Martial Advantage. Once per turn, the guard 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 guard commander that isn't incapacitated.
Multiattack. The commander makes three melee or two ranged attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +7 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 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. The 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.
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