Multiattack. The knight makes two melee attacks.
Halberd (Cleave). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shove. The knight attempts to shove a creature within 5 feet. If the target is Large or smaller, the knight makes a contested Strength (Athletics) check against the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is either pushed 5 feet away or knocked prone (knight's choice).
Interception. When an ally within 5 feet of the knight is hit by an attack, the knight can use its reaction to reduce the damage the ally takes by 1d10 + 2 (to a minimum of 0). The knight must be wielding a shield or a simple or martial weapon to use this reaction.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To use this reaction, the knight must see the attacker and be wielding a melee weapon.
Description
A Vanguard Knight fights with disciplined precision, favouring the halberd’s reach to keep enemies at bay. Against well-armoured foes, the knight closes the distance, wrestling them to the ground and finishing the fight with a dagger thrust through the weakest points in their defence.
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