Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft
Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.Indomitable. The Hoplite can use it's reaction to reroll one saving throw.
Multiattack. The guard makes 2 attacks with its spear and shoves on hit.
Spear:Melee Weapon Attack: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 9 (2d6 + 2) piercing damage.
Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Longbow. Ranged Weapon Attack: +6 to hit, Range 150/600 ft.
Hit: 13 (2d8+4) Piercing damage.
Crossbow: Ranged Weapon Attack: +6 to hit, Range 100/400ft.
Hit: 15 (2d10+4) Piercing damage.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
2x Shortsword Multiattack.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 6 (1d6+2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft.
Hit: 9 (2d6+2) piercing damage.
2x Mace Multiattack.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Hit. 11 (2d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 14 (4d6 Radiant damage to a target on hit.
Guiding Bolt (OOO) +6 to hit. Range. 120ft.
Hit. 21 (4d6) Radiant Damage and the next attack roll on this target has advantage.
Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.
Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 18 (4d8) Radiant or Necrotic damage, or can make a DC 14 WIS Save for half.
Dispel Magic. (O) All magical effects of Spell Level 4 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.
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 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.
2x Greatsword Multiattack.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.
=== 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.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (2d4+3) bludgeoning damage.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.