Sea Legs. The pirate has advantage on any ability checks to avoid being knocked prone.
Hit the Deck. As a reaction when an allied creature(s) is subjected to a dexterity saving throw the pirate can grant advantage on the save to that creature and up to 3 other allied creatures affected that it can see. The creatures must be able to hear the pirate.
Multiattack. The pirate makes two attacks with its handaxe and can throw a blast pouch if available.
Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage.
Blast Pouch (Recharge 5-6). The pirate throws a small jar packed with black powder and a lit fuse at an area within 30 feet of itself. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Description
Pirates around the world of Tryn usually trace their origins or career from the perilous seas of Vadari. Here crews venture force to seek adventure and plunder while hoping for a free fulfilling life on the dangerous seas. While romanticized these ideals never truly flesh out so innocently, most pirates are mean or cruel as way of nature seeking to better their own position or standing on their crew. Ever since the Tryn Empire settled Vadari waters pirates have been on the decline and so they have a tentative understanding of cooperation and will even band together to strike at imperial cities or fleets.
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