Armor Class: 20 (Full Plate Armor, Shield)
Hit Points: 150 (20d8 +60)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
16 (+3)
DEX
11 (+0)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
16 (+3)
Skills: History +1 Athletics +6 Persuasion +6 Animal Handling +6
Saving Throws: Constitution +6 Strength +6
Multiattack.The Knight makes four weapon melee attacks or four ranged attacks.
Charging Lance. Melee Weapon Attack +6 to hit, reach 10 ft, one target. Hit: 16 (2d12 +3 ) piercing damage. Properties: Reach, Special: Disvantage to attack a target at 5 feet of you. Can be used in one hand while riding.,
Longsword. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 7 (1d8 +3 ) slashing damage. Properties: Versatile (1d10),
Ability Modifiers: +1 Wis, +2 Cha
Darkvision: 60ft (18m / 12sqr)
Celestial Resistance: You have resistante to necrotic and radiant damage.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your CR. Once you use this trait, you can't use it again until you finish a long rest.
Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your CR. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
Languages: speaks Common and Celestial