Sir Geraint Son of Erbin — Knight of the Sparrow-Hawk

Sir Geraint son of Erbin, armoured knight and champion of the Sparrow-Hawk tournament
Sir Geraint son of Erbin — the knight who must learn to listen.

Sir Geraint son of Erbin won the Sparrow-Hawk tournament for Enid and recovered her father’s honour. Now rumours say he has neglected his knights and land because he spends his days with her. Geraint mistakes Enid’s grief over those rumours for proof that she no longer loves him. He orders his horse prepared for a dangerous journey and tells Enid not to warn him of trouble on the road. A band of robbers is already gathering at the ford. The characters can expose the plot and prevent pride from destroying their household.

At a Glance

Identity
Sir Geraint, son of Erbin, a knight of Arthur’s court
Nature
Human; champion of the Sparrow-Hawk and a mortal knight
Homeland
The lands of Erbin in Cornwall and the western British courts
Allegiance
King Arthur, Erbin’s household, and Enid’s kin
Family
Erbin, his father; Enid, his wife; Earl Yniol, her father
Associates
Queen Guinevere and the knights who witnessed his first victory
Opponents
Edeyrn son of Nudd, lawless knights and anyone exploiting a divided household
Alignment
Lawful Neutral, striving for Good: generous to the poor and brave in battle, yet capable of grave injustice when his pride is threatened
Languages
Brythonic, Cornish and the formal speech of Arthur’s court
Immediate danger
Geraint’s refusal to hear Enid’s warnings leaves both vulnerable to a planned road attack

What Is Happening Right Now?

The young men of Erbin’s household complain that Geraint spends too little time hearing petitions and guarding the roads. Enid knows they blame her, though she has urged him to resume his duties. Geraint wakes to hear only part of her lament and draws the wrong conclusion. An ambitious captain prepares a fake bandit attack intended to force Geraint out of the country. Enid has discovered the captain’s horses at a ruined tollhouse, but Geraint has forbidden her to speak to him during their ride.

First Meeting

Geraint is inspecting saddles at first light. A battered Sparrow-Hawk emblem hangs above his doorway, kept from the tournament that brought him Enid. His manners are correct, almost excessively so. He offers strangers water, but becomes sharp when they ask why Enid rides in silence. If a character speaks to Enid instead of assuming Geraint speaks for her, she will show them a scrap of cloth taken from one of the captain’s men.

Three Scenes Tonight

  • A household divided: one group of retainers accuses Enid of softening their lord; another knows that Geraint has refused their requests to patrol.
  • The sealed message: Enid obtains proof that a captain hired riders to stage a robbery, but Geraint calls her warning another challenge to his authority.
  • The dangerous ford: the robbers emerge from the reeds; Geraint can either listen, fight blindly or accept the party’s protection of Enid.

Appearance and Manner

Geraint wears well-maintained plate scarred by tournament blows and bears himself as a confident commander. His expression is thoughtful when hearing land disputes, but hardens when others question his marriage. He loves Enid yet mistakes her willingness to contradict him for disloyalty. The apparent contradiction is real: courage alone has not taught him trust.

Ambition, Pressure and Private Knowledge

  • Ambition: restore his father’s lands to peace without losing Enid or Arthur’s esteem.
  • Pressure: councillors say he must prove himself by riding against lawless men, while more than one of them benefits from the insecurity.
  • Private knowledge: Geraint knows the road captain used to serve a dispossessed earl but has not investigated the new source of his money.
  • Flaw: he infers betrayal from partial information and treats Enid’s silence as obedience rather than mistrust.
  • Possible change: if he admits that Enid saved his life, he can publicly retract the order that prevented her from speaking.

Relationships and Allegiances

  • Enid: his wife and an independent observer whose warnings repeatedly prove accurate. She chooses whether to accompany him and may refuse his conditions.
  • Erbin: his father, aged ruler whose borders require protection, not merely tournament victories.
  • Earl Yniol (Ynywl): Enid’s dispossessed father; Geraint restored his standing after the Sparrow-Hawk tournament.
  • Guinevere: queen whose attendant was struck by an insulting dwarf, leading Geraint to seek redress.
  • Edeyrn son of Nudd: former opponent at the Sparrow-Hawk contest, punished but not necessarily a lifelong enemy.
  • King Arthur: values Geraint’s courage but expects him to discharge his obligations.
  • Sir Erec: a counterpart in the related French tradition, not an alternate name casually substituted into this campaign’s personal history.

Game Statistics

Geraint is a seasoned mounted knight who protects companions and values formal challenges. His weakness is a failure of trust, not low combat ability. His lance is used for one decisive mounted attack, and his sword for sustained fighting.

Sir Geraint — D&D 2024

Medium Humanoid (Human), Lawful Neutral

Armor Class 20 (plate armour, shield); Initiative +2 (12); Hit Points 136 (16d8 + 64); Speed 30 ft.; Challenge 7 (2,900 XP; PB +3)

STRDEXCONINTWISCHA
20 (+5)14 (+2)18 (+4)12 (+1)12 (+1)14 (+2)

Saving Throws Str +8, Con +7, Wis +4; Skills Animal Handling +4, Athletics +8, Insight +4, Perception +4, Persuasion +5; Senses Passive Perception 14; Languages Brythonic, Cornish, Arthurian court speech.

Traits

Sparrow-Hawk Champion. Geraint has Advantage on saving throws against the Frightened condition while he can see an ally who is conscious. Measured Strike. When he would reduce a creature to 0 Hit Points with a melee attack, he can choose to leave it Unconscious and stable.

Actions

Multiattack. Geraint makes three Longsword attacks. He does not make a Lance attack as part of this action.

Longsword. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage.

Shield Bash. Melee Attack Roll: +8, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage; a Large or smaller target must succeed on a DC 16 Strength saving throw or have the Prone condition.

Lance (Mounted Only). Melee Attack Roll: +8, reach 10 ft. Hit: 12 (2d6 + 5) Piercing damage plus 9 (2d8) Piercing damage if the mount moved at least 20 feet in a straight line towards the target immediately before the attack. He makes only one Lance attack with this action.

Bonus Action

Call the Escort (Recharge 5–6). An ally within 30 feet who can hear Geraint gains 10 Temporary Hit Points and may move up to half its Speed without provoking Opportunity Attacks.

Reaction

Parry. Geraint adds 3 to his AC against one melee attack that would hit him, provided he sees the attacker and holds a sword.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature’s turn Geraint may spend one use to move up to half his Speed without provoking Opportunity Attacks, or both uses to make one Longsword attack. All uses return at the start of his turn.

Tactics

He challenges the most dangerous armed opponent while keeping servants and witnesses away from the fighting. Enid’s warnings can change his decision if the characters bring evidence.

Sir Geraint — D&D 2014

Medium humanoid (human), lawful neutral

Armor Class 20 (plate, shield); Hit Points 136 (16d8 + 64); Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)14 (+2)18 (+4)12 (+1)12 (+1)14 (+2)

Saving Throws Str +8, Con +7, Wis +4; Skills Animal Handling +4, Athletics +8, Insight +4, Perception +4, Persuasion +5; Senses passive Perception 14; Languages Brythonic, Cornish, Arthurian court speech; Challenge 7 (2,900 XP).

Traits

Sparrow-Hawk Champion. Geraint has advantage on saving throws against being frightened while an ally he can see is conscious.

Actions

Multiattack. Geraint makes three longsword attacks; the lance is a separate single-attack action.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage; a Large or smaller target must succeed on a DC 16 Strength saving throw or fall prone.

Lance (Mounted Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) piercing damage after a straight 20-foot mounted approach. One attack only.

Bonus Actions

Rally (Recharge 5–6). One ally within 30 feet who can hear Geraint gains 10 temporary hit points.

Reactions

Parry. Geraint adds 3 to his AC against one melee attack that would hit him when he sees the attacker and holds a melee weapon.

Legendary Actions

Geraint can take 2 legendary actions, only one at the end of another creature’s turn. He regains spent actions at the start of his turn. Move: he moves up to half his speed without provoking opportunity attacks (1 action). Sword Cut: one longsword attack (2 actions).

Tactics

He fights as a steady defender rather than a berserker and will spare a beaten opponent. The best intervention is to expose the false report before the ambush.

Sir Geraint — Pathfinder 1e

CR 9; XP 6,400; Male human fighter 10; LN Medium humanoid (human); Init +6; Senses Perception +7.

Defense

AC 24, touch 12, flat-footed 22 (+10 armour, +2 shield, +2 Dex); hp 105 (10d10 + 40 plus 10 Toughness); Fort +11, Ref +5, Will +6; Defensive Abilities bravery +3 against fear.

Offense

Speed 30 ft. (armour training); Melee +1 longsword +20/+15 (1d8 + 10/19–20); Alternative lance +16 (1d8 + 6/×3, one mounted charge attack); Space/Reach 5 ft./5 ft.

Statistics

Str 20, Dex 14, Con 18, Int 12, Wis 12, Cha 14; Base Atk +10; CMB +15; CMD 27.

Feats Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Focus (longsword), Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Improved Initiative, Combat Reflexes, Quick Draw, Toughness, Iron Will.

Skills Ride +15, Diplomacy +9, Perception +7; Languages Brythonic, Cornish; Gear +1 full plate, heavy steel shield, +1 longsword, lance, warhorse and Sparrow-Hawk token.

Special Abilities

Weapon Training (Ex). +2 with heavy blades and +1 with spears; bonuses are included in listed melee values. Armour Training (Ex). Geraint moves 30 feet while wearing full plate, and the Dexterity cap permits his +2 bonus. No edition-specific supernatural powers or legendary actions are added.

Tactics

He makes a single mounted lance charge and uses the two-attack longsword full attack only after taking position. A convincing warning from Enid or a witness makes him stop to reassess his foe.

Sir Geraint — D&D 3.5e

Male human fighter 10; Lawful Neutral Medium humanoid (human); CR 10; Init +6; Senses Listen +1, Spot +1.

Defense

AC 22, touch 11, flat-footed 21 (+9 armour, +2 shield, +1 Dex maximum); hp 98 (10d10 + 40 plus 3 Toughness); Fort +11, Ref +5, Will +6.

Offense

Speed 20 ft.; Melee +1 longsword +18/+13 (1d8 + 8/19–20); Alternative lance +15 (1d8 + 5/×3; one mounted charge attack at +17); Space/Reach 5 ft./5 ft.; Base Atk +10; Grp +15.

Statistics

Str 20, Dex 14, Con 18, Int 12, Wis 12, Cha 14; Skills Ride +15, Diplomacy +8, Spot +1, Listen +1.

Feats Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Focus (longsword), Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Improved Initiative, Combat Reflexes, Toughness, Iron Will; Languages Brythonic, Cornish.

Special Abilities and Tactics

Geraint receives no Pathfinder weapon-training bonus in this edition. The masterwork sword’s enhancement, Strength and weapon feats are included above. He makes one lance attack on the charge and uses longsword iteratives when stationary. He can choose to deal nonlethal damage under the edition’s normal rules.

Possessions +1 full plate, heavy steel shield, +1 longsword, lance, warhorse, travel cloak and Sparrow-Hawk token.

Run the Encounter

Players can win Geraint’s trust through honest service, or lose it by telling him only what he wishes to hear. Enid has decisive knowledge about the proposed ambush; she must be allowed to speak and make her own choice. If Geraint refuses, the party may still protect her and expose the fraudulent captain. The outcome is not whether Geraint wins the fight, but whether he corrects his injustice after it.

Five Encounters

  1. The Sparrow-Hawk challenge: a knight demands Geraint defend Enid’s honour in a ritual joust; Enid asks why the warriors assume she needs someone else to answer for her.
  2. The dispossessed earl: Yniol petitions Geraint to recover property taken by a usurping lord, and Geraint must choose the claim over tournament glory.
  3. The household rumour: a servant reports that the captain spread false claims about Enid; the captain accuses the servant of theft.
  4. The silent road: Enid sees mounted raiders gathering ahead. Geraint’s command prevents her from warning him, unless the characters intervene.
  5. The reckoning: after the danger passes, Enid demands that Geraint publicly acknowledge his mistake before his household.

Six Adventure Hooks

  • An old Sparrow-Hawk tournament token appears in the hands of a robber hired by a lord who claims the championship was stolen.
  • A page begs the party to deliver Enid’s sealed warning to Geraint without revealing her source.
  • Erbin’s tax collectors disappear on the border road; an officer blames Enid for distracting his son from duty.
  • A defeated knight offers proof that the next tournament has been rigged and asks Geraint to judge fairly.
  • Yniol’s old enemies seize Enid’s family possessions while the household quarrels.
  • Geraint rides into a trap after forbidding Enid to speak; she chooses to warn the characters, who may save both lives.

Equipment and Resources

Warhorse, plate armour, shield, longsword, a tournament lance, travel kit, the Sparrow-Hawk token and a small escort drawn from Erbin’s household. No fey ancestry, magical mount or quest curse is required by the Welsh story. The optional enchanted sword and armour in the rules editions are separate game adaptations, not part of Enid’s testimony.

Lore, Sources and Timeline

Geraint son of Erbin is one of the Welsh romances preserved in the Mabinogion tradition and is closely related to Chrétien de Troyes’ Erec and Enide. The Welsh narrative names Geraint, Enid, her father Ynywl, Edeyrn son of Nudd, the Sparrow-Hawk tournament and Erbin’s need for Geraint to protect the family’s lands. In its most troubling episode, Geraint mistakes Enid’s grief for infidelity and forbids her to speak during their journey. She repeatedly warns him of danger despite that order. Their reconciliation depends on his recognising her loyalty, not on her accepting the injustice.

In the campaign’s living 1454, the Sparrow-Hawk tournament is past, and the road journey has begun but its outcome remains unwritten. A party can prevent injury, expose the forged rumours and help Geraint repair his relationship with Enid, rather than replaying the tale’s humiliations as inevitable entertainment.

Other Portraits

Sir Geraint in an alternate painted scene from Arthurian Wales
Sir Geraint on the road.
Sir Geraint the Valiant, alternate painted illustration
Geraint at the frontier.

Related People and Places

Arthurian character directory · Arthur · Guinevere · Earl Yniol · Sir Erec · Sir Gawain

Sources and Artwork

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