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Don Quixote

Challenge
Tags
str
11
dex
14
con
13
int
15
wis
9
cha
16

AC 18 (breastplate, heavy shield)
HP 33 (6d8+6; bloodied 16)
Speed 30 ft., (60 ft. mounted)


Proficiency +2; Maneuver DC 12
Saving Throws Str +2, Con +3
Skills Animal Handling +1, History +4, Performance +5, Persuasion +5, Survival +1
Senses passive Perception 9
Languages Spanish


Action Surge (1/short rest). On his turn, Don Quixote can take an additional action on top of his regular action and a possible bonus action.

Deluded. Don Quixote is thoroughly deluded, believing himself to be a knight from hundreds of years ago and in much better physical shape than he actually is. The complete breadth of his delusions is at the discretion of the Narrator but they can include seeing monsters where there are inanimate objects (such as a windmill appearing to be a giant) or mistaking a peasant for royalty.

Mark of Challenge (1/long rest). Don Quixote may choose to mark a creature when he hits it with a melee weapon attack. This mark lasts until the end of Don Quixote’s next turn, he dies, becomes incapacitated , or another creature marks the target. A marked creature has disadvantage on attack rolls targeting creatures other than Don Quixote while it is within 5 feet of him. In addition, Don Quixote can use a bonus action on his turn to make a melee weapon attack with advantage when a marked creature deals damage to someone other than him. On a hit, he deals 2 extra damage to the marked creature. Once Don Quixote has made this special mark and used it to hit a creature once, he cannot do so again until he finished a long rest .

Saddleborn. Don Quixote mounts or dismounts a creature with only 5 feet of his movement (not half his speed), has advantage when making a saving throw to avoid falling from his mount, and lands on his feet when he falls off his mount and falls less than 10 feet as long as he’s not incapacitated .


SPECIAL TRAITS

Charge. After Don Quixote uses his action to Dash, so long as he moves 10 feet or more in a straight line he can use a bonus action to immediately either shove a creature or make a single melee weapon attack. On a hit he either pushes the target up to 10 feet away from him or deals +5 extra damage.


ACTIONS

Lance. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) piercing damage. This attack roll has disadvantage if the target is within 5 feet.

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or when wielded with two hands 5 (1d10) slashing damage.


BONUS ACTIONS

Second Wind (1/short rest). On his turn, Don Quixote can use a bonus action to regain 1d10+4 hit points.

Description

It’s the beleaguered slayer of windmills, the man of La Mancha, the greatest knight errant (errant knight?) of Spain, Don Quixote!

The deluded protagonist of The Ingenious Nobleman Sir Quixote of La Mancha is an archetypal knight—just not the sort most warriors aspire to be. Actually named Alonso Quixano and a middle-aged hidalgo (a low nobleman who has no proper title, but owns some territory and is not required to pay taxes) in times of peace, too many romantic books have warped the mind of Don Quixote and he loses his sanity, deciding to become a knight rather than face the drudgery of lordly life. He recruits a farmer to be his squire (the erstwhile Sancho Panza ) and sets off across Spain in search of adventure. Of the many characters given statblocks in this book, the man of La Mancha is far and away the most like one of my D&D characters and definitely a far cry from optimization.

Of course, Don Quixote is best known for mistaking a field of windmills for an army of giants, but he also went to war with a herd of sheep and thought a barber’s washbasin was a legendary helmet. If you need a comedy NPC in your game, you could do far worse than this guy.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.