Multiattack. The captain makes three melee attacks with its sword
Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Orders. As a bonus action, the captain can order creatures under their command that are not deafened to apprehend or attack a target. While ordered, a creature has a + 5 on attacks made against the designated target until the captain's next turn.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
It takes a strong personality and a strong arm to keep a local militia in order; The Captain of the Guard has these in excess. To keep the barracks in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a Guard Captain craves control and order. A prisoner who can levy information for a larger bust is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the city's underbelly.
Previous Versions
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7/14/2024 1:20:24 AM
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28
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7
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1
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Coming Soon
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