Brave. The warrior has advantage on saving throws against being frightened.
Improved Critical. The warrior scores a critical hit with a weapon attack on a roll of 19 or 20.
Martial Advantage. Once per turn, the warrior can deal an extra 18 (4d8) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the warrior’s that isn’t incapacitated.
Multiattack. The warrior can make three longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Leadership (recharges after a short or long rest). For 1 minute, the warrior can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warrior. A creature can benefit from only one Leadership die at a time. This effect ends if the warrior is incapacitated.
Parry. The warrior adds 4 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
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