Brave. The Captain has advantage on saving throws against being frightened.
Unified Command: If a Black Cowl is in the presence of a commanding officer, captain, or other leader, and as long as one or more other Black Cowl Solider is nearby, each Black Cowl will heal 1d6 damage every round at the beginning of their turn. The source of this is a pendant (referred to as their "Coin") which they all wear under their armor. If this pendant is destroyed or taken from the Cowl, the effect ends for the individual. If the Coin is destroyed or taken from the leader or commander, the effect ends for every Cowl in the Party.
Multiattack. The Captain makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Parry. The Captain adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Command for Aid. 3/day. If attacked the Captain can order a Black Cowl Soldier to come to his aid. This adds 20 feet of movement to the Soldier. The soldier will immediately make a movement to attack the Captain's attacker regardless of whether he was in combat at the beginning of his turn or not.
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