Brave. Captain America has advantage on saving throws against being frightened.
“No, You Move.” (3/Day). If Cap fails a saving throw, he can choose to succeed instead.
“I Can Do This All Day” (Recharges after a Short or Long Rest). As a bonus action, Cap can regain 50 hit points.
Multiattack. Captain America makes three melee attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) 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.
Throw Shield. Ranged Weapon Attack: +10 to hit, range 50/150 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The shield returns to Captain America after he throws it.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Cap can utter a special command or warning whenever a non hostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a 1d4 to its roll provided it can hear and understand Captain America. A creature can benefit from only one Leadership die at a time. This effect ends if Cap is incapacitated.
Captain America can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cap regains spent legendary actions at the start of his turn.
Attack. Cap makes one melee weapon attack.
“On Your Left.” Cap moves up to his full movement speed.
Throw Shield (Costs 2 Actions). Cap makes a throw shield attack.
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