Arthurian Groups and Organisations
The Average Knight of Renown
In Arthur’s kingdom, there were thousands of knights seeking fame and honor. Knights of Renown usually fight with lance, longsword , Battleaxe, or spear. They usually ride a horse in battle. All knights have a squire to assist them with their equipment and there is a 5% chance that the squire is a better fighter than his knight.
Squires cannot fight from horseback, or use a sword, until they have been knighted.
Average knights rarely grant mercy in combat.
Knight of Renown
Kain’s 5e Monstrous Manual – Page 10 – Dicefreaks (tapatalk.com)
Medium humanoid, any lawful alignment
________________________________________________________________________________
Armor Class 20 (plate, shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
________________________________________________________________________________
STR 16 (+3) DEX 11 (+0) CON 16 (+3) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
________________________________________________________________________________
Saving Throws Con +5, Wis +2
Senses passive Perception 10
Languages Common
Treasure Longsword, morningstar, lance, plate armor, shield
Challenge 3 (700 XP)
________________________________________________________________________________
Brave. The knight has advantage on saving throws against being frightened.
ACTIONS
________________________________________________________________________________
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning and piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile 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.
REACTIONS
________________________________________________________________________________
Parry. The knight adds 2 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.
The Average Knight of Renown
Originally Posted by Colonel Hardisson of the En World forums.
Average Knight of Renown, 8th level M Human fighter 8 CR 8; Size:M Type humanoid; HD (8d10)+16; hp 74; Init +1 (+1 Dexterity, +0 Misc); Spd Walk 20′; AC 17 (flatfooted 17, touch 10), Lance (Heavy) +12/+7 0’/P (1d8+5 20/x3 Neither M ) or Sword (Long) +11/+6 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +8, Ref +3, Will +1; Strength 17, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 8, Charisma 12
Skills and Feats: Handle Animal +5, Intimidate +3, Knowledge (nobility and royalty) +5, Listen +0, Ride (Dexterity)+12, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Mounted Combat, Power Attack,Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: Half-plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
Average Knight of Renown, 9th level M Human fighter9 CR 9; Size:M Type humanoid; HD (9d10)+18; hp 82; Init +1 (+1 Dexterity, +0 Misc); Spd Walk 20′; AC 17 (flatfooted 17, touch 10), Lance (Heavy) +13/+8 0’/P (1d8+5 20/x3 Neither M ) or Sword (Long) +12/+7 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +8, Ref +4, Will +2; Strength 17, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 8, Charisma 12
Skills and Feats: Handle Animal +7, Intimidate +3, Knowledge (nobility and royalty) +5, Listen +0, Ride (Dexterity)+15, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: Half-plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
Average Knight of Renown, 10th level M Human fighter10 CR 10; Size:M Type humanoid; HD (10d10)+20; hp 94; Init +5 (+1 Dexterity, +4 Misc); Spd Walk 20′; AC 17 (flatfooted 17, touch 10), Lance (Heavy) +14/+9 0’/P (1d8+5 20/x3 Neither M ) or Sword (Long) +13/+8 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +9, Ref +4, Will +2; Strength 17, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 8, Charisma 12
Skills and Feats: Handle Animal +9, Intimidate +3, Knowledge (nobility and royalty) +5, Listen +0, Ride (Dexterity)+16, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: Half-plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
The knights of the round table
A elite cavalry troop who live under there own strong code of conduct
Duties of a Knight of the Round Table
Any player character aspiring to a seat on the Round Table will have to earn it. First, they will have to attract Arthur’s attention through some valorous deed or trait, such as prowess at arms, undaunted bravery, a thorough command of magic, unerring piety, etc. Once Arthur has noticed such persons, they will have to impress him with their adherence to a strict code of behavior.
They must be just, loyal, courteous, generous, and, most importantly, reverent; they must protect the poor and weak, and never deny protection to a lady or maiden; the must remain clean and chaste in spirit and in flesh (though it is permissible to love from afar); they must strive for candor and flee from pride; and they must face death at all times with courage and good bearing. Although Arthur is not foolish enough to believe that all of his knights can live up to this code all of the time, he will not extend an invitation to the Round Table to anybody who displays more than minor variations from these standards.
Taken together, these standards may be interpreted as the Code of the Round Table. The code is rooted in the beneficence of the a special order, and in the belief that men and women prove their worthiness only to the extent that they serve an ideal greater than themselves.
Arthur will permit an individual of any character class into his court, provided their apparent alignment is some variation of good. Generally must be a minimum of 5th level (unless admitted as a domestic servant or squire). Only fighters of 10th level or greater, well-versed in jousting and sword combat, will be invited to sit at the Round Table itself. Nobody using poison, backstabbing, or other trickery to win a combat will ever be to stay in Arthur’s court.
Knight of Quality
At the minimum, the Knights of the Round Table are all Knights of Quality. Knights of Quality along with their squire usually have 1d10 men-at-arms of levels 1-7. Their squires cannot fight from horseback, or use a sword, until they have been knighted. If they are of good alignment, Knights of Quality will grant mercy in combat 75% of the time, provided they are asked to do so.
Knight of Quality
Kain’s 5e Monstrous Manual – Page 10 – Dicefreaks (tapatalk.com)
Medium humanoid, any lawful alignment
________________________________________________________________________________
Armor Class 20 (plate, shield)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
________________________________________________________________________________
STR 18 (+4) DEX 13 (+1) CON 16 (+3) INT 13 (+1) WIS 14 (+2) CHA 17 (+3)
________________________________________________________________________________
Saving Throws Con +6, Wis +5
Senses passive Perception 12
Languages Common
Treasure Longsword, morningstar, lance, plate armor, shield
Challenge 5 (1,800 XP)
________________________________________________________________________________
Brave. The knight has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the knight of quality hits with it (included in the attack).
Mounted Combatant. While mounted, the knight has advantage on melee attack rolls against any unmounted creature that is smaller than his mount. He can force an attack targeted at his mount to target him instead. If his mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
ACTIONS
________________________________________________________________________________
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning and piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile 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.
REACTIONS
________________________________________________________________________________
Parry. The knight adds 3 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.
Knight of Quality
Originally Posted by ColonelHardisson of the En World forums.
Knight of Quality, 10th level M Human fighter10 CR 10; Size:M Type humanoid; HD (10d10)+20; hp 94; Init +6 (+2 Dexterity, +4 Misc); Spd Walk 20′; AC 19 (flatfooted 18, touch 11), Lance (Heavy) +14/+9 0’/P (1d8+5 20/x3 Neither M ) or Sword (Long) +13/+8 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +9, Ref +5, Will +2; Strength 16, Dexterity 14, Constitution 15, Intelligence 11, Wisdom 9, Charisma 13
Skills and Feats: Handle Animal +9, Intimidate +3, Knowledge (nobility and royalty) +5, Listen +0, Ride (Dexterity)+17, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: full plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
Knight of Quality, 11th level M Human fighter11 CR 11; Size:M Type humanoid; HD (11d10)+22; hp 106; Init +6 (+2 Dexterity, +4 Misc); Spd Walk 20′; AC 19 (flatfooted 18, touch 11), Lance (Heavy) +15/+10/+5 0’/P (1d8+5 20/x3 Neither M ) or Sword (Long) +14/+9/+4 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +9, Ref +5, Will +2; Strength 16, Dexterity 14, Constitution 15, Intelligence 11, Wisdom 9, Charisma 13
Skills and Feats: Handle Animal +9, Intimidate +3, Knowledge (nobility and royalty) +6, Listen +0, Ride (Dexterity)+18, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: full plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
Knight of Quality, 12th level M Human fighter12 CR 12; Size: M Type humanoid; HD (12d10)+24; hp 116; Init +6 (+2 Dexterity, +4 Misc); Spd Walk 20′; AC 19 (flatfooted 18, touch 11), Lance (Heavy) +16/+11/+6 0’/P (1d8+5 19-20/x3 Neither M ) or Sword (Long) +15/+10/+5 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +12, Ref +6, Will +3; Strength 17, Dexterity 14, Constitution 15, Intelligence 11, Wisdom 9, Charisma 13
Skills and Feats: Handle Animal +11, Intimidate +3, Knowledge (nobility and royalty) +6, Listen +0, Ride +19, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Lance (Heavy)), Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: full plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
Knight of Quality, 13th level M Human fighter13 CR 13; Size: M Type humanoid; HD (13d10)+26; hp 125; Init +6 (+2 Dexterity, +4 Misc); Spd Walk 20′; AC 19 (flatfooted 18, touch 11), Lance (Heavy) +17/+12/+7 0’/P (1d8+5 19-20/x3 Neither M ) or Sword (Long) +16/+11/+6 0’/S (1d8+3 19-20/x2 Neither M ); Vision: Normal AL: LG; Sv: Fort +12, Ref +6, Will +3; Strength 17, Dexterity 14, Constitution 15, Intelligence 11, Wisdom 9, Charisma 13
Skills and Feats: Handle Animal +11, Intimidate +3, Knowledge (nobility and royalty) +7, Listen +0, Ride (Dexterity)+20, Spot +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Lance (Heavy)), Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Trample, Weapon Focus (Lance (Heavy)), Weapon Specialization (Lance (Heavy))
Possessions: full plate, Horse (Heavy War), Lance (Heavy), Sword (Long)
Prestige Classes
The Pious Knights
A special order of clerics known as “The Pious Knights” wanders through Arthur’s realm. These clerics are warrior-priests who have dedicated their lives to reverence and righteous use of force. Though their deity remains mysterious and distant, they are unswerving in their devotion. The Pious Knights will undertake any mission that contributes to the greater glory of their deity or order, no matter how dangerous or life-threatening.
Though they are an organized order, the Pious Knights have no central seat of control or power. Instead, they gather at a secret circle of standing stones once per year to introduce new initiates and discuss the order’s business. The Pious Knight with the most experience points is treated as group’s spiritual leader and advisor.
During the rest of the year, they wander through the realm seeking out poor and oppressed people to help. They differ from the Knights of the Round Table in that they usually direct their attention to peasants in distress rather than nobles. Despite this difference in emphasis, the Knights of the Round Table respect the Pious Knights very highly. The leader of the Pious Knights is always granted a seat at the Round Table, and, at various times, several other members of the order have also sat at the table.
Only humans may become Pious Knights. Pious Knights must always be lawful good in alignment, and automatically lose the benefits of their character class if their alignment changes. In this case, they revert to being simple warriors until they have performed a suitable act of contrition. Characters whose alignments are changed to evil, however, can never again be a Pious Knight.
In combat, Pious Knights may never use weapons of backstabbing or deception, such as Daggers, poison, or garrotes.
Intentionally causing the death of a human or demi-human, even in the heat of combat, results in an immediate and irreversible loss of powers for a Pious Knight. Such characters immediately become simple warriors of a level appropriate to their experience points. Note that this may result in a loss of levels.
The shield symbol of the Order of Pious Knights is a representation of the Grail.
Grail Question
The asking of the Grail Question was believed to have led to the healing of both the Wounded King and The Wasteland. Those seeking The Grail were said to have viewed The Hallows before attempting to complete the quest. After seeing The Hallows, it is said that the Grail seeker must ask what the purpose of the quest is and what it will mean?
According to legend Galahad and Perceval were both successful in answering the question – seeing and ultimately finding The Grail itself