Brave. The knight has advantage on saving throws against being frightened.
Shield Master Evasion. If an effect allows half damage on success, you can use your reaction to take no damage.
Sweeping Blow. If one of Archamus' power sword attacks hits and damages an opponent, he can immediately make an attack roll against another opponent within 5ft of both him and the original target.
Multiattack. Archamus makes two melee attacks.
Power Sword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 6) slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight 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 knight is incapacitated.
Parry. The knight 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.
Brace. When a creature you can see moves into the reach Archamus has with the melee weapon he's wielding, he can use his reaction to make one attack against the creature, using that weapon.
Description
Archamus is a high ranking member of the Knight Cenobium, which serve the Elector Mages in ensuring order across Grenze.
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