Martial Advantage. Once per turn, the martial 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 martial commander that isn't incapacitated.
Multiattack. The commander makes three melee or two ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded with two hands.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. 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 whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one leadership die at a time. This effect ends if the commander is incapacitated.
Parry. The commander adds +2 AC against a melee attack that would normally hit it. To do so, the commander must see the attacker and be wielding a melee weapon.
Description
Leaders of the city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. These commanders are not part of the official warring army, but rather high-ranking members of a private militia inducted by a city's royalty, nobility, or senate.
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