A worthy leader. The Champions Commander always have 2d2 Battlecryers 5 feet around of him. When in combat, these battlecryers roll for there own innitiative, but they dont use their own turn. Instead, they move with the Champion's Commander an respond on a few commands during the Champion's Commander's turn (view bonus actions). When the Champion's commander is bound to any Battlecryer, its movement speed is reduced by 10 feet.
Charasmatic strenght. The Champions Commander uses is charisma modifier on attack and damage rolls instead of its strenght modifier.
Spellcasting. The Champion's Commander is a 2-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +6 to hit with spell attacks). The Champion's Commander has following paladin spells prepared:
1st level (6 slots): Command, Bane, ceremony, thunderous smite, searing smite
2nd level (3 slots): aid, prayer of healing, zone of truth
Multiattack. The Champion's Commander can make 2 greatsword attacks. in exchange of those attacks, it can choose to cast a spell instead.
Greatsword Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 6) slashing damage.
Champions Dome. (1/day) The Champion's Commander targets a creature it can see in a range of 60 feet. This creature must succeed on a 19 charisma saving throw. If the creature succeed on this saving throw, nothing happens.
If the creature fails the save. The creature and the Champion's Commander will be banished to the Champions dome. The champions commander cant cast any spells in this dome. This realm is a exact copy from the normal realm,, but more darker and quiet. The dome created is 60 feet messured from the spot where the Champion's Commander uses this ability. Creatures cant access behind this dome in any way.
The dome lasts for 5 turns or if one of the creatures in the dome hits 0 hit points. When the dome ends, both creatures will be brought back to the normal plane of existence. if any battlecryers were still bound to the Champion's Commander, they will be effected by the Order Free command.
Order Rotate. The battlecryers can rotate spaces around the Champion's Commander. Sinse the Champion's Commander is a large creature, it can provide half or full cover for the battlecryers depending on the angle.
Order Attack. The battlecryers are allowed to step out of the Champion's Commander 5 feet range and make 3 rapier attack, mits they can get back in the same spot at the end of the Champion's Commander turn.
Order Spell. The battlecryers are allowed to cast a spell, chosen by the Champion's Commander. This can only be 1 spell per turn and cost the battlecryer a spell slot. the spell also must be the same spell, but targets can be devided.
Order Free. The battlecryers are no longer bound to the Champion's Commander. making them now follow there own abilities.
Order regain. All battlecryers in a 20 ft range must spent there next turn moving in 5 feet range of the Champion's Commander. If this Order is used, the champions commander cannot be moved until the start of their next turn. At the start of the Champions commander next turn, the battlecryers in 5 feet range are influenced by the "a worthy leader" trait
Description
These dragonborn commanders are very charasmatic yet really arrogant creatures. Champion's Commander's are all about radiating dominance and leadership, marching there squat to victory while claiming the shine on there own. There egotistical trait gives them a big boost in confidence, hardly avoiding any fight it can take.