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Breach Marshal
Duergar Linebreakers are heavily armored shock troops trained to smash through enemy formations and fortified defenses with enormous Shatterhammers. Clad in blackened steel with deep crimson markings, they advance with grim discipline rather than reckless fury. Some consume Ironheart fungus before battle, suppressing fear and pain to focus entirely on breaking the enemy line and opening the way for the Dominion’s forces.
Duergar Resilience. Advantage on saving throws against poison; resistance to poison damage.
Unyielding Advance. Advantage on checks and saves to resist being shoved, knocked prone, or forcibly moved.
Commanding Presence. Noctis allies of his choice within 30 feet who can hear him have advantage on saving throws against being frightened while he is conscious.
Noctis Commander. Once per turn when the Marshal hits a creature with a melee weapon, one Noctis ally within 15 feet of that creature can move up to 10 feet without provoking opportunity attacks.
Marshal's Oval Shield. While wielding his shield, his AC is 20. When a creature he can see hits him with a melee attack, he can use his reaction to reduce the damage by 1d10 + 5.
Veteran of the Breach. Once per turn, deal an extra 2d6 damage with a melee weapon attack against a creature within 5 feet of at least one other hostile creature.
Actions
Multi Attack. Make two gladius attacks.
Dwarven Gladius. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 9 (1d8 + 5) slashing or piercing damage.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d6 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength save or be pushed 5 feet.
Rally the Line (1/Day). Up to six Noctis allies within 30 feet who can hear him gain 12 temporary hit points and can use their reactions to move up to half their speed without provoking opportunity attacks.
BONUS ACTION.
Advance the Breach. Move up to half his speed toward a hostile creature he can see. This movement does not provoke opportunity attacks from creatures adjacent to Noctis allies.
Reactions
Marshal's Guard. Reduce damage from an attack that hits him by 1d10 + 5 while wielding his shield.
Punish the Opening. When a creature within his reach misses him with a melee attack, make one gladius attack against it.