Leadership. For 1 minute, the Captian 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 Captian. A creature can benefit from only one Leadership die at a time. This effect ends if the Captain is incapacitated.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Shield. Melee Weapon Attack: The Captain can use their shield to shove an opponent. They gain +2 on the Athletics check and deal 4 (1d4+2) damage on a successful shove in addition to knocking their opponent prone or shoving them away 10 ft.
Description
Crownsmen Captains are leaders of units of Crownsmen Guards. They are often adjudicators and leaders in civil and military matters. They are better trained and equipped than the average guard, so they can be formidable opponents.
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