Kommandant in Varzrath | World Anvil
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Kommandant

2nd Gen Class --> vollständige PDF im Discord

Stats

Hit Points

Hit Dice: 1d8 per captain level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per captain level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception, and Persuasion

Equipment

• (a) scale mail, or (b) leather armor
• A dagger and (a) a warhammer, (b) a longsword, or (c) any simple weapon
• (a) a light crossbow and 20 bolts, (b) a shortbow and 20 arrows, or (c) 5 javelins
• An embroidered standard and (a) a diplomat’s pack or (b) an explorer’s pack
 

Fearless Leaders

Many people aspire to command, but few inspire loyalty as a captain does. Captains rally allies to their side through confidence and determination, but gain long-term friends through wisdom and accountability. A good captain thinks a little bigger than their compatriots, planning one step further and fitting their allies like puzzle pieces to the challenges ahead. To their eyes, there are few defeats; only setbacks, diversions, and detours. Success is always on the path ahead. Moreover, captains lead by example. They stand shoulder-to-shoulder with knights, creep through the night alongside rogues, and study arcane texts with mages, even when they barely understand what they’re reading. Captains are at the front line with their allies, not barking orders from afar.

Cohort and Commander

A captain is only as good as their second in command, their cohort, who stands by them at every step and safeguards their plan’s success. Far more than a simple ally, a captain’s cohort is a confidant, an advisor, and a trusted friend. Cohorts see their captain as a wellspring of information, and will follow them to the ends of the earth.

Creating a Captain

The ideal captain—a consummate leader—can be realized in many different ways. Your captain could be a head of an adventuring company, an officer in an army, the president of a corporation, the chief of a tribe, the admiral of a fleet, or any other type of leader. The only commonalities amongst captains are their positions of authority and natural inclinations towards leadership. You should consider how your captain chooses to lead: not simply what banner they fly, but how they treat their followers and how they give orders. Do you rally others to your side with a magnetic personality or a stoic facade? How would you deal with a dilemma that offers only losing strategies? How do you treat your opponents once you’ve secured victory? You should also think of previous victories or defeats that have defined your captain in the past. Has your story been that of a meteoric rise or a disgraceful fall? What event first thrust you into leadership, and how did you first take to it? Which success or defeat led you to the life of an adventurer?

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