Line Tactics. The knight has advantage on attack rolls against a creature if at least one ally is within 5 feet of the knight 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 19, +11 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 3d8 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.
Aura of Devotion. While the knight is conscious, it and any friendly creature within 10 feet of it are immune to being Charmed.
Improved Critical. The knight Marshall scores a critical hit on a 19 or a 20.
Indomitable (3/Day). The knight Marshall rerolls a failed saving throw.
Magic Weapons. The knight Marshall's melee weapon attacks are considered magical for the purposes of overcoming that resistance.
Holy Sentinel. When the Marshall hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the Marshall even if they take the Disengage action.
Mobile. The Marshall's speed increases by 10 feet. When the Marshall uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. When the Marshall makes a melee attack against a creature, the Marshall doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.
Multiattack. The knight makes two Greatsword or Hand Crossbow attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 15 (2d6+8) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +11 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 40 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 19):
2/day each: Command, Shield of Faith, Sanctuary, Searing Smite, Bless, Wrathful Smite, Thunderous 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.
Sentinel Attack. When a creature within 5 feet of the Marshall makes and attack against a creature other than the Marshall, the Marshall can use its reaction to make a melee weapon attack against the creature.
The Marshall can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Marshall regains spent legendary actions at the start of its turn.
Command Ally. The Marshall targets one ally it can see within 30 feet of it. If the target can see or hear the Marshall, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Weapon Attack. The Marshall makes one Greatsword or Hand Crossbow attack.
Frighten Foe (Costs 2 Actions). The Marshall targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened of the Marshall until the end of Marshall’s next turn.
Description
At the very height of the Order of Light, there are the High Marshalls. Generals to the armies of the Church of Light, theses seven monoliths stand as the stalwart sentinels of the faith and shine as a beacon of all that a knight can and should be.
Comments