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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.

Get all 13 subclasses in the Complete Captain for 2024!

Captain

Cohort Options
Subclasses

Decisive leaders and brilliant strategists, Captains inspire their allies to greatness. They stand alongside their Cohorts—their devoted lieutenants—whom they entrust with their lives. Captains outstrategize their enemies, ensuring that, while they rarely deal the killing blow, they’re always on the winning side.

Fearless Leaders

A Captain thinks a little bigger than their compatriots, planning one step further and fitting their allies like puzzle pieces to the challenges ahead. To their eyes, there are few defeats; only setbacks, diversions, and detours. Success is always on the path  ahead.

Moreover, Captains lead by example. They stand shoulder-to-shoulder with knights, creep through the night alongside rogues, and study arcane texts with mages, even when they barely understand what they’re reading.

Cohort and Commander

A Captain is only as good as their second in command, their Cohort, who stands by them at every step and safeguards their plan’s success. Far more than an ally, a Captain’s Cohort is a confidant, an advisor, and a trusted friend. Cohorts see their Captain as a wellspring of information, and will follow them to the ends of the earth.

Core Captain Traits

Primary Ability Strength or Dexterity and Charisma
Hit Point Die D8 per Captain Level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception, and Persuasion
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C: (A) Chain Mail, Shield, Longsword, 6 Javelins, Explorer’s Pack, and 27 GP; (B) Studded Leather Armor, 2 Shortswords, Longbow, 20 Arrows, Quiver, Explorer’s Pack, and 13 GP; or (C) 140 GP

Becoming a Captain…

As a Level 1 Character

  • Gain all of the traits in the Core Captain Traits table.
  • Gain the Captains level 1 features, which are listed in the Captain Features table.

As a Multiclass Character

  • Gain the following traits from the Core Captain Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
  • Gain the Captain’s level 1 features, which are listed in the Captain Features table.

 Captain Features

Level Prof.
Bonus
Features Battle
Dice
1 +2 Battle Tactics, Weapon Mastery 2d6
2 +2 Cohort, Fighting Style 2d6
3 +2 Captain Subclass 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Blitz, Cohort 3d6
6 +3 Subclass feature 3d6
7 +3 Valiant Surge 3d6
8 +3 Ability Score Improvement 3d6
9 +4 Cohort 3d8
10 +4 Subclass feature 3d8
11 +4 Coordinated Strike 3d8
12 +4 Ability Score Improvement 3d8
13 +5 Cohort 4d8
14 +5 Subclass feature 4d8
15 +5 Lead by Example 4d8
16 +5 Ability Score Improvement 4d8
17 +6 Teamwork Maneuvers 5d8
18 +6 Cohort 5d8
19 +6 Epic Boon 5d8
20 +6 Legendary Commander 5d8

Captain Class Features

As a Captain, you gain the following class features when you reach the specified Captain levels. These features are listed in the Captain Features table.

Level 1: Battle Tactics

You learn maneuvers that are fueled by special dice called Battle Dice.

Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the Battle Dice column of the Captain Features table.

Maneuvers. You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed later in the class description.

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Lances and
Longswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Level 2: Cohort

You gain a loyal Cohort who carries your banner and follows your lead.

Initiating a Cohort. Choose your Cohort’s stat block from those listed later in the class description. Following an 8-hour initiation period, which can be done during a Long Rest, that creature becomes your Cohort until you initiate a new Cohort to replace it. You can have only one Cohort at a time.

Cohort in Combat. Your Cohort is Friendly to you and your allies and obeys your commands. In combat, your Cohort takes its turn immediately before or after
your turn each round (your choice). Your Cohort uses your Charisma for its attack and damage rolls.

Cohort Save DC. If your Cohort forces a creature to make a saving throw, the DC is 8 plus your Charisma modifier and your Proficiency bonus.

Features. Your Cohort improves and gains new features when you reach certain Captain levels, as shown on the Captain Features table.

Proficiencies. Your Cohort has proficiency in skills and saving throws listed in its statistics. Your Cohort uses your Proficiency Bonus instead of its own. Because Cohort statistics already include a +2 Proficiency Bonus, you need only adjust skill and saving throw proficiencies starting at level 5.

Level 2 : Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice.

Whenever you gain a Captain level, you can replace the feat you chose with a different Fighting Style feat.

Level 3: Captain Subclass

You gain a Captain subclass of your choice. A subclass is a specialization that grants you features at certain Captain levels. For the rest of your career, you gain each of your subclass’s features that are of your Captain level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Captain levels 8, 12, and 16.

Level 5: Blitz

Once on each of your turns, you can direct your Cohort or an ally within 60 feet of yourself that can see or hear you. The chosen creature can take a Reaction to move up to its Speed or make one attack with a weapon or Unarmed Strike.

Level 7: Valiant Surge

Whenever you or your Cohort score a Critical Hit or reduce an enemy to 0 Hit Points, you regain an expended Battle Die.

Level 11: Coordinated Strike

Once per turn when you take the Attack action and hit with a weapon, you can deal an extra 2d8 damage to the target if your Cohort has dealt damage to that target since the end of your last turn. The extra damage is the same type dealt by the weapon.

Level 15: Lead by Example

Whenever you or your Cohort score a Critical Hit, each ally you choose within 30 feet of you gains Heroic Inspiration.

Level 18: Teamwork Maneuvers

When you use a maneuver that targets an ally, you can target a second ally within range without expending an additional Battle Die.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Legendary Commander

Immediately after another creature’s turn, you can choose yourself or an ally within 60 feet of yourself that can see or hear you to take a Legendary Action. This action is one of the following: Attack (one attack only), Dash, Disengage, Dodge, Hide, Magic (cast one cantrip only), or Utilize. A creature can only take one Legendary Action each round. When a creature takes the Dash or Disengage action in this way, the benefits of that action last until the end of the creature’s next turn.

You can use this feature to take three Legendary Actions and regain all expended uses when you finish a Short or Long Rest.

Maneuver Options

The maneuvers are presented in alphabetical order.

Bolster

As a Bonus Action, you can expend one Battle Die to motivate an ally within 60 feet of yourself. The next time your ally makes an attack before the start of your next turn, it adds the Battle Die to the attack and damage roll.

Born Leader

When you fail a Wisdom or Charisma check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.

Morale Boost

When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success.

Rally

As a Bonus Action on your turn, you can expend one Battle Die to choose one ally within 60 feet of yourself that can see or hear you. That creature regains Hit Points equal to the number rolled + your Charisma modifier. You can’t use this maneuver to heal a creature that has 0 Hit Points.

Staggering Strike

When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to daze the target. Add the Battle Die to the attack’s damage roll. The target subtracts the Battle Die from the next attack roll it makes before the end of your next turn.

Cohort Options

Champion
Mage
Priest
Scoundrel

Your Cohort is the most steadfast of allies, loyal to a fault, and will likely be a lifelong ally and friend. But not all Cohorts are cut from the same cloth or possess the same skills—choose from the following stat blocks when you initiate a new Cohort.

Proficiencies. The Proficiencies entry in a Cohort’s stat block lists its weapon proficiencies and armor training. The Cohort can equip any gear for which it has
proficiency or training.

Cohort Species
When you initiate a new Humanoid Cohort, you can also give it one of the following traits to reflect its species.

Dragonborn: Draconic Ancestry. The Cohort has Resistance to one of the following types of damage associated with its dragon progenitor (Captain’s choice): Acid, Cold, Fire, Lightning, or Poison.

Dwarf: Resistances and Immunities. The Cohort has Resistance to Poison damage and Immunity to the Poisoned condition.

Elf: Fey Ancestry. The Cohort has Advantage on saving throws it makes to avoid or end the Charmed condition.

Gnome: Saving Throws. The Cohort has proficiency in one of the following saving throws: Intelligence, Wisdom, or Charisma.

Halfling: Brave. The Cohort has Advantage on saving throws it makes to avoid or end the Frightened condition.

Human: Skillful. The Cohort has proficiency with one skill of your choice.

Orc: Relentless (1/Day). When the Cohort is reduced to 0 Hit Points, it is reduced to 1 Hit Point instead.

Tiefling: Fiendish Ancestry. The Cohort has Resistance to one of the following types of damage associated with its fiendish progenitor (Captain’s choice): Fire, Necrotic, or Poison.

Champion

A champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle.

Champion

Medium or Small Humanoid, Neutral

AC 18
HP 6 plus six times your Captain level (the champion has a number of Hit Dice [d8s] equal to your Captain level)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 16 +3 +5 DEX 12 +1 +1 CON 12 +1 +3
INT 10 +0 +0 WIS 10 +0 +0 CHA 11 +0 +0
Skills Animal Handling +2, Athletics +5
Proficiencies Simple and Martial weapons; Light, Medium, and Heavy armor, Shields
Gear Battleaxe, Chain Mail, Javelins (4), Shield
Senses Passive Perception 10
Languages Common plus one other language
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Level 5: Martial Excellence. The champion has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 13: Indomitable (2/Day). The champion rerolls a failed saving throw with a bonus equal to your Captain level.
Actions
Battleaxe. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d8 plus your Charisma modifier Slashing damage.Javelin. Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 30/120 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.

Level 5: Flurry (1/Day). The champion makes three attacks in any combination with  Disadvantage, regardless of circumstance.

Level 17: Multiattack. The champion makes two attacks in any combination.

Bonus Actions
Second Wind (2/Day). The champion regains Hit Points equal to your Captain level.Level 9: Keen Strike. The champion deals 1d8 extra damage on a hit with a weapon. The damage is the same type dealt by the weapon.

Mage

A mage is a brilliant and studious spellcaster, well versed in the study of all things arcane.

Cohort Spells
Throughout your adventure, you may wish to customize the spells listed in a Cohort’s stat block. You can exchange one of the spells listed in the Spellcasting feature with another of the same level. Your GM decides if a spell is appropriate for a Cohort. Generally, the Priest’s spells are from the Cleric spell list, the Mage’s spells are from the Wizard spell list, and the Shaman’s spells are from the Druid spell list.

Mage

Medium or Small Humanoid, Neutral

AC 15
HP 5 plus five times your Captain level (the mage has a number of Hit Dice [d8s] equal to your Captain level)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 –1 –1 DEX 14 +2 +2 CON 10 +0 +0
INT 16 +3 +5 WIS 12 +1 +3 CHA 9 –1 –1
Skills Arcana +5, History +5
Proficiencies Simple weapons
Gear Wand
Senses Passive Perception 11
Languages Common plus one other language
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Level 5: Arcane Excellence. The mage has a +1 bonus to its spell attack rolls and spell save DC. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Actions
Arcane Burst. Melee or Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. or range 120 ft. Hit: 1d10 plus your Charisma modifier Force damage.Spellcasting. The mage casts one of the following spells, using your Charisma as the spellcasting ability (spell save DC equals your Cohort save DC).

At Will: Mage Armor (included in AC), Prestidigitation
2/Day: Chromatic Orb
Level 5: 2/Day: Shatter
Level 9: 2/Day: Fireball
Level 13: 1/Day Each: Blight, Dimension Door
Level 17: 1/Day Each: Cone of Cold, Wall of Force

Bonus Actions
Level 5: Misty Step (2/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Shield (2/Day). The mage casts Shield in response to the spell’s trigger using the same  spellcasting ability as Spellcasting.Level 9: Counterspell (2/Day). The mage casts Counterspell in response to the spell’s trigger using the same spellcasting ability as Spellcasting.

Priest

A devout adherent to the faith, a priest can work minor divine miracles with the whispering of prayers and the waving of hands.

Priest

Medium or Small Humanoid, Neutral

AC 15
HP 6 plus six times your Captain level (the priest has a number of Hit Dice [d8s] equal to your Captain level)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 –1 –1 DEX 14 +2 +4 CON 12 +1 +1
INT 9 –1 –1 WIS 10 +0 +0 CHA 16 +3 +5
Skills Medicine +5, Religion +1
Proficiencies Simple weapons; Light and Medium armor, Shields
Gear Chain Shirt, Holy Symbol, Mace, Shield
Senses Passive Perception 13
Languages Common plus one other language
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Level 5: Divine Excellence. The priest has a +1 bonus to its spell attack rolls and spell save DC. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Actions
Mace. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d8 plus your Charisma modifier Bludgeoning damage.Radiant Flare. Dexterity Saving Throw: DC equals your Cohort save DC, one creature within 60 feet. Failure: 1d8 plus your Charisma modifier Radiant damage. Success: Half damage.

Healing Hands (2/Day). The priest or one creature the priest touches regains Hit Points equal to 2d8 plus your Charisma modifier. The priest can take this action once more at Captain level 5 (3/Day), 9 (4/Day), 13 (5/Day), and 17 (6/Day).

Spellcasting. The priest casts one of the following spells, using your Charisma as the spellcasting ability (spell save DC equals your Cohort save DC).

At Will: Spare the Dying
2/Day: Guiding Bolt
Level 5: 2/Day Each: Hold Person, Lesser Restoration
Level 9: 2/Day: Revivify
Level 13: 1/Day Each: Banishment, Death Ward
Level 17: 1/Day Each: Flame Strike, Mass Cure Wounds

Bonus Actions
Level 9: Divine Ward (2/Day). Each ally within a 10-foot Emanation gains a bonus to its AC and saving throws equal to your Charisma modifier until the start of the priest’s next turn.

Scoundrel

Stealthy and subversive, the scoundrel is as adept an assassin as a burglar or thief.

Scoundrel

Medium or Small Humanoid, Neutral

AC 15
HP 6 plus six times your Captain level (the scoundrel has a number of Hit Dice [d8s] equal to your Captain level)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
STR 9 –1 –1 DEX 16 +3 +5 CON 12 +1 +1
INT 11 +0 +2 WIS 10 +0 +2 CHA 13 +1 +1
Skills Acrobatics +5, Perception +2, Sleight of Hand +5, Stealth +5
Proficiencies Simple weapons, Martial weapons that have the Finesse or Light property; Light armor
Gear Shortbow, 2 Shortswords, Studded Leather Armor
Senses Passive Perception 12
Languages Common plus one other language
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Level 5: Martial Excellence. The scoundrel has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.Level 17: Assassinate (1/Day). During the first round of combat, the scoundrel turns a hit that it makes into a Critical Hit.
Actions
Shortsword. Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.Shortbow. Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 80/320 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.
Bonus Actions
Cunning Action. The scoundrel takes the Dash, Disengage, or Hide action.Level 5: Improved Cunning Action. The scoundrel takes the Dodge or Help action.

Level 9: Poison Strike. The scoundrel deals an extra 2d6 Poison damage on a hit.

Reactions
Level 13: Uncanny Dodge. Trigger: The scoundrel is hit by an attack roll. Response: The scoundrel halves the damage (round down).

Captain Subclasses

A Captain subclass is a specialization that grants you features at certain levels, as specified in the subclass.

Name Description
Eagle Banner A bow master who uses precision shots to strike foes from high above
Jolly Roger 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

One Comment

  • jameshspears says:

    Is the complete captain updating soon? The blog post says it’s out, but the listing only has the 2014 version.

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