Don Quixote
Alonso Quijano is the lowest rank of nobility but obsessed with stories of knights errant. His friends and family think he is crazy when he decides to take the name of Don Quijote de la Mancha and become a knight errant himself, wandering on his thin horse Rocinante, righting wrongs and protecting the oppressed..
Don Quixote is visibly crazy to most people. He believes ordinary inns to be enchanted castles, and their peasant girls to be beautiful princesses. He mistakes windmills for oppressive giants sent by evil enchanters. He imagines a neighboring peasant to be Dulcinea del Toboso, the beautiful maiden to whom he has pledged love and fidelity.
Sancho Panza, his simple squire, believes his master to be a bit crazy, in particular he knows that there is “really” no Dulcinea, but he plays along, hoping to get rich. He and Quixote agree for instance that because Dulcinea is not as pretty nor does she smell as good as she should, she “must have been enchanted”, and from that point on the mission is to disenchant her.
Master and squire have numerous adventures, often causing more harm than good in spite of their noble intentions. They meet criminals sent to the galleys, and are victims of an elaborate prank by a pair of Dukes, when Sancho is made “governor” of fake Barataria.
Don Quixote (5E)
Mythological Figures: Don Quixote (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
Don Quixote
Medium humanoid (human), chaotic good fighter (cavalier) 4
Armor Class 18 (breastplate, shield)
Hit Points 26 (4d10+4)
Speed 30 ft., 60 ft. on mount (riding horse)
STR | DEX | CON | INT | WIS | CHA |
11 (+0) | 14 (+2) | 13 (+1) | 15 (+2) | 9 (-1) | 16 (+3) |
Saving Throws Str +2, Con +3
Skills Animal Handling +1, History +4, Performance +5, Persuasion +5, Survival +1
Senses passive Perception 9
Languages Spanish
Challenge 2 (450 XP)
Background: Noble – Lordship. Due to his position as a noble, Don Quixote is treated with a measure of respect wherever he goes. He is treated as royalty (or as closely as possible) by most peasants and traders (at least until it is clear he is quite mad), and as an equal when meeting other authority figures (who make time in their schedule to see him if requested to do so).
Action Surge (1/short rest). On his turn, Don Quixote can take an additional action on top of his regular action and a possible bonus action.
Deluded. Don Quixote is thoroughly deluded, believing himself to be a knight from hundreds of years ago and in much better physical shape than he actually is. The complete breadth of his delusions are at the discretion of the GM but they can include seeing monsters where there are inanimate objects (such as a windmill appearing to be a giant) or mistaking a peasant for royalty.
Feat: Charge. After Don Quixote uses his action to Dash, so long as he moves 10 feet or more in a straight line he can use a bonus action to immediately either shove a creature or make a single melee weapon attack. On a hit he either pushes the target up to 10 feet away from him or deals +5 extra damage.
Mark of Challenge (1/long rest). Don Quixote may choose to mark a creature when he hits it with a melee weapon attack. This mark lasts until the end of Don Quixote’s next turn, he dies, becomes incapacitated, or another creature marks the target. A marked creature has disadvantage on attack rolls targeting creatures other than Don Quixote while it is within 5 feet of him. In addition, Don Quixote can use a bonus action on his turn to make a melee weapon attack with advantage when a marked creature deals damage to someone other than him. On a hit, he deals 2 extra damage to the marked creature.
Saddleborn. Don Quixote mounts or dismounts a creature with only 5 feet of his movement (not half his speed), has advantage when making a saving throw to avoid falling from his mount, and lands on his feet when he falls off his mount and falls less than 10 feet as long as he’s not incapacitated.
Second Wind (1/short rest). On his turn, Don Quixote can use a bonus action to regain 1d10+4 hit points.
ACTIONS
Lance. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) piercing damage. This attack roll has disadvantage if the target is within 5 feet.
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or when wielded with two hands 5 (1d10) slashing damage.
Sancho Panza
Medium humanoid (human), lawful good rogue 2
Armor Class 13
Hit Points 13 (2d8+4)
Speed 30 ft., 40 ft. on mount (mule)
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 16 (+3) | 14 (+2) | 9 (-1) | 11 (+0) | 15 (+2) |
Saving Throws Dex +5, Int +1
Skills Athletics +3, Deception +4, Insight +4, Persuasion +6, Sleight of Hand +5, Stealth +5
Senses passive Perception 10
Languages Spanish, thieves’ cant
Challenge 1 (200 XP)
Background: Squire. Sancho is able to use his plight to access the bureaucratic functionings of organizations that he encounters with Don Quixote. He is able to identify who has authority and influence, what the group is recently concerned with, and how to acquire something from them.
Cunning Action (1/turn). Sancho can take a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/turn). Sancho deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sancho that isn’t incapacitated and Sancho doesn’t have disadvantage on the attack roll.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.