Firearms Knowledge. Krux's mastery of his musket enables him to ignore the loading property of any firearm.
Steady as She Goes. On the deck of a ship, Krux has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.
Weapons Master. When Krux is manning a ship armament, he may take and additional action to assist in loading, aiming, or firing it.
Multiattack. Krux makes two Longsword or Musket attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage, or (1d10 + 4) slashing damage if used with two hands.
Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: (1d12 + 2) piercing damage.
Force Grenade. Krux throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking (5d6) force damage on a failed save, or half as much damage on a successful one. After Krux throws the grenade, roll a d6; on a roll of 4 or lower, Krux has no more grenades to throw and cannot use this ability again until he has taken a long rest.
Description
Commodore Krux, once a soldier for the Coalition, now believes his glory days are behind him. However, spending the last few years working as a mercenary on and around the Rock of Bral, his military prowess still shines through. Although he is a reliable sort, his boisterous and bombastic attitude can often lead to trouble.
Combat. Krux excels at long-range combat. His mastery with his firearms allows him to fire quicker than the average person. His force grenades can also dish out damage towards large crowds, until he runs out of them, that is.
Crew Specialty: Weapons Master. Krux specializes in manning and maintaining ship armaments. For a certain fee, Krux can gather or craft ammunition for any of the ship's current armaments.
In addition, when Krux is manning an armament, he may take an additional action to assist in loading, aiming, or firing it.
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