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___ ___ > ## Holy Knight (CR 4) >*Medium humanoid (any), lawful good* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 112 (15d8+45) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|16 (+3)|11 (+0)|13 (+1)|17 (+3)| >___ > - **Saving Throws** Str +5, Cha +5 > - **Skills** Athletics +7, Persuasion +5, Religion +2 > - **Condition Immunities** blind, poisoned > - **Senses** passive Perception 11 > - **Languages** Common and one other language > - **Challenge** CR 4 (1100 XP) > ___ > > ***Holy Sword Arts.*** The holy knight has access to special sword art abilities called Holy Sword Arts. To use these abilities, the holy knight must be wielding a sword. > > ***Cleansing Strike.*** Once per turn, the holy knight may deal an additional 10 (3d6) radiant damage on a successful melee weapon attack. > > ***Defensive Assault.*** Any creatures successfully hit by a melee weapon attack by the holy knight has disadvantage on attack rolls against other creatures other than the holy knight until the end of its next turn. > > ### Actions > ***Multiattack.*** The holy knight makes two sword attacks. > > ***Longsword (1H).*** *Melee Weapon Attack:* +5 to hit, 5 ft., one target. *Hit* 7 (1d8+3) slashing damage. > > ***Longsword (2H).*** *Melee Weapon Attack:* +5 to hit, 5 ft., one target. *Hit* 8 (1d10+3) slashing damage. > > ***Chant.*** The holy knight chooses one nonhostile creature within 30 ft. of it and empowers inspiring words with radiant energy. The holy knight loses 10 hit points to restore 20 hit points to its target. > > ***Judgement Blade (Recharge 6) (Holy Sword Art) (Bonus Action).*** As a bonus action and until the end of its turn, the holy knight can cause its weapon to glow brightly with radiant energy. On one successful weapon attack, the creature must make a DC 14 Wisdom saving throw as a large pillar of light manifests and envelops the target. On a failure, the creature is paralysed until the end of its next turn. > > ### Reactions > ***Parry.*** The holy knight adds 3 to its AC against one melee attack that would hit it. To do so, the holy knight must see the attacker and be wielding a melee weapon. \pagebreak ___ ___ > ## Holy Knight (CR 8) >*Medium humanoid (any), lawful good* > ___ > - **Armor Class** 20 (plate and shield) > - **Hit Points** 157 (21d8+63) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|13 (+1)|17 (+3)|11 (+0)|13 (+1)|19 (+4)| >___ > - **Saving Throws** Str +7, Cha +7 > - **Skills** Athletics +10, Persuasion +7, Religion +3 > - **Damage Resistances** radiant > - **Condition Immunities** blind, poisoned > - **Senses** passive Perception 11 > - **Languages** Common and one other language > - **Challenge** CR 8 (3900 XP) > ___ > > ***Holy Sword Arts.*** The holy knight has access to special sword art abilities called Holy Sword Arts. To use these abilities, the holy knight must be wielding a sword. > > ***Cleansing Strike.*** Once per turn, the holy knight may deal an additional 21 (6d6) radiant damage on a successful melee weapon attack. > > ***Defensive Assault.*** Any creatures successfully hit by a melee weapon attack by the holy knight has disadvantage on attack rolls against other creatures other than the holy knight until the end of its next turn. > > ### Actions > ***Multiattack.*** The holy knight makes three sword attacks. > > ***Longsword (1H).*** *Melee Weapon Attack:* +7 to hit, 5 ft., one target. *Hit* 8 (1d8+4) slashing damage. > > ***Longsword (2H).*** *Melee Weapon Attack:* +7 to hit, 5 ft., one target. *Hit* 9 (1d10+4) slashing damage. > > ***Chant.*** The holy knight chooses one nonhostile creature within 30 ft. of it and empowers inspiring words with radiant energy. The holy knight loses 20 hit points to restore 40 hit points to its target. > > ***Judgement Blade (Recharge 6) (Holy Sword Art) (Bonus Action).*** As a bonus action and until the end of its turn, the holy knight can cause its weapon to glow brightly with radiant energy. On one successful weapon attack, the creature must make a DC 16 Wisdom saving throw as a large pillar of light manifests and envelops the target. On a failure, the creature is paralysed until the end of its next turn. > > ***Hallowed Bolt (Holy Sword Art).*** The holy knight charges its weapon with radiant energy and releases it, sending radiant bolts in the shape of swords at those around the holy knight. All creatures within 5 ft. of the holy knight must make a DC 16 Dexterity saving throw. On a failed save the creature's movement is reduced by half and weapon attacks against the holy knight are made with disadvantage until the end of its next turn, and on a successful save the creature only has its speed reduced by half until the end of its next turn. > > ### Reactions > ***Parry.*** The holy knight adds 3 to its AC against one melee attack that would hit it. To do so, the holy knight must see the attacker and be wielding a melee weapon. \pagebreak ___ ___ > ## Holy Knight (CR 12) >*Medium humanoid (any), lawful good* > ___ > - **Armor Class** 22 (+2 plate and shield) > - **Hit Points** 212 (25d8+100) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|14 (+1)|18 (+4)|11 (+0)|13 (+1)|19 (+4)| >___ > - **Saving Throws** Str +9, Cha +8 > - **Skills** Athletics +13, Persuasion +7, Religion +3 > - **Damage Immunities** radiant > - **Condition Immunities** blind, poisoned > - **Senses** passive Perception 11 > - **Languages** Common and one other language > - **Challenge** CR 12 (8400 XP) > ___ > > ***Holy Sword Arts.*** The holy knight has access to special sword art abilities called Holy Sword Arts. To use these abilities, the holy knight must be wielding a sword. > > ***Cleansing Strike.*** Once per turn, the holy knight may deal an additional 31 (9d6) radiant damage on a successful melee weapon attack. > > ***Defensive Assault.*** Any creatures successfully hit by a melee weapon attack by the holy knight has disadvantage on attack rolls against other creatures other than the holy knight until the end of its next turn. > > ### Actions > ***Multiattack.*** The holy knight makes four sword attacks. > > ***Longsword (1H).*** *Melee Weapon Attack:* +9 to hit, 5 ft., one target. *Hit* 9 (1d8+5) slashing damage. > > ***Longsword (2H).*** *Melee Weapon Attack:* +9 to hit, 5 ft., one target. *Hit* 10 (1d10+5) slashing damage. > > ***Chant.*** The holy knight chooses one nonhostile creature within 30 ft. of it and empowers inspiring words with radiant energy. The holy knight loses 30 hit points to restore 60 hit points to its target. > > ***Judgement Blade (Recharge 5-6) (Holy Sword Art) (Bonus Action).*** As a bonus action and until the end of its turn, the holy knight can cause its weapon to glow brightly with radiant energy. On one successful weapon attack, the creature must make a DC 18 Wisdom saving throw as a large pillar of light manifests and envelops the target. On a failure, the creature is paralysed until the end of its next turn. > > ***Hallowed Bolt (Holy Sword Art).*** The holy knight charges its weapon with radiant energy and releases it, sending radiant bolts in the shape of swords at those around the holy knight. All creatures within 5 ft. of the holy knight must make a DC 18 Dexterity saving throw. On a failed save the creature's movement is reduced by half and weapon attacks against the holy knight are made with disadvantage until the end of its next turn, and on a successful save the creature only has its speed reduced by half until the end of its next turn. > > ***Northswain's Strike (Holy Sword Art) (1/day).*** The holy knight empowers its weapon with blindinng radiant energy and strikes at a creature. The target must make a DC 18 Constitution saving throw as a bloody sword made from radiant energy manifests and pierces through the target, attempting to drain its life force. On a failure, the target is reduced to 0 hit points, and has its hit points reduced by half its total if it succeeds. > > ### Reactions > ***Parry.*** The holy knight adds 3 to its AC against one melee attack that would hit it. To do so, the holy knight must see the attacker and be wielding a melee weapon.