Martial Advantage. Once per turn, the Commander can deal an extra 2 (1d4) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the Commander that isn't incapacitated.
Pack Tactics. The Commander has advantage on attack rolls against a creature if at least one of the Commander's allies is within 5ft. of the creature and the ally isn't incapacitated.
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 5) slashing damage.
Lance Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 5) piercing damage.
Whip Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d4 + 5) slashing damage.
Comments