Brave. The knight has advantage on saving throws against being frightened.
Reactive. The knight can take one reaction on every turn in combat.
Assassinate. During its first turn, the Knight has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Knight scores against a surprised creature is a critical hit.
Camouflage. The Knight has advantage on Dexterity (Stealth) checks made to hide in Urban terrain.
Evasion. If the knight is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the knight instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The knight makes two melee attacks.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 Ft., one target. Hit: 10 (1d4+2) slashing damage.
Rapier. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 8 (1d8+4) 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.
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
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.
Assassin knights specialize in speed and being discreet.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/14/2024 11:14:49 AM
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5
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0
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1.3
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Coming Soon
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4/14/2024 12:24:51 PM
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9
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1
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1.3.2
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Coming Soon
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