b'Arcanist Inquisitor, Knight \n'b'  Family:   Arcanist Inquisitor  \n'b'  Medium   humanoid  (any race),  any  \n'b'  Armor Class  18 (chain mail, shield) \n'b' Hit Points  65 (10d8 + 20) \n'b' Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  11 (+0)  CON:  14 (+2)  INT:  12 (+1)  WIS:  15 (+2)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +4,  Investigation  +3,  Perception  +4 \n'b' Senses  passive  Perception  14 \n'b' Languages  any two languages \n'b' Challenge  3 (700 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Brave . The inquisitor knight has advantage on saving throws against being  frightened . \n'b'  Discerning . The inquisitor knight has advantage on saving throws against illusions. \n'b'  Mark . When the inquisitor knight hits a creature with a melee weapon  attack , the knight marks that creature until the end of the knight\xe2\x80\x99s next turn. The mark ends early if the knight becomes  incapacitated  or dies, or someone else marks the same creature. While the marked creature is within the knight\xe2\x80\x99s reach, it has disadvantage on  attack  rolls against creatures other than the knight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The inquisitor knight makes two attacks. \n'b'  Longsword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a  melee attack , and Mark. \n'b'  Javelin .  Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 6 (1d6 + 3) piercing damage and, if used to make a  melee attack , and Mark. \n'b'\n'b' REACTIONS \n'b'\n'b'  Marked Control . If a creature subjected to the inquisitor knight\xe2\x80\x99s Mark moves while within 5 feet of the knight, the knight can make a  melee attack  against that creature. On a hit, the creature\xe2\x80\x99s speed drops to 0 until the end of their current turn.'