Brave. The captain has advantage on saving throws against being frightened.
Multiattack. The captian makes six melee attacks.
shock sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 30 (5d12 + 5) tesla damage.
Tesla destroyer. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 20 (4d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the leader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the leader is incapacitated.
Parry. The leader adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
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