Brave. The knight has advantage on saving throws against being frightened.
Great Weapon fighter. If the knight rolls a 1 or 2 on its damage roll for any weapon with the heavy property it can re-roll once and take the second result.
Special Equipment. The knight has 20 musket shot in a pouch and a rifle strap attached to the musket. while the strap is in use the knight can swap from his musket to another weapon or item as a single item interaction.
Reload. the knight must take one of his attacks while his Exandrian Rifle is equipped in order to reload it (Included in Actions).
Multiattack. The knight makes two Melee attacks or one ranged attack and a melee attack.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 3) slashing damage.
Exandrian Musket. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 9 (1d12 +2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
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.
Description
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
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