Brave Persistance. The vanguard has advantage on saving throws against being frightened, charmed, stunned, or knocked unconscious.
Multiattack. The vanguard makes three melee attacks, only one of which can be its shield bash.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 15/55 ft, one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone and the vanguard has advantage on attack rolls against that creature (or a +2 to bonus to attack and damage while that creature is prone or stunned) for 1d4 rounds.
Encoring Leadership (Recharges after a Short or Long Rest). For 1 minute, the vanguard 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 and have advantage on saving throws against being frightened and stunned for 2d4 rounds provided it can hear and understand the vanguard. A creature can benefit from only one Protective Leadership die at a time. This effect ends if the vanguard is incapacitated.
Protective Parry. The vanguard adds 2 to its or one of its allie's AC against one melee attack that would hit it or one of its allies. To do so, the vanguard 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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