Dirty Tactics. Vane deals an extra 7 damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Vane that isn't incapacitated.
Inspector's Eye. Vane has advantage on Initiative rolls 1d20+2. He knows exactly how combat works, granting him a +2 bonus to his AC against opportunity attacks.
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Righteous Brand Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Alchemical Flash-Vial (Recharge 5-6). Vane throws a seized contraband vial at a point up to 30 feet away. Each creature within 10 feet of that point must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 poison damage and is blinded until the end of its next turn. On a success, it takes half as much damage and isn't blinded.
Command the Line. Vane barks an order at one poacher he can see within 30 feet. If the target can hear him, it can use its reaction to immediately make one weapon attack or move up to its speed without provoking opportunity attacks.
Human Shield. When Vane is targeted by an attack, he can forcibly pull a willing or charmed ally within 5 feet of him into the attack's path. The ally becomes the target of the attack instead.
Description
Captain Vane is a hardened, calculating mercenary commander and former Dwendalian investigator who trades in illicit exotic beasts and contraband. His ranks comprise ruthless cutthroats and heavily armored mercenaries trained to fight dirty, protect their employer, and manipulate the battlefield through strict coordination and brutal opportunism.
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