Knight
Knight
Medium humanoid (any race), any alignmentMedium humanoid (any race), any alignment- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
- [b]bold[/b] will bold text, [i]italics[/i] will italicize text, --- will add a horizontal line.
- You can link a spell on the Spell list by using: [spell]gust[/spell], or a Monster by using [monster]goblin[/monster].
- [*]Item 1 will create a list, [table]Column 1[td]Column 2[/table] creates a table
- [title]Section 1[/title] or [big]Hello[/big] will create a bolded title that you can link to with [#section 1]link[/#].
Brave. The knight has advantage on saving throws against
being frightened .
[b]Brave.[/b] The knight has advantage on saving throws against
being frightened .
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ([2d6+3]) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100f400 ft., one target. Hit: 5 (l[d10]) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile 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.
REACTIONS
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.
[b]Multiattack.[/b] The knight makes two melee attacks.
[b]Greatsword.[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 10 ([[2d6+3]]) slashing damage.
[b]Heavy Crossbow.[/b] Ranged Weapon Attack: [+2] to hit, range 100f400 ft., one target. Hit: 5 (l[[d10]]) piercing damage.
[b]Leadership (Recharges after a Short or Long Rest).[/b] For 1 minute, the knight can utter a special command or warning whenever a non hostile 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.
[big]REACTIONS[/big]
[b]Parry.[/b] 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.
Legendary Actions
Details
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 includessquires and hirelings who are commoners. 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.
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