Martial Advantage. Once per turn, the 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 that isn't incapacitated
Multi-Attack. The Commander makes two attacks, each may hit separate targets.
Glaive. Melee weapon Attack: +7 to hit, reach 10-ft., one target, Hit: 8 (1d10 +3) slashing damage.
Command Troops. Once every round, the commander may use his entire turn to issue orders to nearby Iron-cap Soldiers.
- Cover Me. Iron-cap Guards will focus on attacking hostile creatures near the commander
- Form-up! Iron-cap Guards will enter Pike-Wall Focus Volley, and/or Shield Wall respectively in the designated area of the Commander's choice
- Attack-at-will Iron-cap guards will break any formation they may be in. All units get +1 to hit till the end of the next round.
- Move! Iron-cap Guards will focus on moving towards and following the Commander.
Parry. The Commander adds +2 AC against a melee attack that would normally hit it. To do so, the commander must be able to see the attacker.
Description
The Iron-cap soldiers are a branch of the City Guards noted by their signature silver Iron-helmets that are consistent in every Iron-cap regiment. They act as the law-enforcement within major cities, especially in those that house Nobility.
Previous Versions
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5/29/2020 5:54:23 AM
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Coming Soon
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