Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Multiattack. The captain makes two melee attacks with its anchor (treated as a maul) or two ranged attacks with its daggers.
Anchor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shape Up, Ye Dog (2/day). 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.
Description
Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a ship’s crew. It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The veteran pirate captain has these qualities in spades. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/8/2021 11:05:33 AM
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3
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2
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1
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Coming Soon
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