Indomitable (1/Day). If Clarion fails a saving throw, she can reroll and must use the new roll.
Damage Reduction. When Clarion is hit by an attack, any Bludgeoning, Piercing, or Slashing Damage dealt to her is reduced by 4.
Multiattack. Clarion makes two Longsword attacks then uses either Distracting Strike or Maneuvering Attack if available.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.
Distracting Strike (Recharge 6). When Clarion hits a creature with a weapon attack, she can distract the creature, giving her allies an opening. The next attack roll against the target by an attacker other than her has advantage if the attack is made before the start of her next turn.
Maneuvering Attack (Recharge 4-6). When Clarion hit a creature with a weapon attack, she can maneuver one of her comrades into a more advantageous position. She chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of her attack.
Parry (Recharge 5-6). When another creature damages Clarion with a melee attack, she can reduce the damage by 6 (1d8 + 1).
Riposte. When a creature misses Clarion with a melee attack, she can make a melee weapon attack against the creature. If she hits, she adds 5 (1d8) to the attack’s damage roll.
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.
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