Brave. The knight has advantage on saving throws against being frightened.
Blood Frenzy. The knight has advantage on attack rolls against any creature that’s missing any hit points.
Bloodstained. Whenever the knight sees a creature, it is automatically hostile to that creature unless that creature was a friend of the knight before they were cursed, in which case the knight must make a DC 18 Wisdom saving throw or become hostile towards that creature.
Shield Master. If the knight isn’t incapacitated, it can add 2 to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.
Multiattack. The knight makes two melee attacks.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bloodstained Resilience (Recharges after a Short or Long Rest). The knight is overcome with bloodlust for 1 minute. For that duration, any critical hit against the knight counts as a regular hit, and the knight has resistance to bludgeoning, slashing, and piercing damage dealt by nonmagical weapons.
Shield Bash. The knight makes a shove against a creature within 5 feet of it. It can only take this bonus action if it made an attack as part of its action.
Protect. The knight gives disadvantage on an attack roll that targets another creature within 5 feet of it.
Guard. In reaction to being subjected to an effect that allows the knight to make a Dexterity saving throw to only take half damage, it instead takes half damage if it fails and no damage if it succeeds.
Previous Versions
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