Captain

Rank Feature
1st Savy, Captain's Orders
2nd Leadership, Scally Wag Swag
3rd Rally the Crew, Experienced Leadership
4th Captain on Deck, Hardy Crew
5th Mastered Leadership, Battle Hardened

Savy

Beginning when you choose this role as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a Savy.  

Captain's Orders

Also at 1st rank, you learn orders that are fueled by special dice called command dice.

Orders

You learn two orders of your choice, which are detailed under “Orders” below. You can use only one order per turn, and you can only use each order once per round; orders can only be used while on board a ship.
You learn an additional order at 2nd, 3rd, 4th, and 5th rank in this role. Each time you learn a new order, you can also replace one order you know with a different one.

Command Dice

A command die is expended when you use it. The amount of command dice you have is equal to your Charisma mod multiplied by your rank in this role. You regain all your command dice after a long rest aboard your ship. Your command dice start as a d4 and increase to d6 at 2nd Rank, d8 at 3rd Rank, d10 at 4th Rank, and d12 Rank 5.

Orders

The orders are presented in alphabetical order.

BATTLE STATIONS

If you are surprised at the start of combat and aren’t incapacitated, you can expend one command die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to the amount rolled on the command die who can see or hear you to act normally on their first turn.

BOLSTER

On your turn, you can use your action and expend one command die to bolster the resolve of the crew of your or another allied ship. That ship gains temporary hit points equal to the command die roll multiplied by your Charisma modifier.

CALL FOR BACKUP

When a ship makes an attack roll against your ship, you can use your reaction and expend a command die and command another willing ally ship within 300 feet of the enemy ship to intercede. A crew member on that allied ship manning a weapon station must use their reaction to do so. The enemy ship is then forced to make an attack on the ally ship instead. If the attack misses, the crew member can immediately make a weapon attack against the enemy ship as a part of that same reaction. Roll the command die, and add the result to the ally’s attack roll.

HEAD’S UP

When you roll initiative and you are not surprised, you can expend a command die and add the number rolled to the initiative of any friendly ship including your own.

INCITE

On your turn, you can use an action and expend one command die to bolster the resolve of a crew on your or another allied ship who can see or hear you. The allied ship can add your Charisma modifier to a number of damage rolls they make until the start of your next turn equal to the number rolled on the die.

OVERWHELMING PRESENCE

As an action, you can make a Charisma (Intimidation) skill check and expend one command die to attempt to frighten a humanoid creature who can see and perceive your ship within 600 feet. Add the command die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds the target is frightened of you until the end of your next turn.

STEADY AS SHE GOES

As an action, you can expend one command die to strengthen your allies’ defenses. Roll a command die. Until the end of your next turn, your ship and all allied ships within 500 feet of you when you use this action have a bonus to any saving throws they make equal to the amount rolled.

WATCH OUT

When a friendly ship, including your own, who can see or hear you makes a saving throw, you can use your reaction and expend a command die, adding the number rolled to the result of the saving throw. You can use this collaboration before or after making the saving throw, but before any effects of the saving throw are determined.

Leadership

At 2nd rank, at the beginning of your ships turn (if your on your ship), roll a d20. Note the number on the d20. This becomes your Leadership number.
While you have a Leadership number, when an ally makes an ability check or attack roll, you can replace the result of a d20 roll with the value of the Leadership roll. You can use this feature before or after making the roll, but before any effects of the roll are determined. You can only have one Leadership roll at a time, and you lose any unused Leadership rolls when you complete a short or long rest.

Scally Wag Swag

Also at 2nd rank, you can inspire others through stirring words. You spend the next minute aboard you ship rallying your crew by giving an inspiring speech. You grant a number of ships up to your proficiency bonus temporary hull points equal to your Charisma modifier multiplied by your rank in this role. You also grant to a number of crew members up to your proficiency bonus from those ships one Scally Wag Swag die, equal to your command die value. Once within the next 10 minutes, the creature can roll the 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 Scally Wag Swag die, but must decide before the DM says whether the roll succeeds or fails. Once the Scally Wag Swag die is rolled, it is lost. A creature can have only one Scally Wag Swag die at a time.
Once you’ve used this feature, you can’t use it again until you finish a long rest aboard your ship

Rally The Crew

At 3rd rank, as a bonus action, you can extend a rallying cry to those that can hear you. Choose a number of friendly creatures up to twice your Charisma modifier that are aboard your ship. Each of those creatures gains an Scally Wag Swag die that lasts until the end of your next turn.
Once you’ve used this feature, you can’t use it again until you finish a long rest aboard your ship.

Experienced Leadership

Also at 3rd rank, when you roll your Leadership number, you increase the number by an amount equal to your proficiency bonus. If this would increase the value of your Leadership number to more than 20, it instead becomes 20.

Captain On Deck

At 4th rank, while aboard your ship, when a creature that can see or hear you fails an ability check, attack roll, or saving throw, you can use use your reaction to aid that creature let it reroll.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest aboard your ship.

Hardy Crew

Also at 4th rank, while aboard your ship, your ship gains an additional order on its turn.

Battle Hardened

As of 5th tier, you are a paragon of your role. When you would expend a command die, you can use a d4 instead of expending a die. You can only use this feature once per round.

Mastered Leadership

You regain all expended uses of your features in this role when you finish a short or long rest aboard your ship.
Additionally, when you roll a Leadership number, you may take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest aboard your ship before you can use it again.
Finally, when a creature uses a Scally Wag Swag die, you may choose for them to take the maximum instead of rolling. Once you’ve used this feature, you can’t use it again until you finish a short or long rest aboard your ship.

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