Assault Warrior. The commando can use a bonus action on each of its turns to shove one creature within 5 feet of it, move up to its speed toward a hostile creature that it can see, or make a Wisdom (Perception) check. While the commando wields a shield, it has advantage on ability checks made to shove creatures.
Ballistic Shot. When the commando critically hits with a ranged attack using its cannon, it adds 13 (2d12) to the extra damage of the critical hit.
Indomitable (1/Day). The commando rerolls a failed saving throw.
Relentless (Recharges after a Short or Long Rest). If the commando takes 28 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Siege Cannon. The commando's attacks using a cannon deal double damage to objects and structures.
Steady Aim. Muskets, rifles, and cannons roll twice as many damage dice when the commando hits with them (included in the attack).
Multiattack. The commando makes three attacks with its spiked shield, or two attacks with its spiked shield and one attack with its cannon.
Spiked Shield. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage plus 2 (1d4) piercing damage.
Cannon. Ranged Weapon Attack: +9 to hit, range 30/90ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage, plus 10 (3d6) fire damage if the target is within 10 feet of the commando. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or else it is pushed 5 feet away from the commando and knocked prone.
Block. When a creature the commando can see attacks a target other than the commando within 5 feet of the commando, if the commando is wielding a shield, it can impose disadvantage on the attack roll.
Description
Siege commandos are reckless juggernauts known for leading and breaking sieges. Carrying cannons and spiked shields, they can be as powerful as a small army.
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