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Captain
\pagebreak # Captain Two armies, one human and one orc, clash against each other in a shout of steel that echoes across the field. Both sides know that the first to lose their front line will lose their momentum in this terrain and be at a severe disadvantage. As the battle rages on, a notable figure arises on the human side. Wearing a suit of armor made of the finest steel, the tall man cuts down foes left and right, rallying his allies and giving them openings to do more damage until the orcs retreat. An elven special forces team finds themselves surrounded by bandits in the middle of the bandit camp. Severely outnumbered, they are on the brink of surrender until they see their leader strike out with his halberd, piercing the heart of one of the bandits and throwing the rest of the enemy into disarray with brutal swings and thrusts. The rest of the elves quickly regain their mettle and start carving their way through the bandits to freedom. With blade in hand, an air genasi flits through their enemies gracefully, striking their vitals in a way that is both devastating and beautifully efficient. The goblins are unable to land as much as a single hit on him and his allies as he masterfully directs the flow of battle with callouts and debilitating slashes. Within a minute, the horde of goblins lies still on the floor. The Captain is a master of strategy and excels at leading their allies to great success on the battlefield while being able to still hold their own. With the use of unique abilities and their sharp mind, they can control the movements of friends and foes to best succeed in a fight. A good Captain will know when to strike out with their special effects and when to hold it in case the enemy has tricks of their own. When it comes to positioning and making the most of an enemy’s weakness, the Captain is king. ### Born Leader Not everyone has the skills to be a Captain. A certain amount of intelligence both in and out of battle is necessary to lead your allies, and some people are simply incapable of doing so. A Captain does not demand respect from their brothers and sisters in arms, but earns it by showing their skills as a capable tactician and supporter in a fight. ### Master of Artes Artes are the name given by Captains to their special maneuvers that define them as more than your average combatant. They use these Artes to devastating effects, turning a bad situation into one that points to success. The Artes that a Captain chooses to specialize in speaks heavily about the role that they have chosen to take on the battlefield. \columnbreak ### Sharp Mind While many soldiers rely on their sheer strength to win a fight, the Captain knows that most of a combat is decided by a combatant’s mental acuity. A smart warrior can best someone who is their superior in terms of skill and experience with weapons if they have a better understanding of how their opponent moves and thinks. The Captain puts to rest the argument of whether or not brawn is more important than brains by being equal in both. ### Quick Build You can make a Captain quickly by following these suggestions. First, make your highest stats Strength and Intelligence, followed by Constitution. Second, take the Soldier background.
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##### The Captain | Level | Proficiency Bonus | Features | Arts Known | Art Damage | Art Uses | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Fighting Style, Weapon Arts | 2 | 1x | 3 | 2nd | +2 | Ever Ready | 2 | 1x | 3 | 3rd | +2 | Command Style | 2 | 1x | 3 | 4th | +2 | Ability Score Improvement| 2 | 1x | 3 | 5th | +3 | Extra Attack | 3 | 1x | 3 | 6th | +3 | Leadership | 3 | 1x |3 | 7th | +3 | Command Style Feature | 3 | 1x |4 | 8th | +3 | Ability Score Improvement| 3 | 1x | 4 | 9th | +4 | Practical Knowledge | 4 | 2x |4 | 10th | +4 | Ever Ready Improvement | 4 | 2x | 4 | 11th | +4 | Command Style Feature | 4 | 2x | 4 | 12th | +4 | Ability Score Improvement | 4 | 2x | 4 | 13th | +5 | Group Training | 5 | 2x | 4 | 14th | +5 | Joint Assault | 5 | 2x | 5 | 15th | +5 | Command Style Feature | 5 | 2x |5 | 16th | +5 | Ability Score Improvement | 5 | 2x |5 | 17th | +6 | Ever Ready Improvement | 6 | 3x | 5 | 18th | +6 | Command Style Feature | 6 | 3x | 5 | 19th | +6 | Ability Score Improvement | 6 | 3x |5 | 20th | +6 | Limitless Resolve | 6 | 3x | 5
## Class Features As a Captain, you gain the following class features: #### Hit Points **Hit Dice**: 1d10 per Captain level
**Hit Points at 1st Level**: 10 + your Constitution modifier
**Hit Points at higher levels**: 1d10 + your Constitution modifier for every Captain level past 1st #### Proficiencies **Armor**: All armor, Shields
**Weapons**: Simple Weapons, Martial Weapons
**Tools**: None
**Saving Throws**: Strength, Constitution
**Skills**: Choose three Skills from Athletics, History, Intimidation, Insight, Investigation, Nature, Perception, Persuasion, and Survival #### Equipment You start with the following equipment, in addition to equipment granted by your background: - (a) a martial weapon and a Shield or (b) two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) a dungeoneer’s pack or (b) an explorer’s pack - Chain Mail
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## Class Abilities #### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. - Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - Two-Weapon Fighting: When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. \pagebreak #### Weapon Artes Beginning at 1st level, you gain access to Weapon Arts, special techniques used by a Captain to capitalize on openings left on opponents after a successful attack. Once per turn, after inflicting damage with a melee weapon attack, you may follow it up with an Art, inflicting additional weapon damage and causing additional effects. This additional damage does not get further increased from critical hits. Arts: You learn three arts of your choice. You learn additional arts as you level, up to a total of 8 arts at level 18. Each time you learn a new art, you can also replace one art you know with a different one. You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain additional uses of artes as you level, up to 5 per short or long rest at level 14. Art Damage: Each Art inflicts damage equal to the weapon's base damage die increased by the value shown on the table above, dealing up to three times a weapon's damage dice. (A weapon that has a base damage of more than one die, such as a greatsword's 2d6, would add 2d6 for each increase. At level 17, the total bonus damage of a greatsword would be 6d6, where a longsword would be 3d8) Saving Throws: Some of your arts require your target to make a saving throw to resist the arts effects. The saving throw DC is calculated as follows: Art save DC = 8 + your proficiency bonus + your Intelligence modifier Arte options are listed at the end of the Captain Section. #### Ever Ready Beginning at 2nd level, your training and schooling towards the art of combat and general tactics provides you with keen insight towards action on the battlefield, keeping you tuned against possible dangers. You can no longer be surprised so long as you are not incapacitated. Beginning at 10th level, you roll initiative with advantage. Beginning at 17th level, the benefits of Ever Ready extend to allies within 30 feet of you. #### Command Style Starting at 3rd level you gain access to a unique command style which is detailed below, further shaping your talents and sculpting your class into one of three archetypes. The Stalwart Shield is a durable knight specialized around defensive styles and tanking. The Avenging Spear is a powerful warrior specialized in brute force and damage dealing. The Elegant Blade is a capable skirmisher specialized at maneuvering allies and disrupting formations. Your command style grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level. #### Ability Score Improvement When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You can also choose to take a feat in place of increasing your ability scores, if feats are allowed. #### Extra Attack Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. #### Leadership Starting at 6th level you can call forth your battlefield expertise to grant short term bonuses to your allies. A number of times per short rest, equal to your intelligence modifier (minimum of 1) you may use a bonus action to grant one of the following benefits to all allies within 30 feet until the start of your next turn. You regain all uses of leadership on a short or long rest. - Each ally gains temporary HP equal to your intelligence modifier plus ½ your Captain level. - Each ally can roll a d4 and add the number rolled to the next attack roll or saving throw they make. - Each ally can use their reaction to move up to their speed towards you without provoking attacks of opportunity. #### Practical Knowledge Starting at 9th level, you can use all the collected knowledge you have gathered over your long career. You can add half your Intelligence Modifier, rounded down, to any ability check you make that does not already include your Intelligence Modifier. #### Group Training Starting at 13th level you are able to assist your allies in learning new skills you have gathered in your travels and studies. At the end of any long rest, you can grant one of your allies proficiency in a skill that you are proficient in and they are not until the end of your next long rest. These proficiencies can include weapon and armor proficiencies, so long as they possess the prerequisites. (Such as heavy armor proficiency requires them to already have medium armor proficiency.)
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#### Joint Assault Beginning at 14th level your specialized training allows you to guide your allies to be more effective at following up your attacks with their own devastating finisher. On your turn, when you hit an enemy with an attack and deal damage to them, the next ally that attacks the target before your next turn does so with advantage or the next ally that forces the target to make a saving throw makes them save with disadvantage. You can use this ability a number of times equal to your intelligence modifier, minimum one, and regain all uses on a long rest. #### Limitless Resolve At 20th level, when you roll Initiative and have no uses of “Weapon Arts” left, you regain one use. You then do the same for “Leadership” and “Joint Assault.” \pagebreak ## Stalwart Shield The Stalwart Shield is the Captain who knows how to best utilize their analytical mind to protect their allies and be a near-impenetrable wall. #### Unique Artes Starting at 3rd level, a Stalwart Shield gains access to two unique arts, each of which do not count against total arts known. **Taunting Smite**: A target struck by Taunting Smite needs to make a wisdom save or be forced to target you with its attacks or abilities until the start of your next turn. Area of effect abilities must include you in the area. Starting at 11th level the effecting of Taunting Slash is ongoing until the target makes a wisdom saving throw. They may attempt a new wisdom saving throw at the end of each of their turns. **Cleansing Slash**: After using this art, one ally within 30 feet of you may attempt a new saving throw against an ongoing effect it is currently subject to. Starting at 11th level the ally makes a new saving throw against every ongoing effect it is currently subject to. #### Resilient Stance Beginning at 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. #### Iron Resolve Beginning at 7th level, you gain the ability to delay a portion of the damage you take. When you take damage, you can delay an amount of damage equal to your Captain level plus your Constitution modifier. Your total delayed damage from multiple sources also cannot exceed that total. At the end of your turn, if you have delayed damage, that damage is subtracted from your HP and your delayed damage pool is reset. While you have delayed damage in your pool, when you deal damage with an art, you may reduce the damage stored in your pool by an equal amount. #### Warding Cry Beginning at 11th level, you gain a specialized way of leading your allies to victory specific to the Stalwart Shield command style. As a bonus action, when using your Leadership class feature, you may instead apply the effects of Warding Bond to all allies within 30-foot radius of you until the start of your next turn. #### Determination Beginning at 15th level, you gain advantage on saving throws against mind influencing spells and effects such as charm and fear. In addition, your allies benefit from this trait when they are under the effects of Leadership. #### Blade of Victory Beginning at 18th level, you can empower your artes that affect your allies. After using an art, you can extend the benefits of it to all allies within 30 feet of you. You regain use of this feature if that attack or art’s damage reduces an enemy to 0 HP when using Blade of Victory or after a short rest. ## Avenging Spear The Avenging Spear is the Captain who has taken their keen mind and bent it on the idea that the best defense is an overwhelming offense. #### Unique Artes Beginning at 3rd level, an Avenging Spear gains access to two unique arts, each of which do not count against total artes known. **Mountain Breaker**: A target struck by Mountain Breaker needs to make a constitution save or have its resistances negated until the start of your next turn. At 11th level your target also has its immunities reduced to resistance until the start of your next turn. **Cleaving Hammer**: After using this art, one ally within 30 feet of you can immediately use its reaction to make one weapon attack against your chosen target, so long as they are within range to do so. At 11th level your ally performing an attack no longer needs to expend their reaction to do so. #### Offensive Specialization Beginning at 3rd level, you may designate one weapon in your possession. When attacking with your designated weapon, you gain a +1 bonus to hit and a +2 bonus to damage. You may change your designated weapon after a long rest. #### Crushing Assault Beginning at 7th level, your attacks gain explosive potential, with your arts being further empowered for lethal effect. Your melee weapon attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon attack and make use of an art, the arts’ damage dice are also affected by the critical hit. In addition, if the art requires a saving throw, that saving throw is made at disadvantage.
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#### Avenging Cry Beginning at 11th level, you gain a specialized way of leading your allies to victory specific to the Avenging Spear command style. As a bonus action, when using your Leadership class feature, you may instead allow all allies within a 30-foot radius of you to use their reaction to make a melee weapon attack against a creature that makes an attack roll against them until the start of your next turn. #### Violent Flourish Beginning at 15th level, when you miss a target with one of your attacks, you may use your reaction to make a new attack roll to determine if you hit. In addition, your allies benefit from this trait when they are under the effects of Leadership. \pagebreak #### Brutal Reprisal Beginning at 18th level, you can respond to an enemy’s attack with overwhelming force. When a creature inflicts damage on you while within melee range, you can use your reaction to make a melee weapon attack against that creature. You regain use of this feature if that attack or it’s art’s damage reduces an enemy to 0 HP when using Brutal Reprisal or after a short rest. ## Elegant Blade The Elegant Blade is the Captain who uses their wit to gracefully move themselves and their allies across the battlefield. #### Unique Artes Beginning at 3rd level, an Elegant Blade gains access to two unique arts, each of which do not count against total arts known. **Directing Assault**: A target struck by Directing Assault needs to make a Strength save or must immediately use its reaction, if available, to move as far as its speed allows away from you. At 11th level when a target fails it’s saving throw, you may direct where it moves to. **Gliding Dervish**: After using this art, one ally within 30 feet of you may use its reaction to move up to its speed without provoking attacks of opportunity. At 11th level, your ally no longer needs to use its reaction to make use of the moment granted. #### Skirmishing Tactics Beginning at 3rd level, when using an art, you may deftly change your position on the battlefield and potentially strike at unaware foes. Before resolving the effect of an art after making an attack roll, you may move up to ½ your movement speed. If you choose to do so, and end your movement within melee range of a new creature, you may instead apply the effects of your chosen art to the new creature rather than the creature originally hit by your melee weapon attack. #### Blitz Beginning at 7th level, you learn to use your swift speed and varied targeting to improve your ability to inflict harm and impede enemies. You are no longer limited to using one art per turn. Each art, however, must target a separate enemy. If you use two arts in a single turn this way, you may make one additional weapon attack as part of your attack action. #### Evasive Cry Beginning at 11th level, you gain a specialized way of leading your allies to victory specific to the Elegant Blade command style. As a bonus action, when using your Leadership class feature, you may instead allow all allies within a 30-foot radius of you to gain the benefits of Evasion until the start of your next turn. \columnbreak #### Slipstream Beginning at 15th level, your movement speed is increased by 10 feet and you no longer provoke opportunity attacks when moving. In addition, your allies benefit from this trait when they are under the effects of Leadership. #### Alone In Time Beginning at 18th level, you can deliver multiple strikes in a single instant. Choose up to five additional creatures you can see within 30 feet when you use an art. You may make an art attack against each of those targets, moving after delivering each attack. Each art attack after the first does not provide the additional art benefits other than increased damage. You regain use of this feature if an art attack reduces an enemy to 0 HP when using Alone in Time or after a short rest. ## Artes **Weakening Blade**: A target struck by Weakening Blade needs to make a Strength save or be unable to use reactions until the start of your next turn. At 11th level, in addition to preventing reactions, the target also loses its bonus action. **Hemorrhaging Blow**: A target struck by Hemorrhaging Blow needs to make a Constitution save or be unable to recover HP until the start of your next turn. Beginning at 11th level, the effect of Hemorrhaging blow lasts until the target makes a Constitution saving throw. They may attempt a new saving throw at the end of each of their turns. **Pinning Stab**: A target struck by Pinning Stab must make a Dexterity save or have its movement speed reduced to 0 until the start of your next turn. At 11th level, the creature also has its movement speed reduced to half for an additional number of rounds equal to your Intelligence modifier. **Armor Rend**: A target struck by Armor Rend must make a Dexterity save or have its AC reduced by your Intelligence modifier until the start of your next turn. This reduction can not exceed your proficiency modifier. Beginning at 11th level, the creature also loses its resistance towards bludgeoning, piercing, or slashing damage if any. **Sundering Strike**: A target struck by Sundering Strike must make a Strength save or have its attack bonus decreased by your Intelligence modifier until the start of your next turn. This reduction can not exceed your proficiency modifier. At 11th level, the creature also has its Strength reduced by 1d6 for a number of rounds equal to your Intelligence modifier. **Mantle Shatter**: A target struck by Mantle Shatter must make a Constitution save or have its saving throws reduced by your Intelligence modifier until the start of your next turn. This reduction can not exceed your proficiency modifier. At 11th level, the target also suffers the effects of Dispel Magic, but spells of higher than 3rd level are not affected.
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\pagebreak **Opening Attack**: After using this art, one ally within 30 feet of you that can see or hear you regains use of their expended reaction for the round. At 11th level, in addition to refreshing the ally’s reaction, the ally can ready an action. If readying a spell, the spell can only be a cantrip. **Guarding Ward**: After using this art, one ally within 30 feet of you that can see or hear you gains a bonus to their AC equal to your Intelligence modifier until the start of your next turn. This bonus can not exceed your proficiency modifier. Beginning at 11th level, the target also gains resistance to all bludgeoning, piercing, or slashing damage it takes before the start of your next turn. **Guiding Maneuver**: After using this art, one ally within 30 feet of you that can see or hear you gains a bonus to attack rolls equal to your intelligence modifier until the start of your next turn. This bonus can not exceed your proficiency modifier. At 11th level, this bonus also applies to all damage rolls they make until the start of your next turn. **Spell-Shield Blessing**: After using this art, one ally within 30 feet of you that can see or hear you gains a bonus to saving throws equal to your Intelligence modifier until the start of your next turn. This bonus can not exceed your proficiency modifier. At 11th level, until the start of your next turn, if the creature succeeds on a saving throw against an effect, they ignore any damage they would take on a success from that effect. **Follow-Up**: After using this art, you may make one additional attack as part of your attack action. You may not gain more than one additional attack this way per turn. At 11th level, this additional attack is made with advantage. **Rally**: After using this art, you may recover one use of a Captain feature that normally recovers on a short rest, other than arts. At 11th level, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). \columnbreak
##### Art Credits *Crusader Captain Vsevolod* by
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