Indomitable Presence. Allies within 30 feet gain advantage on saving throws against being frightened.
Brutal Commander. Once per turn, the war-captain can order an ally to make an attack as a reaction.
Multiattack. The war-captain makes three melee attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 18 (3d6 + 5) slashing damage.
Shield Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (3d4 + 5) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Commanding Strike (Recharge 5-6). The war-captain shouts a command. Up to three allies within 30 feet may immediately make a weapon attack as a reaction.
Tactical Step. The war-captain moves half their speed without provoking opportunity attacks.
War Cry (Recharge 5-6). The war-captain inspires fear or fury. All enemies within 30 feet must make a DC 16 Wisdom saving throw or be frightened until the end of their next turn. Alternatively, all allies within 30 feet gain advantage on attack rolls for 1 round.
Parry. The war-captain adds +4 to AC against one melee attack that would hit them.
Punishing Blow. When a creature misses the war-captain with a melee attack, the war-captain can immediately make a melee attack against them.
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