KnightMedium humanoid (any species)
- 3 (700 XP)
Brave. The knight has advantage on saving throws against being frightened.
Maneuvers. The knight uses maneuvers (maneuver save DC 13). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 9 (1d12 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 35/185 m. Hit: 5 (1d10) 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 9 meters 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.