Absolved. If there is another creature with this feature within 30 feet of this creature, then it becomes immune to the Frightened and Charmed conditions.
Commander. The Captain has a number of commands they can issue. An ally must be able to see or hear the Captain to follow a command.
Attack. The Captain issues a command to up to three allies within 60 ft. of them. The targeted allies may each use their reaction to make one weapon attack.
Rally. The Captain issues a command to up to six allies within 60 ft. of them. The targeted allies may move up to half their movement speed, and each gains 5 temporary hitpoints. This movement does not provoke opportunity attacks.
Absolve (Recharge 5-6). The Captain issues a command to up to six allies within 60 ft. of them. If any of the targeted allies are Frightened, Charmed, or Stunned the condition, and any effects related to it, ends.
Multiattack. The Captain makes two melee attacks and issues one command.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Captain 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 a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Captain. A creature can benefit from only one Leadership die at a time. This effect ends if the Captain is incapacitated.
Previous Versions
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12/13/2023 8:22:22 AM
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Coming Soon
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