Punishing Bash. The Knight deals increased damage with shields. Adjudication. When the Knight strikes with shield bash, the damage is increased by an additional 1d8 damage (included in the attack). Sharpness. Any creature that strikes the Knight in melee combat suffers half of the damage they deal, rounded down. Shielded by Stone. The Knight does not suffer extra damage from critical hits. Action Surge. The Knight pushes himself beyond his limits for a moment. On its turn, it may take an additional action on top of its regular action and possible bonus action.
Multiattack. The Knight makes three attacks of any combination but may only use earthshatter once per turn. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:2d8+4 bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Earthshatter. The Knight leaps furiously at a target up to 15 feet away. The target, and all adjacent targets must make a DC 14 Dexterity saving throw or suffer 3d8+4 slashing damage. A successful save results in the target(s) taking half damage. This leap does not provoke opportunity attacks.
Backhand. If a target within 5 feet casts a spell, the Knight gives them a good hard backhand. The target must make a DC 14 Constitution saving throw, losing that action on a failed save. The target may choose a new action, but it may not be another spell. Backhand deals no damage to the target.