Captain FAQ
What is the Captain class in D&D?
The Captain is a 10-level martial leadership calling from *The Lord of the Rings Roleplaying*. It uses a d10 Hit Die, Strength and Charisma as its primary abilities, Constitution and Charisma saving throws, all armor, shields, and simple and martial weapons. Its defining features are Leadership, Fighting Style, the Chieftain or Thane title, Valiant, Extra Attack, Aura of Valour, and Aura of Courage.
The Captain is the dedicated battlefield leader among *The Lord of the Rings Roleplaying* callings. It is a capable martial character in its own right, but its strongest identity comes from making nearby allies harder to break and more dangerous in a coordinated fight.
Core class profile
A Captain uses a d10 Hit Die and is trained with all armor, shields, simple weapons, and martial weapons. Constitution and Charisma are its saving throw proficiencies.
Strength supports the conventional melee side of the calling. Charisma is equally important because several signature Captain features use it directly.
Leadership
Leadership is available from 1st level. In combat, the Captain can use an action to bolster a number of friendly creatures within 30 feet, including the Captain, up to twice the Captain's proficiency bonus.
Each affected creature gains temporary hit points equal to the Captain's level plus Charisma modifier. The feature refreshes after a short or long rest.
This makes Leadership strongest before a dangerous exchange rather than after allies are already at 0 hit points.
Fighting Style and Virtues
At 2nd level, the Captain chooses a Fighting Style. The calling offers martial options suited to armor, one-handed weapons, heavy weapons, protection, and similar combat plans.
The Captain also receives Virtue choices during progression, with the option to take a Craft instead at specified levels. These are *The Lord of the Rings Roleplaying* advancement systems, not ordinary 2014 feat slots.
Captain Title
At 3rd level, the Captain chooses a title: **Chieftain** or **Thane**.
Chieftain is the aggressive battlefield-control option. It can challenge a nearby foe and later becomes exceptionally good at punishing enemies that try to move away.
Thane is the weapon-and-command option. Bright Blade turns Charisma into a temporary attack bonus with one melee weapon and helps allies attack the same target; Tireless Leader later reduces the practical effects of exhaustion for nearby allies.
Valiant and Extra Attack
Valiant adds half the Captain's proficiency bonus, rounded down, to saving throws that do not already include proficiency.
At 5th level, Extra Attack lets the Captain make two attacks with the Attack action, keeping the calling fully relevant as a martial combatant.
Aura of Valour
At 6th level, the Captain's Charisma can increase melee weapon damage dealt by the Captain or nearby friendly creatures within the aura while the Captain remains conscious and unafraid.
The feature rewards staying close enough to the front line for allies to benefit from the Captain's presence.
Aura of Courage
At 10th level, the Captain and nearby friendly creatures cannot be frightened while the Captain is conscious. This does not erase the setting's separate Shadow and Dread systems.
What role does the Captain fill?
The Captain works best as a front-line or near-front-line leader who combines:
- durable martial presence;
- party-wide temporary hit points;
- melee damage support;
- strong saving-throw reliability;
- a title that changes personal tactics;
- fear protection at the top of the calling.
The class is therefore more than “a Fighter with Charisma.” Its martial chassis and leadership mechanics are built to reinforce each other.