Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 5 (1d6 + 3) slashing damage
Lightningbolter. Ranged Weapon Attack: +6 to hit, ranged 100 ft / 400 ft. Loading, two-handed. One target* Hit: 7 (1d10 + 2) piercing damage, 5 (1d10) lightning damage. Creatures in a line covering the trajectory of a bolt must roll a DC13 DEX save, taking 1d10 lightning damage on a failed save, or half damage on a successful save.
Quick Reload. When attempting to reload, roll a sleight of hand check (DC15+). On a success, reload as a bonus action
Description
The Alarian Gnomish Legion emerged during the gnomish uprising that overthrew the plutocratic Council of Alaria, whose control over a peaceful yet tense continent had weakened. Long had the gnomes been treated merely as tinkerers, never as equals, and after a few haphazard inventions pushed the gnomes forwards technologically, they saw their moment. Alarian gnomes from far and wide volunteered themselves to the legion, each having their own reason to oppose the big folk, and to bring a new age forward. The Alarian Gnomish Legion smashed the private mercenary armies and ill-prepared standing troops of Alaria's duchies, fiefdoms, and principalities.
Alarian Gnomish Legionaires include numerous classes of soldier. Ranged auxiliaries comprise ranged troops in the vanguard of the legion's armies, as well as ranged sentries supporting guards at gnomish fortified structures, and occupied towns. Auxiliary captains wield lightningbolters with deadly accuracy.
Lair and Lair Actions
When gnomish legionary auxiliaries are located where there are reinforcements nearby, for example the battlements of a fort, or in the vanguard assault on a town, they are treated as having a lair for the duration of the combat. If multiple gnomes are actively involved in combat, you may select which gnome takes the lair action, but no more than one gnome may take the lair action per turn.
Captain's Call to Aid. The captain may call for aid via their whistle. If the captain can see an opponent, or has been dealt combat damage this turn, roll a d20 check. On a 10+, roll 1d4: up to that many reinforcements arrive. On a 19 or 20, roll 1d6 instead.
Captain's Commands. The captain may reorganise their soldiers via their whistle. If the captain is within 60 ft of allies, and is aware of enemies, roll a d20 CHA check. On a 16+, 1d6 of the captains allies may immediately move as a bonus action towards the captain. If possible, they must seek to form a V-formation in front of the captain.
Sniper's Eye. If a gnome has not moved or reloaded prior to taking a ranged attack action, roll that attack roll with advantage. If the attack hits, add 1d4 piercing damage. The next reload cannot be taken as a bonus action
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