Friday, January 16, 2026

Character Creation Challenge: Day 16 Rowan & Witches in Arms

Rowan, Witch Knight
 At the start of this challenge, I introduced the Gallowglass subclass, a sort of mercenary for hire for witches. Today I want to detail The Witchknight, a different sort of armed-and-armored witch. 

I guess the simple way of looking at the Witch Knight vs the Gallowglass is that Witch Knights are considered part of the outer circle of the coven, where a Gallowglass isn't part of the coven at all. Both classes are martial fighting classes. The witch knight is a cavalier subclass and is related to the paladin. The gallowglass is a fighter subclass. Though both do have magical effects.

THE WITCH KNIGHT

A Witch Knight must have all the requisite ability scores of the cavalier, which are Strength 15, Dexterity 15, Constitution 15, and additionally a Wisdom score of 13 and a Charisma score of 13 or higher. Witch Knights are devoted champions of the Old Religion, chosen to defend its mysteries, sanctuaries, and priestesses. A witch knight can serve witches, wicce, druids, or even clerics of "the old faith." Though they wear the mail of warriors and fight with sword and shield, their power is rooted in ancient pacts and the cycle of life, death, and rebirth. A Witch Knight who strays from this sacred duty or profanes the oaths of their Order becomes a fighter and loses all special Witch Knight powers.

Witch Knights must initially be of the correct cultural station or be initiated into a tradition by a coven, high witch, or spirit of the Old Ways. In either case, the Witch Knight must advance through the stages of Squire and Horned Blade (the equivalent of Horseman and Lancer) before gaining full Witch Knight abilities.

Witch Knights are sworn to an Order. Each Order reflects a different aspect of the Old Faith and grants unique features at the 1st level. The five major Orders are:

Order of the Green Knight
Knights of the Green are guardians of nature, the sacred grove, and the cycle of seasons. They draw strength from the wild and wield their weapons as extensions of the forest spirit. Their armor is often etched with vines, leaves, and antlers.
Benefit: May speak with plants and animals once per day (as druid spells, caster level equals Witch Knight level). Gain +1 to hit and damage when fighting in natural outdoor settings.

Order of the Waning Moon
These knights serve the night, the liminal, and the hidden roads of fate. They are the sword in shadow and the wardens of witch-haunted paths.
Benefit: Gain Infravision (60 feet). Once per day, may cast Invisibility to Undead or Faerie Fire (choose at creation). +2 to saves vs. illusions.

Order of the Grave
Sworn to guard the threshold between life and death, these knights serve as psychopomps and avengers. They defend the spirits of the dead and ensure the balance is kept.
Benefit: Detect undead within 60 feet at will. At 4th level, once per day, may turn undead as a cleric 3 levels below knight level. At 5th level, gains +1 to saves vs. death magic.

Order of the Hollow Road
These wandering knights are sworn to sacred places and paths. They serve the land itself, traveling between ley lines and old shrines, answering omens and dreams.
Benefit: Immune to magical fear. Once per day, may reroll a failed saving throw. +1 bonus to Constitution when determining hit points (only at character creation).

Order of the Thorn
The martial Order of the Thorn defends covens and witches with steel and unbreakable will. They are the first into battle, the last to fall, and their blood marks the battlefield.
Benefit: When protecting a known witch or sacred site, gain +1 AC and +1 to saving throws. May use a Witch Talisman (if provided one) to cast Protection from Evil once per day.

Aura of the Old Ways: Beginning at 2nd level, the Witch Knight radiates a sacred presence. Allies within 10 feet gain +1 to attack rolls and saving throws against fear; enemies suffer -1 to attack rolls. This aura is always active unless the Witch Knight is unconscious or has broken an oath.

Oath of Protection: At 3rd level, the Witch Knight may swear an Oath to defend a person, place, or relic of the Old Religion. While protecting their charge, they gain +1 to hit, damage, and AC. Only one Oath may be active at a time. Breaking an Oath incurs penalties.

Sacred Mount: Like cavaliers, Witch Knights gain a bonded mount at 4th level. This mount is often fey-touched, ghostly, or marked by the Old Ways (e.g., antlered horses, black steeds with glowing eyes).

Rowan and Annwn

Witch Spell Use: Beginning at 7th level, the Witch Knight gains limited spellcasting ability. They cast Witch spells as a 3rd-level Witch and may choose spells from the 1st through 4th levels. They do not use spellbooks but instead rely on ritual tools, talismans, and learned charms.

Witch Knight Restrictions:

  • May use all weapons and armor as a cavalier
  • Must follow their Order's rites and taboos
  • Must follow their Order's oaths to covens

Name Level: Upon reaching 9th level (Witch Knight), the Witch Knight may establish a Sacred Bastion, a sanctified fortress or waystation on a ley line or near a powerful coven. They may attract initiates, witches, and even other knights sworn to the Old Ways.

Level Title Experience Points Hit Dice (d10)
1 Aspirant of the Circle 2,750 1 - - -
2 Grove Squire 5,500 2 - - -
3 Horned Blade 11,000 3 - - -
4 Knight of the Moon 22,000 4 - - -
5 Green Champion 40,000 5 - - -
6 Thorn-Crowned Defender 80,000 6 - - -
7 Shield of the Old Ways 160,000 7 1 - -
8 Spirit-Anointed Blade 360,000 8 2 - -
9 Witch Knight 600,000 9 2 1 -
10 Witch Knight 900,000 9+3 hp 2 2 -
11 Witch Knight 1,200,000 9+6 hp 2 2 1
12 Witch Knight 1,400,000 9+9 hp 3 2 2
13 Witch Knight 1,700,000 9+12 hp 3 2 2
14 Witch Knight 2,000,000 9+15 hp 3 3 2
15 Witch Knight 2,300,000 9+18 hp 4 3 3
16 Witch Knight 2,600,000 9+21 hp 4 4 3
17+ Witch Knight +300,000 per +3 hp per

Witch Knight vs. Gallowglass

Both the Witch Knight and the Gallowglass are martial defenders of the occult world, but they differ in origin, role, and flavor.

Witch Knights are cavalier sub-classes: bound by Orders, oaths, and ritualized codes of conduct. They are champions of the Old Religion, serving witches and priestesses with reverence, and receiving structured mystical powers in return.

Gallowglass are fighter sub-classes: grim, ancestral warriors with limited ritual magic. They serve clans, covens, or places of power through raw loyalty and sacred bonds, not knightly honor.

The Witch Knight is the mythic sword-arm of the sacred moon, while the Gallowglass is the blood-bound axe of the old ways.

Rowan

Rowan has always been a witch knight. Even when I didn't know that is what she was, that is what she was.  She has appeared in various stages of her life in past Character Creation challenges. 

Each of these brought her a step closer to this ideal. 

Rowan, Witch Knight
Rowan

Human 16th level Witch Knight (Order of the Thorn), Lawful Neutral

Secondary Skill: Animal Trainner

S: 17
I: 13
W: 13
D: 15
C: 15
Ch: 18

Paralysis/Poison: 4
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 4
Spells: 7

AC: -1 (Plate +2)
HP: 68
THAC0: 6

Weapon
Long Sword +2

Steed: Black Unicorn "Annwn"

Spells
First level: Comprehend Languages, Detect Spirits, Ghostly Slashing, Vertigo
Second level: Biting Blade, Delay Poison, Ghost Touch, Minor Image
Third level: Continual fire, Mirror Image, Suggestion

Theme Song: The Mummer's Dance

According to my wife, I spent days creating a "D&D Horse Girl." She is...not wrong. Again, my fondness for pagan things is showing here. If this were a modern game, she would be the plucky girl who works at the horse stables where her dad is a trainer, but not the owner, and she is the only one who can approach, let alone ride, the new, dangerous black stallion. ETA: I may have written up a NIGHT SHIFT character sheet for as well. 

Her steed (a wholly inadequate word here) is a black unicorn named "Annwn." They are bonded much in the same way a Paladin's steed is. 

Unlike witches, the witch-knigh does not get cantrips, bonus spells, or the ability to cast ritual spells.

Character Creation Challenge


No comments:

Post a Comment

Thank you so much for your comment. Due to high levels of spam I have comment moderation turned on. Your post will appear after it has been approved.