Brave. Charming has advantage on saving throws against being frightened.
Glaring Blast. Charming blows a low blast from his horn. This distracts all enemies and gives the party advantage on attack rolls. If an enemy creature has less then 10 intelligence they must also make DC 12 wisdom saving throw or be frightened
Call for Help. Charming blows three quick blasts from his horn. This has a 500 ft. range and any ally that hears it comes to help. the help will get there in 1d4 turns.
Multiattack. Charming makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Charming 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 Charming. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. Charming 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.
Description
Charming is an experienced knight that enjoys helping people. He is proper and is a ladies man. He proper and flirtatious demenor can sometimes come off as snarky. In a fight he is calm and loud, inspiring those around him.
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