Resolve. The knight has advantage on saving throws against being charmed or frightened.
Squad Tactics. The knight has advantage on attack rolls against a creature if at least one of the knight's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The knight makes two attacks.
Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Greatsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Inspiring Leader. (Recharge 5–6). One ally the knight can see within 30 feet gains advantage on its next attack roll, ability check, or saving throw before the end of its next turn.
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
The elite protectors of the kingdom, Azure Knights are chosen from all walks of life after proving their worth through service to the realm. Whether guarding the crown, investigating corruption, hunting monsters, or protecting the people, every knight swears a series of sacred oaths before joining the order.
The Oaths of the Azure Knights are:
• I will guard the realm with my life.
• I will take no action that may harm the people of the realm unless it is to save the realm itself.
• I will defend the seat of the kingdom with my life.
• I will root out corruption wherever in the kingdom it may fester.
• I will not serve any other organization with greater conviction than that of the Azure Knights.
• I will not put myself above the kingdom or crown.
These oaths define every Azure Knight. Though their duties may differ, all are bound by the same purpose: to place the realm before themselves and protect it at any cost.
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