Raise the Alarm! If the soldier is guarding an area, it can use a bonus action to raise the alarm. By shouting or ringing a bell, the alarm brings an additional 3 soldiers every two rounds.
Pack Tactics. The soldier has advantage on attack rolls against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The soldier makes two Sword attacks.
Scimitar Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Description
In the burning sands of Arabia and the middle east, the armies of the Sultan Saladin take victory after victory. Arab heavy cavalrymen are usually nobles or people of some wealth, trained as full time soldiers. They pay for their own horse and gear, and usually have a servant who assists them in getting armor on. As guards they can patrol a city, or fortified town, and are also used as the bodyguards of merchants and nobles. Their prime function however, is as an effective formation fighting force in a battle. The Ayyubid dynasty was founded by Saladin, who took over Egypt, and then conquered Syria and the crusader states of Israel-Palestine.
Ayyubid Saracens believe in Sunni Islam, and are willing to die in battle against non-muslims for the faith, (Jihad) as this guarantees them heaven. For armor they wear an iron pothelm, a chainmail shirt, and an iron shield. They wield scimitar swords, and spears when riding warhorses. They are well adjusted to the hot climate and sands of the desert.