The Complete Captain, Complete Gunslinger, and Complete Vagabond are designed with a suite of commonalities that allow their subclasses to be cross-compatible with one another. Certain Gunslinger subclasses can be played in the Captain or Vagabond, and vice-versa!

Consult the following rules to play a cross-compatible subclass for any of these classes. (If you already own any of the Complete classes listed here, you’ll find these rules already included in the 2024 version. Just visit the My Account page to download the latest version of your files.)
Compatibility
Only subclasses with the same set of core features are cross-compatible. The following table outlines which subclasses can move are compatible with which classes, and details any mechanical changes necessary for compatibility. Many of these subclasses are only available in the Complete class; where these classes are available to everyone online, you’ll find a hyperlink in the table.
Note that cross-compatible subclasses might be stronger or weaker than other subclasses.
The GM decides if a subclass should be cross compatible in your campaign.
Basic Modifications
Some small modifications need to be made for every cross-compatible subclass.
Name Changes. Substitute the class name for the new class wherever it appears, including references to your level in the class.
Battle and Risk Dice. “Battle Dice” become “Risk Dice” when moving a subclass to the Gunslinger and vice-versa.
Cohort. Ignore references to a Captain’s Cohort when using a cross-compatible Captain subclass.
Vagabond Maneuvers. If a subclass gives you a Maneuver that you already know, you learn a different maneuver of your choice.
Complete Captain
| Subclass | Compatible With | Notes |
|---|---|---|
| Daggermark | Gunslinger, Vagabond | Level 10: Evasion (Gunslinger). You have Advantage on Dexterity saving throws. |
| Demon Brand | — | — |
| Dragon Banner | Gunslinger, Vagabond |
Level 6: Martial Recovery. Replace “all of your expended Battle Dice” with “three of your expended Battle Dice.” Level 14: Coup de Grâce [Maneuver] (Vagabond). You learn the Coup de Grâce maneuver. If you already know it, you learn a different maneuver of your choice. |
| Eagle Banner | Gunslinger, Vagabond | — |
| Holy Icon | — | — |
| Jolly Roger | Gunslinger, Vagabond | Level 10: Dirty Tactics. The Flank benefit applies to any ally, instead of your Cohort. |
| Lion Banner | — | — |
| Siegeball Jersey | Gunslinger, Vagabond | Level 6: Game Plan. Replace “When you use your Blitz feature, you can direct your Cohort or an ally within 60 feet of yourself” with “When you take the Attack action, you can replace one of your attacks with directing an ally within 60 feet of yourself”.
Level 10: Athletic Constitution (Gunslinger). When you make a Strength or Constitution saving throw, you can make a Dexterity saving throw with Advantage instead. |
| Skull Banner | — | — |
| Star-Spangled Banner | Gunslinger, Vagabond | Level 3: Shield Fighter (Gunslinger). You gain proficiency with Shields.
Level 3: Second Amendment (Vagabond). You gain the ability to use the mastery property of one additional kind of weapon. Level 6: Extra Attack. Replaced with the following: You have Advantage on weapon attacks rolls during the first round of combat. |
| Star Wolf | — | — |
| Tower Banner | Vagabond | Level 10: Mettle (Vagabond). You have Advantage on Constitution saving throws. |
| Yellow Sign | Gunslinger, Vagabond | Level 10: Frenzied Blitz. Replace with “You can give a creature that has the Frenzied condition Advantage or Disadvantage on its attack rolls.” |
Complete Gunslinger
| Subclass | Compatible With | Notes |
|---|---|---|
| Big Game Hunter | Captain, Vagabond | — |
| Deadeye | Captain, Vagabond | — |
| Grenadier | Vagabond | Level 10: Take Cover. Replace “Evasion” with “Mettle.” |
| Gun Tank | Vagabond | Level 10: Bulletproof. Replace “Bite the Bullet” with “Dig Deep.” |
| Gun-Ko Master | Captain, Vagabond | — |
| High Roller | Captain, Vagabond | Level 10: Risk Taker (Captain). Replace “Maverick Spirit and Skin of Your Teeth” with “Born Leader and Morale Boost.” Also replace “d6” with “d4.”
Level 10: Risk Taker (Vagabond). Replace “Maverick Spirit and Skin of Your Teeth” with “Dig Deep and Knack.” |
| Laserist | Captain, Vagabond | — |
| Musketeer | Vagabond | Level 3: Infantry Training. Remove Martial Weapons and Melee Mastery benefits.
Level 6: Morale Boost. Replace “Bite the Bullet” with “Dig Deep.” |
| Pistolero | Captain, Vagabond | Level 6: Disarm. Remove reference to Gut Shot. This feature triggers whenever you score a Critical Hit. |
| Secret Agent | Captain, Vagabond | — |
| Space Cowboy | Vagabond | — |
| Spellslinger | Captain, Vagabond | Level 6: Spellshot (Captain). Replace with: your Finger Guns deal 2d10 Force damage.
Level 10: Counter-Mage. In the Antimagic Shot benefit, remove reference to Gut Shot. This benefit triggers whenever you score a Critical Hit. |
| Trick Shot | Captain, Vagabond | Level 10: Deft Deflection [Maneuver]. Replace with: “When an enemy you can see hits a creature with a ranged attack roll, you can take a Reaction and expend one Battle Die to attempt to intercept the attack. You must be holding a Ranged weapon and the creature must be within your weapon’s range to use this maneuver. Subtract the Battle Die from the attack roll, potentially causing it to miss.” |
| White Hat | Captain, Vagabond | — |
Complete Vagabond
| Subclass | Compatible With | Notes |
|---|---|---|
| Adrenaline Junkie | Captain, Gunslinger | Level 3: Adrenaline (Captain). You can’t use an Adrenaline Battle Die with the Rally maneuver. |
| Brigand | Captain, Gunslinger | — |
| Experiment X | Captain, Gunslinger | — |
| Feylost | Captain, Gunslinger | — |
| Gourmand | Captain, Gunslinger | Level 10: Quick Snack. At the start of each of your turns, you can expend one of your Hit Point Dice, roll it, and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point). Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending one Battle Die (no action required). |
| Houndmaster | Captain, Gunslinger | Level 3: Faithful Hound (Captain). The Hound is your Cohort and uses the rules in the Cohort feature. The Hound uses your Charisma modifier for attack and damage rolls. The Hound also has the Martial Excellence trait.
Level 5: Martial Excellence. The Hound 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. |
| Knight Errant | Captain, Gunslinger | — |
| Mage Brand | Captain, Gunslinger | — |
| Plague Doctor | Captain, Gunslinger | — |
| Pugilist | Captain, Gunslinger | — |
| Rōnin | Captain, Gunslinger | — |
| Troubadour | Captain, Gunslinger | — |


