Brave. The captain has advantage on saving throws against being frightened.
Multiattack. The knight makes three melee attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Inspiring Leadership (Recharges after a Short or Long Rest). As an action, the captain rouses its troops to vigilance for one minute. Any creature under the captain's command within 30 feet who can both see and hear the captain adds 1d4 to any attack roll and saving throw for the duration. A creature can only benefit from one Inspiring Leadership bonus at a time. If the captain is incapacitated or otherwise unable to speak, the effect ends.
Description
Knight Captains are field officers worthy of their name. A Captain can lead 2 to 4 units, each one helmed by a Sergeant, into battle; however, each Captain operates under a Commander's orders.
Front Lines. Rather than taking a role in the back like a Commander might, Captains will see action along the front lines. Often accompanying the very units the Captain leads into battle.
Previous Versions
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7/13/2021 7:28:45 PM
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16
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3
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1
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Coming Soon
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