Pack Tactics. The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Attacker. The soldier gains a +2 bonus to attack rolls.
Multiattack. The foot soldier makes 2 weapon attacks.
Melee Weapon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+6 physical damage (bludgeoning, piercing, or slashing).
Ranged Weapon. Ranged Weapon Attack: +7 to hit, reach 60/120 ft., one target. Hit: 1d6+5 piercing damage.
Combat Maneuver (Recharge 6). The soldier makes a combat maneuver that is within reason of their skill set. If the maneuver requires an attack roll, use the soldier's weapon attack bonus +8. Some maneuvers may require a target to make a DC 15 saving throw to resist the maneuver’s effects.
- Single Target (Attack Roll - No Save). 6d6 damage.
- Single Target (Save or Half). 3d10 damage.
- Multi-Target (Attack Roll - No Save). 4d8 damage.
- Multi-Target (Save or Half). 4d6 damage.
Parry. The soldier adds +3 to their AC against one melee attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon.
Description
““When engaging with such an opponent, respect his speed. His hands and feet will move a great deal; ignore them. Watch his hips and shoulders instead. First deny what advantage he has in his allies or environment, unless you have trained equally in such matters. Once you control his weapon, overwhelm him. He has no shield, and you need not fear a second blade.”
— An excerpt from A Meditation Upon the Use of Blades, by Swordmaster Massache de Jean-Mien, required reading at the Academie des Chevaliers
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