The Knights of Valour
Description
The Knights of Valour are a guild of royal-sponsored warriors who seek to vanquish monsters and evil forces across Concordia. The order was founded shortly after The Conclufence, when the culture among citizens shifted and many felt a strong desire to defend their country. At first, anyone was able to join and they were train be more experienced soliders, However, over the centuries, admission into the guild has become more competetive, with current soldiers significantly more trained and experienced than their predecessors and the expectations on those seeking the knighthood higher than ever. Many seek to join the order due to their patriotic nature, while others join for personal glory. In either case, the crown has supported the guild and its memebrs from its foundation, where they serve as an auxillary army for The High King and Queen, to be called upon in the event of war. The Knights can be found across most of Concordia, with many cities having a regional strongholds. However, the guild's main headquarters in located in Easthaven and most of its knight can be found serving there.Structure
- Accomadation. Commanders have access to wealthy living quarters, including food, drink and wash facilities at their stronghold, as well as comfortable living quarters when visiting other stronholds.
- Compensation. Commanders earn a regular wage and share of the spoils of their missions. Each commander earns 10GP per day, which is paid weekly, as well as a percentage of any valuables claimed as part of any missions guild memebers based in their stronghold go on. They exact percentage on a case-by-case basis, but are required to determine banerat and knight percentages first.
- Resources. Commanders can purchase nonmagical equipment, horses and carts at a 50% discount. They are also able to utilise and distribute magic items from their stronghold's stores.
- Services. Commanders are often accompanied by retainers to aid with their missions. Each commander can have access to up to ten squires, who will perform mundane task for them. They will also join the commander in combat if the commander goes below half their hit points.
- Accomadation. Knights have access to comfortable living quarters, including food, drink and wash facilities at each of the guild's strongholds.
- Compensation. Bannerets earn a regular wage and share of the spoils of their missions. Each banneret earns 3GP per day, which is paid weekly, as well as a percentage of any valuables claimed as part of any missions the banneret goes on. The exact percentage is determined on a case-by-case basis by the banneret's commander.
- Resources. Knight can purchase nonmagical equipment, horses and carts at a 30% discount. They are also given a 'Valourous Battle Standard' upon reaching this rank.
- Services. Bannerets are often accompanied by retainers to aid with their missions. Each banneret can have access to up to five squires, who will perform mundane task for them. They will also join the banneret in combat if the knight goes below half their hit points. If the banneret dies, they will be responsible for returning their 'Valourous Battle Standard'.
- Accomadation. Knights have access to modest living quarters, including food, drink and wash facilities at each of the guild's strongholds.
- Compensation. Knights earn a regular wage and share of the spoils of their missions. Each knight earns 1GP per day, which is paid weekly, as well as a percentage of any valuables claimed as part of any missions the knight goes on. The exact percentage is determined on a case-by-case basis by the knight's commander.
- Resources. Knight can purchase nonmagical weapons and armour at a 20% discount.
- Services. Knights are often accompanied by retainers to aid with their missions. Each knight can have access to up to three squires, who will perform mundane task for them. They will also join the knight in combat if the knight goes below half their hit points.
- Accomadation. Squires have access to communal, modest living quarters, including food, drink and wash facilities at each of the guild's strongholds.
- Compensation. Squires earn a regular wage. Each squire earns 3SP per day, which is paid weekly.
- Resources. Squires can purchase nonmagical weapons and armour at a 10% discount.
Additional Perks
- Identification. Guild memebers are given documentation, which identifies their rank and home stronghold. This documentation can grant guild members access to places that would otherwise be off limits to civilians. These locations can include: dangerous training grounds, crime scenes, or even repositories of restricted intelligence.
- Training. The guild can provide its members with training to gain proficiency in the following skills and tools: Athletics, History, Intimidation, Investigation, Persuasion, Survival, Land Vehicles, Leatherworker's Tools and Smith's Tools. Training undertaken this way during downtime activities takes half as long to complete.
Culture
History
Knights of Valour Squire CR: 1/2
STR
14 +2
DEX
11 +0
CON
12 +1
INT
11 +0
WIS
11 +0
CHA
13 +1
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1D8+2 slashing damage, or 1D10+2 slashing damage if used with two hands.
Knight of Valour CR: 3
STR
16 +3
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
11 +0
CHA
15 +2
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: 1D8+3 slashing damage, or 1D10+3 slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 1D10 piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile 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.
Banneret of Valour CR: 5
STR
18 +4
DEX
13 +1
CON
16 +3
INT
13 +1
WIS
13 +1
CHA
17 +3
Brave. The banneret has advantage on saving throws against being frightened.
Actions
Multiattack. The banneret makes two melee attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1D8+4 slashing damage, or 1D10+4 slashing damage if used with two hands. Leadership (Recharges after a Short or Long Rest). For 1 minute, the banneret can utter a special command or warning whenever a nonhostile 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 banneret. A creature can benefit from only one Leadership die at a time. This effect ends if the banneret is incapacitated. Valourous Battle Standard (1/Day). The banneret calls out a special command to extend and unfurl the guild's bannner. The standard remains extended for 1 minute, or until its banneret is incapacitated. While extended in this way, all creatures within 60 feet of the banneret (including the banneret) who can see the bannner gain 10 temporary hit points. In addition, all creatures who are considered members of the Knights of Valour can use their bonus action to make a weapon attack on each of their turns. Once this feature has been used, it can't used again until the next dawn.
Reactions
Parry. The banneret adds 3 to its AC against one melee attack that would hit it. To do so, the banneret must see the attacker and be wielding a melee weapon.
Knights of Valour Commander CR: 7
STR
20 +5
DEX
13 +1
CON
18 +4
INT
14 +2
WIS
14 +2
CHA
18 +4
Special Equipment. The Commander weilds a Longsword +1 and a Heavy Crossbow +1
Actions
Multiattack. The commander makes three melee attacks. Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1D8+6 slashing damage, or 1D10+6 slashing damage if used with two hands. Heavy Crossbow +1. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 1D10+3 piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the banneret can utter a special command or warning whenever a nonhostile 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 banneret. A creature can benefit from only one Leadership die at a time. This effect ends if the banneret is incapacitated.
Bonus Actions
Commander's Strike (3/Day). The commander chooses a friendly creature who can see or hear it. That creature can immediately use its reaction to move up to half its speed and make one weapon attack.
Reactions
Parry. The commander adds 3 to its AC against one melee attack that would hit it. To do so, the banneret must see the attacker and be wielding a melee weapon.
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