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Order of the Dawn Knight in Dungeons & Dragons 5e

Order of the Dawn Knight CR: 4

Medium humanoid, lawful good
Armor Class: 20
Hit Points: 36hp (6d8+12) 6d8+12
Speed: 30 ft

STR

17 +3

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

12 +1

CHA

16 +3

Saving Throws: Con +4 1d20+4 , Cha +5 1d20+5
Skills: Athletics +5 1d20+5 , Insight +2 1d20+2 , Persuasion +5 1d20+5 , Religion +4 1d20+4
Senses: Passive Perception 11
Languages: Common, Celestial
Challenge Rating: 4

Dawnguards are 5th level spellcasters. Their spell casting ability is CHA (spell save DC 13, +5 to hit with spell attacks 1d20+5 ). They have the following spells prepared. 1st level (4 slots): Bless, Cure Wounds, Detect Good and Evil, Protection from Good and Evil, Thunderous Smite 2nd level (2 slots): Aid, Lesser restoration, Magic Weapon, Zone of Truth

At will: 1st level (4 slots): Bless, Cure Wounds, Detect Good and Evil, Protection from Good and Evil, Thunderous Smite 2nd level (2 slots): Aid, Lesser restoration, Magic Weapon, Zone of Truth


Turn Unholy. Any fiend or undead that can see or hear Dawnguard within 30ft of them must make a DC 13 Wisdom Save or be frightened for 1 minute. Creatures can repeat saving throws at the end of each of their turns. On a success, the effect ends and creatures are immune for 24 hours
.Divine Smite. As a bonus action, Dawnguard can expend a spell slot to cause their melee weapons t deal an extra 9 (2d8) 2d8 radiant damage to a targeon a hit on a hit. This benefit lasts until the end of the turn. Expending a spell slot of 2nd level or higher increased the damage by 1d8 for each level beyond first. The damage increases by 1d8 if the target is an undead or fiend. 1d8

Actions

Multiattack. Dawnguard use their Turn Unholy, then make two melee attacks with either a Longsword or Warhammer   Longsword. Melee Weapon Attack. +5 to hit 1d20+5 , reach 5ft. Versatile (1d10) 1d10+3 Hit: 10 (1d8+3) Slashing Damage 1d8+3 Warhammer. Melee Weapon Attack. +5 to Hit 1d20+5 , reach 5ft. Versatile (1d10) 1d10+3 . Hit: 7 (1d8+3) Bludgeoning Damage 1d8+3 .

Reactions

Parry. As a reaction Dawnguard add 2 to their AC against one melee attack that would hit. To do so, Dawnguard must see the attacker and be wielding a melee weapon.

The Order of the Dawn, often known as the “Golden Knights” or the Dawnguard are one of Whiteport’s martial orders. This martial order is almost entirely comprised of devotees to Aileron, although those who do not follow Aileron are generally devoted to the Hearthkeeper. These knights are trained and equipped by the priests of Aileron, and are easily recognized by their gold enabled armor, white cloaks, crested helmets, and the radiant sun sigil on their shields and armor. They are devoted to fighting the spread of evil, especially necromancy, throughout Attica and Whiteport especially, and were notably active during the Vampire Wars in Whiteport as part of the heavy cavalry which defeated Count Drakehoff.

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