Brave. The warrior has advantage on saving throws against being frightened.
Mariner. The raider can hold its breath underwater for twice as long and has proficiency with navigator’s tools. The northlander is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Reckless. At the start of it’s turn, the warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of it’s next turn.
Multiattack. The warrior makes two melee attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Boarding Harpoon . Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12) and pulled 10 feet toward the warrior. If this brings the grappled creature within 5 feet of the warrior, the warrior can make a melee weapon attack against it as a bonus action.
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