Base Class: Fighter
Where many are masters of close combat, there are those who are natural born leaders. Those who's voices and tactics shine as their one true calling. The ability to command their comrades and give them the direction they need to better move in organized and well thought out manners. A Captain is one who takes charge and uses the strengths of their allies, understands what everyone is capable of. And in that way they too may shine brighter than before.
Captain's may be veterans in their fields. The ones that man the helm of a ship. Kings that rule nations. Or even the leader of a group of bandits. Whomever they are, they have a presence that differs from the standard warrior. One that makes them a notably present threat on the battlefield.
Call to Action
3rd-level Naval Captain feature
You are the captain that leads a crew, the one who takes the wheel and steers your comrades to their destination. As a Naval Captain, you have proficiency in Vehicles (Water). Additionally, when you take the attack action instead of attacking you can replace any number of your attacks with a order to a friendly creature within 60 ft. that can hear you. That creature instead attacks in your place.
Noble Command
7th-level Naval Captain feature
As a natural born leader, you gain a better understanding of tactics and improvisational teamwork. At the start of your turns, you roll a 1d6 twice to determine which of the Noble Commands are available to you from the Noble Command table. Using a Noble Command expends it for that turn and you cannot use it again until you roll it again. If you do not use a Noble Command then it counts as being expended. If a Noble Command requires a saving throw then the DC is (8 + your proficiency bonus + your Charisma modifier).
| 1d6 | Noble Command |
|---|---|
| 1 | Advance. When you command an ally to attack with Call to Action, you can additionally expend this Noble Command to allow them to take movement up to a number of feet equal to 10 times your Charisma modifier. |
| 2 | Taunt. As a bonus action when you command an ally to attack with Call to Action, you can additionally expend this Noble Command to force creatures of your choice within 30 ft. of that ally to make a Wisdom saving throw or have disadvantage on attack rolls on all targets that are not that ally until the start of your next turn. |
| 3 | Retreat. As a bonus action, you can expend this Noble Command to select one ally that can hear you within 60 ft. to move a number of feet equal to 10 times your Charisma modifier. This movement does not provoke attacks of opportunity and must end in a space that does not have a hostile target within 30 ft. of it or else this ability fails. |
| 4 | Bind. When you command an ally to attack with Call to Action and it is within 5 ft. of the target, you can additionally expend this Noble Command to force that target to make a Strength Saving throw. On a failure the target's movement speed is set to 0 until the end of its turn. It can repeat this saving throw at the start of its turn to remove the effect. |
| 5 | Volley. When you command an ally to attack with Call to Action and it makes a ranged attack, you can additionally expend this Noble Command to call for a barrage of ranged attacks in a 10 ft. radius sphere centered on the attacked target. Creatures caught in this sphere must make a Dexterity saving throw or take that ally's weapon damage. |
| 6 | Suppress. As a bonus action when you command an ally to attack with Call to Action, you can additionally expend this Noble Command to empower the attacks of that ally. When they miss an attack for the first time during your turn, they may make an additional attack. On hit the target must make a Intelligence saving throw or suffer a -1d4 penalty to their next saving throw. |
Leader's Voice
10th-level Naval Captain feature
As a natural leader, you know how to best approach most conversation and give orders in a stern manner. You gain proficiency in Intimidation, if you already have proficiency in Intimidation you instead gain expertise. Additionally, any time you roll initiative you may add your Charisma modifier to your initiative roll. When you roll for initiative, allies within 30 ft. of you that can see and hear you may use their reaction to take movement up to half their movement speed.
Superior Strategy
15th-level Naval Captain feature
When you roll for your Noble Command, you can reroll one of the results. When you expend a Noble Command you can use your reaction to command an ally that can hear you within 60 ft. to make an attack using their reaction. When you use this reaction you may also apply the expended Noble Command to that ally.
Command the Charge
18th-level Naval Captain feature
When an ally you can see lands a critical strike for the first time during a round, you can use your reaction to select a number of allies equal to your Charisma modifier that are within 60 ft. and can hear you. Those allies can immediately take an action. You can use this feature a number of times equal to half your proficiency bonus. Additionally, when rolling for Noble Commands you now roll a 1d6 three times instead of a 1d6 twice. Once during each of your turns when you expend a Noble command, you gain temporary hit points equal to your Charisma modifier and can make one weapon attack as part of that same action.
You regain uses of this feature upon completing a short rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/6/2025 12:19:01 AM
|
12
|
1
|
0.0
|
Coming Soon
|
|
|
2/9/2025 3:02:05 AM
|
26
|
1
|
1.0
|
Coming Soon
|
Comments