Martial Advantage. Once per turn, the commander can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commander that isn't incapacitated.
Multiattack. The commander makes three melle or two ranged attacks.
Longsword. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long rest). For 1 minute, the commander can utter a special command or warning to creatures it can see within 30 feet. Provided that the creature can understand and hear the commander, that creature may add a d4 to its rolls. A creature may benefit from only one Leadership die bonus at a time. This effect ends if the commander is incapacitated.
Parry. The commander add +2 AC against a melee attack that would normally hit it. To do so, the commander must see the attacker and be wielding a martial weapon.
Description
City Guard Commanders, which are members of a city or regional guard unit, are the functional commanders of a unit of guards. They often go out on patrols with their troops should their presence be needed, other times they wait for a report from their troops before deciding to pursue further action.
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