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 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.
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 100 feet of you who can hear you. The creature gains advantage on their next attack roll, skill check or saving throw. You can use this ability 3 times then you must 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 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.