Sea Legs. The pirate has advantage on any ability checks to avoid being knocked prone.
Tempest Spell. When the pirate casts a spell of 1st level or higher it may use a bonus action to fly 10 feet without provoking opportunity attacks.
Spellcasting. The pirate is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): booming blade, gust, lightning lure, thunderclap
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, misty step, warding wind
3rd level (3 slots): counterspell, lightning bolt, tidal wave
4th level (1 slot): storm sphere
Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 30 ft./90 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
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.
Previous Versions
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8/20/2021 8:33:13 PM
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Coming Soon
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