The Book of Many Things
Armor (plate), uncommon (requires attunement)
This gleaming set of silver-and-gold plate armor never tarnishes.
While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit’s corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
| Knight | |||||
| Medium Humanoid (Any Race), Any Alignment | |||||
| Armor Class: 18 (plate) | |||||
| Hit Points: 52 (8d8 + 16) | |||||
| Speed: 30 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 16(+3) | 11 (+0) | 14 (+2) | 11(+0) | 11 (+0) | 15(+2) |
| Saving Throws: CON +4, WIS +2 | |||||
| Senses: Passive Perception 10 | |||||
| Languages: Any one language (usually Common) | |||||
| Challenge: 3 (700 XP) | |||||
| Proficiency Bonus (PB): +2 | |||||
| Brave. The knight has advantage on saving throws against being frightened. | |||||
| Actions | |||||
| Multiattack. The knight makes two melee attacks. | |||||
| Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. | |||||
| Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. | |||||
| Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight 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. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. | |||||
| Reactions | |||||
| 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. | |||||