Mental Fortitude. The captain has advantage on saving throws against being charmed or frightened, and magic can't put the captain to sleep.
Flourish. The captain adds his Charisma modifier to the damage roll for of his cutlass attacks (included in the attack).
Sure Footed. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Multiattack. The captain makes two attacks with his cutlass or may choose to make a single trip attack. His cutlass attacks count as magical.
Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) slashing damage.
Trip Attack. The captain makes a cutlass attack. On a hit, he deals an extra 5 (1d8) slashing damage, and the target must make a DC 15 Strength saving throw or fall prone. The captain then makes another cutlass attack, without the additional damage, if the target falls prone.
Parry & Riposte. The captain adds 3 to his AC. He can only use this ability if he can see the attack occurring. If this prevents the attack from hitting, he may make a cutlass attack against that creature, dealing an extra 5 (1d8) slashing damage on a hit.
The captain can take 2 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. The captain regains spent legendary actions at the start of its turn.
Rallying Call. The captain calls out to one of his allies, bolstering their confidence during combat. That creature gains 8 (1d8+3) temporary hit points. The target creature must be able to see or hear him.
Captain's Leadership. The captain utters a special command to an ally that see or hear him within 60 feet. That creature can use its reaction to move up to half its speed without provoking opportunity attacks and can then make a melee, ranged, or spell attack according to their own abilities. The attacker gets inspiration from the captain and can add 5 (1d8) to the attack roll.
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