War Wizard. The Carian Knight adds its intelligence modifier to its initiative rolls.
Defensive Formation. The Carian Knight adds +2 to its AC if wielding its shield (not included in 18 AC).
Spellcasting. The Carian Knight casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: Mage Hand, Message, Dancing Lights, Prestidigitation
2/Long Rest Each: Detect Magic, Identify, Cloud of Daggers (3rd level version), Magic Missile (5th level version), Absorb Elements
1/Long Rest: Sending, Counterspell (5th level version), Dispel Magic (5th level version), Wall of Force, Haste, Telepathic Bond
Multiattack. The Carian Knight makes two attacks with its sword and uses Carian Grandeur or casts a spell, if available.
Carian Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 4) slashing damage plus 7 (2d6) force damage. This weapon is dropped upon defeat as a +3 Longsword dealing and extra 1d8 force damage on a hit.
Carian Grandeur (Recharge 5-6). The knight summons magical force and shapes it into a long, cleaving blade before slamming it down in a line that is 5 ft. wide and 30 ft. long. Any creature within that line must make a DC 17 Strength saving throw. On a failure the creature suffers 48 (8D10+5) force damage and is knocked prone. On a success a creature takes half as much damage only.
Carian Phalanx (2/Long Rest). The carian knight summons an arc of phantasmal swords above their head. These swords remain for one minute or until they are triggered which occurs when a hostile creature comes within 30 ft. of the knight. Upon being activated the swords lash out at the triggering creature and force it to make a DC 18 Dexterity saving throw. On a failure the creature takes 15 (3d8) force damage. On a success the creature takes half as much damage.
Magic Parry. The Carian Knight adds 5 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.
Carian Retaliation (1/Long Rest). The knight interrupts a creature they can see within 60 feet of themself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, the knight makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 15 (3d10) force damage if the spell fails.
Description
Carian Knights are the loyal servants of the witch-queens of Liurnia. They serve two public purposes, to act as the elite special forces of the kingdom and the personal bodyguards of the royal family. Their secret third purpose is to act as the royal family's secret police. Their eyes are always open for signs of disloyalty.
This mythic hero was recreated by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.
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