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Fallen Knights
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CoffeeSorcerer69 | Fallen Knights
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## Fallen Knights The Fallen Knights are from a forgotten time of miracles and magic, but after that time passed they attempted to preserve their history and culture. They failed utterly and became a mere fairy tale that parents tell their children at night. ***Spiteful One.*** When a Fallen Knight and all of its allies die, the Fallen Knight regains double its hit points, all its damage is doubled, and it has its Spite ability activated automatically. ___ > ## Fallen Knight Grunt > *Medium Undead, Chaotic Evil* >___ >- **Armor Class:** 16 >- **Hit Points:** 12 (2d10) >- **Speed** 30 ft., 35 ft. climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|24 (+6)|10 (0)|6 (-2)|12 (+1)|3 (-4)| >___ >- **Saving Throws:** Dexterity +6 >- **Skills:** Acrobatics + 6, Stealth +6 >- **Senses:** Darkvision 60 ft., Passive Perception 11 >- **Languages:** Understands Abyssal >- **Challenge:** 1 (200 XP) >___ > ### Special > >***Evasion.*** If the grunt is subjected to an effect that allow 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. > >***Undead Curse*** If the grunt reaches 0 hit points, the creature will come back after 3 rounds with 1d10 hit points. If the Grunt is killed with fire or radiant damage they will instead come back with 1d6 hit points. This feature doesn't work if the Fallen Knight Captain of the area is killed. > > ### Action > ***Multiattack.*** The Grunt makes two Handaxe attacks. > > ***Handaxe*** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+6) slashing damage. \columnbreak ___ > ## Fallen Knight Squire >*Medium Undead, Chaotic Evil* >___ >- **Armor Class** 15 >- **Hit Points** 30 (5d10) >- **Speed** 35ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|18 (+4)|10 (0)|8 (-1)|14 (+2)|3 (-4)| >___ >- **Damage Resistance:** Slashing >- **saving Throws:** Strength +5, Dexterity +7 >- **Skills:** Athletics +4, Acrobatics +6 >- **Senses:** Darkvision 60ft, Passive Perception 14 >- **Languages:** Abyssal >- **Challenge** 1 1/2 (250 XP) >___ > ### Special >***Pack Tactics.*** The squire has advantage on an attack roll against a creature if at least one of the squires allies is within 5 feet of the creature and the ally isn't incapacitated > >***Evasion.*** If the squire is subjected to an effect that allow 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. > >***Undead Curse*** If the squire reaches 0 hit points, the creature will come back after 3 rounds with 1d10 hit points. If the squire is killed with fire or radiant damage they will instead come back with 1d6 hit points. This feature doesn't work if the Fallen Knight Captain of the area is killed. > ### Action > ***Multiattack.*** The squire makes two Longsword attacks. > > ***Longsword.*** *Dueling:* Melee Weapon Attack +7 to hit, Reach 5ft., one target. *Hit:* 1d8 Versatile (1d10) Damage Type Slashing > > ***Handaxe*** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+6) slashing damage. \pagebreak
CoffeeSorcerer69 | Fallen Knights
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## Fallen Knight >*Medium Undead, Chaotic Evil* > ___ > - **Armor Class** 16-17 > - **Hit Points** 90 (10d10+30) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|16 (+3)|9 (-1)|16 (+3)|3 (-4)| >___ > - **Saving Throws** Strength +9, Dexterity +9, Constitution +8, Wisdom +8 > - **Skills** Acrobatics +8, Athletics +8, Perception +7 > - **Damage Resistances** acid, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered. > - **Damage Immunities** poison, necrotic > - **Condition Immunities** exhaustion, poisoned > - **Senses** Darkvision 120ft., passive Perception 22 > - **Languages** Abyssal > - **Challenge** 5 (1,800 XP) >___ > ### Special >***Pack Tactics.*** The fallen knight has advantage on an attack roll against a creature if at least one of the fallen knights allies is within 10 feet of the creature and the ally isn't incapacitated > >***Evasion.*** If the fallen knight is subjected to an effect that allow it to make a Dexterity or Strength 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. > >***Undead Curse*** If the fallen knight reaches 0 hit points, the creature will come back after 3 rounds with 2d10 hit points. If the fallen knight is killed with fire or radiant damage they will instead come back with 2d8 hit points. This feature doesn't work if the Fallen Knight Captain of the area is killed. > > ### Actions > ***Multiattack.*** The Fallen Knight makes three bastard sword attacks. > > ***Bastard Sword.*** *Dueling:* Melee Weapon Attack +10 to hit, Reach 5ft., one target. *Hit:* 1d10+10 Versatile (1d12+8) Damage Type Slashing > > ***Spite.*** The Fallen Knight covers their blade in unholy green flames, the flames deal 34 (4d10+10) fire damage, the flames have a reach of 20 feet and can hit multiple creatures. If a creature is hit by the flames. The creature must make a Constitution saving throw DC 16. On a failure, the creature takes double damage. On a success the creature takes the normal damage. ___ > ## Fallen Knight Captain >*Medium Undead, Chaotic Evil* > ___ > - **Armor Class** 18 > - **Hit Points** 200 (20d10+80) > - **Speed** 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|18 (+4)|10 (0)|18 (+4)|3 (-4)| >___ > - **Saving Throws** Strength +11, Dexterity +11, Constitution +10, Wisdom +10 > - **Skills** Acrobatics +11, Athletics +11, Perception +10 > - **Damage Resistances** acid, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered. > - **Damage Immunities** poison, necrotic > - **Condition Immunities** exhaustion, poisoned > - **Senses** Darkvision 120ft., passive Perception 22 > - **Languages** Abyssal > - **Challenge** 10 (5,900 XP) >___ > ### Special >***Pack Tactics.*** The fallen knight captain has advantage on an attack roll against a creature if at least one of the fallen knight captains allies is within 20 feet of the creature and the ally isn't incapacitated > >***Evasion.*** If the fallen knight captain is subjected to an effect that allow it to make a Dexterity or Strength 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. > >***Undead Curse*** If the fallen knight captain reaches 0 hit points, the creature will come back after 3 rounds with 10d12 hit points. If the fallen knight captain is killed with fire or radiant damage they will instead come back with 10d10 hit points. This feature doesn't work if the Fallen Knight Captain is killed after using its spiteful one ability. > > ### Actions > ***Multiattack.*** The Fallen Knight Captain makes four bastard sword attacks. > > ***Bastard Sword.*** *Dueling:* Melee Weapon Attack +11 to hit, Reach 5ft., one target. *Hit:* 1d10+13 Versatile (1d12+11) Damage Type Slashing > > ***Spite.*** The Fallen Knight Captain covers their blade in unholy green flames, the flames deal 68 (8d10+20) fire damage, the flames have a reach of 40 feet and can hit multiple creatures. If a creature is hit by the flames. The creature must make a Constitution saving throw DC 18. On a failure, the creature takes double damage. On a success the creature takes the normal damage. This ability lasts for 10 minutes > \pagebreak
Practice Safe Homebrewing
I made this for my friends campaign setting, and thought "Hey it doesn't seem like a bad idea!" I have yet to be proven wrong. My Discord: CoffeeSorcerer69™#5258 Cover Art: [unknown]()
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##### Art Credits I Don't know who made the front page art, I wouldn't mind crediting them.