Squad: Can occupy another creature's space. Can move through any opening large enough for medium infantry at 1/3 speed. Immune to spells that alter form. Has advantage on attacks if a friendly squad is flanking (on opposite sides of an enemy). Can only attack or disengage as an action. The squad does not get a reaction.
Regroup: If the current commander is knocked unconscious or dies, another commander-level ally can take command with a rally action (charisma check DC 20).
Replenish: Cannot recover HP from rest or spells. To recover HP, a commander must spend 1GP per squad level per HP and an additional week of downtime per squad level at a medium-sized city. If a squad is replenished when below half HP, squad level is reduced by one.
Sustain: Costs 2GP per current HP per week to travel with this squad. If the commander does not have enough GP, squad HP begins to decrease every day.
Multiattack. Makes four attacks, or two if squad HP is less than half.
Longbow. Ranged Weapon Attack: +7 to hit, 150/600 ft., one target. Hit: 8 [piercing] damage.
Dagger. Melee Weapon Attack: +1 to hit, one target. Hit: 4 slashing damage.
Volley (6 uses per day). Launches a volley of arrows at a point within 150ft. Creatures within a 10-foot-radius must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 30 piercing damage, or 15 on a successful save.
No reactions
Grants commander the following legendary actions that can be used once per battle.
Rally. Squad gains temporary HP equal to command level + charisma modifier.
Description
A squad of infantry men.
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