Skip to main content
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.

Get all 13 subclasses in the Complete Captain for 2024!

Captain subclass

Jolly Roger

Command Your Crew on the High Seas The skull and crossbones 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.

Level 3: Skirmish [Maneuver]

When you make an attack using a weapon, you can expend one Battle Die as a Bonus Action to make an attack using the same weapon or a different one later on the same turn. One attack must be a melee attack roll and the other must be a ranged attack roll.

Level 3: Scallywag

You have a Swim Speed equal to your Speed, and your Cohort has a Swim Speed equal to its Speed.

Level 6: Fancy Footwork

Your elegant swordplay puts enemies where you want them. Whenever you hit a creature of Large size or smaller with a Melee weapon, you can force the target to move to an unoccupied space within 5 feet of it, and you can move 5 feet. This movement doesn’t provoke Opportunity Attacks.

Level 10: Dirty Tactics

Once per turn when you hit a creature with a Melee weapon, you can use one of the following effects.

Flank. Your Cohort has Advantage on the next melee attack roll it makes against the target while you are within 5 feet of it before the end of your next turn.

Pocket Sand. The target has Disadvantage on its next attack roll before the end of your next turn.

Trip. The target has the Prone condition if it is Large or smaller.

Level 14: All Hands on Deck

At your directive, your crew works in perfect unison. As a Bonus Action, you can issue a series of directives to allies within 30 feet of yourself that can see or hear you. Each ally has Advantage on the next D20 test it makes before the start of your next turn. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a Long Rest.  


Get even more subclasses and maneuvers in the Complete Captain!

Or check out more innovative base classes in Valda’s Spire of Secrets!

Leave a Reply