Brave. The knight has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Epée Longue. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) 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.
Châtiment calcinant
Aux niveaux supérieurs. Si vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts supplémentaires initiaux infligés par l'attaque augmentent de 1d6 pour chaque niveau d'emplacement au-delà du niveau 1.
Châtiment tonitruant
Faveur divine
Shield Wall
Prerequisites: Proficiency with Shields
You have learned how to use your shield more efficiently. As a bonus action, you can enter a defensive stance with your shield ready to strike at enemies heading in your direction. Until your next turn, when an enemy enters your reach, you can make an opportunity attack. If you hit with this attack, the enemy's movement is reduced to 0 for the rest of its turn.
You can use your shield to protect your allies. When an enemy makes a weapon attack, you can use your reaction to make the attack target you instead.
You can take advantage of strength in numbers. When you are within 5 ft of an ally, both you and your ally gain a +1 to AC. This effect can stack with other allies with this feat.
When an enemy makes an area attack with a physical appearance (eg fireball), you can use your reaction to add your shield bonus to the saving throw. On a failed save you take half damage, and no damage on a successful save.
Description
Jeunes Chevaliers aux grands idéaux ayant rejoint la Griffe de Platine pour servir la justice et protéger les faibles.