{"name":"Captain","overview":"A half-elf, adorned in the ribbons and medals of a\r\nhigh-ranking commander, sits astride an armored\r\nwarhorse. To her right, a powerfully built orcish man\r\nin more pedestrian attire sits atop his own horse,\r\nshouldering a hefty greataxe. They set down the\r\nroad together, accompanied by blaring trumpets and\r\nbanging drums, which announce their approach.\r\nPuffing on a pipe and eyeing the room, a halfling\r\nguildmaster in a fitted suit twirls a dagger between\r\nhis fingers. A crowd of thieves, crooks, and bandits\r\nare arrayed before him, all studying blueprints laid\r\nout on a candlelit table. Tonight, their chapter of the\r\nThieves\u2019 Guild becomes rich, and their guildmaster\r\ngoes down in history.\r\nKobolds swarm left and right, scampering across\r\npiles of gold pieces, only to be met by the dwarf \u2019s\r\ngreataxe. Arrow after arrow, a human archer looses\r\nshots that merely plink off the enraged dragon\u2019s\r\ncrimson scales. A gnomish mage gathers crackling\r\narcane might in his hands for a devastating magical\r\nblast. Across the chamber, amidst the chaos, a plan\r\ncrystallizes in the adventuring company\u2019s leader.\r\nShe begins shouting orders, and the party sets into\r\nmotion.\r\nDecisive leaders and brilliant strategists, captains\r\ninspire their allies to greatness. Invariably, they stand\r\nalongside their cohorts\u2014their devoted lieutenants,\r\nwhom they entrust with their lives. Captains outstrategize their enemies, ensuring that, while they\r\nrarely deal the killing blow, they\u2019re always on the\r\nwinning side.\r\n\r\n[h3]Fearless Leaders[\/h3]\r\nMany people aspire to command, but few inspire\r\nloyalty as a captain does. Captains rally allies to\r\ntheir side through confidence and determination,\r\nbut gain long-term friends through wisdom and\r\naccountability.\r\nA good captain thinks a little bigger than their\r\ncompatriots, planning one step further and fitting\r\ntheir allies like puzzle pieces to the challenges ahead.\r\nTo their eyes, there are few defeats; only setbacks,\r\ndiversions, and detours. Success is always on the path\r\nahead.\r\nMoreover, captains lead by example. They stand\r\nshoulder-to-shoulder with knights, creep through\r\nthe night alongside rogues, and study arcane texts\r\nwith mages, even when they barely understand what\r\nthey\u2019re reading. Captains are at the front line with\r\ntheir allies, not barking orders from afar.\r\n\r\n[h3]Cohort and Commander[\/h3]\r\nA captain is only as good as their second in\r\ncommand, their cohort, who stands by them at every\r\nstep and safeguards their plan\u2019s success. Far more\r\nthan a simple ally, a captain\u2019s cohort is a confidant,\r\nan advisor, and a trusted friend. Cohorts see their\r\ncaptain as a wellspring of information, and will\r\nfollow them to the ends of the earth.\r\n[h3]Creating a Captain[\/h3]\r\nThe ideal captain\u2014a consummate leader\u2014can be\r\nrealized in many different ways. Your captain could\r\nbe a head of an adventuring company, an officer in\r\nan army, the president of a corporation, the chief of\r\na tribe, the admiral of a fleet, or any other type of\r\nleader. The only commonalities amongst captains are\r\ntheir positions of authority and natural inclinations\r\ntowards leadership.\r\nYou should consider how your captain chooses\r\nto lead: not simply what banner they fly, but how\r\nthey treat their followers and how they give orders.\r\nDo you rally others to your side with a magnetic\r\npersonality or a stoic facade? How would you deal\r\nwith a dilemma that offers only losing strategies?\r\nHow do you treat your opponents once you\u2019ve\r\nsecured victory?\r\nYou should also think of previous victories or\r\ndefeats that have defined your captain in the past.\r\nHas your story been that of a meteoric rise or a\r\ndisgraceful fall? What event first thrust you into\r\nleadership, and how did you first take to it? Which\r\nsuccess or defeat led you to the life of an adventurer?\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nYou can make a captain quickly by following these\r\nsuggestions. First, make Charisma your highest\r\nability score, followed by Strength. Next, select\r\nHistory and Persuasion as your skills, and take the\r\nDueling Fighting Style.","hit_dice":"1d8","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","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":" Simple weapons, martial weapons","tools":"None","saving_throws":"Constitution, Charisma","skills":"Choose two from Animal Handling,\r\nAthletics, Deception, History, Insight,\r\nIntimidation, Perception, and Persuasion","starting_equipment":"You start with the following equipment, in addition to\r\nthe equipment granted to you by your background:\r\n[ul]\r\n[li](a) scale mail, or (b) leather armor[\/li]\r\n[li]A dagger and (a) a warhammer, (b) a longsword, or (c) any simple weapon[\/li]\r\n[li](a) a light crossbow and 20 bolts, (b) a shortbow and 20 arrows, or (c) 5 javelins[\/li]\r\n[li]An embroidered standard and (a) an explorer's pack or (b) one kit you're proficient with[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Born Leader\r\n[br][\/b]\r\nBy 1st level, your competence and commanding\r\npersonality lend you a knack for leadership.\r\nCommon folk defer to your authority and influence,\r\nespecially in times of crisis. As a result, you have\r\nadvantage on any Charisma (Persuasion) check you\r\nmake to convince someone to let you take charge of\r\na situation or to give someone orders in a dangerous\r\nsituation.\r\nAdditionally, you can use your Charisma\r\nmodifier, instead of your Intelligence modifier, for\r\nany ability check you make related to planning,\r\nstrategy, or tactics.\r\n\r\n[b]Fighting Style\r\n[br][\/b]\r\nAt 1st level, you adopt a style of fighting as your\r\nspecialty. Choose one of the following options. You\r\ncan\u2019t take a Fighting Style option more than once,\r\neven if you later get to choose again.\r\n\r\n[b]ARCHERY[\/b]\r\nYou gain a +2 bonus to attack rolls you make with\r\nranged weapons.\r\n\r\n[b]DEFENSE[\/b]\r\nWhile you are wearing armor, you gain a +1 bonus\r\nto AC.\r\n\r\n[b]DUELING[\/b]\r\nWhen you are wielding a melee weapon in one\r\nhand and no other weapons, you gain a +2 bonus to\r\ndamage rolls with that weapon.\r\n\r\n[b]PROTECTION[\/b]\r\nWhen a creature you can see attacks a target other\r\nthan you that is within 5 feet of you, you can use\r\nyour reaction to impose disadvantage on the attack\r\nroll. You must be wielding a shield.\r\n\r\n[b][u]Cohort[\/u]\r\n[br][\/b]\r\nStarting at 2nd level, you gain a loyal cohort\r\nwho carries your banner and follows your\r\nlead.\r\n\r\n[b]INITIATING A COHORT\r\n[br][\/b]\r\nSelect a companion from the Cohort section;\r\nfollowing an 8-hour initiation period, that\r\ncreature becomes your cohort. You can have\r\nonly one cohort at a time.\r\nIf your cohort is ever slain, you can raise\r\nthem from the dead by the usual methods,\r\nsuch as the raise dead spell, or you can spend\r\n8 hours initiating a new cohort. If you do so,\r\nyour previous cohort loses all abilities granted\r\nby this ability, even if it is later returned to life.\r\nYour cohort obeys your commands as best it\r\ncan. Your cohort takes its turn immediately before\r\nor after your turn each round (your choice), and you\r\ndetermine its actions, decisions, attitudes, and so on.\r\nIf you are incapacitated or absent, your companion\r\nacts on its own.\r\n\r\n[b]COHORT FEATURES\r\n[br][\/b]\r\nAt 2nd, 6th, 10th, 14th, and 18th levels, your cohort\r\ngains new abilities based on its archetype.\r\n\r\n\r\n[b]HIT POINTS\r\n[br][\/b]\r\nFor each captain level you gain after 2nd, your\r\ncohort gains an additional hit die and increases its\r\nhit points accordingly.\r\n\r\n[b]ABILITY SCORES\r\n[br][\/b]\r\nWhenever you gain the Ability Score Improvement\r\nclass feature, your cohort\u2019s abilities also improve.\r\nYour cohort can increase one ability score of your\r\nchoice by 2, or it can increase two ability scores of\r\nyour choice by 1. As normal, your companion can\u2019t\r\nincrease an ability score above 20 using this feature,\r\nunless its description specifies otherwise.\r\nWhen you improve a cohort\u2019s ability scores,\r\nremember to also increase other relevant statistics,\r\nsuch as skill bonuses, bonuses to hit and damage,\r\nand spell save DCs.\r\n\r\n[b]PROFICIENCIES\r\n[br][\/b]\r\nYour cohort gains proficiency in skills listed in\r\nits statistics. It also gains proficiency with simple\r\nweapons, martial weapons, light armor, medium\r\narmor, heavy armor, or shields if its statistics contain\r\nweapons or armor from that category.\r\nYour cohort uses your proficiency bonus rather\r\nthan its own. Because cohort statistics already\r\ninclude a +2 proficiency bonus, you need only adjust\r\nthe attack bonus and skill proficiency bonus starting\r\nat 5th level.\r\n\r\n[b]ALIGNMENT\r\n[br][\/b]\r\nYour cohort\u2019s alignment is within one step of your\r\nown, and has a personality trait and flaw determined\r\nby the GM. Its bond is always, \u201cI will follow my\r\ncommander into any fray, and I will gladly fight by\r\ntheir side until my death.\u201d\r\n\r\n[b]Banner\r\n[br][\/b]\r\nStarting at 3rd level, you adopt a banner which you\r\nfly in combat, emblazon on your armor, and fix to\r\nyour seal. You can select from the banners which\r\nare detailed at the end of the class description. Your\r\nchoice grants you features at 3rd level, and again at\r\n7th, 13th, and 17th level.\r\n\r\n[b][u]War Tactics[\/u]\r\n[br][\/b]\r\nStarting at 3rd level, you have a pool of battle dice\r\nthat you can use to bolster your allies or perform\r\nspecial maneuvers in combat. You begin with 2 battle\r\ndice, which are d8s. You regain all expended battle\r\ndice when you finish a short or long rest, or when\r\nyou roll initiative.\r\nYour battle die changes and more battle dice\r\nbecome available when you reach certain levels in\r\nthis class, as shown on the Battle Dice column of the\r\nCaptain table.\r\n\r\n[b]SAVING THROWS\r\n[br][\/b]\r\nIf one of your maneuvers calls for a saving throw to\r\nresist its effects, the saving throw DC is calculated as\r\nfollows:\r\n\r\n[b]Maneuver save DC[\/b] = 8 + your proficiency\r\nbonus + your Charisma modifier\r\n\r\n[b]MANEUVERS\r\n[br][\/b]\r\nYou can spend battle dice to use the following\r\nmaneuvers:\r\n\r\n[b]Brace.[\/b] As a bonus action on your turn, you can\r\nexpend a battle die to bolster your allies. Each allied\r\ncreature within 30 feet of you that can see or hear\r\nyou adds the battle die to all saving throws it makes\r\nuntil the end of your next turn.\r\n[br]\r\n[b]Rally.[\/b] As a bonus action on your turn, you can\r\nexpend a battle die to choose one allied creature\r\nwithin 60 feet of you who can see or hear you. That\r\ncreature regains hit points equal to the number rolled\r\n+ your Charisma modifier. You can't use this ability\r\nto heal a creature who has 0 hit points.\r\n[br]\r\n[b]Staggering Strike.[\/b] As a bonus action when\r\nyou make a weapon attack against a creature, you can\r\nexpend a battle die to attempt to stun a humanoid\r\ntarget. On a hit, the target must succeed on a\r\nConstitution saving throw or be incapacitated until\r\nthe start of your next turn.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you can\u2019t\r\nincrease an ability score above 20 using this feature.\r\n\r\n[b]Blitz\r\n[br][\/b]\r\nStarting at 5th level, as a bonus action on your turn,\r\nyou can direct your cohort or a friendly creature\r\nwithin 60 feet of you that can see or hear you to\r\nfight alongside you. The chosen creature can use its\r\nreaction to move up to its speed or make a single\r\nweapon attack.\r\n\r\n[b]Advanced Tactics\r\n[br][\/b]\r\nAt 9th level, your maneuvers improve in the\r\nfollowing ways:\r\n\r\n[b]Brace.[\/b] Allies can also add the battle die to their\r\nability checks until the beginning of your next turn.\r\n[br]\r\n[b]Rally.[\/b] Whenever you spend a battle die to cause\r\na creature to regain hit points, that creature also\r\ngains temporary hit points equal to your captain\r\nlevel.\r\n[br]\r\n[b]Staggering Strike.[\/b] When you hit with a\r\nstaggering strike, you add the battle die to the\r\ndamage roll.\r\n\r\n[b]Coordinated Strike\r\n[br][\/b]\r\nBy 11th level, you and your cohort fight as a perfect\r\nfighting unit. Whenever you attack a creature that\r\nyour cohort hit with an attack since the end of your\r\nlast turn, you deal an additional 2d8 damage on a hit.\r\n\r\n[b]Lead by Example\r\n[br][\/b]\r\nStarting at 15th level, whenever you roll a 20 on\r\nan attack roll, ability check, or saving throw, each\r\nfriendly creature within 30 feet of you has advantage\r\nwhen it makes the same type of roll (attack roll,\r\nability check, or saving throw) before the beginning\r\nof your next turn.\r\n\r\n[b]Warlord\r\n[br][\/b]\r\nAt 20th level, when a friendly creature you can see\r\nwithin 30 feet misses an attack against a creature\r\nwithin its range, you can turn the miss into a hit.\r\nAlternatively, if it fails a saving throw, you can treat\r\nthe d20 roll as a 20.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h3]Cohorts[\/h3]\r\nYour cohort is the most steadfast of allies, is loyal to a\r\nfault, and will likely be a lifelong ally and friend. But\r\nnot all cohorts are cut from the same cloth or possess\r\nthe same skills\u2014choose from the following nonplayer characters when you enlist a new cohort.\r\n\r\n[b]ABBOT\r\n[br][\/b]\r\nA devout adherent to the faith, an abbot can work\r\nminor divine miracles with the whispering of prayers\r\nand the waving of hands.\r\n\r\n[url:[block:1042542]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nabbot gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Turn Undead (1\/Long). As an action, the\r\nabbot may present its holy symbol and speak a\r\nprayer censuring the undead. Each undead that\r\ncan see or hear the abbot within 30 feet must\r\nmake a Wisdom saving throw. If the creature\r\nfails its saving throw, it is turned for 1 minute or\r\nuntil it takes any damage.\r\nA turned creature must spend its turns\r\ntrying to move as far away from the abbot as it\r\ncan, and it can\u2019t willingly move to a space within\r\n30 feet of the abbot. It also can\u2019t take reactions.\r\nFor its action, it can use only the Dash action or\r\ntry to escape from an effect that prevents it from\r\nmoving. If there\u2019s nowhere to move, the creature\r\ncan use the Dodge action.[br]\r\n6th. Spellcasting. The abbot\u2019s spellcasting\r\nimproves. It is a 3rd-level spellcaster which has\r\nthe following cleric spells prepared:\r\nCantrips (at will): light, sacred flame,\r\nthaumaturgy\r\n1st level (4 slots): detect evil and good, cure\r\nwounds, guiding bolt, sanctuary\r\n2nd level (2 slots): lesser restoration[br]\r\n10th. Spellcasting. The abbot\u2019s spellcasting\r\nimproves. It is a 5th-level spellcaster which has\r\nthe following cleric spells prepared:\r\nCantrips (at will): light, sacred flame,\r\nthaumaturgy\r\n1st level (4 slots): detect evil and good, cure\r\nwounds, guiding bolt, sanctuary\r\n2nd level (3 slots): lesser restoration, spiritual\r\nweapon\r\n3rd level (2 slots): revivify[br]\r\n14th. Spellcasting. The abbot\u2019s spellcasting\r\nimproves. It is a 7th-level spellcaster which has\r\nthe following cleric spells prepared:\r\nCantrips (at will): light, sacred flame,\r\nthaumaturgy\r\n1st level (4 slots): detect evil and good, cure\r\nwounds, guiding bolt, sanctuary\r\n2nd level (3 slots): lesser restoration, spiritual\r\nweapon\r\n3rd level (3 slots): beacon of hope, revivify\r\n4th level (1 slots): divination[br]\r\n18th. Spellcasting. The abbot\u2019s spellcasting\r\nimproves. It is a 9th-level spellcaster which has\r\nthe following cleric spells prepared:\r\nCantrips (at will): light, sacred flame,\r\nthaumaturgy\r\n1st level (4 slots): detect evil and good, cure\r\nwounds, guiding bolt, sanctuary\r\n2nd level (3 slots): lesser restoration, spiritual\r\nweapon\r\n3rd level (3 slots): beacon of hope, revivify\r\n4th level (3 slots): death ward, divination\r\n5th level (1 slots): flame strike\r\n\r\n[b]BERSERKER[br][\/b]\r\nVicious and wild, the Berserker tears across the\r\nbattlefield in a wild frenzy, devastating its enemies\r\nwith boundless rage.\r\n\r\n[url:[block:1042563]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nberserker gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Rage (Recharges after a Long Rest). The\r\nberserker can enter a rage as a bonus action,\r\ngaining the following benefits for 1 minute:\r\n[ul]\r\n[li]The berserker has advantage on Strength checks and Strength saving throws.[\/li]\r\n[li]The berserker deals an additional 2 damage on melee weapon damage rolls.[\/li]\r\n[li]The berserker has resistance to bludgeoning, piercing, and slashing damage.[\/li]\r\n[\/ul]\r\nThis rage ends early if the berserker is knocked\r\nunconscious or if the berserker does not attack a\r\nhostile creature or take damage on its turn. The\r\nberserker can also end its rage on its turn as a\r\nbonus action.[br]\r\n6th. Relentless (Recharges after a Long Rest).\r\nIf the berserker takes damage that would reduce\r\nit to 0 hit points, it is reduced to 1 hit point\r\ninstead.[br]\r\n10th. Rage. The berserker can rage twice before\r\nrequiring a long rest and deals an additional 3\r\non melee weapon damage rolls while raging.[br]\r\n14th. Brutal Critical. The berserker deals an\r\nadditional die of damage on a critical hit.[br]\r\n18th. Rage. The berserker can rage three times\r\nbefore requiring a long rest and deals an\r\nadditional 4 damage on melee weapon damage\r\nrolls while raging.\r\n\r\n[b]CHAMPION[br][\/b]\r\nA Champion is a skilled, tactical fighter, just as\r\ncomfortable in the saddle during military drills as\r\narmored on the field of battle.\r\n\r\n[url:[block:1042574]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nchampion gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Ability Score Increase. The champion\u2019s\r\nStrength, Dexterity, or Constitution increases by\r\nscores by 2, to a maximum of 20.[br]\r\n6th. Second Wind (Recharges after a Short or\r\nLong Rest). On his turn, the champion can use a\r\nbonus action to regain hit points equal to 1d10\r\n+ the captain\u2019s level.[br]\r\n10th. Ability Score Increase. The champion\u2019s\r\nStrength, Dexterity, or Constitution increases by\r\nscores by 2, to a maximum of 20.[br]\r\n14th. Deadly Accuracy. The champion\u2019s weapon\r\nattack rolls score a critical hit on a roll of 19 or\r\n20.[br]\r\n18th. Martial Advantage (1\/Turn). The\r\nchampion can deal an additional 7 (2d6)\r\ndamage to a creature it hits with a weapon\r\nattack if that creature is within 5 feet of an ally of\r\nthe champion that isn\u2019t incapacitated.\r\n\r\n[b]CONSTRUCT[br][\/b]\r\nWith the help of a tinkerer or a mage, you gain the\r\nunwavering, mechanical loyalty of a golem, shield\r\nguardian, or clockwork construct. Your construct\r\nis of a smaller variety than most golems, but can be\r\nbuilt and repaired in far less time.[br]\r\n[b]Construct Nature.[\/b] A construct doesn\u2019t\r\nrequire air, food, drink, or sleep.\r\n\r\n[url:[block:1042579]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nconstruct gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Surveillance Protocol. The construct\r\ngains blindsight out to 60 feet. It also adds the\r\ncaptain\u2019s level to its passive Perception score.[br]\r\n6th. Improved Armor. The construct\u2019s Armor\r\nClass improves by 1.[br]\r\n6th. Death Burst. The construct\u2019s Death Burst\r\nimproves: it deals 21 (6d6) fire damage on a\r\nfailed save, or half as much on a successful one.[br]\r\n10th. Charged Slam. The construct\u2019s slam attack\r\ndeals an additional 1d8 lightning damage on a\r\nhit.[br]\r\n10th. Magic Resistance. The construct has\r\nadvantage on saving throws against spells and\r\nother magical effects.[br]\r\n14th. Improved Armor. The construct\u2019s Armor\r\nClass improves by 1.[br]\r\n18th. Unerring Strike (1\/Turn). The construct\r\ncan repeat its slam attack if it misses.\r\n\r\n[b]CULTIST[br][\/b]\r\nDogmatic and often unhinged, cultists draw upon\r\nforbidden, eldritch allies for a taste of arcane might.\r\n\r\n[url:[block:1042584]][\/url]\r\n\r\nWhile following the command of a captain, the\r\ncultist gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Agonizing Blast. The cultist adds their\r\nCharisma modifier to the damage it deals on a\r\nhit with eldritch blast. [br]\r\n6th. Spellcasting. The cultist\u2019s spellcasting\r\nimproves. It is a 3rd-level spellcaster which\r\nknows the following warlock spells:\r\nCantrips (at will): eldritch blast, minor illusion\r\n1st\u20132nd level (2 2nd-level slots): charm person,\r\ncomprehend languages, hellish rebuke, ray of\r\nenfeeblement[br]\r\n10th. Dark One\u2019s Own Luck (Recharges after a\r\nShort or Long Rest). When the cultist makes\r\nan ability check or saving throw, it can add a d10\r\nto the roll. It can do this after the roll is made\r\nbut before any of the roll\u2019s effects occur.[br]\r\n10th. Spellcasting. The cultist\u2019s spellcasting\r\nimproves. It is a 5th-level spellcaster which\r\nknows the following warlock spells:\r\nCantrips (at will): eldritch blast, minor illusion,\r\nshocking grasp\r\n1st\u20133rd level (2 3rd-level slots): charm person,\r\ncomprehend languages, fear, hellish rebuke,\r\nray of enfeeblement, suggestion[br]\r\n14th. Spellcasting. The cultist\u2019s spellcasting\r\nimproves. It is a 7th-level spellcaster which\r\nknows the following warlock spells:\r\nCantrips (at will): eldritch blast, minor illusion,\r\nshocking grasp\r\n1st\u20134th level (2 4th-level slots): banishment,\r\ncharm person, comprehend languages,\r\nfear, gaseous form, hellish rebuke, ray of\r\nenfeeblement, suggestion[br]\r\n18th. Spellcasting. The cultist\u2019s spellcasting\r\nimproves. It is a 9th-level spellcaster which\r\nknows the following warlock spells:\r\nCantrips (at will): eldritch blast, minor illusion,\r\nshocking grasp\r\n1st\u20135th level (2 5th-level slots): banishment,\r\nblight, charm person, comprehend languages,\r\nfear, gaseous form, hellish rebuke, hold\r\nmonster, ray of enfeeblement, suggestion\r\n\r\n[b]HUNTER[br][\/b]\r\nA Hunter is a naturally skilled tracker and outlander,\r\nas comfortable in the depths of the woods as in a\r\ntavern or or town.\r\n\r\n[url:[block:1042589]][\/url]\r\n\r\nWhile following the command of a captain, the hunter\r\ngains additional abilities based on the captain\u2019s level:[br]\r\n2nd. Sharpshooter. The hunter adds 2 to its ranged\r\nweapon attack rolls.[br]\r\n6th. Spellcasting. The hunter is a 3rd-level\r\nspellcaster. Its spellcasting ability is Wisdom (spell\r\nsave DC 12, +4 to hit with spell attacks). The hunter\r\nknows the following ranger spells:\r\n1st level (3 slots): animal friendship, hunter\u2019s mark,\r\nlongstrider[br]\r\n10th. Spellcasting. The hunter's spellcasting\r\nimproves. It is a 5th-level spellcaster which knows\r\nthe following ranger spells:\r\n1st level (4 slots): animal friendship, hunter\u2019s mark,\r\nlongstrider\r\n2nd level (2 slots): spike growth[br]\r\n10th. Two-Weapon Fighting. If the hunter wields\r\ntwo light melee weapons, it can use a bonus action\r\nto make an additional melee weapon attack.[br]\r\n14th. Fleeting. The hunter can take the Disengage\r\naction as a bonus action on each of its turns.[br]\r\n14th. Spellcasting. The hunter's spellcasting\r\nimproves. It is a 7th-level spellcaster which knows\r\nthe following ranger spells:\r\n1st level (4 slots): animal friendship, hunter\u2019s mark,\r\nlongstrider\r\n2nd level (3 slots): pass without trace, spike growth[br]\r\n18th. Spellcasting. The hunter's spellcasting\r\nimproves. It is a 9th-level spellcaster which knows\r\nthe following ranger spells:\r\n1st level (4 slots): animal friendship, hunter\u2019s mark,\r\nlongstrider\r\n2nd level (3 slots): pass without trace, spike growth\r\n3rd level (2 slots): haste (counts as a ranger spell for\r\nthe hunter)\r\n\r\n[b]MAGE[\/b][br]\r\nA mage is a brilliant and studious spellcaster, wellversed in the study of all things arcane.\r\n\r\n[url:[block:1042596]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nmage gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Magic Resistance. The mage has advantage\r\non saving throws against spells and other\r\nmagical effects.[br]\r\n6th. Spellcasting. The mage's spellcasting\r\nimproves. It is a 3rd-level spellcaster which has\r\nthe following wizard spells prepared:\r\nCantrips (at will): fire bolt, light, mage hand,\r\nprestidigitation\r\n1st level (4 slots): mage armor, magic missile,\r\nshield\r\n2nd level (2 slots): misty step, scorching ray[br]\r\n10th. Spellcasting. The mage's spellcasting\r\nimproves. It is a 5th-level spellcaster which has\r\nthe following wizard spells prepared:\r\nCantrips (at will): fire bolt, light, mage hand,\r\nprestidigitation\r\n1st level (4 slots): detect magic, mage armor,\r\nmagic missile, shield\r\n2nd level (3 slots): misty step, scorching ray\r\n3rd level (2 slots): fireball[br]\r\n14th. Spellcasting. The mage's spellcasting\r\nimproves. It is a 7th-level spellcaster which has\r\nthe following wizard spells prepared:\r\nCantrips (at will): fire bolt, light, mage hand,\r\nprestidigitation\r\n1st level (4 slots): detect magic, mage armor,\r\nmagic missile, shield\r\n2nd level (3 slots): misty step, scorching ray\r\n3rd level (3 slots): counterspell, fireball\r\n4th level (1 slots): greater invisibility[br]\r\n18th. Spellcasting. The mage's spellcasting\r\nimproves. It is a 9th-level spellcaster which has\r\nthe following wizard spells prepared:\r\nCantrips (at will): fire bolt, light, mage hand,\r\nprestidigitation\r\n1st level (4 slots): detect magic, mage armor,\r\nmagic missile, shield\r\n2nd level (3 slots): misty step, scorching ray\r\n3rd level (3 slots): counterspell, fireball\r\n4th level (3 slots): greater invisibility, ice storm\r\n5th level (1 slot): cone of cold\r\n\r\n[b]STALKER[br][\/b]\r\nStealthy and subversive, the Stalker is just as adept an\r\nassassin as a burglar or thief.\r\n\r\n[url:[block:1042602]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nstalker gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Cunning Action. On each of its turns, the\r\nstalker can use a bonus action to take the Dash,\r\nDisengage, or Hide action.[br]\r\n6th. Sneak Attack. The stalker\u2019s Sneak Attack\r\ndamage increases to 2d6.[br]\r\n10th. Uncanny Dodge. When the stalker takes\r\ndamage from an effect it can see, it can halve\r\nthat damage as a reaction.[br]\r\n10th. Sneak Attack. The stalker\u2019s Sneak Attack\r\ndamage increases to 3d6.[br]\r\n14th. Evasion. If the stalker is subjected to an\r\neffect that allows it to make a Dexterity saving\r\nthrow to take only half damage, the stalker\r\ninstead takes no damage if it succeeds on the\r\nsaving throw, and only half damage if it fails.[br]\r\n14th. Sneak Attack. The stalker\u2019s Sneak Attack\r\ndamage increases to 4d6.[br]\r\n18th. Assassinate. During its first turn, the stalker\r\nhas advantage on attack rolls against any\r\ncreature that hasn't taken a turn. Any hit the\r\nstalker scores against a surprised creature is a\r\ncritical hit.\r\n\r\n[b]TEMPLAR[br][\/b]\r\nA daring knight, sworn to virtue and station, a\r\ntemplar knows no fear in their heart and no equal in\r\nbattle.\r\n\r\n[url:[block:1042606]][\/url]\r\n\r\nWhile following the command of a captain, the\r\ntemplar gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd. Divine Hands (1\/Long). As an action, the\r\ntemplar can touch a willing creature within 5 feet\r\nof it, which regains 2d8 hit points.[br]\r\n6th. Spellcasting. The templar is a 3rd-level\r\nspellcaster. Its spellcasting ability is Charisma\r\n(spell save DC 12, +4 to hit with spell attacks).\r\nThe templar has the following paladin spells\r\nprepared:\r\n1st level (3 slots): command, divine favor,\r\nprotection from evil and good\r\n\r\n6th: Divine Eminence. As a bonus action, the\r\ntemplar can expend a spell slot to cause its\r\nmelee weapon attacks to magically deal an\r\nextra 10 (3d6) radiant damage to a target on a\r\nhit. This benefit lasts until the end of the turn. If\r\nthe templar expends a spell slot of 2nd level or\r\nhigher, the extra damage increases by 1d6 for\r\neach level above 1st.[br]\r\n10th. Spellcasting. The templar\u2019s spellcasting\r\nimproves. It is a 5th-level spellcaster which has\r\nthe following paladin spells prepared:\r\n1st level (4 slots): command, divine favor,\r\nprotection from evil and good\r\n2nd level (2 slots): branding smite[br]\r\n14th. Parry. As a reaction, the templar adds 2 to\r\nits AC against one melee attack that would hit it.\r\nTo do so, the templar must see the attacker and\r\nbe wielding a melee weapon.[br]\r\n14th. Spellcasting. The templar\u2019s spellcasting\r\nimproves. It is a 7th-level spellcaster which has\r\nthe following paladin spells prepared:\r\n1st level (4 slots): command, divine favor,\r\nprotection from evil and good\r\n2nd level (3 slots): branding smite, magic\r\nweapon[br]\r\n18th. Spellcasting. The templar\u2019s spellcasting\r\nimproves. It is a 9th-level spellcaster which has\r\nthe following paladin spells prepared:\r\n1st level (4 slots): command, divine favor,\r\nprotection from evil and good\r\n2nd level (3 slots): branding smite, magic\r\nweapon\r\n3rd level (2 slots): spirit guardians (counts as a\r\npaladin spell for the templar)\r\n\r\n[b]UNDEAD[br][\/b]\r\nWith the help of necromancy, a commander can\r\nenlist the most loyal minion possible: a silent,\r\nobedient undead thrall. Zombies, ghouls, and\r\nrevenants are the most common form of undead\r\ncohort, as they are sturdier than skeletons, and more\r\nloyal than vampires.[br]\r\n[b]Undead Nature.[\/b] An undead doesn't require\r\nair, food, drink, or sleep\r\n\r\n[url:[block:1042609]][\/url]\r\n\r\nWhile following the command of a captain, the\r\nundead gains additional abilities based on the\r\ncaptain\u2019s level:[br]\r\n2nd: Turn Resistance. The undead has advantage\r\non saving throws against any effect that turns\r\nundead.[br]\r\n6th: Necrotizing Bite. The undead\u2019s bite deals an\r\nadditional 1d6 necrotic damage on a hit.[br]\r\n10th: Regeneration. The undead regains 1\r\nhit point at the start of its turn. If the undead\r\ntakes fire or radiant damage, this trait doesn\u2019t\r\nfunction at the start of the undead\u2019s next turn.\r\nThe undead dies only if it starts its turn with 0 hit\r\npoints and doesn\u2019t regenerate.[br]\r\n14th: Improved Necrotizing Bite. The undead\u2019s\r\nbite deals an additional d6 necrotic damage\r\n(2d6) on a hit, and the undead regains hit points\r\nequal to the necrotic damage dealt.[br]\r\n18th: Undead Horde. A humanoid slain by the\r\nundead\u2019s bite attack rises 24 hours later as a\r\nzombie under the captain's control, unless\r\nthe humanoid is restored to life or its body is\r\ndestroyed. The captain can have no more than\r\nsix zombies under its control at one time. The\r\nzombies remain under the captain\u2019s control\r\nfor 24 hours, after which the captain must cast\r\nthe animate dead or similar magic to reassert\r\ncontrol over them.","subclass_options":"[h2]BANNERS[\/h2]\r\n\r\nCaptains adopt emblems that denote their virtues,\r\nskills, and command styles, which they fly upon\r\ntheir banners to rally allies to their side. A symbolic\r\nstatement, this heraldry speaks volumes about what a\r\ncaptain prizes in the world, be it knowledge, allies, or\r\npersonal gain.\r\n[h3][u]Dragon Banner[\/u][\/h3]\r\nCaptains under the banner of the Dragon are among\r\nthe most formidable warriors to grace the battlefield.\r\nArmed with an array of lethal maneuvers, these\r\ncaptains cut through lesser combatants with ease,\r\nturning the tides of battle on their own, if needed.\r\nThe visage of the dragon banner inspires fear and\r\nloyalty on equal measure, for the carnage and\r\nbloodshed left in a dragon warrior\u2019s wake speaks\r\nvolumes of their skill.\r\n\r\n[b]BONUS BATTLE DIE\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyour total number of battle dice increases by 1.\r\n\r\n[b]MANEUVER: CLEAVE\r\n[br]\r\n[br][\/b]\r\nAlso at 3rd level, you learn the following maneuver:\r\nWhen you reduce a hostile creature to 0 hit\r\npoints or score a critical hit with a melee weapon\r\nattack on your turn, you can spend a battle die to\r\nmove up to 15 feet and make an additional melee\r\nweapon attack. You add the battle die to the attack\u2019s\r\ndamage roll.\r\n[br]\r\n\r\n[b]MANEUVER: WADE INTO BATTLE\r\n[br][\/b]\r\nAt 7th level, you learn the following maneuver:\r\nYou can expend a battle die to take the Dash and\r\nDisengage actions as a bonus action.\r\n\r\n[b]MANEUVER: FURY ATTACK\r\n[br][\/b]\r\nAt 13th level, you learn the following maneuver:\r\nWhen you take the Attack action on your turn,\r\nyou can expend a battle die as a bonus action to\r\nunleash a barrage of strikes. Make up to three melee\r\nweapon attacks, instead of one. Each attack must\r\ntarget a different creature.\r\n\r\n[b]VICIOUS FOCUS\r\n[br][\/b]\r\nBeginning at 17th level, whenever you reduce a\r\nhostile creature to 0 hit points or score a critical hit\r\nwith a melee weapon attack, you enter a zen state\r\nof battle for up to 1 minute. For the duration, your\r\nweapon attacks score a critical hit on a roll of 19 or\r\n20. Each time during the duration that you reduce\r\nanother hostile creature to 0 hit points or score\r\nanother critical hit, this critical hit range increases,\r\nfirst allowing your melee weapon attacks to score a\r\ncritical hit on a roll of 18 to 20, then on a roll of 17 to\r\n20, then on a roll of 16 to 20. If you fall unconscious,\r\nthis effect ends early.\r\n\r\n[h3][u]Eagle Banner[\/u][\/h3]\r\nWith sharp eyes and even sharper arrows, captains\r\nof the Eagle seek to be lords of speed and ranged\r\ncombat, mastering bow, sling, and ballista alike. Such\r\ncaptains are just as dangerous in close range as they\r\nare perched on the horizon, for they can accurately\r\ndeliver an arrow or a crossbow bolt at point blank\r\nrange.\r\n\r\n[b]MANEUVER: EAGLE SHOT\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyou learn the following maneuver:\r\nWhen you make a ranged weapon attack roll\r\nagainst a creature, you can use your bonus action and\r\nexpend a battle die to add it to the roll. You can use\r\nthis ability before or after making the attack roll, but\r\nbefore the GM says whether the attack hits or misses.\r\n\r\n[b]VANTAGE POINT\r\n[br][\/b]\r\nBy 7th level, you can quickly scale walls to gain a\r\nperch above your foes. You have a climbing speed\r\nequal to your movement speed. In addition, by\r\nclimbing at half speed, you can climb up difficult\r\nsurfaces (such as vertical walls) without making an\r\nability check.\r\n\r\n[b]CLOSE-QUARTERS SHOOTING\r\n[br][\/b]\r\nAt 13th level, being within 5 feet of a hostile creature\r\ndoesn\u2019t impose disadvantage on your ranged attack\r\nrolls or the ranged attack rolls of friendly creatures\r\nwithin 15 feet of you.\r\n\r\n[b]SCATTER SHOT\r\n[br][\/b]\r\nStarting at 17th level, you can use your action to\r\nlaunch a volley of projectiles. Make a separate ranged\r\nweapon attack against any creatures you choose\r\nwithin a 15-foot cone, making a seperate attack roll\r\nfor each target. If you target only one creature in this\r\ncone, add an additional weapon damage die to the\r\ndamage roll on a hit.\r\n[h3][u]Jolly Roger Banner[\/u][\/h3]\r\nThe skulls and crossbones adorning the Banner\r\nof the Jolly Roger need no introduction: it means\r\nthieves, brigands, treasure, and adventure on the\r\nhigh seas. Moreover, it means the strong backs of a\r\ncrew working in unison, piloting a ship from horizon\r\nto horizon, under the command of a fierce captain\r\nand their first mate.\r\n\r\n[b]MANEUVER: PARRYING STANCE\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyou learn the following maneuver:\r\nWhen you use the Attack action with a finesse\r\nweapon on your turn, you can spend one battle die\r\nas a bonus action to make an additional attack with\r\nthat weapon. This attack adds the battle die, instead\r\nof your ability score, to the weapon\u2019s damage roll.\r\n\r\n[b]TRICKY FOOTWORK\r\n[br][\/b]\r\nBy 7th level, your elegant swordplay lets you place\r\nenemies where you want them. Whenever you hit a\r\ncreature of your size or smaller with a melee attack\r\non your turn, you can switch places with them. This\r\nmovement doesn\u2019t provoke opportunity attacks.\r\n\r\n[b]UNFAIR PLAY\r\n[br][\/b]\r\nBeginning at 13th level, both you and your cohort\r\ncan take the Use an Object action, Hide action, or\r\nmake a shove attempt as a bonus action. You have\r\nadvantage on Strength (Athletics) checks you make\r\nto push another creature out of a boat.\r\n\r\n[b]ALL HANDS ON DECK\r\n[br][\/b]\r\nBy 17th level, your crew works in perfect unison at\r\nyour directive. You can use your action on your turn\r\nto direct each friendly creature within 60 feet that\r\ncan see or hear you to take an action of your choice,\r\nother than the Attack, Cast a Spell, Dodge, or Use a\r\nMagic Item actions. A creature can use its reaction to\r\ntake this action.\r\n\r\n[h3][u]Lion Banner[\/u][\/h3]\r\nBravery in the face of overwhelming odds, mastery\r\nof horsemanship, and unwavering honor are the\r\nhallmarks of captains of the Lion. This banner\r\nrepresents the very ideal of gallantry and fortitude\r\nwhich knights and paladins aspire to achieve. Even\r\nthe sight of it inspires heroism in its troops, and a\r\ncaptain who flies it can turn even the most poorly\r\nequipped militia into a fit fighting force.\r\n\r\n[b]MANEUVER: LION'S CHALLENGE\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyou learn the following maneuver:\r\nAs a bonus action when you hit a creature\r\nwith a weapon attack, you can expend one battle\r\ndie to challenge the target to a duel. The target has\r\ndisadvantage on all attack rolls against targets other\r\nthan you until the end of your next turn.\r\n\r\n[b]SADDLE SURE\r\n[br][\/b]\r\nAt 7th level, you have advantage on saving throws\r\nmade to avoid falling off your mount. If you fall off\r\nyour mount, you always land on your feet if you\r\naren't incapacitated. Mounting or dismounting a\r\ncreature costs you only 5 feet of movement, rather\r\nthan half your speed.\r\nAdditionally, you can force an attack targeted at\r\nyour mount to target you instead.\r\n\r\n[b]REPOSITION\r\n[br][\/b]\r\nStarting at 13th level, you and up to three friendly\r\ncreatures of your choice can each move up to 20 feet\r\nwhen you roll initiative.\r\n\r\n[b]LION'S GAMBIT\r\n[br][\/b]\r\nStarting at 17th level, when you take damage from a\r\ncreature that is within 5 feet of you, you can use your\r\nreaction to make a melee weapon attack against that\r\ncreature and add half your level to the damage roll.\r\nYou can make this attack three times, and you\r\nregain all expended uses of it when you finish a short\r\nor long rest.\r\n[h3][u]Ram Banner[\/u][\/h3]\r\nCaptains who brandish the banner of the Ram seek\r\nto batter through their obstacles with overwhelming\r\nforce. Whenever possible, these captains put their\r\nenemies on the back foot, literally hurling their\r\nfoes to the floor or shoving them into unfavorable\r\nground, from which position their cohorts can make\r\nswift work of any resistance. The Banner of the\r\nRam sees such tactics as not only fair, but optimal,\r\nas validity in combat should be judged only by\r\neffectiveness. \r\n\r\n[b]MANEUVER: BULL RUSH\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyou learn the following maneuver:\r\nWhen you move at least 10 feet in a straight\r\nline and immediately make a melee weapon attack\r\nagainst a creature, you can use a bonus action and\r\nexpend a battle die to shove the target after the\r\nattack. Add the battle die to the Strength (Athletics)\r\ncheck you make to shove the target. On a success,\r\nyou can push the target 10 feet, instead of only 5.\r\n\r\n[b]SUREFOOTED\r\n[br][\/b]\r\nBeginning at 7th level, you ignore nonmagical\r\ndifficult terrain.\r\n\r\n[b]LOCK HORNS\r\n[br][\/b]\r\nAt 13th level, you can buck your foes into harm\u2019s\r\nway. Whenever you shove a creature into an ally,\r\nthat creature can use its reaction to make an attack\r\nagainst the shoved creature.\r\n\r\n[b]AND STAY DOWN\r\n[br][\/b]\r\nStarting at 17th level, whenever a creature stands up\r\nfrom being prone while within your reach, you can\r\nmake an opportunity attack against it.\r\n[h3][u]Raven Banner[\/u][\/h3]\r\nThe banner of the Raven signifies a clandestine\r\ncaptain who prefers stealth to action and ambushes\r\nto open fights. If pressed, a captain of the Raven\r\nmight be drawn into a direct confrontation, but they\r\ncan never be expected to play fair. These captains\r\nmight have more in common with rogues, and might\r\neven hold a position of leadership within a Thieves\u2019\r\nGuild. More than one guild master and bandit leader\r\nhas flown the Raven Banner while on a raid.\r\n\r\n[b]MANEUVER: FLANKING STRIKE\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyou are trained in ambush tactics. You learn the\r\nfollowing maneuver:\r\n\r\nIf you hit a creature with a weapon attack\r\nwhile one of your allies is within 5 feet of the target,\r\nyou can expend a battle die to aim for the creature\u2019s\r\nmost vital areas. Add the battle die and half your\r\nlevel (rounded down) to the attack\u2019s damage roll.\r\nThis attack must use a finesse weapon or a light\r\nweapon.\r\n\r\n[b]MANEUVER: EFFORTLESS DODGE\r\n[br][\/b]\r\nAlso at 3rd level, you learn the following maneuver:\r\nAs a bonus action, you can spend a battle die to\r\ntake the Dodge action. You can\u2019t use this maneuver\r\nwhile wearing medium or heavy armor.\r\n\r\n[b]COVERT\r\n[br][\/b]\r\nAt 7th level, when you are hidden and a creature\r\ndiscovers you with a successful Wisdom (Perception)\r\ncheck, you can reattempt your Dexterity (Stealth)\r\ncheck to hide. On a success, you silently reposition\r\nyourself and the creature does not notice you. Once\r\nyou use this ability, you can\u2019t use it again until you\r\nfinish a short or long rest.\r\n\r\n[b]STRIKE FIRST, STRIKE LAST\r\n[br][\/b]\r\nBeginning at 13th level, you can intercede moments\r\nbefore an enemy strikes. As a reaction when a\r\ncreature you can see takes the Attack action, you can\r\nmove up to your movement speed without provoking\r\nopportunity attacks toward the creature and make\r\none attack targeting it.\r\nOnce you use this ability, you can't use it again\r\nuntil you finish a long rest.\r\n\r\n[b]GUERILLA WARFARE\r\n[br][\/b]\r\nStarting at 17th level, you are a master of\r\nunconventional combat. You have advantage on\r\nattack rolls against any creature that hasn\u2019t taken a\r\nturn in the combat yet. In addition, once per turn\r\nwhen you attack and hit a creature on the first round\r\nof combat, you can add two battle dice to the attack\u2019s\r\ndamage roll without expending them.\r\n[h3][u]Turtle Banner[\/u][\/h3]\r\nThe fortified defenses of captains who fly the Turtle\r\nbanner are legendary. Turtle tactics emphasize\r\nendurance and survival, as well-protected soldiers\r\ncan not only win battles, but entire wars. Thinking\r\nlong-term is key to any defensive strategy, as captains\r\nof the Turtle know the answer is never how they shall\r\ncounterattack, but when.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting when you choose this banner at 3rd level,\r\nyou gain proficiency in heavy armor.\r\n\r\n[b]MANEUVER: IRON SHELL\r\n[br][\/b]\r\nAlso at 3rd level, you learn the following maneuver:\r\nAs a bonus action, you can spend a battle die\r\nto fortify an ally you can see that can see you within\r\n60 feet. The ally gains a bonus to their Armor Class\r\nequal to half the number of rolled on the battle die,\r\nrounded down (minimum 1) against the next attack\r\nmade against it within the next minute.\r\n\r\n[b]SLOW AND STEADY\r\n[br][\/b]\r\nBeginning at 7th level, your movement speed can't\r\nbe slowed and you can't be knocked prone or moved\r\nagainst your will.\r\n\r\n[b]SHIELD WALL\r\n[br][\/b]\r\nBy 13th level, you can shelter others behind your\r\narmor. You count as half cover for effects passing\r\nthrough your space for allied creatures of your size\r\nand smaller within 5 feet of you.\r\n\r\n[b]UNBREAKABLE\r\n[br][\/b]\r\nStarting at 17th level, you can shrug off attacks\r\nwhich would otherwise hit you. You have a pool of\r\n20 armor points. As a reaction when you\u2019re hit by a\r\nmelee weapon attack, you can expend any number\r\nof armor points and add them to your Armor Class,\r\npotentially causing the attack to miss. You regain all\r\narmor points when you finish a long rest.","table_data":"LEVEL | PROFICIENCY BONUS | FEATURES | BATTLE DICE | COHORT FEATURE\r\n1st | +2 | Born Leader, Fighting Style | \u2014 | \u2014\r\n2nd | +2 | Cohort | \u2014 | Cohort feature\r\n3rd | +2 | Banner, War Tactics | 2d8 | \u2014\r\n4th | +2 | Ability Score Improvement | 2d8 | \u2014\r\n5th | +3 | Blitz | 2d8 | \u2014\r\n6th | +3 | \u2014 | 3d8 | Cohort feature\r\n7th | +3 | Banner feature | 3d8 | \u2014\r\n8th | +3 | Ability Score Improvement |3d8 | \u2014\r\n9th | +4 | Advanced Tactics | 3d8 | \u2014\r\n10th | +4 | \u2014 | 3d10 | Cohort feature\r\n11th | +4 | Coordinated Strike | 3d10 | \u2014\r\n12th | +4 | Ability Score Improvement | 3d10 | \u2014\r\n13th | +5 | Banner feature | 3d10 | \u2014\r\n14th | +5 | \u2014 | 4d10 | Cohort feature\r\n15th | +5 | Lead by Example | 4d10 | \u2014\r\n16th | +5 | Ability Score Improvement | 4d10 | \u2014\r\n17th | +6 | Banner feature | 4d10 | \u2014\r\n18th | +6 | \u2014 | 4d12 | Cohort feature\r\n19th | +6 | Ability Score Improvement | 4d12 | \u2014\r\n20th | +6 | Warlord | 4d12 | \u2014","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1042492","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}