Captain (Berserk Supplement)

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Medium humanoid (any race), any alignment

Armor Class 18 (plate armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

18 (+4) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)

Saving Throws Str +6, Con +3, Wis +3
Skills Animal Handling +3, Athletics +6, Insight +3, Intimidation +2, Perception +3, Persuasion +2, Survival +3
Senses passive Perception 13
Languages any one language
Challenge 2 (450 XP)

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

Rider. The captain has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 feet, they can land on their feet if they’re not incapacitated. Mounting or dismounting a creature costs them only 5 feet of movement speed, rather than half their movement speed.


Multiattack. The captain makes two attacks with one of their weapons.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


With experience comes skill, with skill comes renown, and with renown comes superior equipment. Captains are the true form of a footsoldier, skilled in all manners of melee combat and able to hold their own against multiple opponents. While many captains become commanders, and often nobles, due to their earned understanding of strategy, many others see this as a disservice to their comrades, and remain on the front lines.

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