Centurion Leadership. Any ally in a 30ft. range is immune to being frightend or intimidated.
Rally. Once per short Rest a Centurion can spend their turn to heal all allies in 30ft. Range by 2d6.
Centurion Confidence. If you engage a Centurion in a 1v1 you have to do a DC 15 CHA saving throw or you will be intimidated for 1 minute
Shield to shield. When a Centurion is adjacent to another Centurion or Legionnaire their AC increases by 1. When shoulder to shoulder with at least 2 other Centurion or Legionnaires their AC increases by 2.
Multiattack. The Centurion makes two gladius attacks.
Gladius. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) piercing damage.
Pilum. Ranged Weapon Attack: +7 to hit, range 30/60ft., one target. Hit: 6 (1d6 +3) piercing damage. (ammunition: 3)
- If the target struck is wielding a shield, they must roll a DC 15 strength save. On a failure, the javelin is lodged into the shield, negating its benefits until an action is taken to dislodge it.
Movete. A Centurion can use his Bonus Action to grab (DC15 STR Saveing Throw) an enemy in 5ft. range. If a Centurion has successfully grabbed someone they can make two unarmed attacks doing 1d4 bludgeoning damage each.
The Centurion can use one Legendary Action.
Pilum throw. The Centurion makes one attack with its Pilum.
Scutum hit. The Centurion pushes one enemy with his shield +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)bludgeoning damage. The target hit must make a DC 15 STR Saving throw or falling prone.
Description
Centurions are the Leader of a group of Legionnaires. They are capable fighters on their own, but they increase the strength of their Legionnaires around them as well. When a Legionnaire is promoted they usually become a Centurion, with some training. Centurions have a lot of experience on the battlefield and have the task to watch over their part of the army and to establish order.
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