Sir Knight

Half-elf Bard who loves to control others, since he's lazy


Medium humanoid, neutral
Armor Class 15 (studded leather)
Hit Points 35 (4d8 + 12)
Speed 30 ft.

Need to Add a Feat/Ability Score Improvement


STR 8 ( –1 )
DEX 16 ( +3 )
CON 16 ( +3 )
INT 10 ( — )
WIS 8 ( –1 )
CHA 17 ( +3 )


Saving Throws Dex +5, Con +5, Cha +5
Skills Acrobatics +5, Arcana +2, Deception +7, Intimidation +5, Investigation +2, Nature +2, Performance +5, Persuasion +7, Sleight of Hand +5, Stealth +5
Senses darkvision 60ft., passive Perception 10
Languages Abyssal, Common, Elvish, Undercommon (4/120)


Fey Ancestry. Advantage on saves against being charmed, and magic can’t put you to sleep.

Song of Rest. If allies regain hit points with a short rest, each regain an extra 1d6 hit points.

Spellcasting. Sir Knight is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells known:

Cantrips (at will): mage hand, thunderclap, vicious mockery
1st level (4 slots): dissonant whispers, healing word, sleep, unseen servant
2nd level (3 slots): hold person, invisibility, suggestion



Shortsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Light Crossbow. Ranged Weapon Attack:+5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Vicious Mockery. One creature within 60 feet must make a DC 13 Wisdom saving throw, taking 2 (1d4) psychic damage on a failed save.



Bardic Inspiration (3d6/long rest)



Cutting Words (Spends Bardic Inspiration)


Silver: 15
Gold: 908

• Short Sword
• Crossbow, Light (13 x Bolts)
• 5 x Daggers
• 2 x Crossbow, Hand (139 x Bolts)
• 1 x Crossbow Bolt with Draw Poison
• Necklace of Fireballs – 8 Beads

• Silk Rope
• Candle x5
• Disguise Kit x2
• Waterskin
• Clothes, Costume: Priest
• Clothes, Costume: White Knight
• Clothes, Fine: Nobleman
• Studded Leather Armor
• Backpack
• Bagpipes
• Bedroll
• Belt Pouch
• Signet Ring (of an imaginary duke)


Sir Knight grew up with his elvish mother, never knowing his father. He eventually go bored of the slow and thoughtful ways of the elves, and decided to leave home to find his father, whom his mother said was a wealthy man.

He eventually found someone who fit his mothers description, and convinced the man that he was his long lost heir to all his fortunes. Sir Knight is not completely convinced that this is his real father, and continues to search for who could be his father.

To keep his anonymity, Sir Knight never reveals his real name (which he kinda hates), and always wears a mask to hide his identity.

His preferred instrument is the bagpipes, but he is also a fine drummer and horn player.

He somewhat worships Sehanine Moonbow (or Jared’s Equivalent), though just barely.

Sir Knight

Out of the Abyss_Orientus_2017 jaredmarkhughes chosun_kodiak