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Knight of the Chase in Dungeons & Dragons 5e

Knight of the Chase

Level 4+, Squire of the Order feat, Follower of Trithereon

You have been admitted to the Knights of the Chase, a knightly order devoted to liberty, swift action, and the defense of those who cannot defend themselves. Its members are trained to pursue wrongdoers without hesitation and to answer violence with decisive force. You gain the following benefits.

Ability Score Increase. Increase your Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.

Answer the Cry. When a creature you can see within 30 feet of you deals damage to a creature other than you, you can use your reaction to move up to half your Speed toward that creature without provoking Opportunity Attacks. If the creature is within your reach at any point during this movement, you can make one weapon attack against it as part of the same reaction.
If the attack hits, roll a d8 and add the number rolled to the attack’s damage roll, and the target can’t take Reactions until the start of its next turn.

You can use this reaction a number of times equal to your proficiency bonus, and you regain 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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