Cavalry Momentum. If the knight moves at least 20 feet straight toward a target while mounted and then hits it with a melee weapon attack on the same turn, the attack deals one additional die of the weapon’s damage.
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
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.
Comments