Statistics on the Soldiers of Goldenshield

General
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
175 (21d8 + 7)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+1)
14(+3)
14(+2)
16(0)
16(0)
16(+1)
Damage Resistance:
Slashing, Piercing, and Bludgeoning from non magical weapons.
Damage Immunities:
Force and Psychic
Condition Immunities:
Charmed and Frightened,
Senses:
Passive Perception +12
Languages:
Common, Elvish
Challange:
12 (8400xp)
Actions:
Multiattack
The General makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.
Long Sword
Melee Weapon Attack:
+6 to hit, reach 5', one target. Hit:
45 (8d10 + 3)two handed
50 (9d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+6 to hit, range 100/400', one target. Hit: 45 (13d6 + 5) piercing damage
Disarming Attack:

On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the General’s choice. The item lands up to 10 feet from the target, in a spot selected by the General.

Orders to attack:

Every soldier of the General’s choice that is within 30 feet of him and can hear him gains 1d8 temporary hit points.

Colonel
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
15(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
10 (5900xp)
Actions:
Multiattack
The Colonel makes two longsword attacks.
Long Sword
Melee Weapon Attack:
+6 to hit, reach 5', one target. Hit:
40 (8d10)two handed
48 (12d8)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+6 to hit, range 100/400', one target. Hit: 40 (12d6 + 8) piercing damage
Disarming Attack:

On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the Colonel’s choice. The item lands up to 10 feet from the target, in a spot selected by the Lieutenant.

Major
Medium humanoid, any race, any lawful alignment
Armor Class:
16 (half plate)
Hit Points:
60 (8d10 + 16)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
14(+1)
16(+2)
12(+0)
14(+1)
16(+1)
Skills:
Athletics +5, Persuasion +3
Senses:
Passive Perception 11
Languages:
Common
Challange:
8 (3900xp)
Actions:
Multiattack
The Major makes two attacks with his Great Sword.
Great Sword
Melee Weapon Attack:
+6 to hit, reach 5', one target. Hit: 36 (6d12) slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+6 to hit, range 100/400', one target. Hit: 36 (12d6) piercing damage
Rally Troops:

The major



Captain
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
15(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Special Trait:
The captain has advantage on initiative rolls. Soldiers under the captain’s command take their turns on the same initiative count as the captain.
Senses:
Passive Perception 12
Languages:
Common
Challange:
7 (2900xp)
Actions:
Multiattack
The Captain makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.
Long Sword
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Disarming Attack:

On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the captain’s choice. The item lands up to 10 feet from the target, in a spot selected by the captain.

Orders to attack:

Every soldier of the captain’s choice that is within 30 feet of him and can hear him makes one melee or ranged weapon attack as a reaction.

Bishop
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
91 (14d8 - 28)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
6 (2300xp)
Actions:
Multiattack
The Lieutenant makes two longsword attacks.
Long Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Disarming Attack:

On hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the Lieutenant’s choice. The item lands up to 10 feet from the target, in a spot selected by the Lieutenant.

Rally Troops:
As an action, the Lieutenant rallies his troops with a war cry, which, not only initiates a Banner Bearers Special Trait, but also gives all friendly troops and allies at least 30' away from the Sergeant advantage on thier next attack roll.
Lieutenant
Medium humanoid, any race, any lawful alignment
Armor Class:
16 (half plate)
Hit Points:
60 (8d10 + 16)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
12(+1)
15(+2)
10(+0)
13(+1)
12(+1)
Skills:
Athletics +5, Persuasion +3
Senses:
Passive Perception 11
Languages:
Common
Challange:
5 (1800xp)
Actions:
Multiattack
The Sergeant makes two attacks with his Great Sword.
Great Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit: 8 (2d6 + 3) slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Rally Troops:

As an action, the Sergeant rallies his troops with a war cry, which, not only initiates a Banner Bearers Special Trait, but also gives all friendly troops and allies at least 30' away from the Sergeant advantage on thier next attack roll.



Knight
Medium humanoid, any race, any alignment
Armor Class:
18 (plate)
Hit Points:
52 (8d8 + 16)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
11(+0)
14(+2)
11(+0)
11(+0)
15(+2)
Special Trait:
The knight has advantage on saving throws against being frightened.
The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
  Brave:
  Parry:
Senses:
Passive Perception 12
Languages:
Common
Challange:
3 (700xp)
Actions:
Multiattack
The knight makes two melee attacks.
Great Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:8 (2d6 + 3) slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+4 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) bludgeoning damage
Leadership:(Recharges after a short rest)

For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Veteran
Medium humanoid, any race, any alignment
Armor Class:
17 (splint)
Hit Points:
58 (9d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
13(+1)
14(+2)
10(+0)
11(+0)
10(+0)
Skills:
Athletics +5, Perception +2
Senses:
Passive Perception 12
Languages:
Common
Challange:
3 (700xp)
Actions:
Multiattack
The veteran makes two longsword attacks. If he has a short sword drawn he can also make a short sword attack.
Long Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+5 to hit, range 100/400', one target. Hit: 4 (1d6 + 3) piercing damage
Short Sword

Melee Weapon Attack  +5 to hit, reach 5', one target.
           Hit: 6(1d6 + 3) slashing damage

Sergeant
Medium humanoid, any race, any alignment
Armor Class:
16 (chain)
Hit Points:
48 (7d8 + 14)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
13(+1)
14(+2)
10(+0)
11(+0)
10(+0)
Skills:
Athletics +5, Perception +2
Senses:
Passive Perception 12
Languages:
Common
Challange:
2 (450xp)
Actions:
Multiattack
The sergeant makes two melee attacks.
Long Sword
Melee Weapon Attack:
+5 to hit, reach 5', one target. Hit:
7 (1d10 + 3)two handed
6 (1d8 + 3)one handed
slashing damage
Heavy Crossbow
Rangee Weapon Attack:
+5 to hit, range 100/400', one target. Hit: 8 (1d10 + 3) piercing damage
Short Sword

Melee Weapon Attack  +5 to hit, reach 5', one target.
           Hit: 6(1d6 + 3) slashing damage

Soldier Tactics:

Rally Squad (Recharge 5–6) - Up to eight friendly soldiers within 30 feet gain advantage on their next attack roll and and will move toward the Sergeant on their next turn if able.



Chaplain
Medium humanoid, any race, any alignment
Armor Class:
18 (chain mail + shield)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
10(+0)
14(+2)
10(+0)
16(+3)
12(+1)
Skills:
Medicine +5, Insight +5, Religion +4
Senses:
Passive Perception 10
Languages:
Common, Elvish
Challenge:
2 (450xp)
Actions:
War Hammer
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 6 (1d8 + 2) bludgeoning damage
Spell Casting:
The Chaplain is a 3rd level cleric. His spell casting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Chaplain has the following cleric spells prepared:

Cantrips (at will): guidance, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, healing word, shield of faith, bless
2nd level (2 slots): lesser restoration, spiritual weapon
3rd level (2 slots): prayer of healing, beacon of hope

Soldier Tactics:
Battle Blessing (Recharge 5-6) - The Chaplain calls out a holy exhortation. Up to eight friendly soldiers within 30 feet gain 1d4 temporary hit points.
Corporal - War Mage
Medium humanoid, any race, any alignment
Armor Class:
11 (14 with mage armor)
Hit Points:
25 (5d6 + 8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
12(+1)
14(+2)
16(+3)
10(+0)
10(+0)
Skills:
Arcana +6
Senses:
Passive Perception 10
Languages:
Common, Elvish
Challange:
1 (200xp)
Actions:
Quarter Staff
Melee Weapon Attack:
+1 to hit, reach 5', one target. Hit: 2 (1d6 - 1) bludgeoning damage
Spell Casting:
The War Mage is a 2nd level spellcaster. His spell casting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The War Mage has the following wizard spells prepared:

Cantrips (at will): firebolt, mage hand, prestidigitation
1st level (3 slots): burning hands, thunderwave, mage armor
2nd level (2 slots): scorching ray, web

Soldier Tactics:
Rally Fire Team - The War Mage shouts a sharp command. Up to four friendly soldiers within 30 feet who can hear him gain advantage on their next attack roll.
Corporal - War Healer
Medium humanoid, any race, any alignment
Armor Class:
18 (chain mail + shield)
Hit Points:
30 (6d8 + 6)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
10(+0)
13(+2)
10(+0)
16(+3)
10(+0)
Skills:
Insight +3, Medicine +5, Religion +4
Senses:
Passive Perception 12
Languages:
Common, Elvish
Challenge:
1 (200xp)
Actions:
War Hammer
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit:5 (1d8 + 1) bludgeoning damage
Spell Casting:
The War Healer is a 2nd level spellcaster. His spell casting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The War Healer has the following cleric spells prepared:
Cantrips (at will):  guidance, spare the dying, thaumaturgy
1st level (3 slots): cure wounds, healing word, shield of faith
2nd level (2 slots): lessor restoration, prayer of healing
Soldier Tactics:
Rally Fire Team - The War Healer shouts a sharp command. Up to four friendly soldiers within 30 feet who can hear him gain advantage on their next attack roll.


Cavalry - Lance
Medium humanoid, any race, any lawful alignment
Armor Class:
17 (scale mail)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Senses:
Passive Perception 12
Languages:
Common
Challange:
2 (200xp)
Actions:
Mounted Charge:
If the Cavalry's mount moves at least ten feet in a straight line toward a target, the target must make a DC 13 Dexterity save or be knocked prone taking 1d4 bludgeoning damage. The target is knocked 10' away from the charging mount on a failed save and half as much on a failure.
Lance
Melee Weapon Attack:
+4 to hit, reach 10', one target. Hit: 6 (1d12) piercing damage
Mounted Combat:

The lancer can force an attack targeted against his mount to target himself instead.

Cavalry - Archer
Medium humanoid, any race, any lawful alignment
Armor Class:
15 (chain shirt)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
14(+2)
15(+2)
14(+2)
10(0)
13(1)
10(+0)
Skills:
Animal Handling +4, Nature +3
Senses:
Passive Perception 11
Languages:
Common
Challange:
1 (200xp)
Actions:
Mounted Charge
If the Cavalry's mount moves at least ten feet in a straight line toward a target, the target must make a DC 13 Dexterity save or be knocked prone taking 1d4 bludgeoning damage. The target is knocked 10' away from the charging mount on a failed save and half as much on a failure.
Long bow
Rangee Weapon Attack:
+4 to hit, range 150/600', one target. Hit: 4 (1d8) piercing damage
Mounted Combat:

The archer can force an attack targeted against his mount to target himself instead.

Cavalry Scout
Medium humanoid, any race, any alignment
Armor Class:
13 (scale mail)
Hit Points:
45 (6d8 + 18)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+0)
14(+2)
11(+2)
10(+0)
11(+0)
13(+1)
Skills:
Animal Handling +4, Nature +4, Perception +5,  Stealth +6, Survival +5
Senses:
Passive Perception 12
Languages:
Common
Challange:
1 (200xp)
Actions:
Short Sword
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit:4 (1d6) slashing damage
Short Bow
Rangee Weapon Attack:
+4 to hit, range 80/320', one target. Hit: 4 (1d6) piercing damage
Mounted Combat

The scout can force an attack targeted against his mount to target himself instead.

Flyby:

The scout's horse is so trained that the scout, while mounted, can use an action to Dash or Disengage.  Furthermore, the scout does not provoke an opportunity attack when he either rides by in attack or disengages in retreat.



Soldier - Sword and Shield Phalanx Corps
Medium humanoid, any race, any lawful alignment
Armor Class:
14 (scale mail)
Hit Points:
36 (8d8 + 4)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
14(+2)
10(0)
11(0)
13(+1)
Bonus Attack:
Shield Shove:

If 3 or more shield wielding warriors link up into a phalanx, they can shove with a shield as a bonus action.

Senses:
Passive Perception 12
Languages:
Common
Challange:
1/2 (100xp)
Actions:
Multiattack
If the Sword and Shield soldier is behind the phalanx shield wall then he cannot attack, but no attack can hit him in return until the shield wall breaks.
Shield:
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit: 4 (1d8 + 1) bludgeoning damage.
Phalanx:
When 3 or more shield wielding warriors link up into a phalanx, their movement becomes 15ft, but they cannot attack. Additionally, anyone, including allies, inside the phalanx gains the benefits of half cover.
If 7 or more shield wielding warriors link up into a phalanx, all is same as above, plus those inside the phalanx, including allies, gain advantage on attacks and the benefits of 3/4 cover.
Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not incapacitated.
Soldier - Spear Phalanx Corps
Medium humanoid, any race, any lawful alignment
Armor Class:
16 (scale mail + shield)
Hit Points:
24 (5d8 + 10)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
12(+1)
10(+0)
11(+0)
12(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Bonus Action:
When behind a shield wall of not less than three linked shield wielding soldiers, Spear men get another attack as a bonus action.
Spear
Melee Weapon Attack:
+5 to hit, reach 10', one target. Hit: 5 (1d10)two handed
Phalanx:

Soldiers who use spears are highly trained to stay within the protective phalanx and to use the extended reach of their weapon to great effect. When inside the phalanx formation, behind at least three linked shield wielding soldiers, Spear men gain the benefits of half cover. If they are behind seven or more shield wielding soldiers, Spear men gain the benefits of three-quarter cover and advantage on attacks.

Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not incapacitated.
Soldier - Archer Phalanx Corps
Medium humanoid, any alignment
Armor Class:
15 (scale mail)
Hit Points:
20 (4d8 + 4)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
13(+1)
16(+3)
12(+1)
10(+0)
10(+0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Bonus Action
When the archer is within 5 feet behind a phalanx of at least three linked shield wielding soldiers, the archer gains half cover and may make one additional ranged attack as a bonus action.
If the phalanx has seven or more linked shields, the archer gains three-quarters cover and advantage on ranged attacks.
Heavy Crossbow
Ranged Weapon Attack:
+5 to hit, range 100/400', one target. Hit: 5 (1d10) piercing damage
Long Bow
Ranged Weapon Attack:

+5 to hit, range 150/600, one target. Hit:4 (1d8) piercing damage

Soldier Tactics:
When in the range of NCOs or officers using their Rally Troops action, soldiers will converge toward the cry and gain advantage on all attacks as long as the NCO or officer using the Rally Troops action is not incapacitated.



Goldenshield Military Divisions

TitleTotal Number of SoldiersCommissioned OfficersNon-Commissioned Officers SwordSpearCrossbow
Fire Team501 Sergeant, or 1 Chaplain, or 1 Corporal112
Squad1001 Sergeant and 1 Corporal or 1 Chaplain and 1 Corporal224
2 Squads221 Bishop and 1 Chaplain2 Sergeants and 2 Corporals448
Tower Guard241 Captain, 1 Lieutenant, 1 Bishop, and 1 Chaplain2 Sergeants and 2 Corporals448
Platoon521 Captain, 1 Inquisitor, 1 Lieutenant, 4 Bishops, and 4 Chaplains1 Master Sergeant, 4 Sergeants and 4 Corporals8816
Phalanx2561 Major, 4 Captains, 4 Inquisitors, 4 Lieutenants, 17 Bishops, and 17 Chaplains5 Master Sergeants, 18 Sergeants, and 18 Corporals424284
Company512
Battallian5120
Regiment51,200
Division520,000