Prerequisite: Requires a Charisma score of 13 or higher
The captain is the overall leader of the ship and his orders are to be obeyed absolutely. To disobey is mutiny and punishment is swift and often death. A pirate captain is usually elected, while a privateer is given command by attaining a captain’s rank. Captains are often charismatic natural leaders or powerful and intimidating figures, they act as the face of the ship, and as a condequence you must have a Charisma of 13 or higher
- You gain proficiency with Vehicles (Water), Navigators Tools and Cartographers Tools if you don’t already have them.
- You gain proficincy in the Persuasion and Intimidation skills.
As a captain you gain the following naval combat abilities:
- Captain’s Orders. As a bonus action on your turn you can choose one creature (other than yourself) within 60 feet of you who can hear you. The creature gains advantage on their next attack roll, skill check or saving throw. You can not use this ability again until you complete a short rest.
- Weak Spot. As an action you can look for a weakness in the defenses of the enemy’s vessel. Make an Intelligence check with a DC of 15 (adjusted for conditions) to spot a weakness and give advantage on the next attack roll by your allies that targets that weakness until the start of your next turn.
- Shape Up, Ye Dogs. Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll. You can not use this ability again until you complete a long rest.
- Sea Legs. Advantage on ability checks and saving throws to resist being knocked prone while onboard ship
- Spyglass. Has advantage on perception checks while using their spyglass.
Previous Versions
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12/31/2021 12:40:59 PM
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30
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17
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Coming Soon
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