Aura of Command. While the captain is conscious, he grants all friendly creatures within 30 ft. a +4 bonus to all saving throws.
Mental Fortitude. The captain has advantage on saving throws against being charmed or frightened, and magic can't put the captain to sleep.
Multiattack. The captain makes three melee attacks: two with his longsword and one with his dagger. Or the captain makes two ranged attacks with his daggers.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (3d4 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever an ally that he can see within 30 feet of him makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the captain. An ally can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses this bandit guard with a melee attack, the captain can use his reaction to make a melee weapon attack against the creature.
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