Rally. Creatures under the command of their Clan leader are inspired to fight on while close to the leader within 50 ft, they gain advantage on frightened saving throws and charmed saving throws.
Multiattack. The Clan Leader makes two Maul attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) Bludgeoning damage
Trident. Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire Breath (Recharge 5–6). The Clan Leader exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (8d6) Acid damage on a failed save, or half as much damage on a successful one.
Charge Forth (Recharge 5/6). The Clan leader can command their troops to rush their opponents, Troops under the Clan leaders command may move 20 ft in the direction of an enemy so long as they are within 50 ft of the Clan leader
Enthralling Speech. If an Ally within 50 ft falls below 10 hit points, the Clan leader can give them a rousing speech to help them overcome the pain granting 1d4 temporary hit points. A creatures can only be affected by this once per combat.
Description
A Strong and fearsome Clan Leader of a Black dragonborn's who leads from the front of combat and helps their allies to surge forward and seize the advantage in battle.
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