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VSS

Captain

A half-elf, adorned in the ribbons and medals of a high-ranking commander, sits astride an armored warhorse. To her right, a powerfully built orcish man in more pedestrian attire sits atop his own horse, shouldering a hefty greataxe. They set down the road together, accompanied by blaring trumpets and banging drums, which announce their approach. Puffing on a pipe and eyeing the room, a halfling guildmaster in a fitted suit twirls a dagger between his fingers. A crowd of thieves, crooks, and bandits are arrayed before him, all studying blueprints laid out on a candlelit table. Tonight, their chapter of the Thieves’ Guild becomes rich, and their guildmaster goes down in history. Kobolds swarm left and right, scampering across piles of gold pieces, only to be met by the dwarf ’s greataxe. Arrow after arrow, a human archer looses shots that merely plink off the enraged dragon’s crimson scales. A gnomish mage gathers crackling arcane might in his hands for a devastating magical blast. Across the chamber, amidst the chaos, a plan crystallizes in the adventuring company’s leader. She begins shouting orders, and the party sets into motion. Decisive leaders and brilliant strategists, captains inspire their allies to greatness. Invariably, they stand alongside their cohorts—their devoted lieutenants, whom they entrust with their lives. Captains outstrategize their enemies, ensuring that, while they rarely deal the killing blow, they’re always on the winning side.  

Fearless Leaders

Many people aspire to command, but few inspire loyalty as a captain does. Captains rally allies to their side through confidence and determination, but gain long-term friends through wisdom and accountability. A good captain thinks a little bigger than their compatriots, planning one step further and fitting their allies like puzzle pieces to the challenges ahead. To their eyes, there are few defeats; only setbacks, diversions, and detours. Success is always on the path ahead. Moreover, captains lead by example. They stand shoulder-to-shoulder with knights, creep through the night alongside rogues, and study arcane texts with mages, even when they barely understand what they’re reading. Captains are at the front line with their allies, not barking orders from afar.  

Cohort and Commander

A captain is only as good as their second in command, their cohort, who stands by them at every step and safeguards their plan’s success. Far more than a simple ally, a captain’s cohort is a confidant, an advisor, and a trusted friend. Cohorts see their captain as a wellspring of information, and will follow them to the ends of the earth.

Creating a Captain

The ideal captain—a consummate leader—can be realized in many different ways. Your captain could be a head of an adventuring company, an officer in an army, the president of a corporation, the chief of a tribe, the admiral of a fleet, or any other type of leader. The only commonalities amongst captains are their positions of authority and natural inclinations towards leadership. You should consider how your captain chooses to lead: not simply what banner they fly, but how they treat their followers and how they give orders. Do you rally others to your side with a magnetic personality or a stoic facade? How would you deal with a dilemma that offers only losing strategies? How do you treat your opponents once you’ve secured victory? You should also think of previous victories or defeats that have defined your captain in the past. Has your story been that of a meteoric rise or a disgraceful fall? What event first thrust you into leadership, and how did you first take to it? Which success or defeat led you to the life of an adventurer?   QUICK BUILD
You can make a captain quickly by following these suggestions. First, make Charisma your highest ability score, followed by Strength. Next, select History and Persuasion as your skills, and take the Dueling Fighting Style.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per captain level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception, and Persuasion
starting equipment:
You start with the following equipment, in addition to
the equipment granted to you by your background:

  • (a) scale mail, or (b) leather armor

  • A dagger and (a) a warhammer, (b) a longsword, or (c) any simple weapon

  • (a) a light crossbow and 20 bolts, (b) a shortbow and 20 arrows, or (c) 5 javelins

  • An embroidered standard and (a) an explorer's pack or (b) one kit you're proficient with


spellcasting:
class features:
Born Leader
By 1st level, your competence and commanding personality lend you a knack for leadership. Common folk defer to your authority and influence, especially in times of crisis. As a result, you have advantage on any Charisma (Persuasion) check you make to convince someone to let you take charge of a situation or to give someone orders in a dangerous situation. Additionally, you can use your Charisma modifier, instead of your Intelligence modifier, for any ability check you make related to planning, strategy, or tactics.   Fighting Style
At 1st level, you adopt a 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.   ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons.   DEFENSE While you are wearing armor, you gain a +1 bonus to AC.   DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   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.   Cohort
Starting at 2nd level, you gain a loyal cohort who carries your banner and follows your lead.   INITIATING A COHORT
Select a companion from the Cohort section; following an 8-hour initiation period, that creature becomes your cohort. You can have only one cohort at a time. If your cohort is ever slain, you can raise them from the dead by the usual methods, such as the raise dead spell, or you can spend 8 hours initiating a new cohort. If you do so, your previous cohort loses all abilities granted by this ability, even if it is later returned to life. Your cohort obeys your commands as best it can. Your cohort takes its turn immediately before or after your turn each round (your choice), and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.   COHORT FEATURES
At 2nd, 6th, 10th, 14th, and 18th levels, your cohort gains new abilities based on its archetype.     HIT POINTS
For each captain level you gain after 2nd, your cohort gains an additional hit die and increases its hit points accordingly.   ABILITY SCORES
Whenever you gain the Ability Score Improvement class feature, your cohort’s abilities also improve. Your cohort can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature, unless its description specifies otherwise. When you improve a cohort’s ability scores, remember to also increase other relevant statistics, such as skill bonuses, bonuses to hit and damage, and spell save DCs.   PROFICIENCIES
Your cohort gains proficiency in skills listed in its statistics. It also gains proficiency with simple weapons, martial weapons, light armor, medium armor, heavy armor, or shields if its statistics contain weapons or armor from that category. Your cohort uses your proficiency bonus rather than its own. Because cohort statistics already include a +2 proficiency bonus, you need only adjust the attack bonus and skill proficiency bonus starting at 5th level.   ALIGNMENT
Your cohort’s alignment is within one step of your own, and has a personality trait and flaw determined by the GM. Its bond is always, “I will follow my commander into any fray, and I will gladly fight by their side until my death.”   Banner
Starting at 3rd level, you adopt a banner which you fly in combat, emblazon on your armor, and fix to your seal. You can select from the banners which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 13th, and 17th level.   War Tactics
Starting at 3rd level, you have a pool of battle dice that you can use to bolster your allies or perform special maneuvers in combat. You begin with 2 battle dice, which are d8s. You regain all expended battle dice when you finish a short or long rest, or when you roll initiative. Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the Battle Dice column of the Captain table.   SAVING THROWS
If one of your maneuvers calls for a saving throw to resist its effects, the saving throw DC is calculated as follows:   Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier   MANEUVERS
You can spend battle dice to use the following maneuvers:   Brace. As a bonus action on your turn, you can expend a battle die to bolster your allies. Each allied creature within 30 feet of you that can see or hear you adds the battle die to all saving throws it makes until the end of your next turn.
Rally. As a bonus action on your turn, you can expend a battle die to choose one allied creature within 60 feet of you who can see or hear you. That creature regains hit points equal to the number rolled + your Charisma modifier. You can't use this ability to heal a creature who has 0 hit points.
Staggering Strike. As a bonus action when you make a weapon attack against a creature, you can expend a battle die to attempt to stun a humanoid target. On a hit, the target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.   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.   Blitz
Starting at 5th level, as a bonus action on your turn, you can direct your cohort or a friendly creature within 60 feet of you that can see or hear you to fight alongside you. The chosen creature can use its reaction to move up to its speed or make a single weapon attack.   Advanced Tactics
At 9th level, your maneuvers improve in the following ways:   Brace. Allies can also add the battle die to their ability checks until the beginning of your next turn.
Rally. Whenever you spend a battle die to cause a creature to regain hit points, that creature also gains temporary hit points equal to your captain level.
Staggering Strike. When you hit with a staggering strike, you add the battle die to the damage roll.   Coordinated Strike
By 11th level, you and your cohort fight as a perfect fighting unit. Whenever you attack a creature that your cohort hit with an attack since the end of your last turn, you deal an additional 2d8 damage on a hit.   Lead by Example
Starting at 15th level, whenever you roll a 20 on an attack roll, ability check, or saving throw, each friendly creature within 30 feet of you has advantage when it makes the same type of roll (attack roll, ability check, or saving throw) before the beginning of your next turn.   Warlord
At 20th level, when a friendly creature you can see within 30 feet misses an attack against a creature within its range, you can turn the miss into a hit. Alternatively, if it fails a saving throw, you can treat the d20 roll as a 20. Once you use this ability, you can’t use it again until you finish a short or long rest.  

Cohorts

Your cohort is the most steadfast of allies, is loyal to a fault, and will likely be a lifelong ally and friend. But not all cohorts are cut from the same cloth or possess the same skills—choose from the following nonplayer characters when you enlist a new cohort.   ABBOT
A devout adherent to the faith, an abbot can work minor divine miracles with the whispering of prayers and the waving of hands.   [url:

VSS

Abbot Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 13 (chain shirt)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 30 ft

STR

13 +1

DEX

10 +0

CON

12 +1

INT

10 +0

WIS

14 +2

CHA

11 +0

Saving Throws: Wis +4, Cha +2
Skills: Medicine +4, Religion +2
Senses: passive Perception 12
Languages: any one language (usually Common)
Challenge Rating: 1/4

Spellcasting. The abbot is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The abbot has the following cleric spells prepared:

At will: Cantrips (at will): light, sacred flame, thaumaturgy

1/day: 1st level (2 slots): cure wounds, guiding bolt, sanctuary

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1d6+1 bludgeoning damage.   Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) 1d8 piercing damage.

]   While following the command of a captain, the abbot gains additional abilities based on the captain’s level:
2nd. Turn Undead (1/Long). As an action, the abbot may present its holy symbol and speak a prayer censuring the undead. Each undead that can see or hear the abbot within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the abbot as it can, and it can’t willingly move to a space within 30 feet of the abbot. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
6th. Spellcasting. The abbot’s spellcasting improves. It is a 3rd-level spellcaster which has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): detect evil and good, cure wounds, guiding bolt, sanctuary 2nd level (2 slots): lesser restoration
10th. Spellcasting. The abbot’s spellcasting improves. It is a 5th-level spellcaster which has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): detect evil and good, cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): revivify
14th. Spellcasting. The abbot’s spellcasting improves. It is a 7th-level spellcaster which has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): detect evil and good, cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (3 slots): beacon of hope, revivify 4th level (1 slots): divination
18th. Spellcasting. The abbot’s spellcasting improves. It is a 9th-level spellcaster which has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): detect evil and good, cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (3 slots): beacon of hope, revivify 4th level (3 slots): death ward, divination 5th level (1 slots): flame strike   BERSERKER
Vicious and wild, the Berserker tears across the battlefield in a wild frenzy, devastating its enemies with boundless rage.   [url:

VSS

Berserker Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 14 (unarmored defense)
Hit Points: 13 (2d8+4) 2d8+4
Speed: 30 ft

STR

14 +2

DEX

14 +2

CON

14 +2

INT

9 -1

WIS

10 +0

CHA

9 -1

Saving Throws: Str +4, Con +4
Skills: Athletics +4, Survival +3
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge Rating: 1/4

Unarmored Defense. While not wearing armor, the berserker’s AC is equal to 10 + its Dexterity modifier + its Constitution modifier.

Actions

Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) 1d12+2 slashing damage.   Handaxe. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: 5 (1d6 + 2) 1d6+2

]   While following the command of a captain, the berserker gains additional abilities based on the captain’s level:
2nd. Rage (Recharges after a Long Rest). The berserker can enter a rage as a bonus action, gaining the following benefits for 1 minute:
  • The berserker has advantage on Strength checks and Strength saving throws.
  • The berserker deals an additional 2 damage on melee weapon damage rolls.
  • The berserker has resistance to bludgeoning, piercing, and slashing damage.
This rage ends early if the berserker is knocked unconscious or if the berserker does not attack a hostile creature or take damage on its turn. The berserker can also end its rage on its turn as a bonus action.
6th. Relentless (Recharges after a Long Rest). If the berserker takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
10th. Rage. The berserker can rage twice before requiring a long rest and deals an additional 3 on melee weapon damage rolls while raging.
14th. Brutal Critical. The berserker deals an additional die of damage on a critical hit.
18th. Rage. The berserker can rage three times before requiring a long rest and deals an additional 4 damage on melee weapon damage rolls while raging.   CHAMPION
A Champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle.   [url:

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Champion Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 16 (scale mail, shield)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 30 ft

STR

14 +2

DEX

11 +0

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

9 -1

Saving Throws: Str +4, Con +3
Skills: Animal Handling +3, Athletics +4
Senses: passive Perception 11
Languages: any one language (usually Common)
Challenge Rating: 1/4

Martial Prowess. The champion deals an additional 2 damage on melee weapon damage rolls (included in the damage rolls).

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 1d8+4 slashing damage, or 9 (1d10 + 4) 1d10+4 slashing damage if used in two hands.   Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.

]   While following the command of a captain, the champion gains additional abilities based on the captain’s level:
2nd. Ability Score Increase. The champion’s Strength, Dexterity, or Constitution increases by scores by 2, to a maximum of 20.
6th. Second Wind (Recharges after a Short or Long Rest). On his turn, the champion can use a bonus action to regain hit points equal to 1d10 + the captain’s level.
10th. Ability Score Increase. The champion’s Strength, Dexterity, or Constitution increases by scores by 2, to a maximum of 20.
14th. Deadly Accuracy. The champion’s weapon attack rolls score a critical hit on a roll of 19 or 20.
18th. Martial Advantage (1/Turn). The champion can deal an additional 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the champion that isn’t incapacitated.   CONSTRUCT
With the help of a tinkerer or a mage, you gain the unwavering, mechanical loyalty of a golem, shield guardian, or clockwork construct. Your construct is of a smaller variety than most golems, but can be built and repaired in far less time.
Construct Nature. A construct doesn’t require air, food, drink, or sleep.   [url:

VSS

Construct Cohort CR: 1/4

Medium construct, any lawful
Armor Class: 17 (natural armor)
Hit Points: 13 (2d8 + 4) 2d8+4
Speed: 30 ft

STR

14 +2

DEX

10 +0

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

9 -1

Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator (usually Common) but can’t speak
Challenge Rating: 1/4

Death Burst. The construct explodes when it drops to 0 hit points. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 7 (2d6) 2d6 fire damage on a failed save, or half as much damage on a successful one.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 1d8+2 bludgeoning damage.

]   While following the command of a captain, the construct gains additional abilities based on the captain’s level:
2nd. Surveillance Protocol. The construct gains blindsight out to 60 feet. It also adds the captain’s level to its passive Perception score.
6th. Improved Armor. The construct’s Armor Class improves by 1.
6th. Death Burst. The construct’s Death Burst improves: it deals 21 (6d6) fire damage on a failed save, or half as much on a successful one.
10th. Charged Slam. The construct’s slam attack deals an additional 1d8 lightning damage on a hit.
10th. Magic Resistance. The construct has advantage on saving throws against spells and other magical effects.
14th. Improved Armor. The construct’s Armor Class improves by 1.
18th. Unerring Strike (1/Turn). The construct can repeat its slam attack if it misses.   CULTIST
Dogmatic and often unhinged, cultists draw upon forbidden, eldritch allies for a taste of arcane might.   [url:

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Cultist Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 12 (leather armor)
Hit Points: 11 (2d8+2) 2d8+2
Speed: 30 ft

STR

11 +0

DEX

13 +1

CON

12 +1

INT

11 +0

WIS

9 -1

CHA

14 +2

Saving Throws: Wis +1, Cha +4
Skills: Deception +4, Persuasion +4
Senses: passive Perception 9
Languages: any one language (usually Common)
Challenge Rating: 1/4

Spellcasting. The cultist is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. The cultist knows the following warlock spells:

At will: Cantrips (at will): eldritch blast, minor illusion

1/day: 1st level (1 1st-level slot): charm person, hellish rebuke

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) 1d4+1 piercing damage.

]   While following the command of a captain, the cultist gains additional abilities based on the captain’s level:
2nd. Agonizing Blast. The cultist adds their Charisma modifier to the damage it deals on a hit with eldritch blast.
6th. Spellcasting. The cultist’s spellcasting improves. It is a 3rd-level spellcaster which knows the following warlock spells: Cantrips (at will): eldritch blast, minor illusion 1st–2nd level (2 2nd-level slots): charm person, comprehend languages, hellish rebuke, ray of enfeeblement
10th. Dark One’s Own Luck (Recharges after a Short or Long Rest). When the cultist makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
10th. Spellcasting. The cultist’s spellcasting improves. It is a 5th-level spellcaster which knows the following warlock spells: Cantrips (at will): eldritch blast, minor illusion, shocking grasp 1st–3rd level (2 3rd-level slots): charm person, comprehend languages, fear, hellish rebuke, ray of enfeeblement, suggestion
14th. Spellcasting. The cultist’s spellcasting improves. It is a 7th-level spellcaster which knows the following warlock spells: Cantrips (at will): eldritch blast, minor illusion, shocking grasp 1st–4th level (2 4th-level slots): banishment, charm person, comprehend languages, fear, gaseous form, hellish rebuke, ray of enfeeblement, suggestion
18th. Spellcasting. The cultist’s spellcasting improves. It is a 9th-level spellcaster which knows the following warlock spells: Cantrips (at will): eldritch blast, minor illusion, shocking grasp 1st–5th level (2 5th-level slots): banishment, blight, charm person, comprehend languages, fear, gaseous form, hellish rebuke, hold monster, ray of enfeeblement, suggestion   HUNTER
A Hunter is a naturally skilled tracker and outlander, as comfortable in the depths of the woods as in a tavern or or town.   [url:

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Hunter Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 14 (studded leather armor)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

14 +2

CHA

9 -1

Saving Throws: Str +2, Dex +4
Skills: s Nature +2, Survival +4
Senses: passive Perception 12
Languages: any one language (usually Common)
Challenge Rating: 1/4

Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 slashing damage.   Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: 6 (1d8 + 2) 1d8+2 piercing damage.

]   While following the command of a captain, the hunter gains additional abilities based on the captain’s level:
2nd. Sharpshooter. The hunter adds 2 to its ranged weapon attack rolls.
6th. Spellcasting. The hunter is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The hunter knows the following ranger spells: 1st level (3 slots): animal friendship, hunter’s mark, longstrider
10th. Spellcasting. The hunter's spellcasting improves. It is a 5th-level spellcaster which knows the following ranger spells: 1st level (4 slots): animal friendship, hunter’s mark, longstrider 2nd level (2 slots): spike growth
10th. Two-Weapon Fighting. If the hunter wields two light melee weapons, it can use a bonus action to make an additional melee weapon attack.
14th. Fleeting. The hunter can take the Disengage action as a bonus action on each of its turns.
14th. Spellcasting. The hunter's spellcasting improves. It is a 7th-level spellcaster which knows the following ranger spells: 1st level (4 slots): animal friendship, hunter’s mark, longstrider 2nd level (3 slots): pass without trace, spike growth
18th. Spellcasting. The hunter's spellcasting improves. It is a 9th-level spellcaster which knows the following ranger spells: 1st level (4 slots): animal friendship, hunter’s mark, longstrider 2nd level (3 slots): pass without trace, spike growth 3rd level (2 slots): haste (counts as a ranger spell for the hunter)   MAGE
A mage is a brilliant and studious spellcaster, wellversed in the study of all things arcane.   [url:

VSS

Mage Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 11 (14 with mage armor
Hit Points: 7 (2d8 − 2) 1d8-2
Speed: 30 ft

STR

9 -1

DEX

12 +1

CON

9 -1

INT

14 +2

WIS

13 +1

CHA

13 +1

Saving Throws: Int +4, Wis +3
Skills: Arcana +4, History +4
Senses: passive Perception 11
Languages: any one language (usually Common)
Challenge Rating: 1/4

Spellcasting. The mage is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mage has the following wizard spells prepared:

At will: Cantrips (at will): fire bolt, light, mage hand, prestidigitation   1st level (2 slots): mage armor, magic missile, shield

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) 1d4+1 piercing damage.

]   While following the command of a captain, the mage gains additional abilities based on the captain’s level:
2nd. Magic Resistance. The mage has advantage on saving throws against spells and other magical effects.
6th. Spellcasting. The mage's spellcasting improves. It is a 3rd-level spellcaster which has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): mage armor, magic missile, shield 2nd level (2 slots): misty step, scorching ray
10th. Spellcasting. The mage's spellcasting improves. It is a 5th-level spellcaster which has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, scorching ray 3rd level (2 slots): fireball
14th. Spellcasting. The mage's spellcasting improves. It is a 7th-level spellcaster which has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, scorching ray 3rd level (3 slots): counterspell, fireball 4th level (1 slots): greater invisibility
18th. Spellcasting. The mage's spellcasting improves. It is a 9th-level spellcaster which has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, scorching ray 3rd level (3 slots): counterspell, fireball 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold   STALKER
Stealthy and subversive, the Stalker is just as adept an assassin as a burglar or thief.   [url:

VSS

Stalker Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 14 (studded leather armor)
Hit Points: 9 (2d8) 2d8
Speed: 30 ft

STR

9 -1

DEX

14 +2

CON

11 +0

INT

13 +1

WIS

12 +1

CHA

11 +0

Saving Throws: Dex +4, Int +3
Skills: Acrobatics +4, Stealth +4
Senses: passive Perception 11
Languages: any one language (usually Common)
Challenge Rating: 1/4

Sneak Attack (1/Turn). The stalker deals an extra 3 (1d6) 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the stalker that isn't incapacitated and the stalker doesn't have disadvantage on the attack roll.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.   Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 5 (1d6 + 2)  1d6+2 piercing damage.

]   While following the command of a captain, the stalker gains additional abilities based on the captain’s level:
2nd. Cunning Action. On each of its turns, the stalker can use a bonus action to take the Dash, Disengage, or Hide action.
6th. Sneak Attack. The stalker’s Sneak Attack damage increases to 2d6.
10th. Uncanny Dodge. When the stalker takes damage from an effect it can see, it can halve that damage as a reaction.
10th. Sneak Attack. The stalker’s Sneak Attack damage increases to 3d6.
14th. Evasion. If the stalker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the stalker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
14th. Sneak Attack. The stalker’s Sneak Attack damage increases to 4d6.
18th. Assassinate. During its first turn, the stalker has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the stalker scores against a surprised creature is a critical hit.   TEMPLAR
A daring knight, sworn to virtue and station, a templar knows no fear in their heart and no equal in battle.   [url:

VSS

Templar Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 16 (chain mail)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 30 ft

STR

14 +2

DEX

9 -1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

14 +2

Saving Throws: Wis +2, Cha +4
Skills: Athletics +4, Religion +2
Senses: passive Perception 10
Languages: any one language (usually Common)
Challenge Rating: 1/4

Brave. The templar has advantage on saving throws against being frightened.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 1d8+2 slashing damage, or 9 (1d10 + 4) 1d10+4 slashing damage if used in two hands.   Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.

]   While following the command of a captain, the templar gains additional abilities based on the captain’s level:
2nd. Divine Hands (1/Long). As an action, the templar can touch a willing creature within 5 feet of it, which regains 2d8 hit points.
6th. Spellcasting. The templar is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The templar has the following paladin spells prepared: 1st level (3 slots): command, divine favor, protection from evil and good   6th: Divine Eminence. As a bonus action, the templar can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the templar expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
10th. Spellcasting. The templar’s spellcasting improves. It is a 5th-level spellcaster which has the following paladin spells prepared: 1st level (4 slots): command, divine favor, protection from evil and good 2nd level (2 slots): branding smite
14th. Parry. As a reaction, the templar adds 2 to its AC against one melee attack that would hit it. To do so, the templar must see the attacker and be wielding a melee weapon.
14th. Spellcasting. The templar’s spellcasting improves. It is a 7th-level spellcaster which has the following paladin spells prepared: 1st level (4 slots): command, divine favor, protection from evil and good 2nd level (3 slots): branding smite, magic weapon
18th. Spellcasting. The templar’s spellcasting improves. It is a 9th-level spellcaster which has the following paladin spells prepared: 1st level (4 slots): command, divine favor, protection from evil and good 2nd level (3 slots): branding smite, magic weapon 3rd level (2 slots): spirit guardians (counts as a paladin spell for the templar)   UNDEAD
With the help of necromancy, a commander can enlist the most loyal minion possible: a silent, obedient undead thrall. Zombies, ghouls, and revenants are the most common form of undead cohort, as they are sturdier than skeletons, and more loyal than vampires.
Undead Nature. An undead doesn't require air, food, drink, or sleep   [url:

VSS

Undead Cohort CR: 1/4

Medium humanoid(any race), any
Armor Class: 9
Hit Points: 13 (2d8 + 4) 2d8+4
Speed: 30 ft

STR

15 +2

DEX

10 +0

CON

15 +2

INT

9 -1

WIS

9 -1

CHA

9 -1

Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands any one language (usually Common), but can’t speak
Challenge Rating: 1/4

Undead Fortitude. If damage reduces the undead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.

]   While following the command of a captain, the undead gains additional abilities based on the captain’s level:
2nd: Turn Resistance. The undead has advantage on saving throws against any effect that turns undead.
6th: Necrotizing Bite. The undead’s bite deals an additional 1d6 necrotic damage on a hit.
10th: Regeneration. The undead regains 1 hit point at the start of its turn. If the undead takes fire or radiant damage, this trait doesn’t function at the start of the undead’s next turn. The undead dies only if it starts its turn with 0 hit points and doesn’t regenerate.
14th: Improved Necrotizing Bite. The undead’s bite deals an additional d6 necrotic damage (2d6) on a hit, and the undead regains hit points equal to the necrotic damage dealt.
18th: Undead Horde. A humanoid slain by the undead’s bite attack rises 24 hours later as a zombie under the captain's control, unless the humanoid is restored to life or its body is destroyed. The captain can have no more than six zombies under its control at one time. The zombies remain under the captain’s control for 24 hours, after which the captain must cast the animate dead or similar magic to reassert control over them.
subclass options:

BANNERS

  Captains adopt emblems that denote their virtues, skills, and command styles, which they fly upon their banners to rally allies to their side. A symbolic statement, this heraldry speaks volumes about what a captain prizes in the world, be it knowledge, allies, or personal gain.

Dragon Banner

Captains under the banner of the Dragon are among the most formidable warriors to grace the battlefield. Armed with an array of lethal maneuvers, these captains cut through lesser combatants with ease, turning the tides of battle on their own, if needed. The visage of the dragon banner inspires fear and loyalty on equal measure, for the carnage and bloodshed left in a dragon warrior’s wake speaks volumes of their skill.   BONUS BATTLE DIE
Starting when you choose this banner at 3rd level, your total number of battle dice increases by 1.   MANEUVER: CLEAVE

Also at 3rd level, you learn the following maneuver: When you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon attack on your turn, you can spend a battle die to move up to 15 feet and make an additional melee weapon attack. You add the battle die to the attack’s damage roll.
  MANEUVER: WADE INTO BATTLE
At 7th level, you learn the following maneuver: You can expend a battle die to take the Dash and Disengage actions as a bonus action.   MANEUVER: FURY ATTACK
At 13th level, you learn the following maneuver: When you take the Attack action on your turn, you can expend a battle die as a bonus action to unleash a barrage of strikes. Make up to three melee weapon attacks, instead of one. Each attack must target a different creature.   VICIOUS FOCUS
Beginning at 17th level, whenever you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon attack, you enter a zen state of battle for up to 1 minute. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20. Each time during the duration that you reduce another hostile creature to 0 hit points or score another critical hit, this critical hit range increases, first allowing your melee weapon attacks to score a critical hit on a roll of 18 to 20, then on a roll of 17 to 20, then on a roll of 16 to 20. If you fall unconscious, this effect ends early.  

Eagle Banner

With sharp eyes and even sharper arrows, captains of the Eagle seek to be lords of speed and ranged combat, mastering bow, sling, and ballista alike. Such captains are just as dangerous in close range as they are perched on the horizon, for they can accurately deliver an arrow or a crossbow bolt at point blank range.   MANEUVER: EAGLE SHOT
Starting when you choose this banner at 3rd level, you learn the following maneuver: When you make a ranged weapon attack roll against a creature, you can use your bonus action and expend a battle die to add it to the roll. You can use this ability before or after making the attack roll, but before the GM says whether the attack hits or misses.   VANTAGE POINT
By 7th level, you can quickly scale walls to gain a perch above your foes. You have a climbing speed equal to your movement speed. In addition, by climbing at half speed, you can climb up difficult surfaces (such as vertical walls) without making an ability check.   CLOSE-QUARTERS SHOOTING
At 13th level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls or the ranged attack rolls of friendly creatures within 15 feet of you.   SCATTER SHOT
Starting at 17th level, you can use your action to launch a volley of projectiles. Make a separate ranged weapon attack against any creatures you choose within a 15-foot cone, making a seperate attack roll for each target. If you target only one creature in this cone, add an additional weapon damage die to the damage roll on a hit.

Jolly Roger Banner

The skulls and crossbones adorning the Banner of the Jolly Roger need no introduction: it means thieves, brigands, treasure, and adventure on the high seas. Moreover, it means the strong backs of a crew working in unison, piloting a ship from horizon to horizon, under the command of a fierce captain and their first mate.   MANEUVER: PARRYING STANCE
Starting when you choose this banner at 3rd level, you learn the following maneuver: When you use the Attack action with a finesse weapon on your turn, you can spend one battle die as a bonus action to make an additional attack with that weapon. This attack adds the battle die, instead of your ability score, to the weapon’s damage roll.   TRICKY FOOTWORK
By 7th level, your elegant swordplay lets you place enemies where you want them. Whenever you hit a creature of your size or smaller with a melee attack on your turn, you can switch places with them. This movement doesn’t provoke opportunity attacks.   UNFAIR PLAY
Beginning at 13th level, both you and your cohort can take the Use an Object action, Hide action, or make a shove attempt as a bonus action. You have advantage on Strength (Athletics) checks you make to push another creature out of a boat.   ALL HANDS ON DECK
By 17th level, your crew works in perfect unison at your directive. You can use your action on your turn to direct each friendly creature within 60 feet that can see or hear you to take an action of your choice, other than the Attack, Cast a Spell, Dodge, or Use a Magic Item actions. A creature can use its reaction to take this action.  

Lion Banner

Bravery in the face of overwhelming odds, mastery of horsemanship, and unwavering honor are the hallmarks of captains of the Lion. This banner represents the very ideal of gallantry and fortitude which knights and paladins aspire to achieve. Even the sight of it inspires heroism in its troops, and a captain who flies it can turn even the most poorly equipped militia into a fit fighting force.   MANEUVER: LION'S CHALLENGE
Starting when you choose this banner at 3rd level, you learn the following maneuver: As a bonus action when you hit a creature with a weapon attack, you can expend one battle die to challenge the target to a duel. The target has disadvantage on all attack rolls against targets other than you until the end of your next turn.   SADDLE SURE
At 7th level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you aren't incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Additionally, you can force an attack targeted at your mount to target you instead.   REPOSITION
Starting at 13th level, you and up to three friendly creatures of your choice can each move up to 20 feet when you roll initiative.   LION'S GAMBIT
Starting at 17th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature and add half your level to the damage roll. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.

Ram Banner

Captains who brandish the banner of the Ram seek to batter through their obstacles with overwhelming force. Whenever possible, these captains put their enemies on the back foot, literally hurling their foes to the floor or shoving them into unfavorable ground, from which position their cohorts can make swift work of any resistance. The Banner of the Ram sees such tactics as not only fair, but optimal, as validity in combat should be judged only by effectiveness.   MANEUVER: BULL RUSH
Starting when you choose this banner at 3rd level, you learn the following maneuver: When you move at least 10 feet in a straight line and immediately make a melee weapon attack against a creature, you can use a bonus action and expend a battle die to shove the target after the attack. Add the battle die to the Strength (Athletics) check you make to shove the target. On a success, you can push the target 10 feet, instead of only 5.   SUREFOOTED
Beginning at 7th level, you ignore nonmagical difficult terrain.   LOCK HORNS
At 13th level, you can buck your foes into harm’s way. Whenever you shove a creature into an ally, that creature can use its reaction to make an attack against the shoved creature.   AND STAY DOWN
Starting at 17th level, whenever a creature stands up from being prone while within your reach, you can make an opportunity attack against it.

Raven Banner

The banner of the Raven signifies a clandestine captain who prefers stealth to action and ambushes to open fights. If pressed, a captain of the Raven might be drawn into a direct confrontation, but they can never be expected to play fair. These captains might have more in common with rogues, and might even hold a position of leadership within a Thieves’ Guild. More than one guild master and bandit leader has flown the Raven Banner while on a raid.   MANEUVER: FLANKING STRIKE
Starting when you choose this banner at 3rd level, you are trained in ambush tactics. You learn the following maneuver:   If you hit a creature with a weapon attack while one of your allies is within 5 feet of the target, you can expend a battle die to aim for the creature’s most vital areas. Add the battle die and half your level (rounded down) to the attack’s damage roll. This attack must use a finesse weapon or a light weapon.   MANEUVER: EFFORTLESS DODGE
Also at 3rd level, you learn the following maneuver: As a bonus action, you can spend a battle die to take the Dodge action. You can’t use this maneuver while wearing medium or heavy armor.   COVERT
At 7th level, when you are hidden and a creature discovers you with a successful Wisdom (Perception) check, you can reattempt your Dexterity (Stealth) check to hide. On a success, you silently reposition yourself and the creature does not notice you. Once you use this ability, you can’t use it again until you finish a short or long rest.   STRIKE FIRST, STRIKE LAST
Beginning at 13th level, you can intercede moments before an enemy strikes. As a reaction when a creature you can see takes the Attack action, you can move up to your movement speed without provoking opportunity attacks toward the creature and make one attack targeting it. Once you use this ability, you can't use it again until you finish a long rest.   GUERILLA WARFARE
Starting at 17th level, you are a master of unconventional combat. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, once per turn when you attack and hit a creature on the first round of combat, you can add two battle dice to the attack’s damage roll without expending them.

Turtle Banner

The fortified defenses of captains who fly the Turtle banner are legendary. Turtle tactics emphasize endurance and survival, as well-protected soldiers can not only win battles, but entire wars. Thinking long-term is key to any defensive strategy, as captains of the Turtle know the answer is never how they shall counterattack, but when.   BONUS PROFICIENCIES
Starting when you choose this banner at 3rd level, you gain proficiency in heavy armor.   MANEUVER: IRON SHELL
Also at 3rd level, you learn the following maneuver: As a bonus action, you can spend a battle die to fortify an ally you can see that can see you within 60 feet. The ally gains a bonus to their Armor Class equal to half the number of rolled on the battle die, rounded down (minimum 1) against the next attack made against it within the next minute.   SLOW AND STEADY
Beginning at 7th level, your movement speed can't be slowed and you can't be knocked prone or moved against your will.   SHIELD WALL
By 13th level, you can shelter others behind your armor. You count as half cover for effects passing through your space for allied creatures of your size and smaller within 5 feet of you.   UNBREAKABLE
Starting at 17th level, you can shrug off attacks which would otherwise hit you. You have a pool of 20 armor points. As a reaction when you’re hit by a melee weapon attack, you can expend any number of armor points and add them to your Armor Class, potentially causing the attack to miss. You regain all armor points when you finish a long rest.
LEVELPROFICIENCY BONUSFEATURESBATTLE DICECOHORT FEATURE
1st+2Born Leader, Fighting Style
2nd+2CohortCohort feature
3rd+2Banner, War Tactics2d8
4th+2Ability Score Improvement2d8
5th+3Blitz2d8
6th+33d8Cohort feature
7th+3Banner feature3d8
8th+3Ability Score Improvement3d8
9th+4Advanced Tactics3d8
10th+43d10Cohort feature
11th+4Coordinated Strike3d10
12th+4Ability Score Improvement3d10
13th+5Banner feature3d10
14th+54d10Cohort feature
15th+5Lead by Example4d10
16th+5Ability Score Improvement4d10
17th+6Banner feature4d10
18th+64d12Cohort feature
19th+6Ability Score Improvement4d12
20th+6Warlord4d12

Created by

Hill815.

Statblock Type

Class Features

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