Knight of the Round Table (5e Creature)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the paladin class and noble background, and as such does not follow traditional CR.

Knight of the Round Table[edit]

Medium humanoid (human), lawful good


Armor Class 21 (full plate and shield)
Hit Points 184 (20d10+60)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 12 (+1) 16 (+3) 20 (+5)

Saving Throws Wis +9, Cha +11
Skills Athletics +11, History +7, Perception +9, Persuasion +11, Religion +7
Condition Immunities charmed, frightened
Senses passive Perception 19
Languages Common, any one language
Challenge 20 (25,000 XP)


Aura of Courage. Friendly creatures within 30 feet of the knight are immune to being frightened.

Aura of Devotion. Friendly creatures within 30 feet of the knight are immune to being charmed.

Aura of Protection. Whenever the knight or a friendly creature within 30 feet of it must make a saving throw, the creature gains a bonus to the saving throw equal to its Charisma modifier (+5). It must be conscious to grant this bonus.

Defensive Fighting Style. While the knight is wearing armor, it gains a +1 bonus to AC (included in AC)

Divine Health. The knight is immune to disease.

Divine Smite. When the knight hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 9 (2d8) for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 22 (5d8). The damage increases by 1d8 if the target is an undead or a fiend.

Purity of spirit. The knight is always under the effects of a protection from evil and good spell.

Spellcasting. The knight is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The knight has the following paladin spells prepared:

1st level (4 slots): bless, cure wounds, detect evil and good, heroism, protection from evil and good
2nd level (3 slots): aid, lesser restoration, magic weapon, protection from poison
3rd level (3 slots): beacon of hope, dispel magic
4th level (3 slots): freedom of movement, guardian of faith
5th level (2 slots): commune, flame strike

ACTIONS

Multiattack. The knight makes two weapon attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant damage.

Channel Divinity (1/short or long rest). The knight's oath allows it to channel divine energy to fuel one of the following magical effects. When it uses its Channel Divinity, it chooses which option to use.

  • Sacred Weapon. As an action, the knight can imbue one weapon that it's holding with positive energy, using its Channel Divinity. For 1 minute, it adds its Charisma modifier (+5) to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. The knight can this effect on its turn as part of any other action. If it is no longer holding or carrying this weapon, or if it falls unconscious, this effect ends.
  • Turn the Unholy. As an action, the knight presents its holy symbol and speaks a prayer censuring fiends and undead, using its Channel Divinity. Each fiend or undead that can see or hear it within 30 feet of the knight must make a DC 19 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from the knight as it can, and it can't willingly move to a space within 30 feet of the knight. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Cleansing Touch (5/long rest). The knight ends one spell on itself or on a friendly creature that it touches.

Holy Champion (1/long rest). The knight emanates an aura of sunlight. For 1 minute, bright light shines from it in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, the knight has advantage on saving throws against spells cast by fiends or undead.

Lay on Hands. The knight a pool of healing power that replenishes when it takes a long rest. With that pool, it can restore a total of 100 hit points.

As an action, the knight can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in its pool.

Alternatively, it can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. It can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


Everything a paladin should be, Knights of the Round Table are legendary paragons of chivalry. They defend their faith in their god, slay dragons, rescue maidens, seek holy grails, protect the weak, and destroy evil wherever it is found without fear. They are defined by their unbreakable code of honor, holding themselves to the loftiest ideals of virtue which they follow without fault.

Equipment (optional rule)). Knights of the Round Table very commonly wield holy avengers. A knight with a holy avenger loses its longsword attack and gains the following attack instead:

Holy Avenger. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 4 (1d8) radiant damage, plus an additional 11 (2d10) radiant damage if the target is a fiend or an undead.

Additionally, the knight and all friendly creatures within 30 feet of it are protected by the sword's aura, gaining advantage on saving throws against spells and other magical effects.


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