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Homebrew

Knight of Amara
MEDIUM HUMANOID (ANY)

Armor Class: 20

Initiative: +1 (11)

Hit Points: 75 10d8+30

Speed: 30 ft.

Challenge: 6 (+3)
    MOD SAVE
STR 16 +3 +6
DEX 12 +1 +1
CON 16 +3 +6
    MOD SAVE
INT 10 +0 +0
WIS 12 +1 +4
CHA 14 +2 +2

Skills: Athletics +6, Perception +4, Intimidation +4

Gear: Plate Armor, Shield +1, Longsword +2

Senses: Passive Perception 14


Traits

Divine Devotion. The knight has advantage on saving throws against being frightened or charmed.   Defender's Duty. The knight can use their reaction to impose disadvantage on an attack roll against a creature within 5 feet of them, provided the attacker is within 5 feet of the knight.


Actions

Multiattack. The knight makes two melee attacks.   Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 ( 1d10+3 ) slashing damage.   Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.


Bonus Actions

Radiant Strike (Recharge 1d6>=5 ). The Holy Knight imbues their weapon with radiant energy. On a hit, the attack deals an extra 9 ( 2d8 ) radiant damage.


Reactions

Parry. The knight adds 3 to their AC against one melee attack that would hit them. To do so, the knight must see the attacker and be wielding a melee weapon.


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