Multiattack
The Knight makes two attacks with one of its weapons (choose a weapon and stick to it).
Cavalry Flail
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage (or 1d10+4 when moving 20 ft. in straight line). Should this attack miss, the Knight has Advantage on his next attack this turn. (Swift) If th
Guardian poleaxe
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d10+4 slashing or piercing damage
Knightly Sword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 slashing damage or 1d10+4 when 2H. This attack scores a Critical on a 19.
Cavalry Pick
Melee Weapon Attack: +7 to hit (+8 against armored enemy), reach 5 ft., one target. Hit: 1d8+4 piercing damage, versatile 1d10+4 , momentum 1d12+4 .
Hafted master (Guardian Poleaxe) Make a melee attack for 1d8 bludgeoning damage.
Set (Guardian Poleaxe)Set the axe into the ground for incoming attacks.
Tripping (Guarding Poleaxe) On a hit, the target must succeed a DC 15 STR Save (if it smaller than Large) or be knocked prone.
Guard. (Guardian Poleaxe, Knightly Sword) The Knight can make a weapon attack when a creature enters its reach but instead of dealing damage, decrease the creature's speed to 0 ft. until the end of its turn.
Defending (Knightly sword) On an enemy melee hit, the Knight can increase its AC by 1d4 against that attack.
Setted Strike (Guardian Poleaxe) Make a melee attack with the Guardian Poleaxe, if the target moved 20 ft. towards you, deal an additional 1d10 damage.