Medium humanoid (any race), any alignment
Armor Class 16 (breastplate, shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
Saving Throws Strength +6, Constitution +5
Skills Arcana +4, Athletics +6, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)
Spellcasting. The knight is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The knight knows the following wizard spells:
Cantrips (at will): chill touch, prestidigitation, shocking grasp
1st level (4 slots): absorb elements, burning hands, expeditious retreat, magic missile
2nd level (2 slots): blur, scorching ray
War Magic. When the knight uses its action to cast a cantrip, the knight can also take a bonus action to make one weapon attack.
Weapon Bond. The knight can use its bonus action to teleport its longsword to its hand, provided the longsword is on the same plane of existence.
Multiattack. The knight makes two weapon attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
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