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Mythological Figures: Don Quixote (5E)

Today’s entry in Mythological Figures is 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 the first of his kind and an archetypal knight—just not the sort most warriors aspire to be. Actually named Alonso Quixano and a middle-aged nobleman in times of peace, too many romantic books have warped his mind and he loses his sanity, deciding to become a knight called Don Quixote 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 dozen characters given statblocks in this series thus far, 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.

Give the book a read (free), or a listen (also free), or watch one of the many film adaptations (my favorite thus far is John Lithgow’s portrayal :D).


Don Quixote
Medium humanoid (human), chaotic good fighter (cavalier) 4

Armor Class
18 (breastplate, shield)
Hit Points 26 (4d10+4)
Speed 30 ft., 60 ft. on mount (riding horse)

[TABLE="class: grid, width: 475"]
[TR]
[TD]
STR
[/TD]
[TD]
DEX
[/TD]
[TD]
CON
[/TD]
[TD]
INT
[/TD]
[TD]
WIS
[/TD]
[TD]
CHA
[/TD]
[/TR]
[TR]
[TD]
11 (+0)​
[/TD]
[TD]
14 (+2)​
[/TD]
[TD]
13 (+1)​
[/TD]
[TD]
15 (+2)​
[/TD]
[TD]
9 (-1)​
[/TD]
[TD]
16 (+3)​
[/TD]
[/TR]
[/TABLE]

Saving Throws Str +2, Con +3
Skills Animal Handling +1, History +4, Performance +5, Persuasion +5, Survival +1
Senses passive Perception 9
Languages Spanish
Challenge 2 (450 XP)

Background: Noble - Lordship. Due to his position as a noble, Don Quixote is treated with a measure of respect wherever he goes. He is treated as royalty (or as closely as possible) by most peasants and traders (at least until it is clear he is quite mad), and as an equal when meeting other authority figures (who make time in their schedule to see him if requested to do so).

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 are at the discretion of the GM 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.

Feat: 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.

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.

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.

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


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.


Sancho Panza
Medium humanoid (human), lawful good rogue 2

Armor Class
13
Hit Points 13 (2d8+4)
Speed 30 ft., 40 ft. on mount (mule)

[TABLE="class: grid, width: 475"]
[TR]
[TD]
STR
[/TD]
[TD]
DEX
[/TD]
[TD]
CON
[/TD]
[TD]
INT
[/TD]
[TD]
WIS
[/TD]
[TD]
CHA
[/TD]
[/TR]
[TR]
[TD]
13 (+1)​
[/TD]
[TD]
16 (+3)​
[/TD]
[TD]
14 (+2)​
[/TD]
[TD]
9 (-1)​
[/TD]
[TD]
11 (+0)​
[/TD]
[TD]
15 (+2)​
[/TD]
[/TR]
[/TABLE]

Saving Throws
Dex +5, Int +1
Skills Athletics +3, Deception +4, Insight +4, Persuasion +6, Sleight of Hand +5, Stealth +5
Senses passive Perception 10
Languages Spanish, thieves’ cant
Challenge 1 (200 XP)

Background: Squire. Sancho is able to use his plight to access the bureaucratic functionings of organizations that he encounters with Don Quixote. He is able to identify who has authority and influence, what the group is recently concerned with, and how to acquire something from them.

Cunning Action (1/turn). Sancho can take a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/turn). Sancho deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sancho that isn’t incapacitated and Sancho doesn’t have disadvantage on the attack roll.

ACTIONS

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.
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Last edited by a moderator:
Mike Myler

Comments

Eltab

Villager
Thanks for this ! :cool:

I've been enjoying the series and this is one individual (well, two) who will appear in my next campaign.
 

Mike Myler

Explorer
Thanks for this ! :cool:

I've been enjoying the series and this is one individual (well, two) who will appear in my next campaign.
Excellent! That is my goal with the lower CR entries in the column. My games need more windmill-fighting knights!
 

TheCosmicKid

Villager
I'd knock four to six more points off Don Quixote's Wisdom: his complete obliviousness to the reality of any given situation, physical or social, seems archetypical of very-low-Wis characters.

Also drop his mounted move speed, because Rosinante is an old nag.

And pinning down his alignment is gonna be... a challenge. I could make the case for him being lawful evil.
 

Morrus

Administrator
Staff member
I'd knock four to six more points off Don Quixote's Wisdom: his complete obliviousness to the reality of any given situation, physical or social, seems archetypical of very-low-Wis characters.
Wis 3 is like farmyard animal territory.
 

Mike Myler

Explorer
I'd knock four to six more points off Don Quixote's Wisdom: his complete obliviousness to the reality of any given situation, physical or social, seems archetypical of very-low-Wis characters.

Also drop his mounted move speed, because Rosinante is an old nag.

And pinning down his alignment is gonna be... a challenge. I could make the case for him being lawful evil.
The complete breadth of his delusions are at the discretion of the GM. That said RAW his delusions are a roleplaying choice, and thus Rosinante is as well (although I'll point out she's not a warhorse).

As for alignment I was tempted towards lawful (the man has a code he takes very seriously) but landed on chaotic (good) because that's how his deluded interpretation of the world ends up manifesting. If he were just incredibly unwise (in which case he can probably drop Deluded entirely) lawful evil sounds more sensible.
 

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