Captain | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Captain

"A captain doesn't just steer the ship, they navigate through the storms, lead the crew, and command the skies. Being the captain of an airship is not just a job, it's a way of life."- Captian Reginald Black of the HMS Trident
  The captain is perhaps the most important member of the airship crew. Typically voted on by the crew for their leadership, bravery, and cunning, the captain is responsible for the ship and everything aboard her; every item and every person. They are responsible for the overall decisions affecting the ship and her crew. The captain decides where to sail and what to attack. They the voice of his crew to all beyond the ship and often led the crew in battle. In terms of daily duties, the captain typically keeps a log of the voyage, manages the affairs of the ship through the officers, and generally serves a four to six hour shift at the helm. The captain stays in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.

Features

Role Proficiency: In addition to the proficiencies noted below, the Captain can add their proficiency bonus when they make an ability check to command the crew, influence a decision being made by a group, or boost the morale of the crew. If the captain is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.   Captain’s Actions: When you take this role at tier 1, you can command a ship to which you are attuned to take more than one action on its turn. The number of extra actions the ship can take are shown in the Captain’s Actions column of the Captain table.   Captain’s Familiar: Also at tier 1, you learn the find familiar spell and can cast it as a ritual. If you are a spellcaster, the spell doesn’t count against your number of spells known. Once you cast the spell, you can’t cast it again using this role feature for seven days. When you cast the spell, you can choose one of the normal forms for your familiar or one of two special forms: macaw or monkey.   Rousing Speech: Once you become a tier 2 captain, you can spend one minute giving a rousing speech to your comrades. Choose a number of creatures equal to your proficiency modifier that can hear you. For the next hour each affected creature can add a d4 to the next attack roll or ability check that it makes. Once you use this feature, you can’t use it again until after you complete a long rest.   Notoriety: At tier 2, your reputation precedes you. You are welcome in places where other well-known captains are welcome and people recognize you by your rough appearance (albeit with a few legends attached to your stature). The common folk might celebrate your name or revere it. You can leverage your reputation to secure an audience with important people, or strike fear into the hearts of those who oppose you. You also have advantage on Intelligence (History) checks made to recognize captains and ships of similar notoriety.   Legendary Requisition: Once you reach tier 3 with this role, you can use your status to buy one item. When you do, make a DC 15 Charisma (Persuasion) check. On a successful check, you negotiate a 50 percent discount and on a failed check, you still negotiate a 25 percent discount. Once you use this feature, you can’t use it again until 30 days have passed.   Evasive Action: Also at tier 3, whenever a ship to which you are attuned is subjected to a Dexterity saving throw against an effect that you can see, such as hazards or spells, the ship makes the saving throw with advantage. To use this benefit, you can’t be blinded, deafened, or incapacitated.   We Brave Few: Starting at tier 4, all non-hostile crew and passengers aboard a ship to which you are attuned have advantage on saving throws against being charmed or frightened. To use this benefit, you can’t be incapacitated.   Fire at Will: At tier 4, each round, you can use your reaction to command your ship to fire one of its weapons at a target that you can see within the weapon’s range.


Character LevelRole ProficiencyCaptain’s Actions
1stCaptain’s Actions, Captain’s Familiar2
5thRousing Speech, Notoriety3
11thLegendary Requisition, Evasive Action4
17thWe Brave Few, Fire at Will!5

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