Pike- Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 1d10 piercing damage.
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Shortbow- Ranged Weapon Attack: +2 to hit, reach 5 ft., range 80/320 ft., one target. Hit: 1d6 piercing damage.
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Light Crossbow- Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d8 + 1 piercing damage.
The Crossbow carries around a deployable cover when in formation. During battles they can use this for half cover so long as they are not moving.
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Spear- Melee Weapon Attack: +3 to hit, one target. Hit: 1d6 + 1 piercing damage.
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Shortsword/Mace/Handaxe- Melee Weapon Attack: +3 to hit, one target. Hit: 1d6 + 1 physical damage.
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Halberd- Melee Weapon Attack: +3 to hit, Reach 10ft., one target. Hit: 1d10 + 1 piercing damage.
The Halberdier has disadvantage on Dexterity (Stealth) checks.
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Longsword- Melee Weapon Attack: +4 to hit, one target. Hit: 1d8 + 2 slashing damage.
The Sword has disadvantage on Dexterity (Stealth) checks.
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Multiattack- The Royal Sword can attack twice.
Longsword- Melee Weapon Attack: +5 to hit, one target. Hit: 1d8 + 2 slashing damage.
Brave- The Royal Sword has advantage on saving throws against being frightened.
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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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Brave The Knight has advantage on saving throws against being frightened.
Defense- While the knight is wearing armor, they gain a +1 bonus to AC.
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Multiattack- The Knight makes two melee attacks.
Greatsword/Lance- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
(Reaction) 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.
Born to the Saddle- The Knight has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed.
Hold the Line- Creatures provoke an opportunity attack from the Knight when it moves 5 feet or more while within their reach, and if they hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Mounted Combatant- The Knight is a dangerous foe to face while mounted. While they are mounted and aren't incapacitated, they gain the following benefits:
• They have advantage against any unmounted creature that is smaller than their mount.
• Any unmounted creature that is smaller than their mount has disadvantage on melee attack roles against them or their mount while they are moving.
• As a Reaction, they can force an attack targeted at their mount to target you instead.
• If their mount is subjected to an effect that requires it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
• They have advantage on checks to remain mounted.
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A Paladin of Good is a knight that has devoted themselves to a Good aligned deity. They are not devoted to a nation or kingdom. If they have companions, they are usually only a squire or another Paladin with them.
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Spell Save DC = 13, Spell Attack Bonus = +5
(4 Slots) 1st Level: Guiding Bolt, Heroism, Command, Compelled Duel, Detect Magic, Detect P&D, Protection from E&G
(3 Slots) 2nd Level: Enhance Ability, Magic Weapon
(2 Slots) 3rd Level: Haste, Protection From Energy, Daylight, Dispel Magic, Revivify
Brave The Paladin has advantage on saving throws against being frightened.
Defense- While the Paladin is wearing armor, they gain a +1 bonus to AC.
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Multiattack- The Paladin makes two melee attacks.
Greatsword/Lance of Light- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing/radiant damage.
(Reaction) 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.
Lay on Hands- The Paladin can Heal up to 50 hit points or use 5 of the hit points for curing a disease.
Divine Smite- When the Paladin hits a creature with a melee weapon attack, they can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health- The Paladin is immune to disease.
Aura of Protection- Whenever the Paladin or a friendly creature within 10 feet of them must make a saving throw, the creature gains a bonus to the saving throw equal to +3. They must be conscious to grant this bonus.
Aura of Courage- The Paladin and friendly creatures within 10 feet of them can't be frightened while they are conscious.
Mounted Combatant- See Knight
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Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Military Training- The Elf has extensive training fighting in formations. When their sides are flanked by others from the same unit, they get the benefit of half-cover and have advantage on saving throws against being frightened.
Multiattack- The Elf makes two melee attacks.
Elven Spear- Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1d6 + 4 piercing damage.
Elven Training- As a bonus action, the Elf can switch places with allies within 5 feet of them that also have Elven Training without provoking opportunity attacks.
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Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Multiattack- The Elf makes two melee attacks.
Elven Greatsword- Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 2d6 + 4 piercing damage.
Great Weapon Fighting- When the Elf rolls a 1 or 2 on a damage die for an attack they make with a melee weapon that they are wielding with two hands, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for them to gain this benefit.
Elven Training- As a bonus action, the Elf can switch places with allies within 5 feet of them that also have Elven Training without provoking opportunity attacks.
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Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Keen Hearing and Sight- The Elf has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack- The Elf makes two attacks.
Elven Longbow- Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit: 1d8 + 5 piercing damage.
Elven Shortsword (x2)- Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1d6 + 5 piercing damage.
Mask of the Wild- The Elf can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Cunning Action- The Elf can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Multiattack- The Elf makes two melee attacks.
Elven Spear/Shortbow- Melee Weapon Attack: +7 to hit, reach 5ft., range 320 ft., one target. Hit: 1d6 + 4 piercing damage.
Mounted Combatant- The Elf is a dangerous foe to face while mounted. While they are mounted and aren't incapacitated, they gain the following benefits:
• They have advantage against any unmounted creature that is smaller than their mount.
• Any unmounted creature that is smaller than their mount has disadvantage on melee attack roles against them or their mount while they are moving.
• As a Reaction, they can force an attack targeted at their mount to target you instead.
• If their mount is subjected to an effect that requires it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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Spell Save DC = 16, Spell Attack Bonus = +8
Cantrips: Blade Ward, True Strike, Booming Blade, Sword Burst, Lighting Lure, Shocking Grasp, Message, Prestidigitation
(4 Slots) 1st Level: Magic Missile, Shield, Thunderwave, Witch Bolt
(3 Slots) 2nd Level: Hold Person, Knock, Misty Step, Shadow Blade, Shatter
(3 Slots) 3rd Level: Counterspell, Dispel Magic, Haste, Lightning Bolt,
(3 Slots) 4th Level: Greater Invisibility, Storm Sphere
(2 Slots) 5th Level: Scrying
(1 Slots) 6th Level: Chain Lighting, Investiture of Wind
(1 Slots) 7th Level: Teleport, Whirlwind
Arcane Recovery- Once per day when the Bladesinger finishes a short rest, they can recover 7 spell slot levels.
Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Sneak Attack- The Bladesinger has 2d6.
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Multiattack- The Elf makes two melee attacks.
Elven Longsword- Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 1d8 + 4/7 slashing damage.
Cunning Action- The Elf can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fancy Footwork- During the Bladesinger's turn, if they make a melee attack against a creature, that creature can't make opportunity attacks against them for the rest of your turn.
Rakish Audacity-The Bladesinger gets Sneak Attack when next to a single enemy.
Bladesong- As a bonus action, the elf can magically increase their abilities for 1 minute. Usable 5 times before a long rest, the effects include:
• They gain a +3 bonus to AC, Concentration Checks, and melee damage rolls.
• Their walking speed increases by 10 feet.
• They have advantage on Dexterity (Acrobatics) checks.
War Caster- The Bladesinger has practiced casting spells in the midst of combat, learning techniques that grant them the following benefits:
• They have advantage on Constitution saving throws that they make to maintain their concentration on a spell when they take damage.
• They can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature's movement provokes an opportunity attack from them, they can use their reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Defensive Dualist- When The Bladesinger is wielding a one-handed weapon with which they are proficient and another creature hits them with a melee attack, they can use their reaction to add +5 to their AC for that attack.
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Spell Save DC = 16, Spell Attack Bonus = +8
Cantrips: Create Bonfire, Control Flames, Gust,
(4 Slots) 1st Level: Animal Friendship, Detect Poison and Disease, Hunter's Mark, Speak with Animals
(3 Slots) 2nd Level: Animal Messenger, Lesser Restoration, Pass Without Trace, Spike Growth, Summon Beast
(3 Slots) 3rd Level: Conjure Animals, Conjure Barrage, Plant Growth, Speak with Plants
(3 Slots) 4th Level:
(1 Slots) 5th Level: Commune with Nature, Greater Restoration, Wrath of Nature
Keen Sight- The Eagle Rider has advantage on Wisdom (Perception) checks that rely on sight.
Fey Ancestry- The Elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
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Multiattack- The Eagle Rider makes four attacks. Two with its spear/shortbow, one with it's beak, and one with its talons.
Elven Spear/Shortbow- Melee Weapon Attack: +10 to hit, reach 5ft., range 80/320 ft., one target. Hit: 1d6 + 5 piercing damage.
Beak- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Talons- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Foe Slayer- The Eagle Rider can do an extra +3 damage once per a turn to Beasts, Monstrosities, and Humanoids.
Land's Stride- Moving through nonmagical difficult terrain costs the Eagle Rider no extra movement. They can also pass through nonmagical plants without being slowed and without taking damage from them if the plant has thorns, spines, or a similar hazard. In addition, they have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.
Hide in Plain Sight- The Eagle Rider gains a +10 bonus to Dexterity (Stealth) checks as long as they remain still for 1 minute in natural areas. Once they move or take an action or a reaction, they must camouflage themselves again to gain this benefit.
Vanish- The Eagle Rider can use the Hide action as a bonus action on their turn. Also, they can't be tracked by nonmagical means, unless they choose to leave a trail.
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Dwarves are an ancient race of stoneworkers and metalsmiths. Due to facing many fearsome foes, both from above and below, their warriors are some of the most heavily armed fighters in existence.
Dwarven Battleaxe- Melee Weapon Attack: +5 to hit, one target. Hit: 1d8 + 3 slashing damage.
Dwarven Formation- The Dwarf has extensive training fighting in formations against all kinds of foes. When their sides are flanked by others from the same unit, they get the benefit of half-cover and are immune to being frightened.
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Heavy Warriors are experienced soldiers of the Dwarven armies and have become difficult to kill due to their skill and equipment.
Dwarven Warhammer- Melee Weapon Attack: +6 to hit, one target. Hit: 1d8 + 4 bludgeoning damage.
Dwarven Formation- The Dwarf has extensive training fighting in formations against all kinds of foes. When their sides are flanked by others from the same unit, they get the benefit of half-cover and are immune to being frightened.
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Slayers are dwarves who have taken the Slayer's Creed. They fight as many foes as they can until they die in battle. Their battle rage has been so great that Orcs have been known to shy away.
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Dwarven Greataxe- Melee Weapon Attack: +7 to hit, one target. Hit: 1d12 + 4 slashing damage.