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Brandishing a flowing red banner in his left hand and a basket-hilted cutlass in his right, a blonde-haired, mustachioed hero with a chiseled jawline stands with one foot planted high in front of a smoky battleground. He wears a spotless, blue-and-white, military-inspired jacket that billows in the wind behind him.

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Captain subclass

Jolly Roger

The skulls and crossbones adorning the Banner of the Jolly Roger need no introduction: it means thieves, brigands, treasure, and adventure on the high seas. Moreover, it means the strong backs of a crew working in unison, piloting a ship from horizon to horizon, under the command of a fierce captain and their first mate.

Maneuver: Double Thrust

Starting when you choose this banner at 3rd level, you learn the following maneuver:
When you make an attack with a finesse weapon as part of the Attack action on your turn, you can spend one battle die as a bonus action to make an additional attack with that weapon. This attack adds the battle die, instead of your ability modifier, to the weapon’s damage roll

Tricky Footwork

By 7th level, your elegant swordplay lets you place enemies where you want them. Whenever you hit a creature of your size or smaller with a melee attack on your turn, you can switch places with the target. This movement doesn’t provoke opportunity attacks.

Unfair Play

Beginning at 13th level, both you and your cohort can use a bonus action to take the Hide or Use an Object action, or to attempt to shove a creature. You have advantage on Strength (Athletics) checks you make to push another creature out of a boat or other waterborne vessel.

All Hands on Deck

By 17th level, your crew works in perfect unison at your directive. You can use your action on your turn to direct each friendly creature within 60 feet of you that can see or hear you to take an action of your choice; this action can’t be the Attack, Cast a Spell, Dodge, or Use a Magic Item action. A creature can immediately use its reaction to take this action.

4 Comments

  • Asmodeus says:

    Hi, question out of curiosity — how does All Hands on Deck interact with, say, telling friendly creatures to dash? Are they able to move as part of that action?

    And, more generally, what is the envisioned use-case for All Hands on Deck?

    Thank you in advance!

    • Mike | Mage Hand Press says:

      Actually a great question. Dash doesn’t let you move, it just increases your movement speed, so it’s a pretty bad choice for the All Hands on Deck action.

      • Ill says:

        Is Aid and Help Actions OK? For example, I let players to help each other in pairs to gain them advantage on next attack.
        Is Ready Actions OK? For example, let all the players ready for attack/cast spell/use magic items, just like giving every party members a delayed free action surge?
        Is other Class Features and Abilities OK? For example, channel divinity to heal or deal damage.

        Other cases includes skill checks such as insight, shovel(strength) and Hide should be OK, so I wont ask.

        • Mike | Mage Hand Press says:

          I would say that Help is perfectly okay, but I wouldn’t allow the Ready action, since you can usually only ready an action on your turn. You *can* command everyone to take a class-specific action, like Channel Divinity, but only characters with that action could use it. Remember that each character has to take the same action when you use this feature!

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