Second Wind: as a bonus action the Warrior King can regain 1d10 + 17 hp
Survivor: On the start of each of the Warrior Kings turns, if it has less than half of its maximum hp, but not at 0 hp, they regain 10 hp up to half of their maximum hp.
Action Surge 3x: Once on the Warrior Kings turn they may use a charge of action surge to give themselves another action and bonus action.
Multiattack. The veteran makes three weapon attacks.
Greatsword +2. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage
Longbow+2. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 6) piercing damage
Legendary actions (3/round)
Weapon Attack: the Warrior King makes one weapon attack
Commanded Strike: the Warrior King commands a friendly creature within 45ft to make a single weapon Attack at another creature within range of their weapon. This attack has advantage if it targets a creature within 10ft of the Warrior King.
Conquering Presence: ( 2 actions) each creature of the Warrior Kings choice within 45ft must make a Wisdom saving throw DC 19 or become frightened until the end of their next turn
Description
Warroir Kings are indiviuals that take up arms to protect something they believe in or value. They can conquer lands and lead a nation simultaneously they are a paragon of mortal achievement.
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