Martial Advantage. Once per turn, the Viscount can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Viscount that isn’t incapacitated. (already added)
Multiattack. The Viscount makes two attacks. and can choose to use a Commanding strike as a bonus action.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage. plus an extra 10 (3d6) extra weapon damage if an ally is within 5ft.
Longbow. Ranged Weapon Attack: +6 ho hit, (150/600) ft., one target. Hit: 8 (1d8+3) piercing damage. plus an extra 10 (3d6) extra weapon damage if an ally is within 5ft.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Viscount 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 Viscount. A creature can benefit from only one Leadership die at a time. This effect ends if the Viscount is incapacitated.
Commanding Strike (3/perday). When The Viscount takes the Attack action on its turn, The Viscount can use a bonus action to direct one of its companions to strike. When the Viscount chooses to do so, choose a friendly creature who can see or hear the Viscount. That creature can immediately use its reaction to make one weapon attack, adding the Charsmia of the Viscount to the roll.
Parry. The Viscount adds 3 to its AC against one melee attack that would hit it. To do so, the Baron must-see the attacker and be wielding a melee weapon.
Description
Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.







Comments