Brave. The knight has advantage on saving throws against being frightened.
Anti-Magic Plate. The Anathematic Knight has advantage on all spell saves, and spell attacks against the knight have disadvantage.
Hateful Blows. When the Anathemetic Knight damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Multiattack. The knight makes two melee attacks, or one melee attack and one paralyzing grasp.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 4) slashing damage.
Paralyzing Grasp (Recharge 5-6). Melee Spell Attack : +5 to hit, reach 5ft, one target. Hit: (1d10+2) force damage. On a hit the target must succeed a DC 15 Wisdom Saving Throw or be Paralyzed.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft. Hit: 5 (1d10+3) piercing damage.
Brothers in Arms (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.
Abhore The Magi. When a spell is cast within 5 feet of the Anathematic Knight it may use its reaction to make a melee weapon attack against the caster.
Description
Anathematic Knights are warriors sworn to the eradication of hags and rouge mages. They are known to be swift and brutal in the delivery of justice always perfering to overwhelm and crush their quarries through agressive tactics and force of numbers. Their hatred for mages know no bounds and no price is to great to put them in the ground.
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