Knight Of The Deck Image

This feat can only be used by the knight of 'The Deck of Many Things'. Once their card is pulled and they are summoned, they take on the race, gender, skin and hair colour of the person who pulled the card. This also psychically links them to the person who pulled the card allowing them to sense if that person is ever in danger, takes damage or distressed in anyway. When this occurs, this knight gets a general idea where the other person is and is compelled to find and/or help them.

Once the knight dies (after 3 failed saving throws or permanent-death effect), they will instantly regain consciousness and gain a full turn (movement, action, bonus action), but then disintegrate at the end of their turn. They pass back into the void, the summoning spell has ended, and are unable to be revivified or resurrected. The Knight Card then reappears in 'The Deck of Many Things' (and any knock off or variant deck that can hold the card). The only way to return the knight to this plane of existence is if the card is pulled again.

In addition to this, the knight gains defender charges equal to their proficiency bonus which is reset on each long or short rest. The knight can expend a defender charge as a reaction to use any of the following maneuvers:

Bodyguard:
The knight can sprint up to their full movement to stand in front of an ally and provide cover from an incoming attack, taking the full damage instead. If the ally is smaller than Jack, they are fully visually blocked from the attacker, breaking line of sight if applicable. This ability can only be used on a damage dealing attack that targets an ally in range. 

Quick reflexes:
If an ally within 30 ft would need to make a dexterity saving throw, the knight can sprint up to their full movement to shove the ally up to 10 feet away. Doing so if they ally is still in range of the effect they make their saving throw with advantage (otherwise they are unaffected if they are moved outside of the area of the effect). In doing this maneuver, the knight must now make the dexterity saving throw themselves with disadvantage.

Parry:
The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

 

Knight Of The Deck Image

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