Heavy Cavalry (Horse). If the Knight's mount is subjected to a DEX Save that allows it to take half damage, it takes half damage on a fail and no damage on a success.
Riding armored warhorse. The Knight rides an armored-warhorse into battle (19 HP, 16 AC).
Experienced Rider. Opportunity attacks against the horse or its rider are made with Disadvantage.
Multiattack
The Knight makes two attacks with one of its weapons (choose a weapon and stick to it).
Knightly lance
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10+4 piercing damage when having moved 20 ft., 2d6+4 when dismounted.
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
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 .
Guard. (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.