Complete Captain
Complete Captain
CAPTAIN
The Definitive
Bold, Leadership Class
by Mage Hand Press
Credits
Designers Michael Holik, Jaron Mortimer
Cover Illustrator Martin Kirby-Jackson
Graphic Designer Michael Holik
Interior Illustrations Lucas Ferreira CM,
Martin Kirby-Jackson
On the Cover
Martin Kirby-Jackson illustrates a captain charging
into the fray, waving their banner as they break the
enemy lines.
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The Captain
Proficiency Battle
Level Bonus Features 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 Legendary Commander 4d12 —
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Captain
Archery Ability Scores
You gain a +2 bonus to attack rolls you make with Whenever you gain the Ability Score Improvement
ranged weapons. class feature, your cohort’s abilities also improve. Your
cohort can increase one ability score of your choice by
Defense
2, or it can increase two ability scores of your choice
While you are wearing armor, you gain a +1 bonus to
by 1. As normal, your companion can’t increase an
AC.
ability score above 20 using this feature, unless its
Dueling description specifies otherwise.
When you are wielding a melee weapon in one hand When you improve a cohort’s ability scores,
and no other weapons, you gain a +2 bonus to damage remember to also increase other relevant statistics,
rolls with that weapon such as skill bonuses, bonuses to hit and damage, and
spell save DCs.
Protection
When a creature you can see attacks a target other Proficiencies
than you that is within 5 feet of you, you can use your Your cohort gains proficiency in skills listed in
reaction to impose disadvantage on the attack roll. its statistics. It also gains proficiency with simple
You must be wielding a shield. weapons, martial weapons, light armor, medium
armor, heavy armor, or shields if its statistics contain
Cohort weapons or armor from that category.
Starting at 2nd level, you gain a loyal cohort who Your cohort uses your proficiency bonus rather
carries your banner and follows your lead. than its own. Because cohort statistics already include
Initiating a Cohort a +2 proficiency bonus, you need only adjust the
attack bonus, skill proficiencies, and saving throw
Select a companion from the Cohort section;
proficiencies starting at 5th level.
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.
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Alignment Ability Score Improvement
Your cohort’s alignment is within one step of your
When you reach 4th level, and again at 8th, 12th, 16th,
own, and has a personality trait and flaw determined
and 19th level, you can increase one ability score of
by the GM. Its bond is always, “I will follow my
your choice by 2, or you can increase two ability scores
commander into any fray, and I will gladly fight by
of your choice by 1. As normal, you can’t increase an
their side until my death.”
ability score above 20 using this feature.
Banner Blitz
Starting at 3rd level, you adopt a banner which you
Starting at 5th level, as a bonus action on your turn,
fly in combat, emblazon on your armor, and fix to
you can direct your cohort or a friendly creature
your seal. You can select from the banners which
within 60 feet of you that can see or hear you to
are detailed at the end of the class description. Your
fight alongside you. The chosen creature can use its
choice grants you features at 3rd level, and again at
reaction to move up to its speed or make a single
7th, 13th, and 17th level.
weapon attack.
War Tactics Advanced Tactics
Starting at 3rd level, you have a pool of battle dice that
At 9th level, your maneuvers improve in the following
you can use to bolster your allies or perform special
ways:
maneuvers in combat. You begin with 2 battle dice,
Brace. Allies can also add the battle die to their
which are d8s. You regain all expended battle dice
ability checks until the start of your next turn.
when you finish a short or long rest, or when you roll
Rally. Whenever you spend a battle die to cause
initiative.
a creature to regain hit points, that creature also gains
Your battle die changes and more battle dice
temporary hit points equal to your captain level.
become available when you reach certain levels in
Staggering Strike. When you hit with a
this class, as shown in the Battle Dice column of the
staggering strike, you add the battle die to the damage
Captain table.
roll.
Saving Throws
If one of your maneuvers calls for a saving throw to
Coordinated Strike
resist its effects, the saving throw DC is calculated as By 11th level, you and your cohort fight as a perfect
follows: fighting unit. Once on each of your turns, when you
hit a creature with an attack, you can deal an extra 2d8
Maneuver save DC = 8 + your proficiency damage to the creature if your cohort has also hit that
bonus + your Charisma modifier creature with an attack since the end of your last turn.
Maneuvers Lead by Example
You can spend battle dice to use the following Starting at 15th level, whenever you roll a 20 on an
maneuvers: attack roll, ability check, or saving throw, each friendly
Brace. As a bonus action on your turn, you can creature within 30 feet of you has advantage when it
expend a battle die to bolster your allies. Each allied makes the same type of roll (attack roll, ability check,
creature within 30 feet of you that can see or hear you or saving throw) before the start of your next turn.
adds the battle die to all saving throws it makes until
the end of your next turn. Legendary Commander
Rally. s a bonus action on your turn, you can At 20th level, you have 3 legendary actions. At the end
expend a battle die to choose one allied creature other of another creature’s turn, you can spend a legendary
than yourself within 60 feet of you who can see or action to take an action of your choice, or allow a
hear you. That creature regains hit points equal to the friendly creature that can hear or see you to take an
number rolled + your Charisma modifier. You can’t action of their choice. If a creature takes the Attack
use this ability to heal a creature who has 0 hit points. action as a legendary action, it can attack more than
Staggering Strike. As a bonus action when once if it has a feature, like Extra Attack, that gives it
you make a weapon attack against a Large or smaller extra attacks.
creature, you can expend a battle die to attempt to You regain all expended legendary actions when
daze the target. On a hit, the target must succeed on you finish a long rest.
a Constitution saving throw or be incapacitated until
the start of your next turn.
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Captain
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.
Demon Banner
Captains that fly the Demon Banner have struck the
darkest of pacts: binding their soul to a demonic entity
that periodically takes hold of their body. On the
battlefield, they forgo the companionship of a cohort
and rely on a flickering symbiosis between themselves
and the demon. First one attacks, then the other, each
form taking blows in turn. Indeed, it can hardly be
said that the demon and the captain are separate, for
they share one body and parts of one soul.
Demon Cohort
Starting when you choose this banner at 3rd level,
you form a pact with a demonic entity that takes up You and the demon share concentration on spells.
residence inside your body. The demon is jealously You can only concentrate on one spell at a time and
possessive—it becomes your cohort and you can’t gain the spell fails if either form loses concentration.
a new one. Certain conditions affect you and the demon
Like a normal cohort, the demon has separate separately. If you are blinded, charmed, deafened,
statistics and takes its turn before or after your turn frightened, incapacitated, paralyzed, poisoned, or
each round (your choice). When the demon takes its stunned, the demon does not share this condition, and
turn, you transform into it, replacing your statistics vice versa.
and features with the statistics of the demon. Keep If you fall unconscious, you can’t transform into
track of the demon’s hit points separately. You the demon. Similarly, if the demon drops to 0 hit
determine the demon’s actions, decisions, attitudes, points, you revert to your original form and drop to 0
and so on. If you move on your turn, the demon hit points. As long as you have at least 1 hit point, the
can’t move on its turn, and vice versa. You remain demon returns to life and regains all of its hit points
transformed into the demon until the start of your turn. when you take a long rest.
Banners
Name Description
Demon Banner Is possessed by a demon that seizes control and transforms in the midst of combat
Dragon Banner Uses maneuvers to annihilate their foes on the battlefield
Eagle Banner A master of the bow who uses precision shots to strike foes from a high vantage
Jolly Roger Banner A duelist and swashbuckler, trained with a cutlass and the unfair tactics of brigands
Lion Banner A knightly leader who challenges their foes to honorable combat
Ram Banner Shoves their foes and knocks them prone to gain an advantage in combat
Raven Banner A stealthy master of guerilla warfare and covert tactics
Siegeball Banner A leader who encourages allies, insults enemies, and constantly makes sports references
Star Wolf Banner Uses space-age gunplay and tactical formations to overcome foes
Treant Banner Commands fey magic to force foes onto oppressive difficult terrain
Turtle Banner Emphasizes defense above all else, using heavy armor and shield wall tactics
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Maneuver: Abyssal Rebuke
Demon Also at 3rd level, you learn the following maneuver:
Medium Fiend (Demon), Typically Chaotic Evil
When you are damaged by a creature you can
Armor Class 14 (natural armor) see within 60 feet of you, you can use your reaction
Hit Points 13 (2d8 + 4) and expend a battle die. The creature must make a
Speed 30 ft.
Dexterity saving throw. It takes fire damage equal to
STR DEX CON INT WIS CHA the battle die + your Charisma modifier on a failed
15 (+2) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 12 (+1) save, or half as much damage on a successful one.
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Captain
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
Bonus Battle Die this ability before or after making the attack roll, but
before the GM says whether the attack hits or misses.
Starting when you choose
this banner at 3rd level, your Vantage Point
total number of battle dice By 7th level, you can quickly scale walls to gain a
increases by 1. perch above your foes. You have a climbing speed
Maneuver: Cleave equal to your walking speed. In addition, by climbing
at half speed, you can climb up difficult surfaces (such
Also at 3rd level, you learn the
as slippery vertical walls) without making an ability
following maneuver:
check.
Once on each of your turns, when you reduce a
hostile creature to 0 hit points or score a critical hit Close-Quarters Shooting
with a melee weapon attack, you can spend a battle die Starting at 13th level, being within 5 feet of a hostile
to move up to 15 feet and make another melee weapon creature doesn’t impose disadvantage on your ranged
attack as part of the same action. On a hit, you add the attack rolls or the ranged attack rolls of friendly
battle die to the attack’s damage roll. creatures within 15 feet of you.
Maneuver: Wade Into Battle Scatter Shot
At 7th level, you learn the following maneuver: Starting at 17th level, you can use your action to
You can expend a battle die to take the Dash or launch a volley of projectiles. Make a ranged weapon
Disengage action as a bonus action on your turn. attack against any number of creatures you choose
Maneuver: Fury Attack within a 15-foot cone, making a separate attack roll
for each target. If you target only one creature in this
At 13th level, you learn the following maneuver:
cone, your attack deals one additional weapon damage
When you take the Attack action on your turn,
die on a hit.
you can expend a battle die as a bonus action to
unleash a barrage of strikes. Make up to three melee
weapon attacks as part of the Attack action, 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
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 18–20, then
on a roll of 17–20, then on a roll of 16–20. If you fall
unconscious, this effect ends early.
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Object action, or to attempt to shove a creature. You
Jolly Roger have advantage on Strength (Athletics) checks you
The skulls and crossbones adorning the Banner of the make to push another creature out of a boat or other
Jolly Roger need no introduction: it means thieves, waterborne vessel.
brigands, treasure, and adventure on the high seas.
Moreover, it means the strong backs of a crew working All Hands on Deck
in unison, piloting a ship from horizon to horizon, By 17th level, your crew works in perfect unison at
under the command of a fierce captain and their first your directive. You can use your action on your turn
mate. to direct each friendly creature within 60 feet of you
that can see or hear you to take an action of your
Maneuver: Double Thrust choice; this action can’t be the Attack, Cast a Spell,
Starting when you choose this banner at 3rd level, you Dodge, or Use a Magic Item action. A creature can
learn the following maneuver: immediately use its reaction to take this action.
When you make an attack with a finesse weapon
as part of the Attack action on your turn, you can Lion Banner
spend one battle die as a bonus action to make an Bravery in the face of overwhelming odds, mastery
additional attack with that weapon. This attack adds of horsemanship, and unwavering honor are the
the battle die, instead of your ability modifier, to the hallmarks of captains of the Lion. This banner
weapon’s damage roll. represents the very ideal of gallantry and fortitude
Tricky Footwork that knights and paladins aspire to achieve. The mere
By 7th level, your elegant swordplay lets you place sight of it inspires heroism in its troops, and a captain
enemies where you want them. Whenever you hit a who flies it can turn even the most poorly equipped
creature of your size or smaller with a melee attack on militia into a fit fighting force.
your turn, you can switch places with the target. This Maneuver: Lion´s Challenge
movement doesn’t provoke opportunity attacks. Starting when you choose this banner at 3rd level, you
Unfair Play learn the following maneuver:
Beginning at 13th level, both you and your cohort
can use a bonus action to take the Hide or Use an
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Captain
When you hit a creature with a weapon attack on
your turn, you can expend one battle die as a bonus
action to challenge the target to a duel. Until the end
of your next turn, that target has disadvantage on any
attack roll that isn’t against you.
Saddle Sure
Starting at 7th level, you have advantage on saving
throws made to avoid falling off your mount, and if
you fall off your mount, you always land on your feet
unless you’re incapacitated. In addition, mounting
or dismounting a creature costs you only 5 feet of
movement, rather than half your speed.
Finally, you can force an attack targeted at your
mount to target you instead.
Reposition
Beginning at 13th level, you and up to three friendly
creatures of your choice that you can see can each
move up to 20 feet when you roll initiative. A creature
can’t benefit from this feature if its speed is 0.
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 if you hit, you can 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
SStarting 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 choose to
either knock the target prone or push it up to 10 feet
away from you.
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Surefooted speed without provoking opportunity attacks toward
Beginning at 7th level, moving through nonmagical the creature and make one attack targeting it. Resolve
difficult terrain costs you no extra movement. your attack before the creature makes any attacks.
Once you use this ability, you can’t use it again
Lock Horns until you finish a long rest.
At 13th level, you can buck your foes into harm’s way.
Whenever you shove a creature into one of your allies, Guerilla Warfare
that ally can use its reaction to make an attack against Starting at 17th level, you are a master of
the shoved creature. unconventional combat. You have advantage on attack
rolls against any creature that hasn’t taken a turn in
And Stay Down the combat yet. In addition, the first time you hit
Starting at 17th level, whenever a creature stands up a creature with an attack during the first round of
from being prone while within your reach, you can combat, you can add two battle dice to the attack’s
make an opportunity attack against it. damage roll without expending them.
Raven Banner Siegeball Banner
The Banner of the Raven signifies a clandestine The Siegeball Banner is that of a favored sports team --
captain who prefers stealth to action and ambushes to one that’s going all the way this year. Captains who fly
open fights. If pressed, a captain of the Raven might be a Siegeball Banner live and breathe sports, viewing the
drawn into a direct confrontation, but they can never entire world through sports metaphors and placing
be expected to play fair. These captains might have themselves in the privileged position of the team
more in common with rogues, and might even hold captain or perhaps the coach. Foes are naturally the
a position of leadership within a thieves’ guild. More opposing team, the referees, or even a rowdy crowd,
than one guild master and bandit leader has flown the whereas quests are no different from a sports season,
Raven Banner while on a raid. in which the team is destined to break records and
Maneuver: Flanking Strike bring home the cup.
Starting when you choose this banner at 3rd level, you For such captains, sportsmanship and rowdy
are trained in ambush tactics. You learn the following competition go hand-in-hand. One can expect rousing
maneuver: speeches and inappropriate jeers measured out
If you hit a creature with a weapon attack between downfield sprints and breathtaking tackles.
while one of your allies is within 5 feet of the target, Sports Enthusiast
you can expend a battle die to aim for the creature’s Starting when you choose this banner at 3rd level,
most vital areas. Add the battle die and half your you gain proficiency in the Athletics skill if you don’t
level (rounded down) to the attack’s damage roll. This already have it. Your proficiency bonus is doubled for
attack must use a finesse weapon or a light weapon. any ability check you make with that skill.
Maneuver: Effortless Dodge Additionally, you gain proficiency with all
Also at 3rd level, you learn the following maneuver: improvised weapons associated with sports, such as
As a bonus action, you can spend a battle die to bats, clubs, and darts.
take the Dodge action. You can’t use this maneuver Team Player
while wearing medium or heavy armor. Also at 3rd level, you can inspire your team to greater
Covert heights. You can use your bonus action to give one of
At 7th level, when you are hidden and a creature your unexpended battle dice to one creature within 60
discovers you with a successful Wisdom (Perception) feet of you who can hear you.
check, you can reattempt your Dexterity (Stealth) Once within the next 1 minute, the creature can
check to hide. On a success, you silently reposition roll the battle die and add the number rolled to one
yourself and the creature doesn’t notice you. ability check, attack roll, or saving throw it makes.
Once you use this ability, you can’t use it again The creature can wait until after it rolls the d20 before
until you finish a short or long rest. deciding to use the battle die, but must decide before
the GM says whether the roll succeeds or fails.
Strike First, Strike Last Once you use this feature, you can’t use it again
Beginning at 13th level, you can intercede moments for 1 minute.
before an enemy strikes. As a reaction when a hostile
creature you can see attacks, you can move up to your
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Captain
Superfan
Gunslinger Deeds
By 7th level, you’re the biggest fan on the planet. You
The Star Wolf Banner gains the following
have advantage on any ability check you make to play a deeds from the gunslinger class:
sport or recall information about a sport or its teams.
Covering Fire
Incisive Taunt When you hit a creature with a ranged
By 13th level, you can use your bonus action to mock weapon attack, you can expend one risk die
as a bonus action to cow the creature. Roll
a creature within 15 feet of you. If the target can hear the risk die and subtract it from the next
you and it understands at least one language, it has attack roll the creature makes before the start
disadvantage on any attack roll it makes against a of your next turn.
creature other than you before the end of its next turn. Dodge Roll
You can use this feature a number of times equal You can expend one risk die as a bonus action
to your Charisma modifier (minimum of once). You to move up to 15 feet and reload any firearm
can regain a use of this feature by expending a battle you are holding. This movement doesn’t
provoke opportunity attacks, ignores difficult
die, and you regain all expended uses when you finish
terrain, and allows you to move through a
a long rest. hostile creature’s space, as long as you don’t
Game-Winning Play end your movement there.
Starting at 17th level, you can accomplish daring,
last-second plays when all else seems to be lost. If you • Whenever you take an action to move your ship
drop to 0 hit points, you can use your reaction to delay or perform evasive maneuvers, the pilots of each
falling unconscious. You can then move up to twice other ship can take the same action at the same
your movement speed without provoking opportunity time.
attacks and take an action. Taking damage causes • The pilots of each ship has advantage on initiative
death saving throw failures as normal, and three death rolls.
saving throw failures can still kill you. Following this, • Each ship in the formation has a +2 bonus to
you fall unconscious if you still have 0 hit points. Armor Class.
Once you use this feature, you can’t use it again
until you finish a long rest. Ships remain in this formation as long as they remain
within 10,000 feet of you and take only the same
Star Wolf Banner actions to move or perform evasive maneuvers.
Whether they lead a company of Grax’s Guys, a band Tactical Formation
of Coalition mercenaries, or a generic crew of space At 13th level, you can use the Blitz to direct up to
pirates, captains who emblazon their ships with the 4 friendly creatures (including your cohort) within
icon of the Space Wolf seek fame and fortune amongst 60 feet of you that can see or hear you to reposition.
the stars. Their hallmarks are daring gunplay and Each creature can use its reaction to move up to its
swift starship maneuvers that always keep them a hair speed, fall prone, or stand up from being prone. If the
ahead of their foes. creatures in this group can see you, they do not need
Daring Deeds to hear you in order to follow this command.
Starting when you choose this banner at 3rd level, Leave No One Behind
you master a smattering of bold gunplay. You learn Starting at 17th level, you can ensure that your allies
the Covering Fire and Dodge Roll deeds from the survive your worst battles. When your cohort or a
gunslinger class. These deeds count as maneuvers friendly creature you can see within 60 feet drops to
for you and use battle dice instead of risk dice. If you 0 hit points and begins making death saving throws,
already have the gunslinger’s Risk feature, you can you can use your reaction to spend a battle die. The
use your battle dice instead of risk dice for any of the creature instead drops to a number of hit points
class’s deeds. equal to the roll of the battle die. Until the end of the
Squadron Leader creature’s next turn, it doesn’t provoke opportunity
Starting at 7th level, when you are piloting a ship attacks and has advantage on saving throws.
accompanied by other friendly ships within 10,000 Once you use this ability, you can’t use it again
feet, you and the other ships can adopt a formation until you finish a short or long rest.
while flying. This confers the following benefits to all
the ships flying in formation:
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Treant Banner Turtle Banner
Fey captains under the Treant Banner believe in using The fortified defenses of captains who fly the Turtle
the environment to gain the upper hand over their banner are legendary. Turtle tactics emphasize
opponents. Whether that be taking cover in thick endurance and survival, as well-protected soldiers
forests, luring the enemy into toxic swamps, or using cannot only win battles, but entire wars. Thinking
a blizzard to avoid an opponent’s ranged attacks, these long term is key to any defensive strategy, as captains
captains always bend their tactics to suit the terrain. of the Turtle know the answer is never how they shall
As a tree always grows towards the light, a treant counterattack, but when.
marshal always pushes their troops towards glory via
Bonus Proficiency
the path of least resistance.
When you choose this banner at 3rd level, you gain
Maneuver: Blocked Passage proficiency with heavy armor.
Starting when you choose this banner at 3rd level, you
Maneuver: Iron Shell
learn the following maneuver:
Also at 3rd level, you learn the following maneuver:
As a bonus action on your turn, you can expend a
As a bonus action, you can spend a battle die to
battle die to block your enemies’ passage with natural
fortify an ally you can see within 60 feet of you. The
terrain. The area of this effect consists of a number
ally gains a bonus to its Armor Class equal to half
of unoccupied 10-foot cubes equal to the roll of the
the number rolled on the battle die, rounded down
battle die. You can arrange these cubes as you wish,
(minimum of +1) against the next attack made against
but each cube must have at least one face adjacent
it within the next minute.
to the face of another cube. This area is magically
filled with natural terrain chosen by the GM, such as Slow and Steady
boulders, fallen trees, or gusting winds. You choose Beginning at 7th level, your speed can’t be reduced
whether the area is difficult terrain or completely and you can’t be knocked prone or moved against
impassable. Each cube of terrain has AC 15, 15 HP, your will.
and immunity to poison and psychic damage.
Shield Wall
Once you use this maneuver, you can’t use it again for
By 13th level, you can shelter others behind your
1 minute.
armor. You count as half cover for effects passing
Druidbane through your space for allied creatures of your size
By 7th level, you have gotten wise to Feywild’s terrain- and smaller within 5 feet of you.
manipulating tricks. You and your cohort ignore
Unbreakable
magical and nonmagical difficult terrain. Additionally,
Starting at 17th level, you can shrug off attacks that
you are immune to the spell spike growth and other
would otherwise hit you. You have a pool of 20 armor
spells that affect the natural terrain, such as the spells
points. As a reaction when you’re hit by a melee
hallucinatory terrain and plant growth.
weapon attack, you can expend any number of armor
Superior Positioning points and add them to your Armor Class against
At 13th level, your ability to use the land to your that attack, potentially causing the attack to miss. You
advantage is unparalleled. You and each friendly regain all expended armor points when you finish a
creature within 15 feet of you have advantage on long rest.
attack rolls against creatures that are standing in
difficult terrain.
Thornfoot
Starting at 17th level, brambles sprout wherever you
walk, ensuring your foes are always hemmed in by
thorny ground. Whenever you or your cohort moves
across the ground, you can choose to leave a 5-foot
wide area of thorns behind you, as per the spell spike
growth, using your maneuver save DC. These thorns
last for 10 minutes, or until you choose to dismiss
them on your turn (no action required).
12
Captain
Cohorts Abbot
Medium Humanoid (Any Race), Any Alignment
Your cohort is the most steadfast of allies, is loyal to a
fault, and will likely be a lifelong ally and friend. But Armor Class 15 (chain shirt, shield)
not all cohorts are cut from the same cloth or possess Hit Points 11 (2d8 + 2)
Speed 30 ft.
the same skills—choose from the following non-player
characters when you enlist a new cohort. STR DEX CON INT WIS CHA
Abbot 13 (+1) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0)
A devout adherent to the faith, an abbot can work Saving Throws Wis +4, Cha +2
minor divine miracles with the whispering of prayers Skills Medicine +4, Religion +2
and the waving of hands. Senses passive Perception 12
Languages any one language (usually Common)
Berserker Challenge 1/4 (50 XP)
Ruthless and fierce, the berserker tears across the
battlefield in a wild frenzy, devastating its enemies
Actions
with boundless rage. Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Champion Light Crossbow. Ranged Weapon Attack: +2 to
A champion is a skilled, tactical fighter, just as hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing
comfortable in the saddle during military drills as damage.
armored on the field of battle. Healing Hands (1/Day). The abbot or one creature the
abbot touches regains 11 (2d8 + 2) hit points.
Construct Bonus Actions
With the help of a tinkerer or a mage, you gain the
unwavering, mechanical loyalty of a golem, shield Guiding Strike (1/Day). When the abbot hits a
creature with a weapon attack, it can wreathe the
guardian, or clockwork construct. Your construct is of target in divine light. The next attack roll made against
a smaller variety than most golems, but can be built this target before the end of the abbot’s next turn has
and repaired in far less time. advantage.
Constructed Nature. A construct doesn’t Abbot – Cohort
require air, food, drink, or sleep. While following the command of a captain, the abbot
Cultist gains additional abilities based on the captain’s level:
Dogmatic and often unhinged, cultists draw upon 2nd. Divine Devotion. The abbot can use its Healing
Hands and Guiding Strike an additional time each
forbidden, eldritch allies for a taste of arcane might. when the captain reaches 5th level (2/day each), 11th
Hunter level (3/day each), and 17th level (4/day each).
A hunter is a naturally skilled tracker and outlander, 6th. Action: Spellcasting. The abbot casts one of the
following spells, requiring no material components
as comfortable in the depths of the woods as in a and using Wisdom as the spellcasting ability (spell
tavern or town. save DC 12):
Mage At will: guidance, spare the dying
1/day each: bless, lesser restoration, protection from
A mage is a brilliant and studious spellcaster, well evil and good
versed in the study of all things arcane.
10th. Divine Strike. The abbot deals an extra 1d8
Scoundrel radiant damage when it hits with an attack roll.
Stealthy and subversive, the scoundrel is as adept an 14th. Action: Spellcasting. The abbot’s Spellcasting
improves. It can cast the following spells in addition
assassin as a burglar or thief. to those in its statistics:
Templar 1/day each: death ward, revivify, speak with dead
A daring knight, sworn to virtue and station, a templar 18th. Reaction: Merciful Light (1/Day). In response to
knows no fear in their heart and no equal in battle. a friendly creature within 30 feet of the abbot taking
damage, the abbot causes that creature to regain hit
Undead points equal to 2d8 + the abbot’s Wisdom modifier.
With the help of necromancy, you 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 Undead Nature. An undead doesn’t require air,
skeletons, and more loyal than vampires. food, drink, or sleep.
13
Mage Hand Press
Berserker Champion
Medium Humanoid (Any Race), Any Alignment Medium Humanoid (Any Race), Any Alignment
Armor Class 14 (Unarmored Defense) Armor Class 16 (ring mail, shield)
Hit Points 13 (2d8 + 2) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 9 (–1) 10 (+0) 9 (–1) 14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (–1)
Saving Throws Str +4, Con +4 Saving Throws Str +4, Con +3
Skills Athletics +4, Survival +2 Skills Animal Handling +3, Athletics +4
Senses passive Perception 10 Senses passive Perception 11
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Unarmored Defense. While the berserker is wearing Indomitable (1/Day). The champion rerolls a failed
no armor and wielding no shield, its AC includes its saving throw.
Constitution modifier.
Actions
Actions Longsword. Melee Weapon Attack: +4 to hit, reach
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
one target. Hit: 8 (1d12 + 2) slashing damage. (1d10 + 2) slashing damage if used in two hands.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6
2) slashing damage. + 2) piercing damage in melee or 5 (1d6 + 2) piercing
damage at range.
Berserker – Cohort
Champion – Cohort
While following the command of a captain, the
berserker gains additional abilities based on the While following the command of a captain, the
captain’s level: champion gains additional abilities based on the
2nd. Reckless. At the start of its turn, the berserker captain’s level:
can gain advantage on all melee weapon attack 2nd. Bonus Action: Second Wind (Recharges after
rolls during that turn, but attack rolls against it have a Short or Long Rest). The champion regains 5
advantage until the start of its next turn. hit points. When the captain reaches 6th level, this
6th. Relentless (1/Day). If the berserker is reduced to amount of healing increases to 10, and when the
captain reaches 14th level, this amount of healing
0 hit points but not killed outright, it can drop to 1 hit
increases to 20.
point instead.
6th. Ability Score Increase. The champion’s Strength,
10th. Reaction: Retaliation (3/Day). In response to
Dexterity, or Constitution score increases by 2, to a
being hit by a melee attack, the berserker can make
maximum of 20.
one melee weapon attack against the attacker.
10th. Martial Prowess. When the champion hits with
14th. Critical Rush. Once per turn, when the berserker
a melee weapon, the weapon deals an extra 3 (1d8)
scores a critical hit, it can move up to its movement
damage. When the captain reaches 18th level, this
speed and make a melee weapon attack with
extra damage increases to 9 (2d8).
advantage.
14th. Ability Score Increase. The champion’s
18th. Primal Resolve. When the berserker has half its
Strength, Dexterity, or Constitution score increases by
hit points or fewer, it has resistance to bludgeoning,
2, to a maximum of 20.
piercing, or slashing damage from nonmagical
attacks. 18th. Action Surge (Recharges on a Short or Long
Rest). The champion takes two actions on its turn.
14
Captain
Construct Cohort
Medium Construct, Any Alignment
Armor Class 17 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
15
Mage Hand Press
Customizing Cohorts Hunter
Throughout your adventure, you may Medium Humanoid (Any Race), Any Alignment
wish to customize your cohort beyond Armor Class 14 (studded leather)
the weapons, armor, and spells listed Hit Points 11 (2d8 + 2)
in its stat block. Your GM decides what Speed 30 ft.
equipment your cohort has proficiency
with, in addition to those specified in the STR DEX CON INT WIS CHA
Cohort feature, and decides if your cohort 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (–1)
can exchange the spells it knows with any
other spells, including new spells in this Saving Throws Str +2, Dex +4
book. Skills Perception +4, Survival +4
As with any character, your cohort can Senses passive Perception 14
attune to three magic items at a time. Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Keen Hearing and Sight. The hunter has advantage
on Wisdom (Perception) checks that rely on hearing or
Cultist – Cohort sight.
16
Captain
Mage Scoundrel
Medium Humanoid (Any Race), Any Alignment Medium Humanoid (Any Race), Any Alignment
Armor Class 11 (14 with mage armor) Armor Class 13 (leather armor)
Hit Points 9 (2d8) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 12 (+1) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 8 (–1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0)
Saving Throws Int +4, Wis +3 Saving Throws Dex +4, Int +3
Skills Arcana +4, History +4 Skills Acrobatics +4, Perception +3, Sleight of Hand +4,
Senses passive Perception 11 Stealth +4
Languages any one language (usually Common) Senses passive Perception 13
Challenge 1/4 (50 XP) Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Magic Resistance. The mage has advantage on saving
throws against spells and other magical effects. Sneak Attack. Once on each of its turns, if the
scoundrel hits a target with a weapon attack and has
Actions advantage on the attack roll, the target takes an extra
Dagger. Melee or Ranged Weapon Attack: +3 to hit, 3 (1d6) damage from the attack. The scoundrel doesn’t
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + need advantage if an ally of the scoundrel that isn’t
1) piercing damage. incapacitated is within 5 feet of the target and the
scoundrel doesn’t have disadvantage on the attack roll.
Arcane Arrow. Ranged Spell Attack: +4 to hit, range
120 ft., one target. Hit: 7 (1d10 + 2) force damage. Actions
Spellcasting. The mage casts one of the following Shortsword. Melee Weapon Attack: +4 to hit, reach 5
spells, requiring no material components and using ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Intelligence as the spellcasting ability (spell save DC
12): Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
At will: mage hand, prestidigitation
1/day each: floating disk, grease, mage armor Scoundrel – Cohort
Mage – Cohort While following the command of a captain, the
scoundrel gains additional abilities based on the
While following the command of a captain, the mage captain’s level:
gains additional abilities based on the captain’s level: 2nd. Rogue Training. The scoundrel’s extra Sneak
2nd. Arcane Apprenticeship. The mage’s Arcane Attack damage increases by 3 (1d6) when the captain
Arrow increases in damage by 1d10 when the captain reaches 6th level (2d6), 10th level (3d6), 14th level
reaches 5th level (2d10), 11th level (3d10), and 17th (4d6), and 18th level (5d6)..
level (4d10). The cohort always adds its Intelligence 6th. Bonus Action: Cunning Action. The scoundrel
modifier to its damage roll.
takes the Dash, Disengage, or Hide action.
6th. Action: Spellcasting. The mage’s Spellcasting
10th. Reaction: Uncanny Dodge. The scoundrel halves
improves. It can cast the following spells in addition the damage that it takes from an attack that hits it.
to those in its statistics: The scoundrel must be able to see the attacker.
At will: message 14th. Evasion. If the scoundrel is subjected to an effect
1/day each: hold person, invisibility that allows it to make a Dexterity saving throw to take
10th. Action: Elemental Burst (1/Day). The mage only half damage, the scoundrel instead takes no
unleashes a magical explosion of a particular damage damage if it succeeds on the saving throw and only
type: acid, cold, fire, lightning, or thunder. The magic half damage if it fails, provided the scoundrel isn’t
erupts in a 10-foot radius sphere centered on a point incapacitated.
within 120 feet of the mage. Each creature in that 18th. Assassinate (1/Day). During its first turn in
area must make a DC Dexterity saving throw (DC
combat, the scoundrel turns a hit that it makes with a
equals 8 + the mage’s Intelligence modifier + its
weapon attack into a critical hit.
proficiency bonus). On a failed save, a creature takes
8d6 damage of the chosen type, or half as much
damage on a successful one.
14th. Action: Spellcasting. The mage’s Spellcasting
improves. It can cast the following spells in addition
to those in its statistics:
1/day each: dimension door, polymorph
18th. Reaction: Contingent Sphere (1/Day). In
response to taking damage, the mage casts the
resilient sphere spell targeting itself.
17
Mage Hand Press
Templar
Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain mail)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
19
Mage Hand Press
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License
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Complete Captain Copyright 2021, Mage Hand Press LLC; authors Michael Holik
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