Brave. The knight has advantage on saving throws against being frightened.
Fortified. The knight has advantage on saving throws against being grappled and proned.
Great Hammer. Melee Weapon Attack: +1 to hit, reach 5ft. 1d8+4 bludgeoning damage.
Greatshield . Crusader can choose to deploy his Greatshield which gives his allies protection from incoming projectiles. This action can only be takenif allies are behind the Crusader and the Crusader cannot move during this action.
Charging Pin. Melee Weapon Attack: +3 to hit, reach 25ft. 1d8+4 bludgeoning damage or 3d8+4 if enemy is charged into wall or pillar. Crusader charges at its enemy relentlessly, enemy can make a DC 15 Dexterity saving throw if within 15ft or a DC 10 Dexterity Saving throw if past 15ft.
Description
Crusaders are noble knights who command small parties of soldiers used to break formations of enemy invaders.
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