Životy
Odbornosti
Captain
| Úroveň | Bonus odbornosti | Vlastnosti | Battle Dice |
|---|---|---|---|
| 1 | + 2 | Born Leader Fighting Style | 0 |
| 2 | + 2 | Born Leader Fighting Style | 0 |
| 3 | + 2 | Born Leader Fighting Style | {@dice 2d8} |
| 4 | + 2 | Born Leader Fighting Style | {@dice 2d8} |
| 5 | + 3 | Born Leader Fighting Style | {@dice 2d8} |
| 6 | + 3 | Born Leader Fighting Style | {@dice 3d8} |
| 7 | + 3 | Born Leader Fighting Style | {@dice 3d8} |
| 8 | + 3 | Born Leader Fighting Style | {@dice 3d8} |
| 9 | + 4 | Born Leader Fighting Style | {@dice 3d8} |
| 10 | + 4 | Born Leader Fighting Style | {@dice 3d10} |
| 11 | + 4 | Born Leader Fighting Style | {@dice 3d10} |
| 12 | + 4 | Born Leader Fighting Style | {@dice 3d10} |
| 13 | + 5 | Born Leader Fighting Style | {@dice 3d10} |
| 14 | + 5 | Born Leader Fighting Style | {@dice 4d10} |
| 15 | + 5 | Born Leader Fighting Style | {@dice 4d10} |
| 16 | + 5 | Born Leader Fighting Style | {@dice 4d10} |
| 17 | + 6 | Born Leader Fighting Style | {@dice 4d10} |
| 18 | + 6 | Born Leader Fighting Style | {@dice 4d12} |
| 19 | + 6 | Born Leader Fighting Style | {@dice 4d12} |
| 20 | + 6 | Born Leader Fighting Style | {@dice 4d12} |
| Úroveň | Bonus odbornosti | Vlastnosti | Cohort Feature |
|---|---|---|---|
| 1 | + 2 | Born Leader Fighting Style | 0 |
| 2 | + 2 | Born Leader Fighting Style | Cohort feature |
| 3 | + 2 | Born Leader Fighting Style | 0 |
| 4 | + 2 | Born Leader Fighting Style | 0 |
| 5 | + 3 | Born Leader Fighting Style | 0 |
| 6 | + 3 | Born Leader Fighting Style | Cohort feature |
| 7 | + 3 | Born Leader Fighting Style | 0 |
| 8 | + 3 | Born Leader Fighting Style | 0 |
| 9 | + 4 | Born Leader Fighting Style | 0 |
| 10 | + 4 | Born Leader Fighting Style | Cohort feature |
| 11 | + 4 | Born Leader Fighting Style | 0 |
| 12 | + 4 | Born Leader Fighting Style | 0 |
| 13 | + 5 | Born Leader Fighting Style | 0 |
| 14 | + 5 | Born Leader Fighting Style | Cohort feature |
| 15 | + 5 | Born Leader Fighting Style | 0 |
| 16 | + 5 | Born Leader Fighting Style | 0 |
| 17 | + 6 | Born Leader Fighting Style | 0 |
| 18 | + 6 | Born Leader Fighting Style | Cohort feature |
| 19 | + 6 | Born Leader Fighting Style | 0 |
| 20 | + 6 | Born Leader Fighting Style | 0 |
Vlastnosti třídy
Úroveň 1
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 7
Úroveň 8
Úroveň 9
Odbornosti
light
medium
shield
simple
martial
Počáteční vybavení
Vlastnosti třídy
Born Leader (Level 1)
By 1st level, your competence and commanding personality lend you a knack for leadership. Common folk defer to your authority and influence, especially in times of crisis. As a result, you have advantage on any Charisma (Persuasion) check you make to convince someone to let you take charge of a situation or to give someone orders in a dangerous situation.
Additionally, you can use your Charisma modifier, instead of your Intelligence modifier, for any ability check you make related to planning, strategy, or tactics.
Fighting Style (Level 1)
At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Cohort (Level 2)
Starting at 2nd level, you gain a loyal cohort who carries your banner and follows your lead.
Initiating a Cohort
Select a companion from the Cohort section; 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.
Ability Scores
Whenever you gain the Ability Score Improvement class feature, your cohort's abilities also improve. Your cohort can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.
When you improve a cohort's ability scores, remember to also increase other relevant statistics, such as skill bonuses, bonuses to hit and damage, and spell save DCs.
Proficiencies
Your cohort gains proficiency in skills listed in its statistics. It also gains proficiency with simple weapons, martial weapons, light armor, medium armor, heavy armor, or shields if its statistics contain weapons or armor from that category.
Your cohort uses your proficiency bonus rather than its own. Because cohort statistics already include a +2 proficiency bonus, you need only adjust the attack bonus and skill proficiency bonus starting at 5th level.
Alignment
Your cohort's alignment is within one step of your own, and has a personality trait and flaw determined by the GM. Its bond is always, "I will follow my commander into any fray, and I will gladly fight by their side until my death."
Cohorts
| Name | Description |
|---|---|
A devout adherent to the faith, an abbot can work minor divine miracles with the whispering of prayers and the waving of hands. | |
Ruthless and fierce, the berserker tears across the battlefield in a wild frenzy, devastating its enemies with boundless rage. | |
A champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle. | |
With the help of a tinkerer or a mage, you gain the unwavering, mechanical loyalty of a golem, shield guardian, or clockwork construct. Your construct is of a smaller variety than most golems, but can be built and repaired in far less time. It doesn't require air, food, drink, or sleep. | |
Dogmatic and often unhinged, cultists draw upon forbidden, eldritch allies for a taste of arcane might. | |
A hunter is a naturally skilled tracker and outlander, as comfortable in the depths of the woods as in a tavern or town. | |
A mage is a brilliant and studious spellcaster, well versed in the study of all things arcane. | |
Stealthy and subversive, the stalker is just as adept an assassin as a burglar or thief. | |
A daring knight, sworn to virtue and station, a templar knows no fear in their heart and no equal in battle. | |
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 skeletons, and more loyal than vampires. It doesn't require air, food, drink, or sleep. |
Customizing Cohorts
Throughout your adventure, you may wish to customize your cohort beyond the weapons, armor, and spells listed in its stat block. Your GM decides what equipment your cohort has proficiency with, in addition to those specified in the Cohort feature, and decides if your cohort can exchange the spells it knows with any other spells, including new spells in this book.
As with any character, your cohort can attune to three magic items at a time.
Banner (Level 3)
Starting at 3rd level, you adopt a banner which you fly in combat, emblazon on your armor, and fix to your seal. You can select from the banners which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 13th, and 17th level.
War Tactics (Level 3)
Starting at 3rd level, you have a pool of battle dice that you can use to bolster your allies or perform special maneuvers in combat. You begin with 2 battle dice, which are d8s. You regain all expended battle dice when you finish a short or long rest, or when you roll initiative.
Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown in the Battle Dice column of the Captain table.
Saving Throws
If one of your maneuvers calls for a saving throw to resist its effects, the saving throw DC is calculated as follows:
Maneuver
Maneuvers
You can spend battle dice to use the following maneuvers:
Brace
As a bonus action on your turn, you can expend a battle die to bolster your allies. Each allied creature within 30 feet of you that can see or hear you adds the battle die to all saving throws it makes until the end of your next turn.
Rally
As a bonus action on your turn, you can expend a battle die to choose one allied creature other than yourself within 60 feet of you who can see or hear you. That creature regains hit points equal to the number rolled + your Charisma modifier. You can't use this ability to heal a creature who has 0 hit points.
Staggering Strike
As a bonus action when you make a weapon attack against a Large or smaller creature, you can expend a battle die to attempt to daze the target. On a hit, the target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.
Ability Score Improvement (Level 4)
When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Blitz (Level 5)
Starting at 5th level, as a bonus action on your turn, you can direct your cohort or a friendly creature within 60 feet of you that can see or hear you to fight alongside you. The chosen creature can use its reaction to move up to its speed or make a single weapon attack.
Banner Feature (Level 7)
At 7th level, you gain a feature granted by your Banner.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Advanced Tactics (Level 9)
At 9th level, your maneuvers improve in the following ways:
Brace
Allies can also add the battle die to their ability checks until the start of your next turn.
Rally
Whenever you spend a battle die to cause a creature to regain hit points, that creature also gains temporary hit points equal to your captain level.
Staggering Strike
When you hit with a staggering strike, you add the battle die to the damage roll.
Coordinated Strike (Level 11)
By 11th level, you and your cohort fight as a perfect fighting unit. Once on each of your turns, when you hit a creature with an attack, you can deal an extra 2d8 damage to the creature if your cohort has also hit that creature with an attack since the end of your last turn.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Banner Feature (Level 13)
At 13th level, you gain a feature granted by your Banner.
Lead By Example (Level 15)
Starting at 15th level, whenever you roll a 20 on an attack roll, ability check, or saving throw, each friendly creature within 30 feet of you has advantage when it makes the same type of roll (attack roll, ability check, or saving throw) before the start of your next turn.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Banner Feature (Level 17)
At 17th level, you gain a feature granted by your Banner.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Legendary Commander (Level 20)
At 20th level, you have 3 legendary actions. At the end of another creature's turn, you can spend a legendary action to take an action of your choice, or allow a friendly creature that can hear or see you to take an action of their choice. If a creature takes the Attack action as a legendary action, it can attack more than once if it has a feature, like Extra Attack, that gives it extra attacks.
You regain all expended legendary actions when you finish a long rest.
Multitřídy
Požadavky multitříd
- DEX: 13 nebo STR: 13
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Demon Banner
Demon Banner (Level 3)
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 residence inside your body. The demon is jealously possessive—it becomes your cohort and you can't gain a new one.
Like a normal cohort, the demon has separate statistics and takes its turn before or after your turn each round (your choice). When the demon takes its turn, you transform into it, replacing your statistics and features with the statistics of the demon. Keep track of the demon's hit points separately. You determine the demon's actions, decisions, attitudes, and so on. If you move on your turn, the demon can't move on its turn, and vice versa. You remain transformed into the demon until the start of your turn.
You and the demon share concentration on spells. You can only concentrate on one spell at a time and the spell fails if either form loses concentration.
Certain conditions affect you and the demon separately. If you are blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned, the demon does not share this condition, and vice versa.
If you fall unconscious, you can't transform into the demon. Similarly, if the demon drops to 0 hit points, you revert to your original form and drop to 0 hit points. As long as you have at least 1 hit point, the demon returns to life and regains all of its hit points when you take a long rest.
Maneuver: Abyssal Rebuke
Also at 3rd level, you learn the following maneuver:
When you are damaged by a creature you can see within 60 feet of you, you can use your reaction and expend a battle die. The creature must make a Dexterity saving throw. It takes fire damage equal to the battle die + your Charisma modifier on a failed save, or half as much damage on a successful one.
Demon's Sight (Level 7)
Starting at 7th level, you gain the use of the demon's darkvision out to a range of 120 feet. Additionally, you and the demon can see normally in magical darkness.
Abyssal Arcana (Level 13)
At 13th level, you can use your demon's Innate Spellcasting trait, even while you are not transformed.
One with the Abyss (Level 17)
By 17th level, the bond with your demon has become unbreakable, granting you the following benefits:
You and your demon share a pool of hit points. Add your hit point maximum to that of your demon to determine your shared maximum.
You and your demon both have Armor Class equal to the higher Armor Class of the two forms.
You can use your demon's flying speed, even when you are not transformed.
Dragon Banner
Dragon Banner (Level 3)
Captains under the banner of the Dragon are among the most formidable warriors to grace the battlefield. Armed with an array of lethal maneuvers, these captains cut through lesser combatants with ease, turning the tides of battle on their own, if needed. The visage of the dragon banner inspires fear and loyalty in equal measure, for the carnage and bloodshed left in a dragon warrior's wake speaks volumes of their skill.
Bonus Battle Dice
Starting when you choose this banner at 3rd level, your total number of battle dice increases by 1.
Maneuver: Cleave
Also at 3rd level, you learn the following maneuver:
Once on each of your turns, when you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon attack, you can spend a battle die to move up to 15 feet and make another melee weapon attack as part of the same action. On a hit, you add the battle die to the attack's damage roll.
Maneuver: Wade Into Battle (Level 7)
At 7th level, you learn the following maneuver:
You can expend a battle die to take the Dash or Disengage action as a bonus action on your turn.
Maneuver: Fury Attack (Level 13)
At 13th level, you learn the following maneuver:
When you take the Attack action on your turn, 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 (Level 17)
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.
Eagle Banner
Eagle Banner (Level 3)
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 this ability before or after making the attack roll, but before the GM says whether the attack hits or misses.
Vantage Point (Level 7)
By 7th level, you can quickly scale walls to gain a perch above your foes. You have a climbing speed equal to your walking speed. In addition, by climbing at half speed, you can climb up difficult surfaces (such as slippery vertical walls) without making an ability check.
Close-Quarters Shooting (Level 13)
Starting at 13th level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls or the ranged attack rolls of friendly creatures within 15 feet of you.
Scatter Shot (Level 17)
Starting at 17th level, you can use your action to launch a volley of projectiles. Make a ranged weapon attack against any number of creatures you choose within a 15-foot cone, making a separate attack roll for each target. If you target only one creature in this cone, your attack deals one additional weapon damage die on a hit.
Jolly Roger Banner
Jolly Roger Banner (Level 3)
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 (Level 7)
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 (Level 13)
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 (Level 17)
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.
Lion Banner
Lion Banner (Level 3)
Bravery in the face of overwhelming odds, mastery of horsemanship, and unwavering honor are the hallmarks of captains of the Lion. This banner represents the very ideal of gallantry and fortitude that knights and paladins aspire to achieve. The mere sight of it inspires heroism in its troops, and a captain who flies it can turn even the most poorly equipped militia into a fit fighting force.
Maneuver: Lion's Challenge
Starting when you choose this banner at 3rd level, you learn the following maneuver:
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 (Level 7)
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 (Level 13)
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 (Level 17)
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
Ram Banner (Level 3)
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
Starting 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.
Surefooted (Level 7)
Beginning at 7th level, moving through nonmagical difficult terrain costs you no extra movement.
Lock Horns (Level 13)
At 13th level, you can buck your foes into harm's way. Whenever you shove a creature into one of your allies, that ally can use its reaction to make an attack against the shoved creature.
And Stay Down (Level 17)
Starting at 17th level, whenever a creature stands up from being prone while within your reach, you can make an opportunity attack against it.
Raven Banner
Raven Banner (Level 3)
The Banner of the Raven signifies a clandestine captain who prefers stealth to action and ambushes to open fights. If pressed, a captain of the Raven might be drawn into a direct confrontation, but they can never be expected to play fair. These captains might have more in common with rogues, and might even hold a position of leadership within a thieves' guild. More than one guild master and bandit leader has flown the Raven Banner while on a raid.
Maneuver: Flanking Strike
Starting when you choose this banner at 3rd level, you are trained in ambush tactics. You learn the following maneuver:
If you hit a creature with a weapon attack while one of your allies is within 5 feet of the target, you can expend a battle die to aim for the creature's most vital areas. Add the battle die and half your level (rounded down) to the attack's damage roll. This attack must use a finesse weapon or a light weapon.
Maneuver: Effortless Dodge
Also at 3rd level, you learn the following maneuver:
As a bonus action, you can spend a battle die to take the Dodge action. You can't use this maneuver while wearing medium or heavy armor.
Covert (Level 7)
At 7th level, when you are hidden and a creature discovers you with a successful Wisdom (Perception) check, you can reattempt your Dexterity (Stealth) check to hide. On a success, you silently reposition yourself and the creature doesn't notice you. Once you use this ability, you can't use it again until you finish a short or long rest.
Strike First, Strike Last (Level 13)
Beginning at 13th level, you can intercede moments before an enemy strikes. As a reaction when a hostile creature you can see attacks, you can move up to your speed without provoking opportunity attacks toward the creature and make one attack targeting it. Resolve your attack before the creature makes any attacks.
Once you use this ability, you can't use it again until you finish a long rest.
Guerilla Warfare (Level 17)
Starting at 17th level, you are a master of unconventional combat. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, the first time you hit a creature with an attack during the first round of combat, you can add two battle dice to the attack's damage roll without expending them.
Siegeball Banner
Siegeball Banner (Level 3)
The Siegeball Banner is that of a favored sports team—one that's going all the way this year. Captains who fly a Siegeball Banner live and breathe sports, viewing the entire world through sports metaphors and placing themselves in the privileged position of the team captain or perhaps the coach. Foes are naturally the opposing team, the referees, or even a rowdy crowd, whereas quests are no different from a sports season, in which the team is destined to break records and bring home the cup.
For such captains, sportsmanship and rowdy competition go hand-in-hand. One can expect rousing speeches and inappropriate jeers measured out between downfield sprints and breathtaking tackles.
Sports Enthusiast
Starting when you choose this banner at 3rd level, you gain proficiency in the Athletics skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.
Additionally, you gain proficiency with all improvised weapons associated with sports, such as bats, clubs, and darts.
Team Player
Also at 3rd level, you can inspire your team to greater heights. You can use your bonus action to give one of your unexpended battle dice to one creature within 60 feet of you who can hear you.
Once within the next 1 minute, the creature can roll the battle die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the battle die, but must decide before the GM says whether the roll succeeds or fails.
Once you use this feature, you can't use it again for 1 minute.
Superfan (Level 7)
By 7th level, you're the biggest fan on the planet. You have advantage on any ability check you make to play a sport or recall information about a sport or its teams.
Incisive Taunt (Level 13)
By 13th level, you can use your bonus action to mock a creature within 15 feet of you. If the target can hear you and it understands at least one language, it has disadvantage on any attack roll it makes against a creature other than you before the end of its next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You can regain a use of this feature by expending a battle die, and you regain all expended uses when you finish a long rest.
Game-Winning Play (Level 17)
Starting at 17th level, you can accomplish daring, last-second plays when all else seems to be lost. If you drop to 0 hit points, you can use your reaction to delay falling unconscious. You can then move up to twice your movement speed without provoking opportunity attacks and take an action. Taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. Following this, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Star Wolf Banner
Star Wolf Banner (Level 3)
Whether they lead a company of Grax's Guys, a band of Coalition mercenaries, or a generic crew of space pirates, captains who emblazon their ships with the icon of the Space Wolf seek fame and fortune amongst the stars. Their hallmarks are daring gunplay and swift starship maneuvers that always keep them a hair ahead of their foes.
Daring Deeds
Starting when you choose this banner at 3rd level, you master a smattering of bold gunplay. You learn the Covering Fire and Dodge Roll deeds from the gunslinger class. These deeds count as maneuvers for you and use battle dice instead of risk dice. If you already have the gunslinger's Risk feature, you can use your battle dice instead of risk dice for any of the class's deeds.
Gunslinger Deeds
The Star Wolf Banner gains the following deeds from the gunslinger class:
Covering Fire
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to cow the creature. Roll the risk die and subtract it from the next attack roll the creature makes before the start of your next turn.
Dodge Roll
You can expend one risk die as a bonus action to move up to 15 feet and reload any firearm you are holding. This movement doesn't provoke opportunity attacks, ignores difficult terrain, and allows you to move through a hostile creature's space, as long as you don't end your movement there.
Squadron Leader (Level 7)
Starting at 7th level, when you are piloting a ship accompanied by other friendly ships within 10,000 feet, you and the other ships can adopt a formation while flying. This confers the following benefits to all the ships flying in formation:
Whenever you take an action to move your ship or perform evasive maneuvers, the pilots of each other ship can take the same action at the same time.
The pilots of each ship have advantage on initiative rolls.
Each ship in the formation has a +2 bonus to Armor Class.
Ships remain in this formation as long as they remain within 10,000 feet of you and take only the same actions to move or perform evasive maneuvers.
Tactical Formation (Level 13)
At 13th level, you can use the Blitz to direct up to 4 friendly creatures (including your cohort) within 60 feet of you that can see or hear you to reposition. Each creature can use its reaction to move up to its speed, fall prone, or stand up from being prone. If the creatures in this group can see you, they do not need to hear you in order to follow this command.
Leave No One Behind (Level 17)
Starting at 17th level, you can ensure that your allies survive your worst battles. When your cohort or a friendly creature you can see within 60 feet drops to 0 hit points and begins making death saving throws, you can use your reaction to spend a battle die. The creature instead drops to a number of hit points equal to the roll of the battle die. Until the end of the creature's next turn, it doesn't provoke opportunity attacks and has advantage on saving throws.
Once you use this ability, you can't use it again until you finish a short or long rest.
Treant Banner
Treant Banner (Level 3)
Fey captains under the Treant Banner believe in using the environment to gain the upper hand over their opponents. Whether that be taking cover in thick forests, luring the enemy into toxic swamps, or using a blizzard to avoid an opponent's ranged attacks, these captains always bend their tactics to suit the terrain. As a tree always grows towards the light, a treant marshal always pushes their troops towards glory via the path of least resistance.
Maneuver: Blocked Passage
Starting when you choose this banner at 3rd level, you learn the following maneuver:
As a bonus action on your turn, you can expend a battle die to block your enemies' passage with natural terrain. The area of this effect consists of a number of unoccupied 10-foot cubes equal to the roll of the battle die. You can arrange these cubes as you wish, but each cube must have at least one face adjacent to the face of another cube. This area is magically filled with natural terrain chosen by the GM, such as boulders, fallen trees, or gusting winds. You choose whether the area is difficult terrain or completely impassable. Each cube of terrain has AC 15, 15 HP, and immunity to poison and psychic damage.
Once you use this maneuver, you can't use it again for 1 minute.
Druidbane (Level 7)
By 7th level, you have gotten wise to Feywild's terrain-manipulating tricks. You and your cohort ignore magical and nonmagical difficult terrain. Additionally, you are immune to the spell spike growth and other spells that affect the natural terrain, such as the spells hallucinatory terrain and plant growth.
Superior Positioning (Level 13)
At 13th level, your ability to use the land to your advantage is unparalleled. You and each friendly creature within 15 feet of you have advantage on attack rolls against creatures that are standing in difficult terrain.
Thornfoot (Level 17)
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).
Turtle Banner
Turtle Banner (Level 3)
The fortified defenses of captains who fly the Turtle banner are legendary. Turtle tactics emphasize endurance and survival, as well-protected soldiers cannot only win battles, but entire wars. Thinking long term is key to any defensive strategy, as captains of the Turtle know the answer is never how they shall counterattack, but when.
Bonus Proficiencies
When you choose this banner at 3rd level, you gain proficiency with heavy armor.
Maneuver: Iron Shell
Also at 3rd level, you learn the following maneuver:
As a bonus action, you can spend a battle die to fortify an ally you can see within 60 feet of you. The ally gains a bonus to its Armor Class equal to half the number rolled on the battle die, rounded down (minimum of +1) against the next attack made against it within the next minute.
Slow and Steady (Level 7)
Beginning at 7th level, your speed can't be removed and you can't be knocked prone or moved against your will.
Shield Wall (Level 13)
By 13th level, you can shelter others behind your armor. You count as half cover for effects passing through your space for allied creatures of your size and smaller within 5 feet of you.
Unbreakable (Level 17)
Starting at 17th level, you can shrug off attacks that would otherwise hit you. You have a pool of 20 armor points. As a reaction when you're hit by a melee weapon attack, you can expend any number of armor points and add them to your Armor Class against that attack, potentially causing the attack to miss. You regain all expended armor points when you finish a long rest.