Hold the Line (Recharge 5-6). Until the end of the company captain's next turn, allies adjacent to it gain a +2 bonus to AC and cannot be moved from their position.
White Raven Formation (Recharge after a short or long rest). Each ally within 30 ft. of the company captain can move up to his speed as a reaction, provoking attacks of opportunity as usual.
Martial Advantage. Twice per turn, the company captain 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 captain that isn't incapacitated.
White Raven's Strike (Recharge 4-6). As a bonus action, the company captain allows an ally to use his reaction to make a melee attack against a target choosen by the company captain.
Multiattack. The company captain makes three melee attacks.
Battleaxe, Longsword, Morningstar or Warhammer. Melee Weapon Attack: +7 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: +7 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: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Riposte. The company captain adds 3 to its AC against one melee attack that would hit it. To do so, the company captain must see the attacker and be wielding a melee weapon. If the attack misses, the company captain immediately as part of the reaction makes an opportunity attack against the opponent that missed
White Raven Onslaught. If an ally within 60 ft. of the company captain moves at least 20 ft. in a straight line and attacks, it can add +3 to the damage. In addition, the ally can use a bonus action to shove the target, with the same +3 to his Strength (Athletics) check.
Description
Some mercenary companies are led by a captain, others, or regular units are often part of even larger units.
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