Born in the Saddle. Advantage on saving throws against being dismounted unwillingly.
Unwavering mark. After landing a hit, the knight can mark an enemy. the enemy has disadvantage on attacks not against the knight. If the marked enemy damages an ally within melee range, the knight can make a special attack against it with advantage and add an extra 3 damage.
Great Weapon Fighting. The knight can reroll any 1 or 2 with a heavy melee weapon.
Mounted. The knight has a warhorse mount. when it is mounted, it becomes large. The knight can also use it's lance as a one handed weapon if on horseback.
Mounted Combat. The knight has advantage on any creature smaller then it's mount.
Multiattack. The knight makes two melee attacks.
Second Wind (1/day). The knight can regain 7 (1d10+5)
Action Surge (1/day). The knight can make an extra action, bonus, and free action.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12+3) piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+3) slashing damage or 7 (1d10+3) slashing damage if used with two hands.
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.
Comments