Flourish. The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Pack tactics: Advantage on any attacks as long as an ally is within 5 ft of the target.
Multiattack. The captain makes two attacks: Two with is long sword
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 6) slashing damage, or 10 (1d12 + 5) slashing damage if used with two hands.
Faint: Makes a fake attack to trip up an enemy. Target makes a dc 15 Dexterity saving throw or gets nocked prone.
Watch your step: Water splashes in a 30 ft are around captains Akenshad any movement within causes the creature to fall prone unless they succeed in a dc15 dex save.
Ship mates balance: Helps any target up from prone no action on there part.
Shape Up, Ye Dog (2/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 reroll the attack roll.
Water's Bite: Captain Akenshad adds 1d8 cold damage to any crit.
Water Shape: Transforms into a wave of water and moves 30 feet in any direction. Any creature in the path makes a DC 15(Strength) saving throw or be nocked prone.
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