Brave. The knight has advantage on saving throws against being frightened.
Regeneration. The knight will heal a d4 after every end of the knight turn
Multiattack. The knight makes three melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6 + 5) magical slashing damage.
Corrupt Breath (Recharge 6). Action The Knight exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligent saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the Knight uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.
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.
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
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.
Previous Versions
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8/3/2022 1:33:18 AM
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