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