Brave. The man-at-arms has advantage on saving throws against being frightened.
Lancer. While mounted, the man-at-arms has advantage on melee attack rolls made with its lance against any unmounted creature that is sized Medium or larger.
Multiattack. The man-at-arms makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when wielded with two hands.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage. While dismounted, this weapon must be wielded with two hands.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the man-at-arms 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 man-at-arms. A creature can benefit from only one Leadership die at a time. This effect ends if the man-at-arms is incapacitated.
Parry. The man-at-arms adds 2 to its AC against one melee attack that would hit it. To do so, the man-at-arms must see the attacker and be wielding a melee weapon.
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 knights often travels with an entourage that includes a squires and hirelings who are commoners. Men-at-arms serve minor lords and tend to be less well equipped (and less well regarded) than their chevalier brethren.
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