Lieutenant, Pacificatores
Medium humanoid (any race) Lieutenant, Pacificatores , Lawful Neutral
Armor Class 21 (Plate, Shield)
Hit Points 70 (10d8 + 60)
Speed
30ft
Saving Throws Wisdom +6 , Charisma +7
Skills Athletics +8 , Intimidation +7 , Perception +6
Senses passive Perception 16
Languages Common and any 1 other language
Challenge 5
Description
The lieutenant is the commanding authority on the battlefield. They are usually in charge of a single group or squad, with a staff sergeant helping them to manage the communications and battle plan during combat.
Ideals
Leading the Center. While at least 3 members of their group are standing 5 feet from the lieutenant, they each add an additional +5 to their attack rolls.
Bonds
Sign language. As long as they have a sergeant who can see them up to 40 feet away, the lieutenant's group can communicate in silence.
Flaws
Commanding Presence. If the lieutenent HP goes down to 0 or if they loses consciousness their enite group must make a Wisdom saving throw (DC 15 -2 for every friendly staff sergeant or higher that is standing 60 feet from the lieutenant), on a fail, the group has disatvantage on all attack rolls and skill checks.
Indomitable (2/Day). The lieutenant rerolls a failed saving throw.
Enforced Moral (Recharges after a Short or Long Rest). As a bonus action, the lieutenant can grant 30 temporary hit points to all other members of his group. The effect lasts for 1 hour or until the lietenant becomes unconscious.
Actions
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target: Hit: 12 (2d6 + 4) bludgeoning damage.
Shield Bash. The lieutenant bashes its shield against a creature within 5 feet of it. The target makes a DC 12 Strength saving throw. On a failed save, the target is pushed 5 feet and is knocked Prone.
Legendary Actions
Imporvisonal Manuvers (2/Day). The lieutenant chooses two members of his group, the first member loses all his movement and actions until the next round, but keeps their bonus actions and reactions. The second member gains an additional two actions and may act imedietly as if it was their turn. This legendary action can be used at any time during combat.