Sergeant¶
Medium humanoid, any alignment
Armor Class 16 (chain shirt, shield) Hit Points 32 (5d8 + 10) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | 12 (+1) | 12 (+1) |
Skills Athletics +4, Intimidation +3, Perception +3 Senses passive Perception 13 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2
Command Presence. Units under the command of the Sergeant within 10 feet have advantage on saving throws against being frightened.
Actions¶
Multiattack. The Sergeant makes two attacks with his longsword or shortbow.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) if used with two hands.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Reactions¶
Rally (Recharge 5-6). When a friendly creature the Sergeant can see within 30 feet fails a saving throw or misses an attack roll, the Sergeant may bark a command as a reaction. That creature rerolls the failed roll and takes the new result.
Description¶
The Sergeant is the veteran soldier who runs a squad on the ground. Experiences and drilled enough to hold a line and rally a wavering one.
Design notes¶
Sits at the Medium tier of the Military axis, between Guard (weak, CR 1/8) and Knight or Gladiator (strong, CR 3-5). Design targets from notes/mm-entry-organization.md: mid-tier watch officer commanding a squad; modest HP and damage bump over Guard; Rally-style reaction that supports the squad's rolls rather than dealing damage.
The Command Presence aura is intentionally narrow (fear saves only) so the Sergeant reinforces group cohesion without becoming a general buff engine. Rally on Recharge 5-6 fires roughly once every three rounds, which is meaningful in a Patrol-scale skirmish and negligible in a solo confrontation.