Lightfooted. The pirate captain can take the Dash or Disengage action as a bonus action on each of its turns.
Pistol expert. The pirate captain can reload his blunderbuss as a bonus action and is not disadvantage in melee range.
Cruel hit. The pirate captain experience provide him with the ability once per round to increase the damage of a successful attack by twisting his sword in the wound inflicting a bleeding effect on 1 target. Target must succeed on a constitution saving throw of 16 or take 2d6 additional damage at the start of their turn for 3 rounds. Additional cruel hit will stack. Undeads, constructs and creatures incapable of bleeding are immune to this effect.
Multiattack. The pirate captain makes four attacks: one with a blunderbuss and three with its scimitar.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage.
Blunderbuss. Range Weapon Attack: +9 to hit, reach 40/120 ft., one target. Hit: 11 (1d10 + 5) piercing damage. Reload 1 round
Dirty fighting. The pirate captain as a reaction can throw any tiny item around him (incl. coins) to impose disadvantage to 1 enemy for 1 round.
Description
The pirate captain are experienced navigators, agile thieves and dirty fighters. They roam the see in search of treasure and adventure. Without any code, they take what they want when they want it. Rare are those that went toe to toe with these savage fighters that will use any trick to win a fight.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/1/2019 7:58:21 PM
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23
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7
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Coming Soon
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