A member class. Upgrade primarily from a Sailor (Bard and Knight are alternate bases) by completing "The Influence of Sea Power" tutorial (active membership required). Gate: the Sailing meta-skill at 50, with Leadership carrying the fleet-size cap.
The Admiral is the sea's Commander. Where the Commander fields armies on land, the Admiral fields fleets on the water, for trade or for war. With a strong enough fleet you can lock down a sea and set its laws (passage, tolls, tribute), always contested by rival powers and always at risk of the raider who steals a hull and vanishes.
| Hit Die | d8 |
| Primary Ability | Charisma and Intelligence (Sailing and Leadership drive fleet size) |
| Saving Throws | Constitution, Charisma |
| Armor | Light, medium (heavy armor drowns you) |
| Weapons | Simple, martial |
Hit Points at 1st level: 8 + Constitution modifier. At higher levels: 1d8 (or 5) + Constitution modifier per level.
Ability Score Improvements: 4, 8, 12, 16, 19. Resource: Signal Flags, a refreshing pool of fleet maneuvers, the naval Command Dice, spent on squadron buffs and debuffs.
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Flag Officer, Signal |
| 2 | +2 | Fleet Maneuvers |
| 3 | +2 | Admiralty (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Squadron (2nd ship acts on your signals) |
| 6 | +3 | Blockade |
| 7 | +3 | Admiralty feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Convoy Doctrine |
| 10 | +4 | Grand Signal |
| 11 | +4 | Fleet (cap rises again) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Admiralty feature |
| 14 | +5 | Master of the Straits |
| 15 | +5 | Weather Gauge |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Admiralty capstone |
| 18 | +6 | Armada (top vessel cap) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | The Decisive Action |
Flag Officer. Command a small squadron; ships and crews keep working while you are away. Signal. Spend a Flag for a fleet buff or debuff. Fleet Maneuvers. The signal set: Line of Battle, Rake, Screen, Press the Chase, Strike Their Colors. Blockade. Choke a port or lane, the naval economic siege that starves a hold's supply. Convoy Doctrine. Escort many hulls at once; interception against you is far harder. Grand Signal. A maneuver hits the whole fleet, not one squadron. Master of the Straits. Own a chokepoint: tolls, interdiction, or free passage by your word. Weather Gauge. Seize position and initiative; deny the enemy the wind and the range. The Decisive Action. Once per long rest, a fleet-wide masterstroke: break an enemy fleet, run a blockade, or land a whole convoy safe.
Balance: fragile in a duel, decisive over a fleet, the Bureaucrat/Commander trade. The power is the fleet, not the sword.
Chosen at level 3, three berths at fleet scale.
Rollout note. The Admiral is the last class to launch, released at the close of the game's first arc, so naval command is in players' hands going into the naval endgame. The Admiral is only as real as the fleet layer it commands.
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