D&D 3.5 Knight: 5 Tactical Class Builds

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Article At A Glance

  • Knight Class Overview: The Knight class is a heavily armored character that excels in battlefield control and protection of allies. Knights are known for their high defensive capabilities and ability to draw enemy attacks, making them ideal defenders.
  • Black Rose Knight[1]: A master of intimidation, this build uses ethereal abilities and high damage output to dominate enemies.
  • Death Guardian[2]: This stealthy undead knight relies on its defensive abilities to protect sacred grounds and take down intruders.
  • Mongrelfolk Avenger[3]: Known for its exceptional resilience, the Mongrelfolk Avenger[3] can endure significant damage while drawing enemy focus.
  • Old Many-Eyes[4]: With earth based abilities and surprise attacks, Old Many-Eyes[4] uses terrain to ambush enemies and control combat.
  • Templar[5]: The Templar[5] combines martial prowess with divine resilience to withstand attacks and maintain battlefield control.
Knight

Knight Build Strengths and Weaknesses

Build NameMajor StrengthMajor Weakness
Black Rose Knight[1]Exceptional Intimidation: Capable of reaching extremely high Intimidate scores, allowing control over the battlefield by causing enemies to cower and hesitate.Fear Immunity Vulnerability: Struggles against enemies immune to fear effects, reducing its ability to control and weaken opponents effectively.
Death Guardian[2]Undead Resilience: Strong immunities to various conditions and spells, making it formidable against spellcasters and clerics who rely on turning undead.Lack of Constitution: As an undead, it lacks Constitution, limiting its ability to sustain in prolonged battles that exploit its lack of natural recovery.
Mongrelfolk Avenger[3]Exceptional Defense: High AC and damage reduction make it capable of withstanding significant damage, effectively protecting allies and drawing enemy focus.Low Dexterity and Intelligence: Reduced initiative and skill checks can make it less effective in quickly reacting or solving complex situations.
Old Many-Eyes[4]Master of Ambush: Utilizes Meld into Stone and powerful attacks to surprise and overwhelm enemies, making it a fearsome ambush combatant.Terrain Dependence: Effectiveness is limited in open fields or areas without natural cover, where ambush tactics cannot be easily employed.
Templar[5]Battlefield Control: High AC, damage reduction, and abilities like Smite and Mettle allow it to draw enemy attention and maintain battlefield control, protecting allies effectively.Limited Offense: Relies heavily on defensive tactics and support, with less focus on dealing significant damage, which can be limiting against certain enemies.
Black Rose Knight

Black Rose Knight[1]

  • The Black Rose Knight[1] is a mysterious, ethereal warrior who emerges from the mist to aid those in need. This build excels in battlefield control and intimidation, using its high damage output and ethereal abilities to dominate combat.
  • The Black Rose Knight[1] has an extremely high Intimidate skill. This allowing it to cower enemies with ease, giving it control over the battlefield and reducing incoming threats.
  • Despite its capabilities, the Black Rose Knight[1] can struggle against enemies that are immune to fear effects. As it heavily relies on intimidation for battlefield control.
  • Utilize Shadow Walk and Etherealness to traverse long distances quickly, setting up surprise attacks and ambushes against unsuspecting foes.

Death Guardian[2]

  • The Death Guardian[2] is an undead knight dedicated to protecting a sacred tomb. They use stealth and resilience to defend against all intruders. This build is a stealthy tank that excels at surprise attacks and is highly resistant to turning and magical effects.
  • As an undead, the Death Guardian[2] has strong immunities to a variety of conditions and spells. This making it a formidable opponent against spellcasters.
  • The lack of Constitution and limited mobility may make the Death Guardian[2] vulnerable in prolonged battles. This is where the opponent can exploit its reduced maneuverability.
  • Leverage Lifesense and Hide in Plain Sight to detect hidden enemies and remain undetected yourself. This turning the graveyard into your personal hunting ground.
Death Guardian
Mongrelfolk Avenger

Mongrelfolk Avenger[3]

  • The Mongrelfolk Avenger[3] is a tough, resilient knight with incredible defensive capabilities. This allows them to draw enemy attention while shrugging off damage and supporting allies.
  • Low Dexterity and Intelligence scores can result in weaker initiative and skill checks. This often making it challenging to react quickly or solve complex problems.
  • Use the combination of Vow of Poverty and Dragonborn racial features to maximize defenses and healing abilities. This allowing you to maintain combat effectiveness for extended periods.

Old Many-Eyes[4]

  • Old Many-Eyes[4] is a legendary dwarven knight with a terrifying presence, using his unique were spider abilities to launch surprise attacks and dominate the battlefield.
  • This build combines physical strength with earth based abilities to create an ambush focused fighter who controls the environment to his advantage.
  • The ability to meld into stone and ambush enemies with powerful attacks makes this build a master of surprise combat. Turning the battlefield into a strategic playground.
  • Limited mobility and reliance on terrain may hinder effectiveness in open fields or areas without natural cover for ambush tactics.
Old Many Eyes
Knight Templar

Templar[5]

  • The Templar[5] is a disciplined defender and battlefield controller who stands as a bastion against waves of foes, utilizing both martial prowess and divine resilience to hold the line.
  • With high AC, damage reduction, and abilities like Smite and Mettle. Altogether the Templar[5] can endure and resist various threats while maintaining control over enemy movements.
  • Limited offensive capabilities can make it challenging to deal significant damage. This meaning you will be relying more on defensive tactics and ally support to win battles.
  • Leverage Goad and Test of Mettle to force enemies to focus on you. This allows your allies to attack freely while you soak up damage and maintain battlefield control.

FAQ

What makes the Knight class unique in D&D 3.5?

The Knight class is unique due to its focus on battlefield control and defense. Knights have abilities that allow them to draw enemy attacks, protect allies, and maintain a strong presence on the battlefield. With a high AC and access to defensive feats, Knights are excellent tanks that can endure prolonged combat situations.


How does the Black Rose Knight[1] leverage its Intimidate skill?

The Black Rose Knight[1] uses its exceptionally high Intimidate skill to cause enemies to cower, effectively reducing the threat level of multiple foes at once. This ability allows the Knight to control the flow of battle, forcing enemies to hesitate and potentially flee, which provides strategic advantages to the party.


What advantages does the Death Guardian[2] have as an undead Knight?

The Death Guardian[2] has several advantages, including immunity to critical hits, mind-affecting spells, and many other conditions that typically affect living creatures. This makes them resilient against spellcasters and gives it a significant edge in battles against foes that rely on turning or controlling undead.


How does the Mongrelfolk Avenger[3]’s Vow of Poverty impact gameplay?

The Vow of Poverty grants the character several benefits, including increased AC, damage resistance, and various immunities, at the cost of not using material possessions. This allows the Avenger to focus on being a formidable tank, relying on innate powers rather than equipment to maintain combat effectiveness.


What is the strategic advantage of Old Many-Eyes[4]’ ambush tactics?

Old Many-Eyes[4]’ ambush tactics allow it to use surprise to its advantage, dealing significant damage before enemies can react. By using abilities like Meld into Stone and emerging suddenly to attack, they can disrupt enemy formations and target key foes, creating opportunities for allies to exploit the chaos and gain an upper hand in battle.

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Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. Knight – Black Rose Knight – D&D 3.5 ( Black Rose Knight )

Black Rose Knight

Black Rose Knight

In the realm of Fall, a land of misty valleys and untraveled forests, there are stories of a single knight. They always come with the mist, carried to those who need their help the most. In appearance, as a member of the race of the those who called out to them. Be the caller aware or not of the request for aid.

And they never outstay their welcome. These Black Rose Knights leave as soon as help is no longer needed. Departing as they arrived, swallowed once again by the heavy mists which weigh heavily on this country.

It is said that they cannot be killed, and can travel hundreds of miles in mere moments. That they are made from the very mists who follow them around, and that no sword can slay them.

The old man finished his tale by spreading petals of black roses on the heads of the children. They marveled at the idea of such an enigmatic knight whom no one truly knew. As they were hushed to their bedrooms, the inn slowly emptying, the innkeeper asked the old man.

Hidden Protector

“Are the stories about the Knights of the Black Rose true?” The old man smirked warmly and pensively at the question.

“Who knows, maybe he’s in here right now, silently protecting the sleep of these young children against the things that go bump in the night. After all, children too, unknowingly, call out to him.” He smiled at the innkeeper, who had her hands on her hips in a semi-amused pose.

“Well, if he is, I hope he also gets a good night’s sleep.

“Aye, so do I,” the old man smirked, as he slowly stumbled to his room.

“Speaking of, how long will you be staying.

The old man turned around, no longer an old man, but a pale young woman smiling softly. At the sight, the innkeeper lost consciousness.

The Black Rose Knight caught her before she hit the floor, laid her down softly in her bed. She then whispered with a crystalline voice, “As long as I am needed here, of course.

Race

Changeling

Class

Knight 10/Ghostwalker 10

Ability Scores

Str 13/Dex 16/Con 13/Int 12/Wis 10/Cha 14

Skills

Intimidate 4, Move Silently 4

Flaws

Unreactive, Vulnerable

Equipment

A Rapier, a Shield, the best armor you can afford.

Goal

This build is extremely fun to roleplay, yet incredibly strong on the battlefield.

Capable of being amongst the best tanks, a higher than average damage dealer, and one of the best Intimidancers in 3.5. This is because by Level 20 you can have in the +40s in Intimidate, and can send enemies cowering each time you make a full attack action.

You are also a complete pain in the backside to deal with since you can just straight up nullify Power Attacks against you. You’re able to become Ethereal (I recommend getting a Ghost Touch weapon) and use Shadow Walk to enter the Shadow Plane. This lets you travel ridiculous distances in a matter of hours.

LevelClassHDFeatSpecial
1Knight13Weapon Finesse, Power Attack, Dreadful WrathFighting Challenge +1, Knight’s Challenge, Knight’s Code
2Knight1d12+1Mounted CombattantShield Block +1
3Knight1d12+1Iron WillBulwark of Defense
4Knight1d12+5Armor Mastery(Medium), Test of Mettle, +1 Con
5Knight1d12+2EnduranceVigilant Defender
6Knight1d12+5ToughnessShield Ally
7Ghostwalker1d10+2Painful Reckoning +1, Resolute Aura, Anonymity
8Ghostwalker1d10+2Painful Reckoning +2, Feign Death, +1 Dex
9Ghostwalker1d10+2Imperious CommandPainful Reckoning +3, Superior Iron Will
10Ghostwalker1d10+2Painful Reckoning +4, Etherealness 1/Day
11Ghostwalker1d10+2Painful Reckoning +5, Shadow Walk
12Ghostwalker1d10+2DodgePainful Reckoning +6, +1 Dex
13Ghostwalker1d10+2Painful Reckoning +7, Etherealness 2/Day
14Ghostwalker1d10+2Painful Reckoning +8
15Ghostwalker1d10+2MobilityPainful Reckoning +9
16Ghostwalker1d10+2Painful Reckoning +10, Etherealness 3/Day, +1 Dex
17Knight1d12+2Fighting Challenge +2
18Knight1d12+2Elusive TargetCall to Battle
19Knight1d12+2Armor Mastery(Heavy)
20Knight1d12+2Diehard+1 Dex
2. Knight – Death Guardian – D&D 3.5 ( Death Guardian )

Death Guardian

Death Guardian

As the dead knight silently pondered, he watched over this ancestral graveyard. The village outside the forest where his domain lay considered him a local legend. The type of spirit that watches over the graves and will spook you if you are disrespectful of the sepulcher.

They weren’t wrong. At first he kept the Tomb safe from greedy adventurers. He was good at it, too good.

Now, the villagers came to bury their dead and pay him respect. This, despite the fact that he no longer needed to show himself. The most excitement he would have, of course, might be watching the children who would dare each other to venture into the graveyard. Most of the time he’d simply watch, ready to make himself known if they went too far – but he was first and foremost a knight. He never would hurt these innocents.

As he sat there, a mist rolled in from the woods. A smell of roses permeated the air, an old woman who was garbed in somber armor emerged from the mist. Under her arm was a basket of bread, and he walked straight to him.

She was not unknown to him, “”Go away Knight of the Black Rose, I do not require your help to protect my Ward.”

She smiled softly, “Of course you don’t. But your heart still screamed for help. Sometimes, help isn’t a sword or a shield, but the ear of an old friend who is simply there to listen.”

Race

Human

Class

Necropolitan Knight 10/Tomb Warden 3/Lurking Terror 3/Blackguard 4

Ability Scores

Str 17/Dex 13/Con -/Int 14/Wis 10/Cha 14

Skills

Hide 8, Move Silently 8, Knowledge(Religion) 2

Equipment

A Morningstar, a Shield, an Unholy Symbol, the best armor you can afford.

Goal

You are an absolute menace to society. You can remain unseen even to of the best observers. And even if they hide masterfully, they cannot hide from you. Since see their life force as light emanations.

You are an eternal undead guardian, ready to lay down your unlife to protect a Tomb from trespassers. As you cannot be turned, even clerics and paladins will heavily struggle dealing with you.

LevelClassHDFeatSpecial
1Knight12Power Attack, DarkstalkerFighting Challenge +1, Knight’s Challenge, Knight’s Code
2Knight1d12Mounted CombatShield Block +1
3Knight1d12+3ToughnessBulwark of Defense
4Knight1d12Armor Mastery(Mediu m), Test of Mettle, +1 Str
5Knight1d12Iron WillVigilant Defender
6Knight1d12LifesenseShield Ally
7Tomb Warden1d12Turn Immunity
8Tomb Warden1d12Tomb Sense, Str +1
9Tomb Warden1d12Improved SunderPower of the Dead
10Lurking Terror1d12Deathly Power
11Lurking Terror1d12Improved Darkvision
12Lurking Terror1d12CleaveHide in Plain Sight
13Blackguard1d12Aura of Evil, Detect Good, Poison Use
14Blackguard1d12Smite Good 1/Day, Dark Blessing
15Blackguard1d12Combat ReflexesCommand Undead, Aura of Despair
16Blackguard1d12Sneak Attack +1d6
17Knight1d12Fighting Challenge +2
18Knight1d12Robilar’s GambitCall to Battle
19Knight1d12Armor Mastery(Heavy)
20Knight1d12Great Fortitude+1 Str
3. Knight – Mongrelfolk Avenger – D&D 3.5 ( Mongrelfolk Avenger )

Monoclass

Mongrelfolk Avenger

The group of mongrelfolks, banished from yet another village for their hideous appearance, were slowly making their way in the misty forest. One of their members, a hunchback, was having difficulties navigating the rough terrain. Unbeknownst to the group, a cohort of bandits were observing them.

They suddenly charged, weapons ready to spill blood. And they very nearly did so, but the hunchback leapt a tremendous distance and intercepted the bandit leader’s sword. His staff cleanly refuted the attack and saved the mongrelfolk beneath the blade. It was revealed here that he was a draconic man with platinum scales. His hunchback and cloak merely being a guise to hide his majestic wings.

Dressed in rags, and armed with his staff and a wooden shield, he stood strong. The bandits, however, were truly were numerous. He stood his ground, but he would need help dealing with that many.

That’s when he smelled it. A strong smell of rose.

As he was facing several bandits, the mists suddenly grew thicker. A silhouette emerged from it. Oddly, it was a mongrelfolk, wearing somber armor with a black rose insignia. The bandits couldn’t strike true for it was as if this newcomer was made from the very mists he had emerged from.

Together, they repelled the attack. As the dragonborn turned to thank his sudden helper, the man had disappeared.

Slowly, the mists rolled back in the heart of the forest.

Race

Mongrelfolk Mineral Warrior Dragonborn of Bahamut

Class

Knight 20(1 LA Buyback) Str 14/Dex 10/Con 26/Int 8/Wis 8/Cha 10

Skills

Intimidate, Diplomacy

Flaws

Shaky, Murky Eyed

Equipment

Wooden Heavy Shield, a Quarterstaff, a Club and a Sling.

Goal

You’re able to take a serious beatdown before ever needing any healing at all. Not to mention that your AC is through the roof and you can fly.

Additionally, your damage is also fairly high and you have several ways to force opponents focus solely on you.

Level Distribution

LevelClassHDFeatSpecial
1Knight23Toughness, Sacred Vow, Vow of PovertyFighting Challenge +1, Knight’s Challenge, Knight’s Code, AC +4
2Knight1d12+8Mounted Combat, Nymph’s KissShield Block +1
3Knight1d12+11Improved ToughnessBulwark of Defense, AC +5, Endure Elements
4Knight1d12+9Nimbus of LightArmor Mastery(Mediu m), Test of Mettle, Exalted Strike +1(Magical), +1 Cha
5Knight1d12+9EnduranceVigilant Defender, Sustenance
6Knight1d12+9Holy Radiance, Power AttackShield Ally, AC +6, Deflection +1
7Knight1d12+9Fighting Challenge +2, Resistance +1, Dex +2
8Knight1d12+9Touch of Golden IceCall to Battle, Cha +1, Natural Armor +1, Mind Shielding
9Knight1d12+9Combat ReflexesArmor Mastery(Heavy) , AC+7
10Knight1d12+9Diehard, Servant of the HeavensExalted Strike +2(Good), DR 5/Magic
11Knight1d12+9Shield Block +2, Dex +2, Cha +2
12Knight1d12+9Vow of Obedience, Robilar’s GambitDaunting Challenge, AC +8, Deflection +2, Greater Sustenance, +1 Cha
13Knight1d12+9Fighting Challenge +3, Resistance +2, Energy Resistance 5
14Knight1d12+9Vow of AbstinenceImproved Shield Ally, Exalted Strike +3, Freedom of Movement
15Knight1d12+9Great Fortitude, DodgeAC +9, Dex +2, Cha +2, Str +2, DR 5/Evil
16Knight1d12+9Sanctify Martial StrikeBond of Loyalty, +1 Cha, Natural Armor +2
17Knight1d12+9Impetuous Endurance, Exalted Strike +4, Resistance +3, Regeneration
18Knight1d12+9Improved Sunder, Vow of ChastityAC +10, Deflection +3, True Seeing
19Knight1d12+28Fighting Challenge +4, +2 Dex, +2 Cha, +2 Str, +2 Con, DR 10/Evil
20Knight1d12+10StigmataLoyal Beyond Death, Shield Block +3, Exalted Strike +5, Energy Resistance 15
4. Knight – Old Many-Eyes – D&D 3.5 ( Old Many-Eyes )

Old Many-Eyes

Old Many Eyes

There is a legend amongst the dwarves, about a boogeyman they nicknamed Old Many-Eyes. They say he was once a Dwarven Knight of renown, but that he had become a beast. He was thus fated to haunt the tunnels and eat the young dwarflings that wouldn’t go to bed.

At least, that’s how the adults tell the stories to the children. The adults, once the kids are asleep, whispered stories of half-eaten goblin trespassers by the dozen. Even entire drow armies would chose to go around the settlement to avoid a similar fate.

He was their secret guardian, and the dwarves cherished Old Many-Eyes as one of their respected elders.

But he – himself – shared a time when he needed help. It was a year or so ago, an army of duergar rolled down the tunnel with heavy warmachines. Even he couldn’t take them all alone.

That’s when a mist formed in the tunnel, and a single young dwarven lad, smelling of roses, came to his aid.

Together they pushed back the duergars. But when it was time to thank the stranger, Old Many-Eyes found it true that there are bigger predators than him stalking the darkness. As for he had turned, there was no there…

Race

Earth Dwarf

Class

Were-Snow Spider 2/Knight 5/Dwarf Paragon 3/Stonelord 10 (2 LA Buyback)

Ability Scores

Str 20/Dex 10/Con 18/Int 8/Wis 10/Cha 6

Skills

Jump

Equipment

Dwarven Battleaxe, Heavy Steel Shield, the best armor you can afford. Consider getting Digging Claws Graft.

Goal

Okay hear me out on this one. You are literally a Trapdoor Spider. With Meld into Stone, your Giant Spider Shape who can jump utterly ridiculous distances. As a result of that you are literally a giant trapdoor spider. You pop out of the ground, smack someone a hundred feet in the air, and return your walls.

You are the monster in the walls. MUHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!

LevelClassHDFeatSpecial
1Knight16JotunbrudFighting Challenge +1, Knight’s Challenge, Knight’s Code
2Snow Spider1d8+4Weapon Finesse, Spring AttackDR 5/Silver, Entomanothropi c Immunities, Entomanothropi c Command
3Snow Spider1d8+4Power Attack
4Knight1d12+4Mounted CombatShield Block +1, +1 Dex
5Knight1d12+4Bulwark of Defense
6Knight1d12+4Improved BullrushArmor Mastery(Mediu m), Test of Mettle
7Knight1d12+4EnduranceVigilant Defender
8Stonelord1d8+4Earth’s Blood, +1 Con
9Stonelord1d8+4Combat ReflexesEarth Power
10Stonelord1d8+4Stone Shape
11Stonelord1d8+4Summon Earth Elemental
12Stonelord1d8+16Shock TrooperMeld into Stone, +1 Con
13Stonelord1d8+5Stoneskin
14Stonelord1d8+5Stone Tell
15Stonelord1d8+5KnockbackEarth Shadows
16Stonelord1d8+5Earthquake
17Stonelord1d8+5Gravity
18Dwarf Paragon1d10+5Robilar’s GambitCraft Expertise
19Dwarf Paragon1d10+5+30ft. Darkvision
20Dwarf Paragon1d10+45+3 Con
5. Knight – Templar – D&D 3.5 ( Templar )

Templar

Templar

The Templar stood alone at the gates of the besieged monastery. These foul heretics were coming in waves trying to get past him.

He had swore an oath to stand his vigil against any trespasser to this most holy site. So he stood, wave after wave breaking on his shield.

Their evil sorcerers had tried to curse him, yet his will was unflinching. Through his unwavering faith he rebuked their dark magic.

But as steadfast as he was, he was alone. The heretics were innumerable in their camp – and he would falter eventually at this rate, which would leave bare the innocents to who-knew-what evils. No, the Order would send reinforcements in time…

In a dreamlike moment, he looked beyond the valley where those evildoers had made camp. And on the horizon stood a beautiful woman, he stared warily. She was clad in somber armor, riding a pale horse. As he blinked in disbelief, she was gone.

“No time for daydreaming,” he said to himself loudly.

That’s when he noticed. The camp in the valley was oddly quiet. The waves ceased.

He went down to investigate, it was as if the mists had devoured all the heretics. The camp was still there, but they were gone. Beyond the structures, only the strong smell of roses floated in the air, and black petals laid on the ground.

Those petals were as a soft blanket which muffled the Templar’s footsteps…

Race

Human

Class

Knight 10/Templar 10

Ability Scores

Str 16/Dex 10/Con 14/Int 10/Wis 14/Cha 14 Skills: Knowledge(Religion) 4

Equipment

A Longsword, a Heavy Steel Shield, a Holy Symbol and the best armor you can afford.

Goal

You are neither a Paladin nor a Blackguard, but you stand strongly somewhere between the two.

Loyal towards your Deity, you can shrug off effects that could end virtually anyone else. Although you can only cast a limited amount of spells, your list is surprisingly good.

Your ability to deal damage is decent, but what you really are is a battlefield controller. Between Goad, Stand Still, your Knight’s Challenges and Bulwark of Defense, you are a tank’s tank.

LevelClassHDFeatSpecial
1Knight14Weapon Focus(Longswo rd), True BelieverFighting Challenge +1, Knight’s Challenge, Knight’s Code
2Knight1d12+2Mounted CombatShield Block +1
3Knight1d12+2Power AttackBulwark of Defense
4Knight1d12+2Armor Mastery(Mediu m), Test of Mettle, +1 Str
5Knight1d12+2Great FortitudeVigilant Defender
6Pious Templar1d10+2Stand StillMettle
7Pious Templar1d10+2Smite 1/Day
8Pious Templar1d10+2Weapon Specialization(L ongsword)DR 1/-, +1 Str
9Pious Templar1d10+2Improved Shield Bash, Improved Initiative
10Pious Templar1d10+2
11Pious Templar1d10+2Smite 2/Day
12Pious Templar1d10+2GoadDR 2/-, +1 Str
13Pious Templar1d10+2Improved Bullrush
14Pious Templar1d10+2
15Pious Templar1d10+2Shock TrooperSmite 3/Day
16Knight1d12+2Shield Ally, +1 Str
17Knight1d12+2Fighting Challenge +2
18Knight1d12+2EnduranceCall to Battle
19Knight1d12+2Armor Mastery(Heavy)
20Knight1d12+2Diehard+1 Str

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