Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 20 (half plate) (shield)
Hit Points 100 (10d10 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws CON +6, WIS +5
Skills Arcana +4, Investigation +6, Persuasion +6, Stealth +7
Senses Darkvision 30 ft, Passive Perception 10
Languages Common, Marquesian Any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Brave. The knight has advantage on saving throws against being frightened.

Aurora Burst: You can use an action to cause bands of light to burst out of this sword. Up to five creatures of your choice within 30ft. of you have to make a Dexterity saving throw. The DC of this saving throw is 16. On a failed save they take (4d6) Radiant damage. On a successful save they only take half damage. You can use this feature twice per long rest.

Spellcasting. The Aurora Knight is a 12th-level halfcaster. Its spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). The Aurora Knight has the following wizard spells prepared:

Cantrips (at will): light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, Searing Smite, Shield of Faith*, Cure wounds

2nd level (3 slots): Lesser Restoration, Zone of Truth, misty step

3rd level (3 slots): counterspell, Daylight, Dispel magic

4th level (1 slot): [spell]find greater steed[spell]

Arcane Smite.  The Aurora Knight Captain can ad 1d8 Force damage to a melee attack per level of spell slot used.

Actions

Multiattack. The knight makes three melee or ranged attacks.

Auroran Egde. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+7) Radiant damage.

Compound bow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d12) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Description

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2022 5:33:00 AM
3
1
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Coming Soon

Monster Tags: NPC

Habitat: Urban

M_Hobo

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