time to rest and recuperate, before being lead towards the arena.

Again, the party is given a chance to short rest before their final round. Read or paraphrase the following:

As you emerge back into the arena once more you see your one-time rivals from your joust and brawl earlier in the day. They greet you amicably as Jaeren's voice booms out across the arena. "More than anything else, these grounds and events exist to bring people together, so that we might stand as one against the Lich King. Once, these two teams fought against one another, but now they will stand together against the final Trial."

As Jaeren is speaking, the bright white clouds lingering above begin to darken, swiftly turning black as a pall of shadow falls over the arena. The normally enthusiastic crowd shifts uneasily in their seats, and jumps when a horrific animalistic shriek echoes around the arena. If this is part of the event, Jaeren's expression certainly doesn't indicate as such, as he seems as confused as the rest of you.

From above swoops a terrifying skeletal gryphon, bearing aloft a warrior clad head to toe in full plate. "What's that near the rafters?" Jaeren calls out, pointing at the descending pair. A blast of shadowy magic lances out, striking the tournament grounds all around you, piercing through Jaeren and your rivals, striking them dead in a moment. With a grand malicious cackle, the armoured warrior lands upon the arena, striding towards you.

"Did you honestly think the Lich King would allow this pathetic little tournament?" he drawls with smug superiority, drawing his greatsword. Jaeren's body twitches, flesh sloughing from bone as he rises once more, his form changing to that of a risen undead.


Light: Dim Light


Creatures: The Black Knight, Jaeren the Ghoul (using Black Knight Ghoul statistics)


Setup: The Black Knight should be within 10ft of at least one character when the fight starts. Jaeren should be a minimum of 20ft away from the party.

Unlike previous encounters this fight is to the death - the magic which prevented death, but also prevented healing, at 0HP is no longer in effect.

Tactics: The Black Knight focuses on only a single creature to start with, seeking to infect them with diseases, using Obliterate when they have been infected by two diseases. If the creature seems resistant to disease (due to being a paladin) he will change targets. He will typically use his Legendary Actions on Death Grip against ranged characters, seeking to bring them into melee where he can pressure them. Jaeren will immediately use Ghoul Leap to move to the closest target, and try to use Ghoul Explosion. Once the Black Knight dies, he returns as Black Knight (Skeleton).

Once he is in his Skeleton phase, the Black Knight uses his Descration to slow creatures and let his ghouls do the work. He should not move during this phase. Black Knight Ghouls should try to spread out to cover the largest area with their Ghoul Explosion, taking advantage of their immunity to Desecrations damage. When the Black Knight dies during this phase, he reanimates again as Black Knight (Spirit).

After reanimating the second (and final) time, the Black Knight focuses on whoever slew him last, attempting to kill them to the exclusion of all else.

After defeating the Black Knight a third and final time, they earn 2000gp, the Black Heart, and 1d4+3 Tears of the Vanquished (Appendix B). The adventure then proceeds to part 5a, Conclusion (Victory).

In the event of the party's death, you can either declare the campaign over due to party death, or have the Argent Crusade resurrect them after the fact - on the condition that they then act in the Crusade's interests to 'pay off' the resurrections. If you do so, proceed to Part 5b, Conclusion (Defeat).

Part 5a: Conclusion (Victory)

Read or paraphase the following:

Though Jaeren and your rivals were killed by the Black Knight, you emerged victorious. In recognition of your success over the Lich King's agent, the Crusade names you Champions of the Tournament, and word begins to spread of your deeds, but the Lich King remains a dangerous threat, and the war against him is not yet over.

Highlord Tirion Fordring, the Ashbringer, invites you to continue working alongside the Crusade, though he understands that your interest may lie elsewhere - the Lich King is certainly a threat to the world, but he is not so conceited that he does not see other such threats.

Part 5b: Conclusion (Defeat)

You died, of this you are certain. Yet, you awaken inside a medical tent on the tournament grounds, Confessor Paletress standing over you and tending to your wounds alongside her followers. She explains that after you fell, Highlord Fordring took to the field and slew the Black Knight personally, and that they were able to resurrect you. Such an act did not come without great cost, however, and the Argent Crusade now hopes that you will aid them in their continued war against the Lich King, to repay what the resources they have expended on bringing you back from death itself.

Appendix A: Statistics

Part 2 Statistics


Warrior

Medium Humanoid, Chaotic Good


  • Armor Class 20 (plate mail, shield)
  • Hit Points 75 (10d10 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 15 (+2) 10 (+0)

  • Saving Throws Str +6, Dex +4
  • Senses passive perception 12, darkvision 60ft
  • Languages Common, Orcish
  • Challenge 5 (1800 XP)

Mocking Blow. The first creature the Warrior hits with an attack on their turn has disadvantage on any attack roll that isn't against them, and when the target hits a creature other than them with an attack, that creature has resistance to the damage of the target’s attacks. This lasts until the start of the Warrior's next turn.

Actions

Multiattack. The warrior makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bonus Actions

Demoralising Shout (Recharge 5-6). The warrior looses an intimidating roar. Enemy creatures within 60' who can hear the warrior must make a DC14 charisma saving throw, or any damage they deal is reduced by half until the start of the warrior's next turn. Creatures immune to the Frightened condition are unaffected by this effect.

Reactions

Ignore Pain. The warrior can use their reaction when they takes damage to gain temporary hit points equal to half the damage taken.


Rogue

Medium Humanoid, Chaotic Neutral


  • Armor Class 15 (studded leather)
  • Hit Points 55 (10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Dex +6, Int +3
  • Senses passive perception 12, darkvision 60ft
  • Languages Common, Dwarven
  • Challenge 5 (1800 XP)

Evasion. When the rogue are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Actions

Poisoned Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 13 (3d8) poison damage.

Fan of Knives. The rogue unleashes a fan of knives in a 10ft radius around themself. Hostile creatures in the area must succeed on a DC14 dexterity save or take 1d6 slashing and 1d6 poison damage, or half as much on a successful save.

Bonus Actions

Poison Bottle (Recharge 5-6). The rogue tosses a bottle of poison at a location within 30ft, which shatters, filling a 10ft radius cloud with poisonous fumes that last for 1 minute. A creature that enters the cloud or starts their turn there must succeed on a DC14 Constitution save or take 1d6 poison damage and spend their next action available retching and reeling. A successful save negates the retching and halves the damage.


Shaman

Medium Humanoid, Lawful Good


  • Armor Class 16 (breastplate)
  • Hit Points 55 (10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+3) 15 (+2) 13 (+1) 10 (+0) 16 (+3) 10 (+0)

  • Saving Throws Int +3, Wis +6
  • Senses passive perception 13
  • Languages Common, Taurahe or Draenei
  • Challenge 5 (1800 XP)

Lightning Shield. Whenever a creature within 5 feet of the shaman hits them with a melee attack, the shield erupts with static shocks. The attacker takes 2d8 lightning damage.

Ancestral Guidance. Whenever the shaman deals damage with Lightning Zap, they can grant a friendly creature temporary hit points equal to half the damage dealt.

Actions

Multi-Zap. The shaman makes 2 Lightning Zaps. If Windshear is avialable they can use Windshear in place of one Lightning Zap.

Lightning Zap. Ranged Spell Attack. +6 to hit, range 60ft., one target. Hit: 8 (1d10 + 3) lightning damage.

Windshear (Recharge 5-6). Muhu chooses one creature concentrating on a spell. That creature must succeed on a DC14 Concentration save or lose their Concentration.


Hunter

Medium Humanoid, Neutral Good


  • Armor Class 16 (breastplate)
  • Hit Points 75 (10d10 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Str +4, Dex +6
  • Senses passive perception 12
  • Languages Common, Zandali
  • Challenge 5 (1800 XP)

Ricochet. When the Hunter hits a creature with a weapon attack they can choose to ricochet the shot to another creature within 10' of the original target, dealing half as much damage to them as the initial attack.

Actions

Multiattack. The hunter makes two longbow attacks.

Longbow. Ranged Weapon Attack. +6 to hit, range 150/600ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Bonus Actions

Rapid Fire (1/SR). The hunter can make two additional longbow attacks this turn.

Reactions

Countershot (Recharge 5-6). When a creature within 60' casts a spell the hunter can fire a countershot. The caster must succeed on a casting ability check vs DC14 or the spell has no effect. The spellslot is still expended if the spell cost a spell slot.


Mage

Medium or Small Humanoid, Chaotic Neutral


  • Armor Class 12 (15 with mage armour)
  • Hit Points 55 (10d6 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 16 (+3) 13 (+1) 10 (+0)

  • Saving Throws Int +6, Wis +4
  • Senses passive perception 12
  • Languages Common, Gnomish or Thalassian
  • Challenge 5 (1800 XP)

Prismatic Barrier. The mage has resistance against all damage from spells and magical effects, and advantage on all saving throws against all spells and magical effects.

Actions

Brief Polymorph. The mage choses one creature within 60ft. They must succeed on a DC14 Wisdom saving throw or be Polymorphed (as the spell) into a squirrel until the end of the mage's next turn. The mage does not need to Concentrate on this.

Ray of Frost. Ranged Spell Attack. +6 to hit, range 60ft., one target. Hit: 11 (2d8 + 3) cold damage. The creature damaged by this ability has their movement speeds reduced by half until the end of Whizzle's next turn.

Spellsteal. The mage chooses one creature they can see within 60' with a spell currently affecting them. If they succeeds on a spellcasting ability check (+6) against the original caster's save DC, the spell is removed from the target and transferred to the mage, who gains the ability to concentrate on it instead of the original caster.

Reactions

Alter Time (Recharge 6). After the mage takes damage they can use their reaction to rewind time, gaining hit points equal to the damage dealt.

Part 3 Statistics


Argent Monk

Medium Humanoid, Lawful Good


  • Armor Class 15 (unarmoured defense)
  • Hit Points 58 (7d8 + 27)
  • Speed 45ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 17 (+3) 9 (-1) 14 (+2) 8 (-1)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Final Meditation. Instead of falling unconscious when reduced to 0hp, the monk instead begins to meditate, projecting a slowing aura. Creatures who start their turn or move into the aura on their turn must succeed on a DC12 Wisdom save or be affected by the Slow spell until the end of their next turn.

Open Hand Technique. When the monk hits a creature with their unarmed strike, they can choose to inflict one of the following on them:

  • It must succeed on a dexterity saving throw (DC12) or be knocked prone.
  • It must make a a strength saving throw or be pushed 15ft away from the monk.
  • It can't take reactions until the end of the monk's next turn.

Actions

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3)


Argent Paladin

Medium Humanoid, Lawful Good


  • Armor Class 18 (plate)
  • Hit Points 65 (10d8 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Aura of Protection. Friendly creatures (including the paladin) within 10ft add +2 to all saving throws.

Actions

Multiattack. The paladin makes two melee attacks with its maul. If Blazing Light or Unbalancing Strike are available, it can substitute one attack for either, but cannot use both in the same turn.

Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3)

Blazing Light (Recharge 6). The paladin engulfs an allied creature within 15ft in holy light, healing it for 1d8+2 hit points and causing 1d8+2 radiant damage to any adjacent enemies.

Unbalancing Strike (Recharge 6). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 15 (2d6 + 8). A creature hit by this has their AC reduced by -3 until the end of their next turn.


Argent Priestess

Medium Humanoid, Lawful Good


  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8+5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Senses passive Perception 13
  • Languages Common
  • Challenge 2 (450 XP)

Actions

Holy Smite. Ranged Spell Attack. +5 to hit, range 60ft., one target. Hit: 9 (2d8) radiant damage.

Heal (Recharge 5-6) The priestess heals a friendly creature within 30ft 2d8+3 hit points.

Mind Control (Recharge 6). The priestess casts Dominate Person on a creature within range (DC13).


Eadric the Pure

Medium Humanoid, Lawful Good


  • Armor Class 20 (plate, shield)
  • Hit Points 112 (15d8+45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6, Int +2, Wis +3, Cha +4
  • Skills Athletics +10
  • Senses passive Perception 11
  • Languages Common
  • Challenge 5 (1800 XP)

Aura of Protection. Friendly creatures (including Eadric) within 10ft add +2 to all saving throws (included above).

Vengeance. Whenever Eadric attacks with his mace and doesn't critically hit, the range of which he critically hits increases by +1. This stacks with itself, and resets when he critically hits.

Actions

Multiattack. Eadric uses Radiance if it is available, then makes two attacks with his mace, then uses Hammer of Justice.

Mace. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning + 4 (1d8) radiant damage.

Hammer of Justice. Eadric chooses a creature within 60ft and launches a holy hammer at them. They must succeed on a DC13 constitution save or be stunned until the end of their next turn.

Radiance (Recharge 6). Eadric glows bright with holy light, storing it within himself that threatens to blind. Creatures can choose to avert their eyes on their next turn, effectively becoming blinded. Stunned creatures cannot be affected by Radiance. Any creature that can see Eadric at the start of his next turn is blinded for 1 minute and takes 2d8 radiant damage. They may make a DC13 Constitution save at the end of each of their turns to end the effect early.

Legendary Actions

Eadric 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. Eadric regains spent legendary actions at the start of their turn.

Attack. Eadric makes a mace attack.

Hammer of Justice (2 actions). Eadric uses Hammer of Justice.


Confessor Paletress

Medium Humanoid, Lawful Good


  • Armor Class 12 (15 with mage armour)
  • Hit Points 112 (15d8+45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws Int +6, Wis +5, Cha +7
  • Skills Percepton +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge 5 (1800 XP)

Summon Memory. When reduced to half hit points, Paletress immediately gains Reflective Shield. and summons a Nightmare of the Past. Nightmare of the Past acts on its own initiative, and vanishes when it reaches 0hp.

Reflective Shield. While Nightmare of the Past is above, Paletress is immune to all damage and conditions, and returns one quarter of any damage that would be dealt with her to the attacker.

Actions

Holy Smite. Ranged Spell Attack. +6 to hit, range 60ft., one target. Hit: 12 (2d8+3) radiant damage.

Renew. Paletress gains 1d12+3 temporary hit points at the end of each of her turns. This lasts for 1 minute.

Holy Fire (Recharge 5-6). Paletress calls down holy flame upon a creature she can see within 60ft. The target must succeed on a DC14 Constitution save or take 3d8 radiant damage and the next attack made against them has advantage. On a successful save they take half damage and the avantage is negated.

Legendary Actions

Paletress 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. Paletress regains spent legendary actions at the start of their turn.

Holy Smite. Paletress uses Holy Smite on a creature.

Reposition. Paletress moves up to 20ft. This movement does not provoke opportunity attacks.


Nightmare of the Past

Medium Aberration, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 45 (6d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Percepton +3
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses passive Perception 17
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Waking Nightmare (Recharge 5-6). The nightmare unleashes a psychic blast of nightmaric energy in a 30ft cone. Each creature must succed on a DC12 wisdom save or take 2d8 psychic damage, drop whatever it's holding, and be frightened until the end of its next turn. While frightened by this a creature must take the Dash action and move away from the nightmare by the safest available route, unless there is nowhere to move, in which case it takes the Dodge action instead. On a successful save they take half damage, are not frightened, and do not drop what they're holding.

Shadows of the Past (Recharge 5-6). The nightmare targets 1d4-1 (minimum 1) creatures it can see within 120ft. They must succeed on a DC12 wisdom save or take 2d8 psycihc damage and be affected by the Slow spell until the end of their next turn. On a successful save they take half damage and are not slowed.

Old Wounds. Melee Spell Attack. +4 to hit, reach 10ft., one target. Hit: 6 (2d4+2) psychic damage.

Part 4 Statistics


Black Knight

Medium Undead, Chaotic Evil


  • Armor Class 18 (plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 13 (+1)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, necrotic
  • Condition Immunities exhaustion, poisoned, charmed, frightened.
  • Senses passive Perception 12
  • Languages Common
  • Challenge 5 (1800 XP)

Actions

Plague Strike. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 10 (2d6+4) slashing damage. If this hits it infects the target with Blood Plague, which is a disease, and lasts for 1 minute. They take 2d4 necrotic damage at the end of each of their turns. A successful DC14 constitution save made at the end of the infected creature's turn removes the disease early.

Icy Touch. Melee or Ranged Spell Attack. +6 to hit, reach 5ft or range 30ft., one target. Hit: 7 (2d4+3) cold damage. If this hits it infects the target with Frost Fever, which is a disease, and lasts for 1 minute. They take 1d4 cold damage at the end of each of their turns and have a -1d4 on attack rolls they make. A successful DC14 constitution save made at the end of the infected creature's turn removes the disease early.

Obliterate. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 10 (2d6+8) slashing damage. This deals an additional 1d6 damage for each disease currently affect the target.

Death Grip (Recharge 6). The Black Knight targets a creature it can see within 120ft. They are pulled adjacent to the Black Knight and take 2d6 shadow damage. They must also make a DC14 Constitution saving throw or be stunned until the end of their next turn.


Legendary Actions

The Black Knight 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. The Black Knight regains spent legendary actions at the start of their turn.

Disease Profligation. The Black Knight uses either Plague Strike or Icy Touch.

Death Grip. The Black Knight uses Death Grip. This cannot be used if Death Grip requires recharging.

Grip's Return (2 actions). The Black Knight instantly recharges Death Grip, allowing it to be used once more.


Black Knight Ghoul

Medium undead, Chaotic evil


  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 20ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common
  • Challenge 1/4 (50 XP)

Actions

Ghoul Explosion. The ghoul begins leaking massive amounts of blight. At the start of its next turn it explodes, coating a 15ft radius area with acid. Creatures in the area must succeed on a DC12 dexterity save or take 4d12 poison damage, or half as much on a successful save.

Bonus Actions

Ghoul Leap. The ghoul leaps to arrive adjacent to a creature within 40ft. This movement does not provoke opportunity attacks.


Black Knight (Skeleton)

Medium undead, Chaotic evil


  • Armor Class 15 (natural armour
  • Hit Points 82 (11d8 + 33)
  • Speed 0ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws. Dex +6, Wis +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common
  • Challenge 5 (1,800 XP)

Army of the Dead. At the end of each of the Black Knights turns, he summons 1d4+2 Black Knight Ghouls at random points within a 30ft radius. They act after the Black Knight does. When the Black Knight (Skeleton) dies, all Black Knight ghouls immediately die.

Actions.

Desecration. The Black Knight choose a point on the ground within 60ft, creating an area of grasping shadowy arms with a 15ft radius. This lasts for 1 minute. Moving through the area costs 2 feet of movement for every 1 foot moved. Creatures who entering the area or end their turn there causes 2d10 necrotic damage.


Black Knight (Ghost)

Medium undead, Chaotic evil


  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 5 (1,800 XP)

Incorporeal Movement. The Black Knight can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Death's Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) necrotic damage and 9 (2d8) cold damage. Each time this hits a target they are branded by the Death's Bite, and the next Death's Bite deals an additional 1d4 necrotic damage. These brands stack.

Bonus Actions

Marked for Death (Recharge 6). The Black Knight marks a creature. The next attack the Black Knight makes against the creature has advantage, and rolls 3 d20s instead of the normal 2. Marked for Death instantly recharges if the Black Knight reduces a creature to 0hp.

Appendix B: New Magic Items

Wondrous Item, Rare (Requires attunement)

This banner of victory is emblazoned with the golden sun of the Argent Crusade. All allies of the standard-bearer within 30ft of them benefit from the standard's magic so long as they can see the banner and it is held aloft. Normally the banner requires one hand to bear, it can be added to a polearm weapon such as a lance, in which case the weapon must be wielded in two hands, but can otherwise be wielded normally.

Creatures benefiting from this banner critically hit on attack rolls of 19 or 20, instead of just 20. If they already did so (eg. due to an Improved Critical feature), their critical range increases by +1. In addition, if they critically hit and would add their ability modifier to damage dealt, they add it twice, insted of once.

If the bearer is reduced to 0 hit points or if they drop the banner for any reason, the effects of the standard cease. If they do not take up the banner again before the end of their next turn, all those benefiting from the banner recieve a -1d4 penalty on attack rolls and saving throws for their next turns. A DC15 Wisdom saving throw negates this.

Black Heart

Wondrous Item (Amulet), Very Rare (Requires attunement)

Once this heart beat with the chest of the Black Knight, but as part of a profane ritual the Lich King extracted it and set its shrivelled, decrepit form into an amulet that still bears part of its powers, empowering you the closer you are to death. This amulet grants +1 to AC and saving throws. While you are below half health this increases to +2 for both. If an undead type creature wears this the bonuses are increased by a further +1.

Finally, you have advantage on death saving throws while attuned to this amulet.

Edge of Ruin

Weapon (Greataxe), Rare (Requires attunement)

This +2 greataxe was originally forged by vrykul and adorned with bones and feathers, but after being claimed by the Scourge its magics became warped and chaotic. Now recovered by the Argent Crusade, they want to turn the axe against its former owners.

Once per turn when you hit with this axe, the target creature must make a DC14 Wisdom saving throw or roll on the following table and suffer its effect. If you critically hit, the DC is increased to 18.

d6 Effect
1 The target is frightened of you until the end of your next turn.
2 The target takes 1d6 force damage and loses one randomly determined spell slot, if they have one.
3 The target must spend their next turn moving to you and attempt to attack you with a melee weapon, to the exclusion of all else.
4 The target takes 1d12 frost damage.
5 The target is knocked prone.
6 The target is stunned until the end of your next turn.

Helm of the Crestfallen Champion

Wondrous Item (Helmet), Rare (Requires attunement by a paladin)

While attuned to this helmet, you Divine Smite damage is increased by +1d8. In addition, whenever you successfully deal damage with a Divine Smite, you can heal one creture that can see you an amount equal to half the Divine Smite damage dealt.

Signet of Purity

Wondrous Item (Ring), Rare (Requires attunement)

While you are attuned to this ring you gain the effect of the Sanctuary spell (DC15) whenever you complete a short or long rest, or roll initiative. Additionally, creatures who fail their saving throw against Sanctuary suffer a -1d4 on the next saving throw they make for 1 minute.

Tears of the Vanquished

Wondrous Item (Consumable), Rare

Contained within these crimson red gemstones are the souls of those slain by the Black Knight. As an action you may throw one to the ground and shatter it, releasing the trapped soul which appears in a square adjacent to you. This takes the statistics of a CR3 Knight, except undead instead of humanoid. The Knight rolls their own intiative and follows your verbal commands (no action required). If not given commands, they seek to defend you to the best of their abilities, and otherwise take the Dodge action. The knight spirit vanishes either after being reduced to 0HP or after 1 minute.