Multiattack. The Officer makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Leadership (Recharges after a Short or Long rest). For 1 minute, the officer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a [roll]1d4[/roll] to its roll provided it can hear and understand the officer. A creature can benefit from only one Leadership die at a time. This effect ends if the officer is incapacitated.
Description
Captains command small units of 12-20 constables and enforce the code of conduct when needed. Captains also serve as escorts when needed and respond to more serious or delicate situations as required. Captains are highly trained and noteworthy leaders who are an imposing threat to any who would disregard the laws of the city.
It is standard for Captains to wear chain mail along with the green-and-goldenrod doublet. Many wear cloaks or capes displaying the seal of their ward. Instead of the standard tools of the Watch, they often carry a longsword, shortsword, and heavy crossbow. In battle, they are known for inspiring great feats and boundless courage from the men in their command.
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