The Captain Class
The Captain Class
The plate-clad dwarf warrior twirls his hand, signalling the A group that contains a seasoned Captain among their
rogue to move in behind their foe. Once his quarry is ranks seem to move with greater precision, speed and fluidity
appropriately distracted he lashes out with the rim of his than the average adventuring party.
shield, bludgeoning the enemy.
An angry elven woman raises her polearm skyward, the Building a Captain
banner hanging from its shaft is an inspiring sight. Her battle When building a Captain, there are two main elements to
cry spurs the party forward, to victory. consider. First is their martial training. Did they train
Fear is the intent of the tiefling, wading into battle with themselves, or were they trained by a group of guards or
their greatsword. As they point their weapon forward, the bandits?
enemies find themselves unable to move. The second thing to consider is how they learned the high
At home on the battefield, controlling the field with well level tactics of leading in battle. Are they a student of military
timed commands. These warriors are Captains, intelligent history, familiar with the ins and outs of famous battles? Did
tacticians who each bring their own strategy to the fight. they study under a mentor who noticed their keen mind? Are
they some sort of battle savant, able to read combat like a
Mind for Strategy diviner reads tea leaves?
Captains are not the strongest warriors, nor the quickest or
the bravest. Captains are defined by their ability to read the
battlefield as if it were a gameboard and move the pieces into Quick Build
position. You can make a captain quickly by following these
While Captains are certainly capable on the battlefield, they suggestions.
very quickly specialise their choice of weaponry so as to focus First, make Strength or Dexterity your highest
on the more cerebral aspects of combat. ability score, depending on whether you want to
focus on a strength based melee weapon or a
finesse weapon. Your next-highest scores should
Air of Authority be Intelligence and Constitution.
When a Captain speaks, troops listen. In the heat of battle, Second, choose the soldier background.
warriors who hear the orders of a friendly Captain tend to
move without thinking, trusting them implicitly.
The Captain
Level Proficiency Bonus Features Orders Known
1st +2 Captain's Orders 2
2nd +2 Signature Strategy 2
3rd +2 Counter Maneuver 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Signature Feature 2
7th +3 Additional Order, Student of Battle 3
8th +3 Ability Score Improvement 3
9th +4 Superior Tactics 3
10th +4 Signature Feature 3
11th +4 Power Attack 3
12th +4 Ability Score Improvement 3
13th +5 Combat Drills 3
14th +5 Additional Order, Counter Maneuver (two uses) 4
15th +5 Signature Feature 4
16th +5 Ability Score Improvement 4
17th +6 Weapon Expertise 4
18th +6 Signature Feature 4
19th +6 Ability Score Improvement 4
20th +6 Additional Order, Master Tactician 5
Rally - Encourage your allies to stay in the fight and push
Class Features onwards. The rally order allows the creature to gain a
As a Captain, you gain the following class features. number of temporary hit points equal your captain level.
Move - Describe the lay of the land and highlight
Hit Points advantageous positioning. The move order allows the
Hit Dice: 1d10 per captain level creature to move up to half their movement speed to a
Hit Points at 1st Level: 10 + your Constitution modifier location you can see.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per captain level after 1st Signal - Your big picture view allows you to draw an
Proficiencies
opportunity to the attention of your spell-casting allies. The
signal order allows a creature to cast a cantrip with a casting
Armor: Shields, light and medium armor time of one action or less using their reaction until the end of
Weapons: Simple and martial weapons your turn.
Tools: One gaming set of your choice
Saving Throws: Intelligence, Constitution Skirt - Warn your ally of incoming attacks. The skirt order
Skills: Choose two from Deception, History, Intimidation, allows the creature to take the dodge action as a reaction
Investigation, Medicine or Persuasion until the end of your turn.
Equipment Strike - Point out an enemy who should be focused on. The
You start with the following equipment, in addition to the strike order allows the creature to make a single weapon
equipment granted by your background: attack with disadvantage against a target you can see as a
reaction until the end of your turn.
any martial weapon
(a) leather armor or (b) hide armor Signature Strategy
(a) two daggers or (b) any simple ranged weapon At 2nd level, you choose a Signature Strategy to default to in
any gaming set combat, allowing you to focus on commanding and aiding
Captain's Orders
your allies.
As a leader of warriors you learn specific orders that help Choose Banneret, Bulwark, Oracle or Warlord, all detailed
turn the tide of battle in your favor. You learn two Orders at the end of the class description. The archetype you choose
from the list below. You learn an additional Order at 7th, 14th grants you features at 2nd level and again at 6th, 9th, 15th,
and 20th level. and 18th level.
As a bonus action on your turn, you may issue an order to a Counter Maneuver
willing creature, within 60 feet who can see or hear you. At 3rd level, your ability to read your enemies allows you to
Orders
thwart their actions. When a target you can see within range
The orders are presented in alphabetical order: of your Signature Weapon begins to take an action or bonus
action, you may spend a reaction to thwart that specific
Aim - Draw the focus of your allies to a potential weakness. action with an attack.
The aim order allows the creature to gain advantage on the Make a single weapon attack with your Signature Weapon,
next ranged attack they make against a target of your choice, on a hit, the target's action and any resources associated with
until the beginning of your next turn. its use are lost.
Once you use this feature, you cannot use it again until you
Coordinate - Draw your allies' attention to each other's finish a long rest. You gain an additional use of this feature at
endeavours. The coordinate order allows two creatures to 14th level.
share their initiative. Choose two creatures you can see, one
of them may choose to take their next turn during the other's Extra Attack
next turn, allowing both to take their turn simultaneously. (A Beginning at 5th level, you can attack twice, instead of once,
turn in initiative order is skipped if the turn has already been whenever you take the Attack action on your turn.
taken at another time.)
Student of Battle
Cover - Highlight the features of the battlefield to grant extra At 7th level, you learn to extrapolate your knowledge of battle
defence. The cover order allows a creature on their next turn and strategy to other aspects of your life. You can gain
to treat half cover as 3/4 cover and treat 3/4 cover as full advantage on Intelligence, Wisdom or Charisma checks
cover, this effect lasts until the beginning of their next turn. related to tactics, strategy and game theory.
Hold - Give your allies the direction to hold to a plan. The
hold order allows a creature, on their next turn to ready an
action more easily. If an attack is readied, the creature may
take their full attack action when the readied action triggers.
If a spell is readied, the creature has avantage on saving
throws to maintain concentration until the spell is triggered.
Superior Tactics
From 9th level, your ability to influence the tide of battle is Banneret
enhanced. When you issue an order with your bonus action, The banneret is a commander knight, their heraldry inspiring
you may issue the same order to any other creatures in range their allies to greater heroism.
at the same time. You may use this feature a number of times
equal to your intelligence modifier, and regain all expended Signature Weapon: Polearm
uses at the end of a long rest. When you choose this Strategy, select a polearm (spear,
glaive, halberd, lance, pike or trident), that weapon is your
Power Attack Signature Weapon. You are proficient with that weapon and
From 11th level, your fluency with your Signature Weapon you hang a banner, flag or similar adornment on the shaft of
allows you to deal more damage with it. the weapon.
When you hit a target with your Signature Weapon, add
your intelligence modifier to the weapon damage. Bonus Proficiency
You gain proficiency with the Persuasion skill, if you are
Combat Drills already proficient in Persuasion you may instead learn an
By 13th level, you have begun to drill your companions so additional language.
that they might better respond to your guidance. Targets of
your Captain's Orders who have shared at least one rest with Glorious Charge
you gain the following benefits: From 2nd level, your banner is a rallying cry all by itself.
They gain advantage on all ranged attacks made against When you roll initiative, you may spend your reaction to grant
the chosen target until the beginning of your next turn, yourself and all allies within 60 feet of you temporary hit
when affected by Aim. points as if affected by the Rally order. One you use this
They may take the next position in initiative when targeted feature you must complete a long rest before you do so again.
by Coordinate, acting immediatley after your turn if they Pressing Forward
wish. From level 6, you radiate an almost supernatural order of
They gain advantage on checks made to hide while courage. You and allies who start their turn within 30 feet of
affected by the Cover order. you have an additional 10 feet of movement speed until the
They automatically succeed on concentration checks start of their next turn.
made to hold readied spells while affected by Hold.
They may spend hit dice to regain hit points as if resting Roar of Censure
when targeted by Rally. At level 10, you learn to control the battlefield by
They can move their full movement when targeted by commanding your foes. As a bonus action you speak a single
Move. word command to any number of creatures within 60 feet
They may cast a level 1 spell with a casting time of one who can hear and understand you. Each creature that fails a
action or less when targeted by Signal. Wisdom saving throw obeys the command as though affected
They no longer have to spend a reaction to dodge when by the Command spell. Once you use this feature you must
targeted by Skirt. finish a long rest before doing so again. The DC for this effect
They no longer have disadvantage on the attack made is 8 + your proficiency bonus + your Intelligence modifier.
with Strike.
Weapon Expertise Honor Bound
From 17th level, you are as familiar with your signature style From level 15, you learn to use your banner offensively. When
as your own body. When you make an attack using your you hit a creature with an attack made with your signature
Signature Weapon you add twice your proficiency to the weapon, you may use the banner attached to it to perform a
attack roll. grapple as a bonus action. Additionally, when you use your
Counter Maneuver ability, you may grapple the target in this
Master Tactician way as a free action.
At 20th level, you reach the height of your tactical abilities.
When you use your bonus action to issue an order, you may Move as One
instead issue a number of different orders equal to your At level 18, your aura of courage increases in range and
intelligence modifier. A creature may only act on one order in potency. You and allies who start their turn within 60 feet of
a turn. you have an additional 10 feet of movement speed and are
unaffected by difficult terrain until the start of their next turn.
Bulwark Oracle
The bulwark is a master of shielding and defense, standing Oracles are warriors who not only read the battlefield but
between their team and danger. omens of the future.
Signature Weapon: Shield Signature Weapon: Stave
In your hands a shield is considered a weapon, and is your When you choose this Strategy, select a stave weapon (a
signature weapon. quarterstaff, short staff or other magical stave). That weapon
is your Signature weapon, and counts as an Arcane Focus.
Shield | 1d6 Bludgeoning | AC +2 | Versatile (1d8)
Bonus Proficiency
Bonus Proficiencies You gain proficiency with the Arcana skill, if you are already
You gain proficiency with the Medicine skill, if you are already proficient in Arcana, you may instead learn an additional
proficient in Medicine you may instead learn an additional language.
language.
Spellcasting
Impenetrable Defense When you reach 2nd level, you gain the ability to cast spells.
From 2nd level, you learn to position yourself as an obstacle See Spells Rules for the general rules of spellcasting and the
to others. As an action, you may raise your shield in both Spells Listing for the wizard spell list.
hands and brace against any incoming attacks. You gain a
bonus to your AC equal to your Intelligence modifier and Cantrips
count as half-cover to allies in a 10 foot cone behind you. The You learn three cantrips: true strike* and two other cantrips
bonus to AC and half-cover both last until you move. of your choice from the wizard spell list. You learn another
wizard cantrip of your choice at 10th level.
Guardian (For revised true strike cantrip, see the end of the oracle
Beginning at 6th level, you project an almost supernatural sub-class.)
aura of calm and protectiveness. You may add your shield
bonus to your saving throws, provided you are holding your Spell Slots
shield and not incapacitated. This bonus extends to anyone The Oracle Spellcasting table shows how many spell slots
protected by your Impenetrable Defense feature. you have to cast your wizard spells of 1st level and higher. To
cast one of these spells, you must expend a slot of the spell’s
Sanctuary level or higher. You regain all expended spell slots when you
At level 10, as a bonus action, you present your shield and finish a long rest.
scream a warning of retribution. You cast the Sanctuary spell For example, if you know the 1st-level spell cause fear and
without components, targeting yourself and every ally within have a 1st-level and a 2nd-level spell slot available, you can
30 feet of you. Once you use this feature you must finish a cast charm person using either slot.
long rest before doing so again. The DC for this effect is 8 +
your proficiency bonus + your Intelligence modifier. Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of
Shield Throw which you must choose from the enchantment and illusion
From level 15, you learn to heave your shield through the air spells on the wizard spell list.
at your foes. Your signature weapon gains the Thrown The Spells Known column of the Oracle Spellcasting table
(30/60) property. After it is thrown, hit or miss, it returns to shows when you learn more wizard spells of 1st level or
your hand. higher. Each of these spells must be a divination or
necromancy spell of your choice, and must be of a level for
Warden which you have spell slots. For instance, when you reach 7th
At level 18, your ability to protect others becomes manifest as level in this class, you can learn one new spell of 1st or 2nd
an aura of protection. Allies within 30 feet of you may add level.
your shield bonus to their saving throws. The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.
Whenever you gain a level in this class, you can replace one
of the wizard spells you know with another spell of your
choice from the wizard spell list. The new spell must be of a
level for which you have spell slots, and it must be an
enchantment or illusion spell, unless you’re replacing the
spell you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells,
since you learn your spells through dedicated study and Oracle Spellcasting
memorization. You use your Intelligence whenever a spell Level Cantrips Known Spells Known 1st 2nd 3rd 4th
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a 2nd 3 3 2 — — —
wizard spell you cast and when making an attack roll with 3rd 3 3 2 — — —
one. 4th 3 4 3 — — —
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier 5th 3 4 3 — — —
6th 3 4 3 — — —
Spell attack modifier = your proficiency bonus + your
Intelligence modifier 7th 3 5 4 2 — —
Ritual Casting
8th 3 6 4 2 — —
You can cast a wizard spell as a ritual if that spell has the
ritual tag and is one of your learned spells. 9th 3 6 4 2 — —
10th 4 7 4 3 — —
Malleable Fate
Starting at level 2, you may cast the true strike spell as either 11th 4 8 4 3 — —
an action or a bonus action. 12th 4 8 4 3 — —
13th 4 9 4 3 2 —
Precognition
From level 6, you read the omens at the beginning of a 14th 4 10 4 3 2 —
conflict and act accordingly. You and allies within 10 feet of 15th 4 10 4 3 2 —
you have advantage on initiative rolls.
16th 4 11 4 3 3 —
Prophetic Cry 17th 4 11 4 3 3 —
At level 10, you foresee calamity and you unleash a warning 18th 4 11 4 3 3 —
cry against it. As a bonus action you impart a measure of
foresight to all allies within 60 feet of you. Attacks made 19th 4 12 4 3 3 1
against them have disadvantage until they next take damage. 20th 4 13 4 3 3 1
Once you use this feature you must finish a long rest before
doing so again.
Inevitability
From level 15, whenever you cast a spell using your signature True Strike
weapon as an arcane focus, you apply the effects of your
weapon training. Divination cantrip
Power Attack allows you to add an additional damage die Casting Time: 1 bonus action
to spell damage. Range: 30 Feet
Weapon Expertise allows you to add twice your Components: S
proficiency when determining your spell attack bonus (but Duration: Up to 1 minute
not your spell save DC). You point at a creature you can see within range, divining
Future Ambush the best techniques to defeat them and channel that insight
At level 18, your aura of precognition increases in range and into yourself or an ally. Within the spell's duration, the next
potency. You and allies within 30 feet of you add your time a creature of your choice (including yourself) makes an
intelligence modifier to initiative rolls. You cannot be attack roll against the targeted creature, treat a roll of
surprised. between 2 and 9 on the attack roll as a 10.
At level 5: The range of this spell increases to 60 feet.
At level 11: You treat a roll of between 2 and 11 as a 12.
At level 17: You may now target a creature of your choice
and yourself, the spell ends when both attacks have been
affected.
Warlord The Boring Bits
Battle is about dominating your foes, driving fear into their
hearts and their faces into the ground. Writing and Design
DarkAbyssKeeper
Signature Weapon: Heavy Blade
When you choose this Strategy, select a heavy weapon (glaive,
greataxe, greatsword, halberd, maul or pike). Cover Art
DM's Guild Community Content
Bonus Proficiency
You gain proficiency with the Intimidation skill, if you are
already proficient in Intimidation you may instead learn an Layout
additional language. Eternally grateful to use the Homebrewery.
Allied with Terror
From 2nd level, your weapon is a symbol that fear is on your Comments and Critique
side. You and allies within 60 feet of you have advantage on The discord communities of The Dungeon Coach and
saving throws made to avoid becoming frightened. Treantmonk.
Special thanks to Butt Poncho, DMTip, Purius and
No Retreat Waynocket.
Beginning at level 6, you project an almost supernatural aura
of fear and oppression as you fight. Enemies within 30 feet of
you cannot take the disengage action. Playtesting
If you or one of your players decide to take this class out for a
Grounded Foes spin in one of your games, please let me know how it goes.
At level 10, you learn a battle cry that roots your enemeies in Theory-crafting and calculcations only go so far and hearing
place. When unleashed as a bonus action, each enemy within from more people is always better.
30 feet who hears your battle cry must succeed on a Wisdom
saving throw or have their movement speed reduced to 0
until the end of their next turn. Once you use this feature you Legal
must finish a short rest before doing so again. The DC for DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
this effect is 8 + your proficiency bonus + your Intelligence Forgotten Realms, Ravenloft, Eberron, the dragon
modifier. ampersand, Ravnica and all other Wizards of the Coast
Fearsome Rebuke
product names, and their respective logos are trademarks of
From level 15, you learn to wield fear more effectively. When Wizards of the Coast in the USA and other countries.
you successfully use your counter maneuver feature, the This work contains material that is copyright Wizards of
target must succeed on a wisdom save or be frightened of you the Coast and/or other authors. Such material is used with
for one hour. They may repeat the save at the end of each of permission under the Community Content Agreement for
their turns if they are more than 60 feet away from you. The Dungeon Masters Guild.
DC for this effect is 8 + your proficiency bonus + your All other original material in this work is copyright 2020 by
Intelligence modifier. DarkAbyssKeeper and published under the Community
Content Agreement for Dungeon Masters Guild.
No Surrender
At level 18, your aura of oppression is magnified in range and
potency. Enemies within 60 feet of you cannot take the
disengage, dash or help actions.