Battle Readiness. The Captain has advantage on initiative rolls.
Improved Critical. The Captain’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Improved Defense. The Captain's AC increases by 1.
Indomitable (1/Day). The Captain can reroll a saving throw that it fails, but it must use the new
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Lightning Reload: The Captain can reload its firearms as a bonus action.
Rapid Repair: The Captain can attempt to fix a misfired gun as a bonus action.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Musket. Ranged Weapon Attack: +6 to hit, range 160/600 ft., one target, misfire 2, reload 2. Hit: 12 (1d12 + 5) piercing damage.
Pistol. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target, misfire 1, reload 4. Hit: 10 (1d10 + 5) piercing damage.
Description
Warforged Captains are elite units created for the last war. After it ended, they were left with nothing so many of them used their skills to become mercenaries.
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