Cohort

Class featureValdaSpire242014Captain

You gain a loyal Cohort who carries your banner and follows your lead.

Initiating a Cohort

Choose your Cohort's stat block from those listed later in the class description. Following an 8-hour initiation period, which can be done during a Long Rest, that creature becomes your Cohort until you initiate a new Cohort to replace it. You can have only one Cohort at a time.

Cohort in Combat

Your Cohort is Friendly to you and your allies and obeys your commands. In combat, your Cohort takes its turn immediately before or after your turn each round (your choice). Your Cohort uses your Charisma for its attack and damage rolls.

Cohort Save DC

If your Cohort forces a creature to make a saving throw, the DC is 8 plus your Charisma modifier and your Proficiency bonus.

Features

Your Cohort improves and gains new features when you reach certain Captain levels, as shown on the Captain Features table.

Proficiencies

Your Cohort has proficiency in skills and saving throws listed in its statistics. Your Cohort uses your Proficiency Bonus instead of its own. Because Cohort statistics already include a +2 Proficiency Bonus, you need only adjust skill and saving throw proficiencies starting at level 5.

Raw data
{
  "name": "Cohort",
  "level": 2,
  "__prop": "classFeature",
  "source": "ValdaSpire24",
  "entries": [
    "You gain a loyal Cohort who carries your banner and follows your lead.",
    {
      "type": "entries",
      "entries": [
        {
          "name": "Initiating a Cohort",
          "type": "entries",
          "entries": [
            "Choose your {@filter Cohort's stat block|bestiary|tag=cohort} from those listed later in the class description. Following an 8-hour initiation period, which can be done during a {@variantrule Long Rest|XPHB}, that creature becomes your Cohort until you initiate a new Cohort to replace it. You can have only one Cohort at a time."
          ]
        },
        {
          "name": "Cohort in Combat",
          "type": "entries",
          "entries": [
            "Your Cohort is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys your commands. In combat, your Cohort takes its turn immediately before or after your turn each round (your choice). Your Cohort uses your Charisma for its attack and damage rolls."
          ]
        },
        {
          "name": "Cohort Save DC",
          "type": "entries",
          "entries": [
            "If your Cohort forces a creature to make a saving throw, the DC is 8 plus your Charisma modifier and your {@variantrule Proficiency|XPHB} bonus."
          ]
        },
        {
          "name": "Features",
          "type": "entries",
          "entries": [
            "Your Cohort improves and gains new features when you reach certain Captain levels, as shown on the Captain Features table."
          ]
        },
        {
          "name": "Proficiencies",
          "type": "entries",
          "entries": [
            "Your Cohort has proficiency in skills and saving throws listed in its statistics. Your Cohort uses your {@variantrule Proficiency|XPHB|Proficiency Bonus} instead of its own. Because Cohort statistics already include a +2 {@variantrule Proficiency|XPHB|Proficiency Bonus}, you need only adjust skill and saving throw proficiencies starting at level 5."
          ]
        }
      ]
    },
    {
      "name": "Cohort Species",
      "type": "inset",
      "entries": [
        "When you initiate a new Humanoid Cohort, you can also give it one of the following traits to reflect its species.",
        {
          "name": "Dragonborn: Draconic Ancestry",
          "type": "entries",
          "entries": [
            "The Cohort has {@variantrule Resistance|XPHB} to one of the following types of damage associated with its dragon progenitor (Captain's choice): Acid, Cold, Fire, Lightning, or Poison."
          ]
        },
        {
          "name": "Dwarf: Resistances and Immunities",
          "type": "entries",
          "entries": [
            "The Cohort has {@variantrule Resistance|XPHB} to Poison damage and {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition."
          ]
        },
        {
          "name": "Elf: Fey Ancestry",
          "type": "entries",
          "entries": [
            "The Cohort has {@variantrule Advantage|XPHB} on saving throws it makes to avoid or end the {@condition Charmed|XPHB} condition."
          ]
        },
        {
          "name": "Gnome: Saving Throws",
          "type": "entries",
          "entries": [
            "The Cohort has proficiency in one of the following saving throws: Intelligence, Wisdom, or Charisma."
          ]
        },
        {
          "name": "Goliath: Powerful Build",
          "type": "entries",
          "entries": [
            "The Cohort has {@variantrule Advantage|XPHB} on any ability check it makes to end the {@condition Grappled|XPHB} condition. It also counts as one size larger when determining its carrying capacity."
          ]
        },
        {
          "name": "Halfling: Brave",
          "type": "entries",
          "entries": [
            "The Cohort has {@variantrule Advantage|XPHB} on saving throws it makes to avoid or end the {@condition Frightened|XPHB} condition."
          ]
        },
        {
          "name": "Human: Skillful",
          "type": "entries",
          "entries": [
            "The Cohort has proficiency with one skill of your choice."
          ]
        },
        {
          "name": "Orc: Relentless (1/Day)",
          "type": "entries",
          "entries": [
            "When the Cohort is reduced to 0 {@variantrule Hit Points|XPHB}, it is reduced to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."
          ]
        },
        {
          "name": "Tiefling: Fiendish Ancestry",
          "type": "entries",
          "entries": [
            "The Cohort has {@variantrule Resistance|XPHB} to one of the following types of damage associated with its fiendish progenitor (Captain's choice): Fire, Necrotic, or Poison."
          ]
        }
      ]
    },
    {
      "name": "Cohort Spells",
      "type": "inset",
      "entries": [
        "Throughout your adventure, you may wish to customize the spells listed in a Cohort's stat block. You can exchange one of the spells listed in the Spellcasting feature with another of the same level. Your GM decides if a spell is appropriate for a Cohort. Generally, the {@creature Priest|ValdaSpire24|Priest's} spells are from the Cleric spell list, the {@creature Mage|ValdaSpire24|Mage's} spells are from the Wizard spell list, and the {@creature Shaman|ValdaSpire24|Shaman's} spells are from the Druid spell list."
      ]
    }
  ],
  "className": "Captain",
  "classSource": "ValdaSpire24"
}