Brave. The knight has advantage on saving throws against being frightened.
Spellcasting. The arcane guard is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): shield, thunderwave
2nd level (3 slots): blur, mirror image, scorching ray
3rd level (2 slots): haste, lightning bolt
4th level (1 slot): stoneskin
Sorcery Points. The arcane guard has 7 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Empowered Spell: When the arcane guard rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
Quickened Spell: When the arcane guard casts a spell that has a casting time of 1 action, the giant can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Multiattack. The arcane knight makes two melee attacks.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Parry. The arcane knight adds 2 to its AC against one melee attack that would hit it. To do so, the arcane knight must see the attacker and be wielding a melee weapon.
Description
These spellcasting warriors are able to enhance their offensive and fighting capabilities with their sorcerous magic. They also take advantage of their quickened spell feature in order to maximize their efficiency in combat.
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