Bryonin. The Bryonin has the following traits:
- 60 ft. darkvision
- +3 passive perception
- +1 to initiative score
- advantage on Perception and Investigation checks relying on sight
- enemies have disadvantage when hiding or making stealth checks against Bryonin
Brave. The Bryonin knight has advantage on saving throws against being frightened.
Multiattack. The Bryonin knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Bryonin knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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 Bryonin knight. A creature can benefit from only one Leadership die at a time. This effect ends if the Bryonin knight is incapacitated.
Second Wind (Recharges after a long or short rest). The Bryonin knight draws upon a well of stamina to recover a number of hit points equal to 10 (1d10+5).
Action Surge (Recharges after a long rest). The Bryonin knight pushes themself beyond the normal limits, allowing them to expend one additional action this turn.
Description
Knights are the section commanders of the Bryonin military forces, answering only to nobles they owe fealty to and commanders in battle. They are expected to be capable fighters and commanders in battle, pious gentlemen in court, and local rulers or landholders and keepers of law and order on the political landscape.
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