Hold the Line (Recharge 5-6). Until the end of the company sergeant's next turn, allies adjacent to it gain a +2 bonus to AC and cannot be moved from their position.
Pack Tactics. The company sergeant has advantage on an attack roll against a creature if at least one of the company sergeant's allies is within 5 feet of the creature and the ally isn't incapacitated.
Martial Advantage. Once per turn, the company sergeant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the company sergeant that isn't incapacitated.
Multiattack. The company sergeant makes two melee attacks.
Battleaxe, Longsword, Morningstar or Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing or slashing or bludgeoning damage.
Javelin or Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft. or 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing or slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Parry. The company sergeant adds 2 to its AC against one melee attack that would hit it. To do so, the company sergeant must see the attacker and be wielding a melee weapon.
White Raven Onslaught. If an ally within 60 ft. of the company sergeant moves at least 20 ft. in a straight line and attacks, it can add +2 to the damage. In addition, the ally can use a bonus action to shove the target, with the same +2 to his Strength (Athletics) check.
Description
You can't get much tougher than this individual, considering that he has to crack the heads of hardened soldiers just to maintain discipline.
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