Pack Tactics. The serjeant has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Serjeant makes two melee weapon attacks.
Arming Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing 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.
Parry. The serjeant adds its 2 to its AC against one melee attack that would hit it . To do so, the serjeant must see the attacker and be wielding a melee weapon.
Description
Tough, no nonsense soldiers that are often experienced members of peasant levies and urban militias. These troops can often be found leading levied troops into battle. Occasionally, these men will be mounted, most often on the cheaper, but still sturdy Riding Horse.
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