Brave. The wayward knight has advantage on saving throws against being frightened.
Spellcasting. The wayward knight is an 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
1st level (3 slots): protection from evil and good, thunderous smite, wrathful smite
Multiattack. The wayward knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Bless (Recharges after a Short or Long Rest). For 1 minute, the wayward knight can utter a special command or warning whenever a nonhostile creature that 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 wayward knight. A creature can benefit from only one Bless die at a time. This effect ends if the wayward knight is incapacitated.
Parry. The wayward knight adds 2 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.
Description
Wayward Knights are paladins who have begun to drift down a path towards evil. They are often unknowingly in service to a tyrant or blackguard who leads them astray from the tenants of their oath. Misguided but under the belief they still fight for a holy cause, a wayward knight may be redeemable if they are steered towards a truer path. A wayward knight's alignment indicates how much they have embraced the ideals of their leader and how likely they are to be redeemed.
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