VSS
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:
Medium humanoid(any race), any
Armor Class: 13 (chain shirt)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed:
30 ft
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
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:
VSS
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
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
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:
VSS
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
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:
VSS
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
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:
Medium humanoid(any race), any
Armor Class: 11 (14 with mage armor
Hit Points: 7 (2d8 − 2) 1d8-2
Speed:
30 ft
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
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
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
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.
LEVEL | PROFICIENCY BONUS | FEATURES | BATTLE DICE | COHORT FEATURE |
---|
1st | +2 | Born Leader, Fighting Style | — | — |
2nd | +2 | Cohort | — | Cohort feature |
3rd | +2 | Banner, War Tactics | 2d8 | — |
4th | +2 | Ability Score Improvement | 2d8 | — |
5th | +3 | Blitz | 2d8 | — |
6th | +3 | — | 3d8 | Cohort feature |
7th | +3 | Banner feature | 3d8 | — |
8th | +3 | Ability Score Improvement | 3d8 | — |
9th | +4 | Advanced Tactics | 3d8 | — |
10th | +4 | — | 3d10 | Cohort feature |
11th | +4 | Coordinated Strike | 3d10 | — |
12th | +4 | Ability Score Improvement | 3d10 | — |
13th | +5 | Banner feature | 3d10 | — |
14th | +5 | — | 4d10 | Cohort feature |
15th | +5 | Lead by Example | 4d10 | — |
16th | +5 | Ability Score Improvement | 4d10 | — |
17th | +6 | Banner feature | 4d10 | — |
18th | +6 | — | 4d12 | Cohort feature |
19th | +6 | Ability Score Improvement | 4d12 | — |
20th | +6 | Warlord | 4d12 | — |