Line Tactics. The soldier has advantage on attack rolls against a creature if at least one ally is within 5 feet of the soldier and isn't incapacitated.
Blessed Warrior. The soldier can cast two cantrips from the cleric spell list, using their charisma modifier for their spellcasting ability (DC 13, +5 to hit). The soldier can cast the following spells:
Spare The Dying, Toll The Dead
Fearless Faith. The knight is immune to being frightened.
Crusher. Once per turn, when the knight hits a creature with an attack that deals bludgeoning damage, the knight can move the creature 5 feet to an unoccupied space, provided that the creature is no more than one size larger than the knight. Additionally, when the knight scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature have advantage until the start of the knight's next turn.
Divine Smite. The knight channels the holy light, making its attacks deal an extra 2d8 radiant damage.
Aura of Protection. Whenever the knight or a friendly creature within 10 feet of it makes a saving throw, the creature gains a +4 bonus to the saving throw. The knight must be conscious to get this bonus.
Multiattack. The knight makes three melee attacks.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage. Or 10 (1d10+5) bludgeoning damage using two hands.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
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.
Lay on Hands. The knight has a pool of 25 hit points which it can use to heal itself and its allies. As an action the knight can touch one willing creature and heal it for any number of hit points remaining in the pool.
Spellcasting. The knight casts one of the following spells, using charisma as the spellcasting ability (spell save DC 15):
2/day each: Command, Shield of Faith, Sanctuary
1/day each: Lesser Restoration, Zone of Truth, Branding Smite
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
Of the knights penitent there are those who have risen above their brothers and ascended into positions of leadership and status. Their faith has granted them additional powers and blessings and their new station allows them to better serve the church and further strengthen its defense.
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