Those who learn to be knights do not become so overnight- many years of painstaking progress lead them to the accolade of knighthood. Many serve as pages from an early age, placed under the care of a knightly household and instructed in the arts of war. As teenagers, these youths often become squires, able to take to the field as seasoned warriors before being recognized for their bravery.
Here are three statistic blocks you can use to represent these non-player characters within your games. Pages are young apprentices, able to fight to protect others in desperate situations, but mostly kept around for wrangling animals, and helping with care of armour and equipment. PAGE Medium humanoid (any race), any alignment Armour Class 12 (padded armour) Hit Points 5 (1d8 + 1) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 12 (+1); Int 10 (+0); Wis 9 (-1); Cha 11 (+0) Skills Animal handling +1 Proficiency bonus +2 Senses passive Perception 9 Languages Common Challenge 1/8 (25 XP) Armour-wrangler. A page is an expert at helping to don and doff armour, reducing the total time to one-quarter if they assist. Co-ordinated strike. If a page takes the Help action to aid a friendly creature in attacking a target, the target must succeed on a Wisdom saving throw (DC 10) or lose its reaction. ACTIONS Club. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage. Squires are trained combatants, drilled for years in weapon and armour use. By the time they see battle, they are eager to impress, and talented beyond their years. They have access to a variety of weapons, depending on the type of foes they fight. SQUIRE Medium humanoid (any race), any alignment Armour Class 18 (chainmail and shield) Hit Points 30 (5d8 + 5) Speed 30ft. Str 14 (+2); Dex 11 (+0); Con 13 (+1), Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Animal handling +2, Athletics +4 Proficiency bonus +2 Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Bold. Squires have advantage on saving throws to resist effects that would make them frightened. Co-ordinated strike. If a squire takes the Help action to aid a friendly creature in attacking a target, the target must succeed on a Wisdom saving throw (DC 12) or lose its reaction. ACTIONS Multiattack. The squire can make two melee attacks. Handaxe, Mace, or Spear. Melee weapon attack: +4 to hit, reach 5ft. (10ft. with spear), one target. Hit: 5 (1d6 + 2) bludgeoning, piercing, or slashing damage (as appropriate to weapon type). Knights of the realm are recognized as some of the finest warriors in the land, mighty in battle and inspiring to follow. KNIGHT OF THE REALM Medium humanoid (any race), any alignment Armour Class 18 (plate) or 20 (plate and shield) Hit Points 52 (8d8 + 16) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 15 (+2); Int 10 (+0); Wis 11 (+0); Cha 14 (+2) Saving Throws Con +4 Skills Animal handling +2, Athletics +5, Intimidate or Persuasion +4 Proficiency bonus +2 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Brave. Knights of the realm have advantage on saving throws against effects that would make them charmed or frightened. Expert Combatant. As a bonus action, a knight of the realm can take a Help action to aid a friendly creature in attacking a target. The target must make a Wisdom saving throw (DC 15) or lose its reaction. ACTIONS Multiattack. The knight of the realm can make two melee attacks. Battleaxe or Longsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage or 9 (1d10 + 3) slashing damage if used two-handed. Heavy Crossbow. Ranged weapon attack: +2 to hit, range 100/400ft., one target. Hit: 5 (1d10) piercing damage. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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