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Warrior, Captain


Hit Points

Hit Dice: d12 per Warrior, Captain level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The captain is a leader, who knows that a company fighting together with discipline can easily throw back a rabble or party without. Captains know the value of teamwork able to watch the battle and direct their allies allowing them to achieve greater feats of bravery then they could alone. The captain is also a negotiator, quartermaster and their own temple excelling at bringing the party together and directing is course. However captains also know when to stand back and let the specialists step in as they keep the bigger picture in sight.


Class Features

Lv.3 Charismatic Success

Once per short rest you may add your charisma bonus (if any) to any single ability check, save or attack roll, even if the result has been revealed in an attempt to tip the fates in your favour.  

Lv.4 Leadership

The captain chooses one of the following prefered styles of leadership:   By My Example Up to twice per turn, the captains choose to transfer 1 of their action points to another player, to copy one of the actions the captain is taking this turn. That player can only use the additional action point for the specified action, and if they don't use it before the captains next turn the action is lost. The captain must be able to communicate with that player such as with voice or handsigns.   Inspire Comrades As an action you may inspire an ally within 60ft granting them an inspiration die d6 which increases to a d8 at 6th, d10 at 10th and d12 at 12th. Once within the next 10mins the creature can roll the die and add the number rolled to one ability check, attack roll or ability check. A creature may only expend one inspiration die at one time. You many inspire comrades as many times as your charisma modifier each short rest.   Indominable Will The captains mind is hard to read, but strong, set and convincing. If the captain doesn't have proficency in intimidation, they gain proficency, if they already had proficency then they gain expertise instead. In addition, the captain gains proficency in charisma saves. If they already have proficency in charisma saves, they gain an additional +1 bonus to charisma saves.  

Lv.6 Commanders Order

The captain gains the following abilities;  
  • Move it! - The captain may spent their action to direct battlefield positioning, the captain may move one or more allies up to 20ft. When moving allies this way, this extra 20ft of movement is shared between all allies moved. If that ally would need to conduct an ability check to make that move, they must do so after all movement is declared.
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  • Watch out! The captain may spend their action to declare a potential threat, all allies within 30ft gain +2 Dodge DC against that potential threat until the beginning of the captains next turn.
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  • Protect me! If there is an ally within 5ft, and the captain is attacked, as a reaction they may opt to instantly move up to 10ft to place that ally between them and the threat instead negating this attack. This movement is subtracted from the Captains next turn.
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  • Fire Volley! - The captain may spend their action to direct a volley of ranged fire, selecting one or more allies within 30ft. These allies hold their turns until the beginning of the captains next turn, at which point the captain directs their fire against a group of creatures in a 30ft radius area within the allies range. All allies taking part in the volley roll damage for all of their attacks, half of which (round down) is applied to all creatures within the area. A volley is considered an 'area of effect' attack.
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  • Rally! - The captain may spend their action to give an inspirational command to all allies within 30ft, until the beginning of the captains next turn, all allies affected may add the captains charisma modifier to a single attack or ability check. Once they do so they cannot benefit from their captains rally ability until after their next short rest. Taking the rally action immediately allows frightened allys an additional save against the source of fear.
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  • Lead the Charge! - The captain gains a passive aura of inspiration whenever he is in melee combat with a hostile foe. All allies within 10ft gain a +2 bonus to attack rolls. However, if the captain is incapacitated during the fight, this +2 bonus of on attacks transfers to hostile foes within 30ft of where the captain fell for the next 1d4 rounds.
 

Lv.8 Compel Duel

Once per encounter as an action you may attempt to compel a creature into a duel. One creature that you can see within range must make a wisdom saving throw against your charisma save. On a failed save, the creature is drawn to you, compelled by your audacity. While the duel is in effect, the target has disadvantage on attack rolls against creatures other than you, and must make a wisdom saving throw each time it attempts to move to a space that is more than 30ft feet away from you. If it succeeds on this saving throw the targets movement isn't restricted for that turn.   The duel ends if;
  • you take the attack action against any other creature,
  • if an ally attacks the target of your duel
  • if you end your turn more than 30ft away from the target of your duel,
  • if either member of the duel is incapacitated.
 

Lv.10 Commanders Mount

The captain not just inspires men around him, but beasts too. You may select an exotic beast to be your mount and familar. As part of this you must undergo a 7 day ritual with your chosen mount to bend it to your will and befriend it to your service. Your mount will come to you if it can hear your call, which you may do as an action   While mounted, you gain an aura of inspiration for your allies within 60ft allowing them the benefits of the natural charisma ability.  

Lv.12 Company Banner

You renown allows you to take a sigil and heraldry which you may recruit others to your cause as a minor lord. Under this heraldry you may;
  • Recruit to your Banner – You hoist your colours in a settlement with an offer of a quest or great work and call for willing volunteers. For each day your colours are hoisted you may attempt a charisma save, recruiting as many volunteers as the result, less the number of days that you have been recruiting (or until the settlement is depleted of willing volunteers). Volunteers expect to be paid and equipped for their service unless the quest or task is in their best interests and all they need is leadership and organisation to do it. GM discretion applies.
  • Person of Note – So long as you are not caught committing a crime red-handed local authorities will respect your freedom and liberty to act without reproach and pay you and your allies due respect as befitting your reputation including your requests for aid from a local authority.
  • Patronage – Periodically you will have NPCs offer you patronage with offerings or to pledge their allegiance to a cause you are known to support. If you accept they gain 1 favour with you which you will be expected to repay to that NPC when required. Failure to do so will harm your reputation with that NPC and cause you to loose 1 favour with any other patrons you have favour with if they are aware that you have refused patronage. GM discretion applies.
  • Claim Fief – You may declare a settlement, enterprise or location without a formal lord as one of your personal fiefs. When you do so you may begin to declare laws and taxation. In return the inhabitants of your fief will expect protection from your party and banner-men and your investment in local affairs. Periodically you will be petitioned by residents on your land to invest in a local enterprise, or to undertake a minor quest. Whenever you deliver on their requests you may enact a new law for the area or collect an appropriate tithe to fund your expeditions and lifestyle.


Created by

MockTurtle.

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