Joust. If a mounted and charging Brayton Everist attacking with its lance hits a mounted target, or misses an attack against a mounted target with a shield by no more than 2, then the target must succeed on a strength saving throw DC15 or be knocked off their mount and land prone.
Mounted combat. Brayton Everist may be mounted on a Barded Warhorse or Hippogryph and gains proficiency with Strength and Dexterity saving throws while thus mounted. He grants half their shield AC (+1) to his mount.
Duellist. Brayton adds 2 to his melee attack damage if he is wielding only a single weapon in one hand.
Action Surge (1/short rest). Brayton Everist can take another action this turn.
Tokmor Council member (6/day). When Brayton Everist dies in Tokmor City, he can choose to resurrect into a clone of his choosing within the bounds of Tokmor. If he does so, he returns with full hitpoints and gains the effect of a short rest.
Indomitable. Brayton Everist rolls all saving throws with advantage.
Attack. Brayton Everist can make 3 attacks with his Dragon Wrath longsword, or 1 attack with his heavy crossbow.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 9) slashing damage, plus 4 (1d6) cold 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, Brayton Everist can utter a special command or warning whenever a nonhostile creature that he 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 Brayton. A creature can benefit from only one Leadership die at a time. This effect ends if Brayton is incapacitated.
Parry. Brayton Everist adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
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