Captain (5e Class)
From D&D Wiki
[edit]
Captain[edit]
The Captain marched the battlefield, sword in hand as he yelled for his men to charge. With no hesitation the men charged at a troll, threatening a small town. The captain shouted orders as the men fought with the ferocity of a drunken honey badger, slicing and stabbing at the beast until it fell. The town celebrated in feast and song, the soldiers cheered, danced and drank until dawn. The Captain sat and watched the celebration, a smile on his face.
Creating a Captain[edit]
- Quick Build
Captains specialize in giving orders to troops they command, having them fight in his stead. Strategy is crucial for a Captain as troops are not free and can cost money or resources to maintain and acquire. You can make a Captain quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Artisan background.
Class Features
As a Captain you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Captain level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Captain level after 1st
- Proficiencies
Armor: Medium and Heavy armor and Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one artisan's tools, a musical instrument
Saving Throws: Charisma, Strength
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Persuasion and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) half plate or (b) chain mail
- (a) a maul or (b) any simple or martial weapon
- (a) an explorer's pack or (b) a musical instrument
- (a) a hand crossbow and 20 bolts or (b) 2 daggers
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Soldiers[edit]
A Captain's defining feature is not himself but the men he commands. Starting at 1st level, you can recruit Soldiers.
All Soldiers recruited have the following enhancements.
- When calculating rolled hit points for Soldiers, always use the maximum hit points.
- They share an initiative as you.
- They gain a bonus to attack and damage rolls equal to half your proficiency bonus rounded down.
- They cannot create or control any other creatures if they are previously able to.
- Recruiting Soldiers
During a long rest you may recruit Soldiers to aid you in battle. Soldiers share an initiative turn with you and cannot act without you, if you are incapacitated or unconscious in any way, they act on instinct and must use their turn to flee from foes. At level 1 Captain you may recruit the following soldiers.
- Mercenary: Mercenaries are hired hands, most of which aren't the most well trained. Mercenaries use the guard stat block and cost 1 leadership.
- Archer: Archers are experts in their eyesight and excel in long range encounters. Archers use the Scout stat block and cost 2 leadership.
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement[edit]
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes