Special Trait Name. Enter the description for your special trait.
Dueling. When they are wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon.
Second Wind. Once per short rest, they can use a bonus action to regain 1d10 + 5 HP.
Improved Critical. Their weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack. They can attack twice whenever they take the Attack action on their turn.
Channel the Living Fire. The House-Captain is a 2nd-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Ashen Elf has the following spells prepared:
Cantrips (at will): Produce Flame.
1st level (1 slot): Burning Hands. 2nd Level (1 slot): Flame Blade.
Fey Ancestry. They have advantage on saving throws they make to avoid or end the charmed condition on themselves.
Trance. The Ashen Elf doesn't need to sleep, and magic can’t put them to sleep. They can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.
Polearm Master. Whenever an enemy comes within five feet of the Captain while they are wielding a spear, they provoke an opportunity attack.
Shield Master. The Captain uses shields not just for protection but also for offense. they gain the following benefits while they are wielding a shield:
- If they take the Attack action on your turn, they can use a bonus action to try to shove a creature within 5 feet of them with your shield.
- If you aren't incapacitated, you can add +2 to any Dexterity saving throw they make against a spell or other harmful effect that targets only them.
- If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing their shield between themself and the source of the effect.
Inspiring Leader. The Captain can spend 10 minutes inspiring their companions, shoring up their resolve to fight. When they do so, choose up to six friendly creatures (which can include themselves) within 30 feet of them who can see or hear them and who can understand them. Each creature gains 7 temporary hit points. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Spear Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. hit: 1 (1d6+3) piercing damage
Scimitar Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 3) slashing damage.
Spear Ranged Attack. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 1 (1d6 + 3 ) piercing damage. (after using this attack, the Captain must either retrieve his spear from the target or switch to his scimitar).
Light Crossbow Ranged Attack. Ranged Weapon Attack: +2 to hit, range 80/320 ft., 1 target. Hit: 1 (1d8) piercing damage.
Description
Every Army needs its officers, and the soldiers of the Great Houses of the lowlands are no different. House-Captains are the veteran soldiers responsible for coordinating the House-Guards and House-Champions. They rarely get involved on the front lines, but when they do they prove themselves as the masters of combat that they are.
Previous Versions
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