Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Captain Ruffcotton in Dungeons & Dragons 5e

Captain Ruffcotton

4 Level (0/6500 XP for level-up) Port Cobh - Brutal Waves Background Geppettin (Raggedy) Race / Species / Heritage Neutral Evil Alignment
Captain (Jolly Roger Banner)
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR 10

+0

DEX 18

+4

CON 14

+2

INT 8

-1

WIS 11

+0

CHA 16

+3

40
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
12
Passive Perception
2d8 / 2d8
Battle Dice (d8)
1d6 / 1d6
Battle Dice (d6)
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+4 Dexterity
+4 Constitution
-1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+0 Athletics STR
+3 Deception CHA
-1 History INT
+2 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sabre +6 DEX 1d8+4 slashing
 Finesse, Martial
Light Crossbow +6 DEX 1d8+4 piercing
 Ammunition (80/320) loading, two-handed
Dagger +6 DEX 1d4+4 piercing
 Finesse, light, thrown (20/60)
Attacks
Base ASI (Gepettin) +1 CHA +2 DEX

Origin Bonus: +1 to all saving throws, Prof in intimidation, once per round when you hit a creature with a weapon attack, the creature takes 2 extra damage if its below its HP maximum

Darkvision 60 feet

Construct Anatomy: You do not need to eat or breathe, but can ingest food and drink of you wish. Instead of sleeping you enter an inactive state for 4 hours a day, during which your are fully aware and notice approaching enemies and other events as normal. You can still be put to sleep by sleep inducing magic

Innocuous: You have advantage on Deception checks to appear as a mundane toy

Adorable: Proficiency in Persuasion, Advantage on Persuasion against children and humanoids that like cute things

Stuffed with Fluff: When you take bludgeoning damage, you can use you're reaction to gain resistance to that damage, and are knocked 5 feet away from its source

Born Leader (Captain level 1):
-Advantage on Persuasion checks to convince someone to let you take control of a situation, or give someone orders in a dangerous situation.
-Can use Charisma mod instead of Intelligence for any ability check related to planning, strategy, or tactics

Cohort: (Captain Level 2)
-Gain a cohort following an 8 hour initiation period. You can only have one Cohort at a time. If they are ever slain, they can be raised by normal methods, or you can spend another 8 hours initiating a new cohort.
-Your cohort obeys your commands as best it can. It takes its turn immediately before or after your turn each round. If you are incapacitated, your companion acts on its own
-Cohorts gain new abilities a 2nd, 6th, 10th, 14th, and 18th levels. It also gains a hit die each time your captain level raises above 2nd. Whenever you gain an ASI feature, your chorot gains one as well.
-Cohorts have proficiency in skills listed on their statblock, as well as proficiency in simple/martial weapons, light armor, medium armor, heavy armor, or shields if its statblock contains equipment from that category.

Banner: (Captain Level 3)
-You gain a pool of battle dice that you can use for special maneuvers in combat. You begin with two, and the die changes based on your level. You regain all die on a short or long rest, or when your roll initiative.

Captain DC = 8 + Prof + CHA mod

[Maneuvers]
  • Brace: as a BA, you can expend a die to give each ally within 30 feet that you can see or hear a bonus to their saving throw based on your battle dice roll until the end of your next turn
  • -Rally: As a BA, you can expend a die to choose one ally within 60 feet of you. That creature regains HP based on the number rolled + CHA modifier. This cannot heal a creature at 0 HP
    -Staggering Strike: As a BA when you make a weapon attack against a creature, you can expend a die to attempt to stun a humanoid target. On a hit, the target must succeed on a CON saving throw or be incapacitated until the start of your next turn.

    Maneuver: Parrying Stance: (Jolly Roger Banner level 3)
    -When you use the Attack action with a finesse weapon 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 score to the weapon's damage roll.

    Battle Adept: (Level 4 Feat)
  • Gain one d6 battle die, which is added to your current pool of battle die from any source. It is recovered when to take a short or long rest, or when you roll initiative.
  • -Learn two maneuvers of your choice from the Captain class or the Grey Watchman subclass.

    [Battle Adept Maneuvers]
  • Cleave: When you reduce a hostile creature to 0 HP or score a critical hit with a melee weapon attack on your turn, you can spend a battle die to move up to 15 feet and make an additional melee weapon attack. Add the battle die to the attack's damage roll
  • Reckless Assault: When you make an attack against a creature, you can expend a battle die to give yourself advantage on the attack roll. However, all attacks against you have advantage until the beginning of your next turn.

  • Features & Traits
    40 gold

    Scale Mail
    Dagger
    Sabre (traded with longsword)
    Light Crossbow
    20 bolts
    Shield
    Explorer's Pack

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages: Common, Orclin

    Proficiencies: Persuasion, Intimidation, Perception, Insight
    Armor: Light Armor, Medium Armor, Shields
    Weapons: Simple, Martial

    Languages & Proficiencies
    Small size

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

    Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

    • Speed up prep with a whole library of community statblocks you can copy (and edit!)
    • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
    • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
    • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
    • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
    • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
    • Collaborate with players and GMs to build the campaign setting of your dreamsĀ 
    • NEVER lose your notes!

    GET STARTED TODAY!

    Take the first step. Create your account. Your world and characters await!

    100+ RPG systems