| Post/Author/DateTime | Post |
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| #1ZardnaarSep 03, 2014 17:41:43 |
I have teaked the Knight in the DM Basic PDF to create 2 factions for use in 5E. One reflects the typical duelist approach, the other a more traditional beatstick approach. A addd the humans as a race for +1 to allstats as well. Based on stats found in Dungeon 149 and the War of the Wielded adventure.
Cabanite Imperativa (Duelist) Neutral Humans Armor Class 15 (studded leather) Hit Points 52 (8d8 + 16) Speed 30 ft.
STR 9 DEX 17 CON 14 ,INT 13 WIS 12 CHA 14 Skills. Persuasion +4, Stealth +5, Saving Throws Dexterity+5, Wis +3 Senses passive Perception 11 Languages any one language (usually Common) Challenge 3 (700 XP)
Slippery mind. The Duelist has advantage on saving throws against enchantment spells. Actions Multiattack. The duelist makes two melee attacks. Rapier. rapier: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8+ 3) slashing damage. Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage. Reactions Parry. As a reaction the Duelist can grant disadvantage against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon. Cabanite Imperativas tend to be quite charming females right up until the point they slip a dagger between your ribs. They are based in Sasserine and are responsible for an increase in duelling related deaths. They fight the Oquan faction in Sasserine. They are lead by the Czarina Valora an intelligent rapier.
Oquan Operatives (humans) CR3 Neutral Armor Class 17 (chainmail) Hit Points 60 (8d8 + 16) Speed 30 ft.
STR 17 DEX 11 CON 16 INT 2 WIS 12 CHA 12 Skills Athletics+5, Perception +3 Saving Throws Con +5, Wis +3 Senses passive Perception 11 Languages any one language (usually Common) Challenge 3 (700 XP)
Brave. The Operative has advantage on saving throws against being frightened. Defensive. The Operative has +1 AC due to training. Actions Multiattack. The operative makes two melee attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10+3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Reactions Parry. The operative 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. |