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Knight of the Watch in Dungeons & Dragons 5e

Knight of the Watch

Level 4+, Squire of the Order feat

You have been inducted into the Knights of the Watch, the militant brotherhood charged with guarding Keoland and the Sheldomar Valley against foreign invasion and other threats. You gain the following benefits.

Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.

Command the Line. As a bonus action, choose one ally within 30 feet of yourself. If that ally can see or hear you, it can immediately make one weapon attack as a reaction. If the attack hits, the ally rolls a d8 and adds the number rolled to the attack's damage.

You can use this bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Knightly Order Feats. These feats represent the training, traditions, and martial practices of a particular knightly order. A character may select one only after being accepted into that order. Leaving an order does not cause a character to lose what they learned there, but admission into another order is an in-world matter determined by the DM.


 


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