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Airship Captain

Home is where the anchor drops
— Captain Finneas Malevolence
  The captain is the airship’s executive decision maker. It is the captain’s duty to ensure that all of the ship’s operations run smoothly and coherently. They are also the face of the ship and must represent the interests of the crew, passengers, and cargo both externally and internally. The captain should possess strong Charisma-based skills such as Intimidation or Persuasion, and should be of reasonable Intelligence both for the sake of piloting the ship and understanding its various functions.   Role Proficiency: In addition to the proficiencies noted below, the Captain can add their proficiency bonus when they make an ability check to command the crew, influence a decision being made by a group, or boost the morale of the crew. If the captain is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Character Level Role Feature Captain's Actions
1st Captain's Actions, Captain's Familiar 2
5th Rousing Speech, Notoriety 3
11th Legendary requisition, Evasive Action 4
17th We Brave Few, Fire At Will! 5
Captain's Actions: Starting when you take this role at tier 1, you can command a ship on which you are attuned to take more than one action on its turn. See Airship Combat  for details. The number of extra actions the ship's takes are shown in the Captain's Actions column of The Captain table above.
Captain's Familiar: Also at tier 1, you learn the find familiar spell and can cast it as a ritual. If you are a spellcaster, the spell doesn't count against your number of spells known. Once you cast the spell, you can't cast it again using this role feature for 7 days. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: macaw or monkey. See the Appendix for the latter two creatures.
Rousing Speech: Once you become a tier 2 captain, you can spend 1 minutes giving a rousing speech to your comrades. Choose up to three creatures that can hear you. Up to 1 hour after you give the speech, the target can add a d4 to the next attack roll or ability check that it makes. Once you use this feature, you can't use it again until after you complete a long rest.
Notoriety: At tier 2, your reputation precedes you. You are welcome in places where other well-known captains are welcome and people recognize you by your rough appearance (albeit with a few legends attached to your stature). The common folk might celebrate your name or revere it. You can leverage your reputation to secure an audience with important people, or strike fear into the hearts of those who oppose you. You also have advantage on Intelligence (History) checks made to recognize captains and ships of similar notoriety.
Legendary Requisition: Once you reach tier 3 with this role, you can use your status to buy one item found on any table in Chapter 6 of this book. When you do, make a DC 15 Charisma (Persuasion) check. On a successful check, you negotiate a 50 percent discount and on a failed check, you still negotiate a 25 percent discount. Once you use this feature, you can't use it again until 30 days have passed.
Evasive Action: Also, at tier 3, whenever a ship on which you are attuned to is subjected to a Dexterity saving throw against an effect that you can see, such as hazards or spells, the ship makes the saving throw with advantage. To use this benefit, you can't be blinded, deafened, or incapacitated.
We Brave Few: Starting at tier 4, all non-hostile crew and passengers aboard a ship on which you are attuned to have advantage on saving throws against being charmed or frightened. To use this benefit, you can't be incapacitated.
Fire At Will: At tier 4, each round, you can use your reaction to command your ship to fire one of its weapons at a target that you can see within the weapon's range.

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