Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The knight has advantage on saving throws against being frightened.

Spellcasting. The Burst Knight has mastered some arcane spells.

Cantrip. Sword Burst - This creature thrusts his blade into the ground and a momentary circle of spectral blades that burst from the ground. Each creature within a 5ft range, other than the Burst Knight, must succeed on a Dexterity saving throw or take 2d6 force damage.

2/day. Shield

War Magic. When this creature uses its action to cast a cantrip, it can make one weapon attack as a bonus action.

Weapon Bond. This creature can’t be disarmed of his axes unless incapacitated. If its weapons are on the same place of existence, the creature can summon the weapon as a bonus action on its turn, causing it to teleport instantly to the creature's hand. The Burst Knight can only summon one weapon at a time.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Dual Weapon Bond Hand Axes. Ranged or Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Range 20/60ft.

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.

Reactions

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.

After traveling with magic users, some of the more prudent knights pick up the odd trick or two, allowing them to be more effective in battle. Occasionally, if the knight is in service to the mage, this tutelage is encouraged, to incredibly effective results.

Monster Tags: NPC

Habitat: Urban

DalcineaDM

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