Line Tactics. The knight 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 knight can cast two cantrips from the cleric spell list, using their charisma modifier for their spellcasting ability (DC 13, +9 to hit). The soldier can cast the following spells:
Sacred Flame, Word of Radiance
Fearless Faith. The knight is immune to being frightened.
Slasher. Once per turn, when the knight hits a creature with an attack that deals slashing damage, the knight can reduce the speed of the target by 10 feet until the start of the knight's next turn. Additionally, when the knight scores a critical hit with a weapon that deals slashing damage to a creature, the knight grievously wounds it. Until the start of the knight's next turn, the target has disadvantage on all attack rolls.
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.
Improved Critical. The knight champion scores a critical hit on a 19 or a 20.
Indomitable (2/Day). The knight champion rerolls a failed saving throw.
Magic Weapons. The knight champions melee weapon attacks are considered magical for the purposes of overcoming that resistance.
Multiattack. The knight makes three Greatsword or Hand Crossbow attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 14 (2d6+7) slashing damage.
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 30 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 17):
2/day each: Command, Shield of Faith, Sanctuary, Searing Smite
1/day each: Lesser Restoration, Zone of Truth, Find Steed, Aid
Second Wind (Recharges after a Short or Long Rest). The knight champion regains 20 hit points.
Great Weapon Master Attack. Whenever the knight scores a critical hit with a melee weapon or reduces a creature to 0 HP with one, they can make one melee weapon attack as a bonus action.
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.
Mage Slayer. When a creature within 5 feet of the knight casts a spell, the knight can use its reaction to make a melee weapon attack against that creature.
Description
Among the knights of the Church of Light there are those who are raised upon radiant pedestals into the realms of legend. These champions have shown through their many years of service that they are far above their brothers in terms of martial prowess, and as such they have become an order of themselves, though they are small in number their might as single warriors is often enough to turn away entire armies of men.
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