Multiattack. The commander makes three melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) slashing damage.
Trip Attack (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) slashing damage and the target must make a DC 15 Strength saving throw, falling prone on a failed save.
Goading Attack (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) slashing damage and the target must make a DC 15 Wisdom saving throw, or have disadvantage on attack rolls against anyone except the commander until the end of the commander's next turn.
Commander's Gambit. The commander calls out to one of their allies, giving them an order. That ally uses their reaction to either makes a weapon attack, or move up to 15 feet without provoking opportunity attacks.
Shake It Off! (1/Day). Once per day, as a reaction to an ally failing their saving throw, the commander rallies them, causing them to automatically succeed their save.
Tactical Burst (1/Day). When the commander falls to bloodied, it immediately calls out to its allies. Every ally moves up to 15 feet without provoking opportunity attacks. This does not use a reaction.
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