TEXT: Shovels and Shields
  A Knight Class Guide on the spade wielding hero in blue and company.
  VERSION 1.1 CREATED BY ADAM COHEN
  FOR YACHT CLUB GAMES
  
  Table Of Contents
  1 The Knight Class
  1.4 Class Features
  1.5 Choosing A Benefactor
  1.6 Codes of Honor
  1.6.1 Code of Shovelry
  1.6.2 Code of Aegis
  1.6.3 Code of Torment
  1.6.4 Code of The Adventurer
  1.7 Relics Of Adventure
  2 Backgrounds and Multiclassing
  3 Fearsome Foes
  4 Treasure Trove
  Hello fellow adventurers! Adventure has always been core 
  to the idea of Shovel Knight, and so we felt that it was 
  important to dive into the dungeon of dice and 
  retrieve the sacred tome of Knights. While this 
  is a complete class, the contents will likely see 
  revisions submitted to DMsGuild.
  The goal was to create a dexterity based class 
  that focused on the mobility and positioning 
  that captured the clever movement of the
  original title, as well as empowered you in 
  creating your own Knight.
  Happy Shoveling,
  — Adam.
  Legal Note
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, Ravenloft, Eberron, the dragon
  ampersand, Ravnica and all other Wizards of the Coast
  product names, and their respective logos are trademarks
  of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the
  Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by
  Yacht Club Games and published under the Community
  Content Agreement for Dungeon Masters Guild. Design
  Concept by Adam Cohen for Yacht Club Games.
  Shovel Knight™, the Shovel Knight logo, and the Shovel
  Knight characters are trademarks of Yacht ClubGames™ and
  are registered in certain jurisdictions, including in the United
  States. ©2020 Yacht ClubGames L.L.C. All Rights Reserved.
  2
  
  The Knight
  L
  ong have tales been told of brave knights that
  wander the earth in search of riches and glory.
  Whether they wield an arsenal of arcane items
  or a modest shovel, these brave warriors
  wielded legendary weapons and relics against
  foe, undead, and dragon alike. From the shield
  guardian to the strangely shovel'd champion,
  these knights hope to make a name for themselves. 
  Adventurers At Heart
  At the dawn of the new age, when the wilds were still
  untamed, the lands were roamed by knights. To this day, they
  are often found in the wilderness or deep in the heart of
  dungeons, looking for their next big adventure with seldom a
  worry for their own safety. A forest full of monsters and long-
  forgotten temples is but another location for them to plunder,
  and add to their growing legend.
  Knights are a breed of adventurer unmatched in their
  unwavering loyalty to their cause. Similar to a paladin's
  devotion to spreading the good of a deity, a knight is born for
  adventure and glory. Often found with an arsenal of gadgetry
  at their side, these dungeon delvers won't rest in their 
  pursuit of unending discovery. Despite their appearance, they
  rarely wear armor that is truly heavy, knowing that balancing
  movement and sturdiness is important.
  Becoming a Knight
  Knights of this class are not simply ordained by
  Royalty, but are driven by higher purpose. Recognized by
  their strength and deeds from town to town and spoken of 
  in title more than in name. Their hopeful spirit keeps them
  sprinting into the heat of battle, whether to defend allies, or
  meet foes. While some are made for the battle of words,
  knights often shine in dextrous physical combat, and are
  rarely skilled with the arcane. With the sacred magic of Ichor,
  some are imbued with powers that awaken artifacts at 
  their disposal or expand their own abilities.
  When deciding to play as a knight, think about what sort 
  of legend your knight seeks. Are they questing to find a holy
  relic for a kingdom in peril? Perhaps saving their beloved
  from a wicked enchantment? Or could they be hoping to
  garner a collection of similarly powerful adventurers, and
  establish their own order of knights? It's important to
  establish a purpose for a knight as it can be central to the
  theme of the character.
  Glory and Purpose Everlasting
  Knights are often full of conviction but vary in all other traits:
  Many have a strong sense of honor and justice; others are
  errant, greedy, or troubled. Knighthood is a calling not suited
  to the weak of heart and great tragedy has befallen those who
  have refused the call, or abandoned it when things became
  bleak. Though not holy in their magical origin, knights may
  be a beacon of hope for the weak. A symbol of purpose for the
  lost. And a shovel for those in need of a shovel. I'm not one to
  judge.
  3
  PART 1 | THE KNIGHT CLASS
  
  The Knight
  Level
  Proficiency Bonus
  Features
  Ichor
  Relics
  1st
  +2
  Code Of Honor
  ─
  ─
  2nd
  +2
  Ichor Bottle, Relic Keeper
  2
  1
  3rd
  +2
  Knight's Code Feature
  2
  2
  4th
  +2
  Ability Score Improvement
  4
  2
  5th
  +3
  Hopeful Soul
  4
  3
  6th
  +3
  Knight's Code Feature
  6
  3
  7th
  +3
  Campfire Craftsman
  6
  4
  8th
  +3
  Ability Score Improvement
  8
  4
  9th
  +4
  Unwavering Spirit
  8
  5
  10th
  +4
  ─
  10
  5
  11th
  +4
  Knight's Code Feature
  10
  6
  12th
  +4
  Ability Score Improvement
  12
  6
  13th
  +5
  ─
  12
  7
  14th
  +5
  Treasure Tracker
  14
  7
  15th
  +5
  Knight's Code Feature
  14
  8
  16th
  +5
  ─
  16
  8
  17th
  +6
  Knight's Code Feature
  16
  9
  18th
  +6
  ─
  18
  9
  19th
  +6
  Ability Score Improvement
  18
  10
  20th
  +6
  Legend of the Realm
  20
  10
  Creating a Knight
  When designing a knight, try to take an object, concept or
  theme and associated it with the word "Knight". For example,
  an undead character who once served a powerful count and
  is now cursed to stalk the shadows until the day they're laid
  to rest might be known as Endless Knight. Were they given
  their title by a king? Maybe they're known simply as the Royal
  Knight? Perhaps it's Goblin Knight? Roaming the lands in
  search of that most foul creature that burdens the good folk
  of the land. The Flower Knight may be known for a dandelion
  attached to their breastplate at all times. Finally, should they
  complete their quest, will they return to the world they once
  knew, or seek out new adventures in the wider world?
  Quick Build
  You can establish a Knight quickly by following these
  suggestions. First, put your highest ability score into
  Dexterity, as most knights have learned quickly that a heavy
  knight is only as safe as they are quick. Your next highest
  ability should be Wisdom in order to empower relics and
  secondary abilities. Then, choose the Code of Shovelry.
  Finally, take the Retired Adventurer background.
  Class Features
  As a Knight, you gain the following class features. Additional
  features will be granted by your subclass.
  Hit Points
  Hit Dice: 1d10 per Knight level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 7) + your Constitution
  modifier per Knight level after 1st
  Proficiencies
  Armor: Shields, Light armor, Medium armor
  Weapons: None
  Tools: Blacksmith's Tools, Gaming Set (Joustus)
  Saving Throws: Strength, Dexterity
  Skills: Choose one from Athletics, Acrobatics, Investigation,
  Nature, Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a martial weapon, (b) one simple weapon or (c) one
  buckler
  (a) Leather Armor or (b) Chain Mail
  A dungeoneer's pack
  4
  PART 1 | THE KNIGHT CLASS
  
  Ichor Bottle
  At 2nd level, Knights are granted the secrets of ancient
  treasure magic. They recieve an Ichor Bottle with 2 Ichor
  points, which increases in quantity as listed in the Knight
  table. When you spend an Ichor point, it is unavailable until
  you finish a short or long rest. You must spend at least one
  hour of the rest replenishing your Ichor Bottle in order to
  regain your Ichor Points.
  Some of your abilities will require your target to make a
  saving throw to resist effects. The Saving Throw DC is
  calculated as follows:
  Ichor Save DC = 8 + your Proficiency Bonus +
  your Wisdom Modifier
  Relic Keeper
  Relics are ancient treasure empowered with a liquid known
  as Ichor that flows through the wielder. Starting at 2nd level,
  you gain the favor of a shop owner, patron, or powerful being
  known as a benefactor. While your benefactor can be wildly
  different to fit your knight's story, we've assembled a few of
  them for your convenience.
  As you gain levels, you can borrow relics equal to the Relic
  Column of the Knights table from this benefactor. Upon
  reaching subsequent levels or completing a long rest, you
  may change out any or all of your relics for new ones, on the
  condition that you have the points to account for all relics in
  your possession.
  You may only use one Relic per round but may receive the
  benefit of multiple relics at once unless otherwise noted.
  Items of Ichor
  Unlike typical magical items, Relics are ancient devices that
  must be powered by Ichor, and cannot be used by those
  without a bottle of Ichor. If you lose your bottle of Ichor you
  must spend 24 hours crafting a new one. Finding an
  appropriate smith or alchemist may reduce the time needed.
  While Relics may be powered by Ichor, so are your Weapons
  of Devotion. Some of your weapons may also require Ichor to
  reach their full potential in combat.
  Weapons of Devotion
  In future sections of this class, the term may be
  used and will always refer to the main weapon of
  your chosen class. For example, The Code of
  Shovelry's Weapon of Devotion is the Shovel Blade.
  Knights who lose their Weapons of Devotion have
  grown accustomed to improvising new weapons
  and may spend 8 hours with Blacksmith's Tools in
  order to recraft a basic version of their Weapon of
  Devotion. For example, a longsword being crafted
  into a Shovel Blade.
  Hopeful Soul
  At 5th level, when faced with hardship, you can steel your
  soul to stay in the fight. On your turn, you can use your Bonus
  Action to regain Hit Points equal to 1d8 + your Knight level.
  Once you use this feature, you must finish a Short or Long
  Rest before you can use it again.
  Campfire Craftsman
  At 7th Level, when taking a Short Rest, you can attempt to
  create a comforting campfire. On a success you and your
  allies heal an additional amount equal to 1d6 + your Relic
  score in Hit Points. Attempting this during a long rest grants
  temporary Hit Points equal to 1d4 + your Relic score.
  Unwavering Spirit
  Upon reaching 9th level, a wealth of experience has
  strengthened your resolve against the creatures of the dark.
  You are immune to the Frightened condition, regardless of its
  source.
  Treasure Tracker
  When you reach 14th Level, your benefactor grants you a
  Relic to reward your continued efforts, The Ring Of Treasure
  Sight. This shimmering ring grants advantage on checks
  related to finding hidden treasure and incurs disadvantage on
  Mimics attempting to hide in plain sight.
  Also, once per day you may cast the Identify spell without
  expending a spell slot.
  5
  PART 1 | THE KNIGHT CLASS
  
  Legend of the Realm
  Upon reaching 20th Level, you have garnered experience that
  rivals that of any adventurer. Your base movement speed
  doubles. Your Dexterity score increases by 4. The maximum
  for this score is now 24.
  Choosing A Benefactor
  While every knight is competent in their own right, it is
  always nice to know someone has your back. Much like how
  knights of old belonged to ancient orders that provided them
  with tools, your benefactor is a patron of your adventures,
  and regularly provides you with Relics that empower you and
  your weapons. Consider who or what is supplying you with
  rare treasures. They each provide one bonus skill, tool, or
  language proficiency.
  The Bard
  This wandering minstrel found their 
  company among yours during your 
  travels and has offered to aid you 
  in your quest for glory. While 
  they lack the power to go off 
  on fantastic adventures, 
  they see benefit in supplying
  you with Relics in their own 
  quest to write sonnets about 
  warriors of legend.
  Curiously, you always find 
  them wearing a knight's helmet
  but have yet to discover why. The Bard
  is a being of Good will and tends to
  gravitate towards Good aligned folk. 
  Bonus Proficiency: Choose one: Acrobatics,
  Performance, one Musical Instrument of your choice.
  Mom
  Some adventurers never stray too far from home. Perhaps
  your benefactor is a former adventurer in your family, or
  another relative. Through thick and thin, its good to know
  your family will always have your back. 
  Considering your relationship, 
  Mom will always see the best in you, 
  even if your alignment is evil.
  Bonus Proficiency: 
  Choose one: Persuasion, Medicine,
  Insight, or One Artisan's Tool 
  Proficiency of your choosing.
  Troupple King
  The leader of the Troupples who thinks himself a god
  amongst men (and fish). Those who seek out his guidance
  may find him. He seems to be unfettered by alignment.
  It is said that his spit is the source of all Ichor. But that
  can't be true, right?
  Bonus Proficiency: Choose one: Acrobatics, Athletics,
  Language(Aquan)
  The Enchantress
  This mysterious sorceress wields powerful and evil magic
  that enables her control over a small legion of followers.
  Perhaps you've caught her eye, and as such are granted
  Relics as your strength grows. Whatever plans she has for
  you are unclear. You're only certain that someday, her good
  will may end. As a powerful and evil sorceress, she tends to
  patron those of the Evil alignment.
  Bonus Proficiency: Choose one: Acrobatics, Survival,
  Arcana
  Chester
  This shopkeeper seems to be passionate about Relics and
  often tries to find them for resale. Thankfully, he's taken a
  liking to you and has offered you his collection to help
  advertise his wares and aid your adventures. 
  Chester seems to prefer folk who fall 
  in the Lawful alignment and won't 
  impose on his good-will. 
  Bonus Proficiency: Choose one:
  Acrobatics, Survival, 
  Thieve's Tools, 
  or Jeweler's Tools
  6
  PART 1 | THE KNIGHT CLASS
  
  Codes of Honor
  Every knight knows what they will and won't do and for
  whom their allegiance remains steadfast. They study ancient
  traditions and techniques in order to better themselves and
  prepare for dungeon-delving.
  Choosing a Code is a meaningful choice. Though many
  Relics are attainable for every kind of Knight, some Codes
  grant access to strange and powerful Relics that bolster their
  prowess.
  Code of Shovelry
  Long have you sworn off traditional weaponry in pursuit of
  the elegant art of shovel work. While some find joy in hacking
  away at monsters with a sword, you have dedicated yourself
  to making the most of a tool that uplifted the foundation of
  civilization: A shovel. While you may adapt to situations with
  the help of your many relics, when all else fails, your spade is
  what you can truly depend on.
  Code of Shovelry Features
  Level
  Feature
  1st
  Shovelier
  3rd
  Uprooting Strike, Shovel Drop
  6th
  Shovel Warrior
  11th
  Returned in Spades
  15th
  Dungeon Destroyer
  17th
  Earth Shattering Strike
  Shovelier
  When you choose this Code at 1st Level, you are proficient
  with Shovel Blades. If you spend 8 hours with blacksmith’s
  tools, you can reshape any longsword into a Shovel Blade.
  With magical longswords taking twice as long or more. The
  Shovel Blade has the stats of a longsword, as well as the
  Finesse property. 
  You also gain the Fishfellow's Scale for free when you choose
  this Code. It does not count towards your relic total.
  Uprooting Strike
  As a bonus action at 3rd Level, you may spend 1 Ichor to
  attempt to bury your shovel underneath a foe within 5 feet
  and flip them. Your target makes a Strength Saving Throw
  equal to your Ichor Save DC. On a failure they’re knocked
  prone for your turn’s duration. On a success, you have
  disadvantage against the target on your next attack this
  round.
  Shovel Drop
  At 3rd Level, you can use your action to attempt to shovel
  drop. Make a two-handed attack against a creature within 10
  feet as you drop down onto it with your shovel. On a success,
  roll for damage as normal. You may make another attack
  against the same target or an adjacent target within 10 feet,
  up to three times. On a hit, you deal 1d8 + Dex piercing
  damage. You may choose to perform up to 2 additional shovel
  bounces. On each successive drop, you deal one die tier
  lower in damage (1d6, 1d4) without the Dex modifier. If you
  miss, you may spend 1 Ichor to heighten your senses and
  avoid falling prone, as you land within 5 feet of your target
  and lose your next bonus action. While traveling by Shovel
  Drop, you ignore difficult terrain. When you end this ability
  voluntarily, choose a space within 10 feet of your target to
  land.
  Beginning at 8th level, the amount of times you can drop
  increases by one and the damage die starts at a 1d10 instead
  of a 1d8.
  Shovel Warrior
  Starting at 6th level your Shovel Blade gains a bonus +2 to
  attack rolls. This bonus increases to a +4 at 12th Level.
  Returned In Spades
  Starting at 11th level you can use your reaction to block a
  missile when you are hit by a ranged weapon attack. When
  you do so, the damage you take from the attack is reduced by
  1d8 + your Dexterity modifier + your Knight level.
  If you reduce the damage to 0, and it is small enough to be
  held in one hand, you can reflect the missile by striking it with
  your shovel blade. You may then spend 1 Ichor point to make
  a ranged attack with the weapon or piece of 
  ammunition you just deflected, as part of 
  the same reaction. You make this attack
  with proficiency, regardless of your 
  weapon proficiencies,
  and the missile does
  1d6 + Dex, with a 
  normal range of 20 
  feet and a long range
  of 60 feet.
  77
  PART 1 | THE KNIGHT CLASS
  
  Dungeon Destroyer
  Upon reaching 15th level, your devotion to shovelry grows.
  You gain a +1 bonus to attack and damage rolls while using
  your shovel, and each of your shovel drops deal an additional
  d6 force damage. In addition, you can use your Shovel Blade
  to burrow through natural rock at half your land speed.
  Earth Shattering Strike
  Starting at 17th level, once per day you may make a
  downward thrust against the earth. As an action, choose a
  location within 15 feet to leap to. Each creature in a 15-foot-
  radius sphere centered on each point you choose must make
  a Dexterity saving throw. The sphere spreads around corners.
  A creature takes 10d10 force damage on a failed save, or half
  as much on a successful one. On a failure the creature is also
  knocked prone. The ground becomes difficult terrain or is
  destroyed as a result of this strike.
  Code of Aegis
  They say the best offense is a good defense, and for followers
  of the Code of Aegis, this couldn't be more true. Your
  experience as an adventurer revolves around the shield.
  Code of Aegis Features
  Level Feature
  Shield Bash
  1st Shield Expertise, Shield Striker
  1d4
  3rd Aegis Marksman, Rising Star
  1d4
  6th Answer the Call
  1d6
  11th Courageous Spirit, Indirect Route
  1d6
  15th The Defender
  1d8
  17th Shield Savant
  1d10
  Shield Expertise
  You are proficient in wielding two bucklers or a shield with
  the Two- Handed property. While holding a shield/buckler in
  your main hand, you gain the following benefits:
  Your shield is considered a finesse weapon that you have
  proficiency in.
  You can roll a 1d4 in place of the normal damage of an
  unarmed strike. This die changes as you gain knight
  levels, as shown in the Shield Bash column of the Aegis
  table.
  Shield Striker
  When making an attack against an opponent with your shield
  you may spend 1 Ichor to make them perform a Dexterity
  saving throw. On a failure, choose from the following options:
  The target is knocked back 10 feet.
  The target is knocked to the left or right of their original
  position 5 feet.
  Aegis Marksman
  Starting at 3rd Level, when wielding a shield you can choose
  to throw it. Make a ranged attack with your shield within 30
  feet. On a successful hit, deal 1d6 bludgeoning damage. For
  the duration of its flight, you lose any AC bonus granted by
  the shield. At the end of your turn, your shield returns to your
  hand.
  Rising Star
  At 3rd Level, you've become confident in using 
  your shield as a temporary platform for allies. As
  a bonus action you can position your shield above 
  your head for allies to step on. Allies may spend part of 
  their movement to reach your shield, counting your space 
  as difficult terrain.
  Allies who use your shield as a platform gain an extra 1d6
  attack bonus and add half your Dex modifier (rounded down)
  to their damage bonus on attacks made until they touch the
  ground again.
  Your shield loses half of its AC score (rounded down) while
  you hold this position. Starting next round you may lower
  your shield again as a free action.
  Answer The Call
  At 6th Level, you learn that no ally should fight alone. When
  spending your movement to reach a friendly creature, you do
  so without provoking opportunity attacks.
  Courageous Spirit
  At 11th Level, your bravery inspires those around you. Allies
  in a 10 foot radius receive advantage on checks made against
  spells or abilities that cause the Frightened condition.
  Indirect Route
  At 11th Level you have gained a powerful mastery of your
  shield's flight. You can now throw your shield towards a point
  of your choosing within 30 feet and hold it there until the
  beginning of your next turn (no concentration needed). Allies
  may use this shield as a platform to incur the benefits
  recieved by Rising Star. You lose the AC bonus granted by the
  shield during its flight.
  The Defender
  At 15th Level, you face foes head on and keep those closest to
  you safe from harm. When wielding a shield, enemies in a 10
  foot radius of you and an ally of your choosing incur
  disadvantage on one attack per round.
  8
  PART 1 | THE KNIGHT CLASS
  
  Shield Savant
  At 17th Level, you've grown powerfully proficient with your
  shield, granting you double proficiency bonus on attacks or
  saves that involve your shield. You also ignore AC penalties
  incurred from Rising Star and Aegis Marksman.
  Code of Torment
  A strangely enchanted Knight imbued with Ichor. Not truly
  alive, not truly dead. Something in between.
  Code of Torment Features
  Level Feature
  1st Grave Weapon, Ichor Empowered, Poisoned Mind
  3rd Dash Slash, Undying Soul
  6th Upheaving Swing
  11th Expert Movement
  15th Between Planes
  17th The Reaper
  Grave Weapon
  Starting when you choose this Code at 1st Level, you forge a
  scythe that empowers your enchanted abilities. You are
  proficient with scythes. The scythe has the stats of a regular
  scythe, as well as the Finesse property. By spending 8 hours
  you can recraft a new scythe.
  Ichor Empowered
  You may spend an amount of Ichor to add a bonus to your
  attack rolls or a number of d6 slashing to your damage rolls
  equal to the amount of Ichor spent. This must be declared
  before you make the attack roll.
  Poisoned Mind
  Your body has given in to the corruption and decay of your
  code. With this, you gain resistance to poison damage from
  all sources. However, in order to heal from potions or safely
  consume food or drink, you must spend one minute
  corrupting them. Restoration spells (such as Cure Wounds)
  still have a healing effect on you.
  Dash Slash
  At 3rd Level, as your action, choose a target creature
  within 15 feet and draw a line centered from you that
  extends five feet past the target. You fly past and through
  them to that location, making a melee attack against the
  target during your travel.
  You may expend half your movement to adjust your landing
  an additional five feet. This ability cannot be used for making
  nor provoking opportunity attacks. You may use this ability
  while airborne or falling.
  Undying Soul
  At 3rd Level, your enchantment's grip on your soul heightens.
  On death, instead of dying outright you drop your trinket. If
  an allied creature picks up the trinket and completes a long
  rest within 24 hours, you are revived. If your trinket is
  destroyed, you are permanently destroyed. A willing creature
  can don the trinket and hear your voice.
  If you lose the trinket, within 72 hours you will begin to decay
  and be permanently destroyed.
  Upheaving Swing
  At 6th Level, when taking your attack action against an
  opposing creature, you may spend 1 ichor to cause the target
  creature to make a Strength saving throw against your Ichor
  Save DC. If it fails, you impose the following:
  The target creature is launched 5 feet into the air until the
  start of their turn, during which they land on their feet as
  normal.
  While in the air, attacks made against them are done so
  with advantage and cause a creature to fall prone on a
  success.
  You may spend an additional 1 Ichor to perform an extra
  attack using Dash Slash.
  Expert Movement
  At 11th level, you gain the ability to climb faster than normal;
  climbing no longer costs you additional movement.
  In addition, you are now resistant to falling damage.
  Between Planes
  At 15th level, you've grown comfortable with your new
  existence. After taking a long rest, choose one damage type
  from the following list, you have resistance to it for 8 hours:
  Fire, Lightning, Acid, Cold.
  The Reaper
  At 17th Level, on your turn you may spend your movement to
  throw your scythe in a direction of your choosing within 120
  feet and line of sight. As part of this action you may choose to
  teleport to your scythe and perform a melee attack. If you lose
  your scythe, you may use a bonus action to return it to your
  hand, so long as it is on the same plane of existence as you.
  9
  PART 1 | THE KNIGHT CLASS
  
  Code of The Adventurer
  Your heroism is unmatched in the face of danger. With honed
  skill you're able to bring out the best of your weapon, with a
  small arsenal to keep your options open when you need them
  most. As a knight your bond is to your cause, and you will go
  the distance to achieve your goals.
  Code of The Adventurer Features
  Level Feature
  Bonus Relics
  1st Weapon Devotion, Speedrunner
  +1
  3rd Honing Your Craft
  ─
  6th Treasure Hunter, Crafty Combatant
  +1
  11th Multiattack
  ─
  15th Ichor Invigorated
  +1
  17th Weapons Master
  +2
  Weapon Devotion
  You have studied an ancient art devoted to the weapon of
  your Code. Decide what this weapon is. You are now
  proficient with it.
  Choose which type of damage it deals from the following
  list: Slashing, Piercing, Bludgeoning.
  The weapon's properties are determined by one of the
  following:
  Devoted Weapon Table
  Weapon Damage Weight Properties
  Melee 1d8
  4lb
  Finesse
  Ranged 1d6
  10lb
  Ammunition(range 30/100)
  Loading
  Speed Runner
  When it comes to finding optimal routes, you're a cut above
  the rest. At 3rd Level, your base movement increases by 10
  feet.
  Also, when jumping you may use your Dexterity Modifier
  instead of your Strength Modifier.
  Honing Your Craft
  At 3rd Level, you find comfort in the weapon you rely on. Your
  Weapon of Devotion gains the following properties based on
  its chosen type.
  Ranged Weapon: You gain a +1 bonus to attack rolls made
  with this weapon.
  Melee Weapon: You gain a +1 bonus to attack and damage
  rolls made with this weapon.
  You may also choose one of the following additional
  properties for your Weapon of Devotion.
  Bonus Properties
  Type
  Upgrades
  Melee Versatile(1d10), Light, Reach, Thrown(range
  20/60)
  Ranged Light, Remove Loading property, Damage
  Increase(1d8), Remove Ammunition property,
  Range Increase(+10 feet)
  Example Devoted Weapons:
  Bug Knight: You use the Insect Launcher ranged
  weapon, with an ammo type of "beetle blades". At
  9th level, choose the Light property
  Chain-Blade Knight: You use the Chain-Blade melee
  weapon. At 9th level, choose the Reach property.
  Treasure Hunter
  At 6th Level you've begun to collect rare Relics that have
  never been seen before. You gain one of the following Relics
  from the Relic List for free: The Eye of True Sight, The
  Grapple Anchor, Bomb Bag.
  Alternatively, you may gain a second copy of your Weapon
  of Devotion weapon.
  Crafty Combatant
  Upon reaching 6th Level, When you use your action to use a
  relic, you may use a second relic so long as it uses a bonus
  action.
  Multiattack
  At 11th level choose one of the following features:
  Rapid Fire. You can use your action and spend 1 Ichor to
  make a ranged attack against a number of creatures equal to
  your Wisdom Modifier within 10 feet of a point you can see
  within your weapon’s range. You must have ammunition for
  each target, as normal, and you make a separate attack roll
  for each target.
  Spinning Strike. You can use your action and spend 2
  Ichor to make a melee attack against any number of
  creatures within 5 feet of you, with a separate attack roll for
  each target. On a hit the targets take an additional 1d6 force
  damage as your strike is empowered by the mythical force of
  Ichor.
  Vigorous Stance. You may spend an Ichor and use your
  reaction to an incoming attack to your AC by +3 for the
  remainder of the round. You must complete a short rest
  before using this ability again.
  10
  PART 1 | THE KNIGHT CLASS
  
  Ichor Invigorated
  At 15th Level you know how to overcharge your weapons
  with Ichor. As a bonus action, you may spend 3 Ichor. On your
  next attack within 10 minutes, add a +5 to your attack roll
  and an extra 3d6 force damage.
  Weapons Master
  At 17th Level you gain another Relic from the Treasure
  Hunter list and may add an additional property to your
  Weapon of Devotion.
  Relics Of Adventure
  If a Relic has prerequisites (listed in italics), you must meet
  them in order to obtain it. You can obtain any Relic at the
  same time as meeting its requirement. You may choose to
  exchange Relics during a long rest but lost any bonus
  incurred by their affects as a result.
  Wisdom is your spellcasting ability for Relics. If a Relic
  requires an attack to be made, the attack bonus is calculated
  as follows:
  Relic Attack Bonus = your proficiency bonus +
  your Wisdom modifier
  You may only use one Relic per round but may receive the
  benefit of multiple Relics at once unless otherwise noted.
  Alchemy Coin
  2 Relic Points
  You may use your action to make a proficient ranged attack
  with this. Strike it and deal 1d6 bludgeoning damage. The
  coin flies back to you. You may spend Ichor to strike it back at
  your enemy. Successive damage from the alchemy coin deals
  1 die tier lower in damage (1d4, 1d2, 1d1) , and you may not
  add your Dexterity Bonus to the damage of these rolls.
  Alchemists Armored Arms Of Arming
  2 Relic Points 5th Level
  The product of a cult of alchemists, these gauntlets coat your
  attacks with a strange toxin. Your Weapons of Devotion deal
  an extra 1d4 acid damage on a successful hit.
  Bomb Burst Bottle
  2 Relic Points
  This bulbous bottle of brilliant blue brew allows you to take 4
  force damage in exchange for advantage on one Dexterity
  Saving Throw. You must choose to use the Bottle before a roll
  is made. You may use this ability twice per day.
  Booming Bracers
  2 Relic Points 5th Level
  These boisterous gloved bracers will send a ringing wave of
  pain through your foes! Your Weapons of Devotion deal an
  extra 1d4 thunder damage on a successful hit.
  Boots of Spring Loading
  1 Relic Point, 5th Level, Code of Shovelry 
  When using the Shovel Drop ability, your range increases
  from 10 feet to 15 feet.
  Chronos Coin
  1 Relic Point, 14th Level
  As a bonus action you may spend 7 Ichor to take a second
  turn this round. This effect cannot stack.
  Cloak Of Shadows
  1 Relic Point, Code of Torment, 7th Level
  This cloak is enchanted with the powers of darkness. Choose
  an enemy whose shadow is within line of sight and no further
  than 40 feet away. You can teleport to their shadow. You
  cannot teleport to or from difficult terrain and the enemy
  must be casting a shadow. You appear directly on top of their
  shadow. If it is behind them, roll a stealth check to see if you
  gain stealth. This stealth bonus cannot be conferred after the
  first time in combat if an enemy has seen it.
  Cloak Of Slashing
  5 Relic Points, Code of Torment
  When using Upheaving Swing, following up with a Dash
  Slash no longer costs Ichor.
  The Dread Talon
  3 Relic Points, 8th Level
  Expend your movement and action this turn as you focus all
  of your energy on one incredible strike. Spend 3 Ichor and
  wait one turn to make an attack roll (including proficiency
  and either your Strength or Dexterity modifier) with the
  Talon that deals 6d10 force damage on a hit. Being hit with
  an attack during the charge up time imposes disadvantage,
  and taking additional damage cancels the attack. You may
  spend 2 additional Ichor to avoid incurring penalties from
  taking damage.
  Dust Knuckles
  1 Relic Point
  You may spend 2 Ichor Points to perform an attack against a
  target within 10 feet. The target must succeed on a Strength
  Saving Throw against your Ichor DC or suffer disadvantage
  on their next attack made against you.
  Electrified Ringlets
  2 Relic Points 5th Level
  This ancient set of gloved ringlets still crackle with the power
  of storms. Your Weapon of Devotion deal an extra 1d4
  lightning damage on a successful hit.
  Farsight of the Submariner
  1 Relic Point
  While wearing these spectacles, your eyes cast light that
  aides you in areas of dim light or darkness. You gain dark
  vision out to 60 feet or increasing your current dark vision
  abilities by 60 feet.
  11
  PART 1 | THE KNIGHT CLASS
  
  Fishfellow's Scale
  2 Relic Points
  You gain the ability to
  speak and understand 
  Language(Aquan). In addition, 
  you can hold your breath for
  twice as long when submerged 
  and can move up to your full movement
  speed when swimming, as you feel oddly 
  comfortable under water.
  Flaming Fists Of The Furnace
  2 Relic Points 5th Level
  These insulated gloves were found floating in pit of magma,
  likely left by some brave adventurer trying to be clever. Your
  Weapons of Devotion deal an extra 1d4 fire damage on a
  successful hit.
  Flare Wand
  1 Relic Point
  A wand enchanted with the power of flame by an ancient
  artificer. Spend 1 Ichor to make a ranged attack against a
  target. On a hit the target takes 1d8 fire damage + Your
  Wisdom Modifier. Your next attack against this target within
  10 minutes is made with advantage.
  Fishing Rod
  1 Relic Point
  You are proficient with fishing tools while in possession of
  this relic. As a reaction, when an allied creature within 15
  feet is hit with a melee attack, you may spend 1 Ichor and
  grant them the benefits of the Dodge action, imposing
  disadvantage on the attack roll. You may spend an additional
  Ichor to increase the range to 25 feet. You may only use this
  ability once per round.
  Glass Orb of Checking's Point
  2 Relic Points, 3rd Level
  You gain an Ichor infused totem that grants one additional
  Ichor that can exceed your maximum. By spending 1 Ichor
  during rest you may shatter the mysterious orb and gain an
  additional 1d6 hitpoints or 1d4 temporary hit points. The
  Orb reforms during your next short or long rest.
  Guardian’s Locket
  1 Relic Point
  As an action you may use this locket to stabilize one ally
  within 5 feet. You may also spend up to 3 Ichor to heal the
  target 1d6 per Ichor spent. You must take a long rest before
  using this ability again.
  Healing Hammer
  2 Relic Points
  Who says medicine can't be delivered violently? You gain a
  Light Hammer and are proficient with it for the purposes of
  combat. You may spend 1 Ichor to make an attack against a
  target. A creature you strike with this hammer regains a
  number of hit points equal to 1d10 + your Wisdom Modifier
  and simultaneously takes 1d4 + half your Dex Modifier
  (rounded up) in bludgeoning damage.
  Critical hits apply to both dice rolls on a success. You must
  finish a short rest before using this feature again. Huzzah!
  Hilt Of The Ethereal Blade
  2 Relic Points
  When making attacks with advantage or while hidden, you
  can spend 1 Ichor to add an additional 2d4 slashing damage
  to your rolls. At 15th Level, this changes to 2d6 slashing
  damage.
  Palchemy Jar
  2 Relic Points, 5th Level
  As a movement action you may use the Palchemy Jar and dive
  inside it in an attempt to flee your current location. Choose
  one ally and one enemy within line of sight. Roll on the table
  below.
  Palchemy Jar Table
  Roll
  Result
  1
  Reversal
  2-5
  Ally
  6
  Enemy
  Based on your roll, you teleport to the chosen target. If you
  roll a Reversal, roll again on the table until you get a different
  result. That target must now succeed on a Wisdom Saving
  Throw or be teleported within 5 feet of you on safe ground.
  This ability cannot be used again until you complete a short
  or long rest.
  Percy’s Tome of Admiration
  1 Relic Point
  You gain a single use of the Charm Person spell per long rest.
  Phase Locket
  2 Relic Points
  You may use your reaction to reduce the damage of an
  incoming attack by 1d6. This ability cannot be used again
  until you complete a long rest.
  Polar Pincers
  2 Relic Points, 5th Level
  These frigid and spikey gloves invigorate your strikes with
  frost, forever enchanted with the northern winds. Your
  Weapon of Devotion deals an extra 1d4 cold damage when it
  hits.
  Reaper’s Mask
  3 Relic Points, 7th Level
  Allows you to cast the Fear spell once per long rest.
  12
  PART 1 | THE KNIGHT CLASS
  
  Ring Of The Shield Striker
  2 Relic Points, 3rd Level, Code of Aegis
  When throwing your shield, you may spend 1 Ichor to have
  your opponent make a Dexterity Saving Throw. On a failure,
  your shield bounces off a nearby surface and strikes the
  target from behind, knocking them 10 feet closer toward you.
  Rail Mail
  2 Relic Points,3rd Level, Code of Torment,
  As a bonus action, you may mount your scythe. Pick a single
  direction to travel in: Your move speed increases by 10 feet
  while moving in this direction and you must voluntarily move
  this way 10 feet or more per round. You may only travel in
  your chosen direction. On your turn you may also:
  Succeed on a DC 15 Acrobatics check to dismount.
  Make an attack against an opponent within range. On a
  successful hit, you dismount and deal an additional d6
  slashing damage.
  During your travel, terrain is not considered difficult.
  Colliding with obstacles or enemies ends your movement
  prematurely and you are knocked prone. At 15th Level, the
  bonus damage die increases to a d10.
  Royal Degree
  1 Relic Point
  While in possession of this relic, you gain proficiency in
  Persuasion checks. This degree appears to have been
  granted by The Royal College of Magics, which is entirely
  fictitious.
  Runic Spade Holster
  2 Relic Points, 11th Level, Code of Shovelry
  Returned in Spades may also deflect damage from magical
  ranged attacks that target you.
  Sceptre of The Deceptre
  1 Relic Point
  While in possession of this relic, you gain proficiency in
  deception checks. This once golden sceptre was used by a
  man pretending to be a King. It's said that despite briefly
  managing to rule a kingdom, he was quickly overthrown.
  Scythe Master’s Gloves
  2 Relic Points, Rail Mail Relic
  Gloves made for expert scythe work, you now have full
  control while riding a scythe and may stop it early without a
  saving throw. As part of your movement you may spend 1
  Ichor to make a leaping spin attack. This spin attack trick
  deals 1d10 + your Dexterity modifier to enemies in 5 foot
  radius of your spin attack landing. Upon completing this
  maneuver you automatically dismount.
  Sentry’s Skull
  2 Relic Points, 9th Level
  Spend 3 Ichor Points to at-will summon a skeleton to attack
  for you. It lasts for 4 hours. You may cast this ability twice per
  long rest.
  Shield Strap of the Marksman
  2 Relic Points, 9th Level, Code of Aegis
  Your Aegis Marksman ability hits one additional target.
  Stoic Boots of the Shield Sentinel
  2 Relic Points,9th Level, Code of Aegis 
  Your base movement speed drops by 10 feet. While holding a
  shield or buckler, these boots increase your AC by 3.
  Shovelier's Weighted Pommel
  2 Relic Points, Code of Shovelry, 9th Level
  You can more accurately aim your Shovel Drops. You may
  include your Dex Modifier when rolling for damage on all
  Shovel Drop attacks.
  The Necromancer’s Shackles
  4 Relic Points, 11th Level, Code of Torment
  A pair of pitch black shackles. They weigh nothing when
  worn and are silent to all but the wearer. When you strike the
  killing blow on an enemy, you may summon an allied
  Skeleton. The skeleton lasts 24 hours or until it is dropped to
  0 hit points. You may spend 1 Ichor to double the time limit,
  making it last for 48 hours.
  The Bomb Bag
  2 Relic Points Code of Adventure, 9th Level
  A small bag of bombs that mysteriously refills each morning.
  As an attack action you can throw a handful of them. Each
  creature in a 20-foot-radius centered on a point within 120
  feet must make a Dexterity saving throw. A creature takes
  6d6 fire damage on a failed save, or half as much damage on
  a successful one. You may use this bag a number of times per
  day equal to your Wisdom Modifier (Minimum of once).
  13
  PART 1 | THE KNIGHT CLASS
  
  The Eye Of True Sight
  2 Relic Points Code of Adventure, 9th Level
  You gain proficiency on Wisdom Checks (Perception) that
  rely on sight. You are also able to see through magical
  darkness as if it was daylight. As a bonus action you may also
  reveal the Hit Points or one weakness of a target. You may
  use the bonus action ability a number of times per day equal
  to your Wisdom Modifier (Minimum of once).
  The Grapple Anchor
  2 Relic Points Code of Adventure, 9th Level
  A metallic gauntlet with an anchor protruding from its end.
  As an action you may target an opponent within 20 feet and
  attempt to grapple them. On a success, you may draw the
  target towards you, or keep them in place, imposing
  disadvantage on Dexterity Saving Throws. The target may
  spend its action to attempt to break hold of the grapple. You
  may use The Grapple Anchor a number of times per day
  equal to your Wisdom Modifier (Minimum of once).
  The Pen of Sword's Might
  1 Relic Point
  You learn the skills of combatative penmanship with this
  enchanted quill. Once per day you may use this as a throwing
  weapon. Make a ranged attack with it, adding proficiency. On
  a hit, deal 1d8 + Dex piercing damage and impose
  disadvantage on their next attack roll.
  The Sword of Pen's Might
  1 Relic Point
  You learn the art of strongly sworded penmanship. You gain
  proficiency in Charisma(Persuasion) checks involving writing
  while carrying this relic.
  The Terrible Rake of Torment
  2 Relic Points, 12th Level
  This seemingly mundane rake has a dark enchantment cast
  upon on. By spending one minute or spending 2 Ichor and a
  bonus action, you may place the rake down on an area within
  35 feet. It immediately vanishes from sight. Any creature
  (including you) must suceed on a DC 18 Perception check to
  spot the rake. A medium or smaller creature who passes
  through the rake's location must succeed on a DC 12
  Dexterity Saving Throw or lose their Movement action and
  take 4 (1d4+2) bludgeoning damage as they're hit in the face
  with a rake. You may only use this once per short rest.
  Throwing Anchor
  2 Relic Point
  You may spend 2 Ichor Points to do the following: As a
  reaction when you hit a creature with a weapon attack, a
  small chained anchor appears at the point of impact, and the
  target must succeed on a Strength saving throw against your
  Ichor Save DC or be restrained by the magical chains until
  the end of their next turn. A Large or larger creature has
  advantage on this saving throw. If the target succeeds on the
  save, the chains shatter.
  A creature restrained by the chains or one that can touch
  the creature can use its action to make a Strength check
  against your Ichor save DC. On a success, the target is freed.
  This ability may only effect one creature at any given time.
  Trenchstone
  2 Relic Points, 7th Level
  You may take 10 minutes and spend 3 Ichor Points to
  sharpen your Weapon of Devotion and imbue it with ancient
  Ichor. For the purposes of resistances and immunities, your
  weapon is now considered to be magical. This enchantment
  ends after 24 hours.
  Troupple Chalice
  1 Relic Point, Code of Shovelry
  This cup once belonged to a king beneath the waves. It smells
  faintly of apples. This Relic grants the user a single charge of
  the Create or Destroy Water spell per day.
  Usurper's Crown
  1 Relic Point 
  This crown of badness allows you to make decrees to subject
  across the land! When you speak, you are understood in any
  language but do not necessarily understand all other
  languages.
  War Horn
  1 Relic Point
  You may spend 2 Ichor points to use this device as an action.
  Each creature in a 15 foot cone in front of you from you must
  make a Constitution saving throw. On a failed save, a creature
  takes 2d8 thunder damage. On a successful save, the
  creature takes half as much damage. Spending an additional
  Ichor point increases the damage by an additional 1d8.
  Wrist Gauntlet of Far Throwing
  2 Relic Points Code of Aegis, 11th Level
  This mechanical device was used by ancient shield throwers
  to increase their effective range. When throwing a shield,
  your range increases by 40 feet.
  Wristbands of Digging
  1 Relic Point Code of Shovelry, 15th Level
  When you attempt to dig through dirt in any direction, you
  may add your proficiency bonus to the skill check.
  Tome of Tedium
  1 Relic Point 
  You gain proficiency in the History skill with this ancient
  tome full of historical factoids that would put anyone to sleep.
  Quickbag of Questionable Convenience
  1 Relic Point, 4th Level
  You may spend 1 ichor and 10 gold to create 1 common
  nonmagical item under 2 pounds. You cannot use this ability
  to produce consumables or sentient beings.
  14
  PART 1 | THE KNIGHT CLASS
  
  Backgrounds and Multiclassing
  Order of No Quarter
  The Order of No Quarter is a villainous group of knights
  created by the Enchantress for her nefarious purposes. In
  addition to their individual skills in combat, each knight has a
  specific role in the Order, and loyal minions under their
  personal employ. You found yourself among their rank for a
  time, and perhaps you still ally yourself with them. 
  Ask yourself what brought you to the Order? Who are the
  other members? Do you share a true common goal, or is it an
  alliance of convenience?
  Skill Proficiencies: Inimidation, Athletics
  Tool Proficiencies: Thieves' Tools
  Equipment: Thieve's tools, a stolen belt pouch containing
  35gp and a wanted poster with your name on it.
  Feature: Notorious Villain
  In every town you will find shelter, striking fear into the
  hearts of the common folk, hoping to avoid your wrath. You
  may also find respite amongst scum and villainy, should your
  goals align. Your presence may also draw the ire of would-be
  heroes seeking to make a name for themselves.
  Retired Adventurer
  In your prime you were a great adventurer. After years of
  inactivity, the call to Adventure causes you raise arms once
  again in hopes of restoring the world back to its proper place
  Skill Proficiencies: Insight, History
  Tool Proficiencies: Fishing tools
  Equipment: Fishing tackle, a set of traveler's clothes, a
  bedroll, tinderbox, a small lockbox containing 10gp, a
  keepsake of a loved one, and 3 days worth of rations.
  Feature: Dreams Of Morrow
  You often dream about your goals and may have premonitions
  about the future. When you sleep your dreams will be
  numerous. These dreams will fill you with the strength
  needed to face the new day. You can find comfort even on the
  bare earth as long as the warmth of a campfire brings you
  solace.
  Disgraced Traitor
  Some folks would rather their past be forgotten. Whether it
  be selling out your village for a payday, running out on family,
  or even leaving someone to certain doom, a shadow of regret
  hangs over your head. You often find yourself looking at
  mementos, wishing you could undo all the wrong you put into
  this world.
  Ask yourself what heinous deed you did? How do you seek
  to undo it? And when you do, will you set your eyes on some
  new goal?
  Skill Proficiencies: Deception, Persuasion
  Tool Proficiencies: Disguise Kit
  Equipment: A set of commoner's clothes, a disguise kit, a
  bedroll, a belt containing 25gp, a painful momento that
  reminds you of your past, and 5 days worth of rations.
  Feature: Nightmares Of Yesteryear
  You have dreams about your past failings. When you take a
  long rest your dreams will dwell on those lost. While they
  may offer premonitions of the future, they will prevent you
  from ever truly finding solace in slumber.
  Knight Multiclassing
  Knight Multiclassing Prerequisites
  Ability Score Minimum
  Dexterity 13, and Wisdom 13
  Knight Multiclassing Prerequisites
  Proficiencies Gained
  All proficiencies garnered by chosen Code.
  Knight Multiclassing With Extra Attack
  If multiclassing, you cannot combine Dash Slash, Shovel
  Drop, or Aegis Marksman with Extra Attack, as these all take
  the place of an action.
  15
  PART 1 | THE KNIGHT CLASS
  
  Fearsome Foes
  The Sorceress Appears!
  16
  The Enchantress
  Large humanoid, neutral evil
  Armor Class 16
  Hit Points 180(19d10 + 76)
  Speed 0ft, fly 25 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0) 14 (+2) 18 (+4) 17 (+3) 12 (+1) 14 (+2)
  Condition Immunities frightened, charmed, prone
  Damage Vulnerabilities fire
  Senses passive Perception 16, darkvision 120ft
  Languages All
  Challenge 13 (10,000 XP)
  Spellcasting The Enchantress is an 8th-level
  spellcaster. Her spellcasting ability is Intelligence
  (spell save DC 15, +7 to hit with spell attacks). The
  enchantress has the following wizard spells
  prepared: 
  Cantrips (at will): Fire Bolt, Shocking Grasp 
  1st Level (3 slots): Shield, Burning Hands, Hideous
  Laughter, Thunderwave 
  2nd Level (2 slots): Gust of Wind, Shatter,
  Scorching Ray 
  3rd Level (2 slots): Vampiric Touch, Counterspell 
  4th Level (1 slots): Confusion, Wall of Fire
  Unearthly Power. The Enchantress imposes
  disadvantage on attempts to Counterspell her
  spellcasting.
  Magically Proficient. The Enchantress has advantage
  on saving throws against spells and other magical
  effects.
  Futile Effort. As a reaction, the Enchantress can
  attempt to reflect a spell or ranged attack targeted
  at her. She rolls an opposing spell attack. If she
  beats the initial spell attack roll, she reflects it,
  dealing 5 (1d8+1) necrotic damage to the caster.
  Actions
  The Enchantress makes two actions per round.
  Dance of Flame. The Enchantress tosses down a
  small arsenal of 6 fireballs towards enemies.
  Creatures within 5 feet of the locations she
  chooses must make a DC 16 Dexterity Saving
  Throw or take 9 (3d6) fire damage. On a success
  targets take half. Ground where the fireball hits
  become engulfed in 10 foot tall flames for 1
  minute and deals 4 (2d4) fire damage if passed
  through.
  DiveBomb (Recharge 4-6). The Enchantress takes to
  the skies, flying up 10 feet before choosing a
  cardinal direction. All creatures in that direction
  origination from her and extending out 60 feet
  long must succeed on a DC 16 Dexterity Saving
  Throw to avoid taking 14 (3d8 + 2) fire damage
  and being knocked prone. On a success, creatures
  suffer half damage, rounded down and are pushed
  back 5 feet. The Enchantress then returns to her
  original position and lands on the ground.
  Flight Fatigue. If the Enchantress is airborne, roll
  1d20. On a 10 or lower, she descends back to the
  ground as her focus on defeating the heroes
  distracts her flight capabilities. At the beginning of
  her next turn she returns to her hover.
  Inner Darkness (Recharge 6). The Enchantress
  chooses one target in an attempt to corrupt their
  will. They must make a DC 14 Wisdom Saving
  Throw or spend their next round as a flying aspect
  of darkness. They sprought dark wings of pure
  magic and their movement speed becomes 30 feet.
  During their turn they must attack the nearest ally
  with their weapon, dealing an extra 1d6 necrotic
  damage. At the end of their turn they may repeat
  the saving throw to end the effects of Inner
  Darkness.
  One Final Dance When the Enchantress drops to 25
  Hit Points or less, she attempts to unleash The
  Remnant of Fate. If she ends her turn having
  completed this action, The Remnant of Fate
  appears.
  Legendary Actions
  The Enchantress can take 1 legendary action using
  the Magical Might option below. It can take only
  one legendary action at a time and only at the end
  of another creature's turn. The Enchantress regains
  spent legendary actions at the start of its turn.
  Magical Might The Echantress uses one random
  cantrip or spell of 2nd level or lower.
  PART 2 | FEARSOME FOES
  
  The Chemical Couple
  Strikes!
  In the market for a fun encounter? Rumors have been
  circulating of a wandering couple of bomb brewers looking
  for trouble. They're as skilled in potion flinging as they are in
  watching eachother's backs. As a duo, their CR raises to 13.
  Shared Ability: Bomb Voyage
  When Mona and Plague Knight are present, they
  also have a chance to activate their combo:
  Assorted Potions Bag (Recharge 5-6) Roll a 1d4
  on the table below. Plague Knight uses one of the
  potions in his bag based on the result of that roll
  against the nearest adventurer
  Assorted Potions Bag
  Die
  Result Potion Type
  1
  Oil Bomb. 10 foot radius, DC 12 Dex Save. Half of
  5 (1d8+1) fire damage on a success.
  2
  Electric Elixer. 5 foot radius, DC 15 Dex Save. Half
  of 7 (2d6+1) lightning damage on a success.
  3
  Bouncing Boom Ranged Weapon Attack (hits a
  second target within 20 feet or same target twice)
  +4 to hit, Hit 8 (2d6+2) thunder damage
  4
  Draught of Death Ranged Weapon Attack, Hit 10
  (2d8+1) poison damage, and save versus poison
  CON DC 10
  17
  Mona
  Medium humanoid, chaotic neutral
  Armor Class 17
  Hit Points 56(10d8 + 9)
  Speed 35ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 18 (+4) 15 (+3) 19 (+5) 7 (-1)
  Condition Immunities Fear
  Senses passive Perception 10
  Languages Common
  Challenge 5 (1800 XP)
  Actions
  Mona performs one attack per round with a 1d6 (6)
  chance to perform a second attack.
  Poison Party. Melee Weapon Attack: +4 to hit,
  reach(15ft), hits multiple in line, Hit 10 (2d6 + 2)
  poison damage.
  Explotion. Area Effect: radius of 5 feet, DC 15
  Dexterity Saving Throw to take half of 5 (1d6 + 2)
  acid damage.
  Armor Class 14
  Hit Points 68(8d6 + 40)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 6 (-2) 19 (+5) 8 (-1) 20 (+5)
  4 (-3)
  Senses passive Perception 15
  Languages Common
  Challenge 7 (2900 XP)
  Mona Reliance. When Mona drops to 0 Hit Points,
  Plague Knight may attempt to flee if he fails a WIS
  15 save on his turn.
  Bomb Burst As a reaction can avoid an attack once
  per turn by exploding a bomb. Creatures within 5
  feet make a Dexterity Saving Throw DC 15 to avoid
  1d4 poison damage.
  Actions
  Plague Knight makes one attack each round as well
  as Palchemy Party.
  Staff of Striking. Melee Weapon Attack: +3 to hit,
  reach 5ft., one target. Hit 5 (1d6 + 2)
  That Strange Hissing Sound. Plague Knight hides a
  bomb on the battlefield. Perception Check DC 15
  to notice it. Beginning of his next turn it explodes.
  Creatures within 5 feet make a Dex Saving Throw
  DC 12 to avoid 7 (2d6+1) slashing damage.
  Palchemy Party. Plague Knight disappears and
  reappears with 1d4 clones within line of sight that
  look exactly like Plague Knight. The Cultists have
  only 3 hit points and attack using a Staff of Striking.
  Magical sight or passing a DC 15 Insight check
  reveals the true Plague Knight.
  PART 2 | FEARSOME FOES
  Plague Knight
  Small humanoid, chaotic neutral
  
  18
  The Remnant of Fate
  Large humanoid, neutral evil
  Armor Class 16
  Hit Points 132(14d10 + 55)
  Speed 25ft, fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0) 14 (+2) 16 (+3) 18 (+4) 12 (+1) 14 (+2)
  Damage Resistance Cold, Lightning, Necrotic,
  Bludgeoning, Piercing, and Slashing from Non-
  Magical Attacks
  Damage Immunities Fire
  Condition Immunities Charmed, Frightened, Paralyzed
  Senses passive Perception 16, Dark-vision 120ft
  Languages Common, Telepathy
  Challenge 16 (13,000 XP)
  Legendary Resistance (3/Day) If The Remnant of Fate
  fails a saving throw, it can choose to suceed instead.
  Spellcasting The Remnant of Fate is an 10th-level
  spellcaster. Its spellcasting ability is Intelligence (spell
  save DC 17, +9 to hit with spell attacks). The Remnant
  of Fate has the following wizard spells prepared: 
  Cantrips (at will): Fire Bolt, Shocking Grasp 
  1st Level (4 slots): Shield, Burning Hands, Hideous
  Laughter, Thunderwave 
  2nd Level (3 slots): Gust of Wind, Shatter, Scorching
  Ray 
  3rd Level (3 slots): Fireball, Vampiric Touch,
  Counterspell 
  4th Level (3 slots): Confusion, Black Tentacles, Wall of
  Fire 
  5th Level (2 slots): Conjure Elemental, Dominate
  Person 
  6th Level (1 slot): Circle of Death
  Unearthly Power. The Remnant of Fate imposes
  disadvantage on attempts to Counterspell her
  spellcasting.
  Glass Jar The Remnant of Fate is weak to piercing,
  slashing, or bludgeoning damage done directly to her
  head and suffers extra damage per hit to it. It has an AC
  of 18 when targeted directly.
  Blinding Power. Each creature within 10 feet of the
  Remnant of Fate must succeed on a DC 16 Wisdom
  saving throw or be frightened until the end of the
  creature's next turn.
  Magically Proficient. The Remnant of Fate has advantage
  on saving throws against spells and other magical
  effects. 
  Actions
  On its turn, the Remnant of Fate will do two of the
  following: cast a spell, summon Orbs of Arcane Power,
  or use a cantrip.
  Orbs of Arcane Power. The Remnant of Fate summons 3
  (1d4+1) floating and vibrant orbs of pink arcanic
  power within 15 feet of its position. A creature may
  treat the orb as a target for attacks or abilities. Each orb
  gets one action per turn to either move 25 feet
  towards an opposed creature or attack within 5 feet for
  6 (1d6+3) force damage, with a +5 chance to hit. The
  orbs have an effective AC of 10 and 10 health and
  disappate upon reaching 0 hit points.
  Legendary Actions
  The Remnant of Fate can take 2 legendary actions,
  choosing from the options below. Only one legendary
  action can be used at a time and only at the end of
  another creature's turn. The Remnant regains spent
  legendary actions at the start of its turn.
  Cantrip. The Remnant casts a cantrip.
  Abandon Hope. The Remnant of Fate unleashes a wave
  of negative energy. Creatures within 60 Feet, including
  ones behind barriers and around corners can't regain
  hit points until the start of the Remnants' next turn.
  Volley of Arcane Might The Remnant of Fate unleashes a
  wave of 6 (1d6+3) small sized floating orbs of pink
  arcane power that fly towards random locations on the
  ground. The orbs have a +2 to hit and disperse upon
  reaching a target. They deal 3 (1d4+1) necrotic
  damage and the floor near where they hit is considered
  difficult terrain that deal 1 Necrotic damage to targets
  who pass over it.
  PART 2 | FEARSOME FOES
  Credit: Jeffrey "Chamba" Cruz
  
  Treasure Trove
  Weapons
  Name
  Cost Weight Damage
  Properties
  Scythe
  20gp 4lbs
  2d4
  slashing
  Heavy, two-handed
  Buckler
  30gp 1lb
  0
  +1 AC, Shield
  Shovel
  Blade
  15gp 2lbs
  1d8
  slashing
  Finesse,
  versatile(1d10)
  Items of Note
  What adventure would be complete without magical items?
  Work with your Dungeon Master to consider adding these to
  your next campaign or session.
  Shields of Aegon
  Armor (shield), legendary (requires attunement)
  This legendary two-handed pair of shields were once wielded
  by a hero dedicated to their defenses. larger shield fits over
  your main hand and the smaller buckler over your off hand.
  When wielded together they confer a +3 bonus to your AC in
  lieu of +1 bonus offered by most bucklers.
  Scythe of Spectres
  Legendary (requires attunement)
  This two-handed Crimson Scythe is seething with Ichor. It
  deals 1d10 Necrotic (slashing) damage on a successful hit.
  When a creature is killed with this Scythe, the wielder gains
  1d4+2 temporary hitpoints.
  Shovel of The Blue Bouncer
  Legendary (requires attunement), Shovel Blade 
  A relic of the Code of Shovelry, said to have been mundane
  when wielded by a knight most noble and just in ages long
  past. That hero's spirit has empowered this now ancient
  weapon. While wielding it, your Shovel Drops deal an
  additional 1d6 force damage and your movement speed
  cannot drop below 35 feet. You are also able to hold your
  breath indefinitely when submerged in water but it is entirely
  unclear how this is (if at all) related.
  Claws of Scorched Earth
  Legendary (requires attunement)
  These fiery dirt-infused claws seem to radiate with energy
  from the depths of the earth. Your unarmed strikes now deal
  1d8 slashing damage and 1d8 fire damage. When digging
  with these clawed gloves, you may move through earth and
  natural stone at your base movement speed. These claws are
  treated as a two-handed weapon.
  Polar Plow
  Legendary (requires attunement), Shovel Blade
  This 2-handed shovel blade is Heavy and cannot be used for
  Shovel Drops. It deals 1d10 bludgeoning damage as well as
  1d4 cold damage on a successful hit. As an action you may
  scoop and swing your Plow as an action to cast Snilloc's
  Snowball Swarm three times per day. While wielding this
  shovel blade your AC increases by 1 as it is large enough to
  cover your head.
  The Shove-All Blade
  Very Rare (requires attunement), Shovel Blade
  A shovel blade with a magical barrier infused in its springy
  hilt. You may spend your action to force any enemies within
  10 feet to make a Strength Saving Throw against your Ichor
  Save DC or be pushed back 10 feet. Shovel Drops made with
  this incredible spade are done so with an additional 1d4 force
  damage.
  Potion Satchel Of the Alchemist
  Very Rare, Wondrous Item 
  This worn leather satchel contains an assortment of potions.
  Unfortunately, one of these potions is rigged to explode if any
  pesky adventurers is peeking through it. Roll 1d10 on the
  following table every time you look through the bag, drawing
  2 (1d4) potions at random based on your result. When a
  result is drawn, its result is instead replaced with the Trap!
  result until you finish your next long rest as the bag seems to
  refill its capacity. Proficiency with Thieves Tools or
  succeeding on a DC 15 Slight of Hands proficiency check
  grants one re-roll.
  Potion Satchel
  Roll Potion
  1 Trap! The bag explodes and deals 1d8 fire damage to
  the holder. This item is destroyed as a result.
  2 Potion of Greater Healing
  3 Potion of Fire Breath
  4 Potion of Growth
  5 Potion of Poison., throwable (30/65) creatures in a 5
  foot radius must succeed on a DC 15 Constitution
  Saving Throw or be poisoned for the next 10
  minutes. They can reattempt the saving throw at the
  end of their round, using Medicine. Affected
  creatures take 2 (1d4) poison damage at the
  beginning of their turneach round.
  6 Potion of Resistance
  7 Potion of Water Breathing
  8 Elixer of Electricity, throwable (30/65) creatures in a 5
  foot radius must succeed on a DC 15 Dexterity
  Saving Throw or take 5 (2d6+1) lightning damage
  and be stunned until end of their next turn. On a
  success, creatures take half damage.
  9 Potion of Heroism
  10 Potion of Hill Giant Strength
  Adventuring Gear
  Joustus
  An older game made by wandering adventurers that focuses
  on collectible cards and may have been used to pass the time
  or solve disagreements amongst groups traveling together.
  The game involves placing cards down and collecting as
  many gems on the board as you can. Its still possible to find
  cards for the game but it has been out of print for decades.
  19
  19
  PART 3 | TREASURE TROVE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Shovels and Shields.pdf