Knight Redemptive (5e Creature)

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Knight Redemptive[edit]

Medium humanoid (any race), any good alignment


Armor Class 16 (chain mail)
Hit Points 58 (9d8 + 18)
Speed 30 ft.


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

Saving Throws Wis +5, Cha +5
Skills Athletics +4, Insight +5, Persuasion +5, Religion +3
Proficiency Bonus +2
Condition Immunities frightened
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 3 (700 XP)


Spellcasting. The knight is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The knight has the following paladin spells prepared:

1st level (4 slots): bless, cure wounds, shield of faith*
2nd level (2 slots): aid*, zone of truth

* The knight casts this spell on itself (and any allies, if applicable) before combat.

Rebuke the Violent (1/Turn). When the knight hits a creature that damaged it since the end of its last turn with an attack, the creature magically takes an extra 10 (3d6) radiant damage.

ACTIONS

Multiattack. The knight makes two weapon attacks.

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

REACTIONS

Aura of the Guardian. When a friendly creature within 10 feet of the knight takes damage, the knight magically takes that damage instead. Damage taken in this way can't be reduced or prevented.

Knights redemptive understand full well the strength of temptation. Wrath, greed, and more form stronger barriers than any enemy, striking not at the body but at the mind. But even the most tempted person is still a person, living out their own life. If properly taught the error of their ways, they may even change. This is the role of the knight redemptive: to offer compassion and turn the evil to the path of light.
Many knights redemptive once broke their own oaths and turned from the paladin's path; now they seek to prevent others from making the same mistakes. Regardless of this origin, these knights are natural mentors and companions, helping others follow their path of good. Eager-eyed squire, tempered novice, hardened veteran, or struggling oathbreaker; any and all of these individuals benefit from the teachings of a knight redemptive.

Tactics. While knights redemptive prefer the way of peace, they know full well violence may be a necessary option. They cast helpful spells on their allies, such as cure wounds and aid. They utilize Aura of the Guardian to take blows for their allies before meting out justice with Rebuke the Violent on their next turn. When fighting most humanoids, they aim to knock out or disable when possible. Against unredeemable creatures like fiends, however, knights redemptive show no mercy and fight. Similarly, knights redemptive will flee with their charges; the path of redemption is usually easier if the walker is alive.

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