Tactical Commander. Once per turn, when an allied creature within 30 ft. of Crey that can see or hear him hits a creature with a weapon attack, Crey can shout a command to grant that ally a bonus 1d4 damage.
Parry. Crey adds +2 to his AC against one melee attack that would hit him. To do so, Crey must see the attacker and be wielding a melee weapon.
Ronin’s Authority. While Crey has at least one allied creature within 15 ft., he has advantage on saving throws against being frightened or charmed.
Multiattack. Crey makes two melee attacks with his longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) if used with two hands.
Command Ally (Recharge 5–6). Crey shouts a precise order to one creature he can see within 30 ft. If that creature can hear him, it may use its reaction to make one weapon attack or move up to its speed without provoking opportunity attacks.
Counterstrike. When a creature misses Crey with a melee attack, he can make one melee attack against that creature.
Description
Crey is a lean, battle-hardened swordsman with a sharp jaw and colder eyes. His armor is polished but worn, showing both pride and long years of use. He is ruthless and calculating, preferring to seize control of small, undefended towns through fear and intimidation before ruling them with his ronin band as enforcers.
Comments