During the first turn of an encounter or against creatures granting advantage, the Captain gains a bonus to all attack rolls equal to his Wisdom modifier.
Allies that can see or hear you gain a stance bonus to all defenses and saving throws equal to your Charisma modifier while in the full defense stance.
Hit Points, Defenses and Armor Proficiencies[]
The Captain's maximum hit points are equal to his racial hit points plus hus level.
You or an ally hits an enemy with an attack during your turn.
Effect:
Each ally adjacent to you or the target may shift one square as a free reaction. Until the end of your next turn, each ally who can see or hear you gains a feat bonus to attack rolls against that enemy equal to your Intelligence modifier.
Until you end this stance, you gain a +1 stance bonus to your polearm's reach, and threaten all squares within your reach. You automatically end this stance after making an attack, and gain advantage for that attack if the target is not adjacent.
At level 0, the Captain chooses three at-will maneuvers from the list below.
At level 0, the Captain may choose three at-will maneuvers from the following list. At each even level, the Captain gains one additional at-will maneuver that they do not already possess.
Inspiring presence at-willsCombat leader at-willsPolearm fighting style at-wills
Leveling Up[]
At each level, you gain new features and bonuses to increase your fighting prowess.
Level
Class
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Level 0
1/E
-
-
-
-
-
Level 1-2
1/E
1/E
-
-
-
-
Level 3-4
1/E
1/E
1/E
-
-
-
Level 5-6
1/E
1/E
1/E
1/E
-
-
Level 7-8
-
1/E
1/E
1/E
1/E
-
Level 9-10
-
-
1/E
1/E
1/E
1/E
* 1/E = Once per Encounter; 2/E = Twice per Encounter