Captain's Determination. Captain Boom has advantage on saving throws against being charmed and frightened.
Magic Weapons. The captain's weapon attacks are magical.
Unfair Advantage. Captain Boom doesn't have disadvantage on ranged attacks within 5 feet of a hostile creature.
Flourish. The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Captain Boom instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.
Multiattack. Captain Boom makes three attacks: one with his pistol and two with his cutlass.
Pistol "The Negotiator". Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit: 15 (1d10 + 8) piercing damage.
Cutlass "The Judge". Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) slashing damage,
Cannon "The Executioner" . Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 20 (2d10 + 8) bludgeoning damage.
Captain Boom summons his trusty cannon.
Lightfooted. Captain Boom can take the dash or disengage action as a bonus action on each of his turns.
Shape Up, Ye Dog (3/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.
Parry. Captain Boom adds 6 to its AC against one melee attack that would hit him. To do so Captain Boom must see the attacker and be wielding a melee weapon.
Captain Boom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Boom regains spent legendary actions at the start of its turn.
Reload (Costs 1 Action). Captain Boom reloads his weapons.
Orange (Costs 1 Action). Captain Boom consumes an Orange and regains 2d8 + 8 hit points, and all levels of exhaustion end on him.
BOOM! (Costs 2 Actions). Ranged Weapon Attack: +12 to hit, reach 600/2,400 ft., area 20 ft. circle
Captain Boom shoots a flare into the air, signalling his fleet "The Dread Storm" to fire upon the target location. Any creature in the area must make a DC 18 Dexterity saving throw, taking 30 (5d10) bludgeoning and 25 (4d10) fire damage on a failed save, or half as much damage on a successful one. The cannon barrage destroys and ignites flammable objects in the area that aren't being worn or carried.
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