Advance Class - Captain in Stellaris | World Anvil
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Advance Class - Captain

Table: Captain
Level Features
1st Additional Proficiencies, Squad, Leadership
3rd Never Let Them See You Sweat
7th Heartening Words
10th Designate Target
15th Fallback And Regroup
18th Our Finest Hour
 

Class Features

As a Captain, you gain the following class features.  

Hit Points and Vitality Points

Hit Dice: 1d8 per Captain level
Hit Points: an additional 1d8 (or 5) + your Constitution modifier per Captain level
Vitality Points: an additional 2 per Captain level  

Additional Proficiencies

At 1st level, you gain proficiency with military armor and military weapons.  

Squad

Having a definitive team with a clear chain of command is crucial to success. During a short or long rest, or during downtime, you may offer creatures to join your squad or remove creatures from your squad. You may have a number of creatures in your squad equal to your Charisma modifier. Creatures in your squad are considered squadmates. Anytime a feature mentions a squadmate, they must be able to see or hear you to be affected by the feature.  

Leadership

When a squadmate you can see makes an ability check, attack roll, or saving throw, you can use your reaction to add your Charisma modifier to that roll. You may do this after the die has been rolled, but before the result is determined. You may use this feature on the same creature again after you complete a short or long rest.  

Never Let Them See You Sweat

By 3rd level, you know the key to team morale is their leader giving the illusion everything is fine. You and your squadmates gain advantage on saving throws to resist being frightened.  

Heartening Words

At 7th level, when you use your Leadership feature on a creature, that creature also gains temporary hit points equal to your Charisma modifier.   You may now use Leadership on the same creature twice before you must finish a short or long rest to use it on them again.  

Designate Target

Beginning at 10th level, you understand the value of focus fire in eliminating priority targets. As a bonus action you can designate a target one creature you can see within 60 feet as the priority target. Until the start of your next turn, your squadmates gain advantage on their first attack roll against the priority target during their turn. At the start of your turn you may use your bonus action to maintain the feature until the start of your next turn. The effect ends after the target is defeated or you do not use your bonus action to maintain the feature. You may designate a priority target after you finish a short or long rest.  

Fallback And Regroup

Starting at 15th level, you understand that a tactical retreat is often a lifesaver. As a bonus action you give the order to fallback, you and your squadmates may use their reaction to take the Dash action. At the start of their next turn, you and your squadmates who took the Dash action to move away from enemy creatures may then use their bonus action to recover a number of hit points equal to 1d8 + your Charisma modifier. You may use this feature again after a short or long rest.  

Our Finest Hour

This shall be our finest hour. At 18th level, the number of creatures you can have in your squad is doubled. You may now use your Leadership feature to add your Charisma modifier to your squadmates damage rolls. When you or a squadmate recovers hit points using your Fallback And Regroup feature, they also gain an equal number of temporary hit points. When you use your Leadership feature on a squadmate, they may make a new saving throw to end a charm or frightened condition on them. Finally, you may use your Leadership feature on a creature three times before you must complete a short or long rest to use it on them again.

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