publish: true
aliases:
- Siegeball Jersey
created: 2026-03-09T12:15:34.054-04:00
modified: 2026-03-09T12:15:34.054-04:00
published: 2026-03-09T12:15:34.054-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24extras
- ttrpg-cli/subclass/captain/siegeball-jersey
cssclasses: - json5e-class
obsidianUIMode: preview
Siegeball Jersey
Captain: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Siegeball Jersey 4th +2 5th +3 6th +3 Game Plan 7th +3 8th +3 9th +4 10th +4 Athletic Constitution 11th +4 12th +4 13th +5 14th +5 Game-Winning Play 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Cheer and Coach Your Team to Victory
Siegeball is a beloved sport, and Captains adorned with a Siegeball Jersey live and breathe it. Such Captains view the entire world through sports metaphors and place themselves in the privileged position of the team captain or perhaps the coach. Foes are naturally the opposing team, the referees, or even a rowdy crowd. Quests are no different from a sports season, in which the team is destined to break records and bring home the cup. For Siegeball Captains, sportsmanship and rowdy competition go hand-in-hand. One can expect rousing speeches and inappropriate jeers meted out between downfield sprints and breathtaking tackles.
Subclass Features
Sports Fanatic (Level 3)
Your absolute devotion to your sport of choice grants you the following benefits.
Charismatic Athletics. You gain proficiency in the Athletics skill. Additionally, you gain a bonus to Strength (Athletics) checks equal to your Charisma modifier (minimum bonus of +1).
Number One Fan. You have Advantage on any ability check you make to recall information about a sport, its teams, and its players.
Team Inspiration [Maneuver] (Level 3)
You can take a Bonus Action to inspire another creature within 60 feet of yourself who can see or hear you. Give that creature one of your unexpended Battle Dice. A creature can have only one Battle Die from this maneuver at a time.
Once within the next minute when the creature fails a D20 Test, the creature can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it’s rolled.
Game Plan (Level 6)
When you use your Blitz feature, you can direct your Cohort or an ally within 60 feet of yourself to take a Reaction to use one of the following options.
Defensive Tackle. The chosen ally moves up to its Speed and uses the Grapple or Shove option of its Unarmed Strike.
Go Long. The chosen ally moves up to twice its Speed.
Take Cover. The chosen ally moves up to its Speed and takes the Hide action. It has Advantage on its Dexterity (Stealth) check.
Athletic Constitution (Level 10)
When you make a Strength or Dexterity saving throw, you can make a Constitution saving throw with Advantage instead.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.
Game-Winning Play (Level 14)
When you are reduced to 0 Hit Points, you can take a Reaction to delay the Unconscious condition. You can immediately move up to twice your Speed without provoking Opportunity Attacks and take an action and a Bonus Action. Taking damage causes Death Saving Throw failures as normal, and three Death Saving Throw failures can still kill you. Following this, you have the Unconscious condition if you still have 0 Hit Points.
Once you use this feature, you can’t use it again until you finish a Long Rest.