Knight Errant (5e Creature)
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Medium humanoid (any race), any alignment
Trampling Charge. If the knight errant is mounted and moves at least 20 feet straight toward a creature and then hits it with a lance attack on the same turn, that target takes an extra 11 (2d10) piercing damage and must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the knight errant's mount can use its reaction to make one melee weapon attack against it.
Multiattack. The knight errant makes three melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight errant 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 errant. A creature can benefit from only one Leadership die at a time. This effect ends if the knight errant is incapacitated.
Knights errant and knights of the orders are two different types of knights but they fight almost exactly the same. They ride on an armored destrier warhorse, they are covered in full plate and shield. When on foot they are tough fighters with their sword and shield but they really shine when on horse back delivering deadly trampling charges that can rip through multiple infantry in one fell charge. Knights errant are generally knights who wander looking for heroic tasks and mercenary work to perform while knights of the orders are generally dedicated to certain knightly orders and their ideals such as protecting a certain region and safeguarding sacred religious artifacts and reliquaries.