Leadership (3/day). The Pirate Captain utters a command whenever a friendly creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Pirate Captain. A creature can benefit from only one Leadership die at a time. This effect ends if the Pirate Captain becomes incapacitated.
Flourish. The Pirate Captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
Sea Legs.The Pirate Captain has advantage on ability checks and saving throws to resist being knocked prone.
Take the Wheel: Can give up her action on her turn to give someone else an additional action
Captain's Coat: Has advantage on intimidation and stealth checks
Multiattack. The captain makes two attacks: one with her pistol and one with her cutlass. Or she makes two with her longsword.
Pistol: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (1d10 + 6) piercing damage. Misfire 1
Musket: Ranged Weapon Attack: +6 to hit, range 80/160 ft., one target. Hit: 12 (1d12 + 6) piercing damage. Misfire 1
Cutlass: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 7) slashing damage, or 11 (1d10 + 7) slashing damage if used with two hands.
Reload Firearm
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 re-roll their attack roll.
Parry. The Pirate Captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
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