Flourish. The captain adds its Charisma modifier to the damage roll for its Rapier attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Indomitable (3/Day). Captain James can reroll a saving throw it fails. It must use the new roll.
Multiattack. The captain makes two attacks with the Phoenix Feather Rapier. He can then either make an attack with his crossbow or pistol.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+ 5) piercing damage.
Phoenix Feather Rapier Melee Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 15 (1d8+11) plus an additional 9 (2d8) fire damage. If the target is flammable or a creature, it becomes wreathed in flame. Unless the creature uses an action to douse the flames, they take 1d10 fire damage at the start of each their turns.
Pistol. Ranged Weapon Attack +8 to hit, range 30/90 ft., one target. Hit: 12 (2d10 + 5)
Bomb. Ranged Weapon Attack range 60 ft, everyone within 5ft of impact must make a DC17 Dex save. 6d6 fire damage on fail. He starts the encounter with 1d8+2 bombs
Reload. James can reload either his pistol or hand crossbow.
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.
Parry. When targeted by a melee attack, Captain James can add 2 to his AC.
Counter. When attacked by a melee attack, Captain James can instead counter it, and make a one handed melee attack with his longsword. 3/day.
Captain James can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
Weapon Attack. Captain James makes a weapon attack.
Command Ally. Captain James targets one ally it can see within 30 feet of it. If the target can see and hear the Captain, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Reload. Captain James can choose to reload his pistol.
Lair and Lair Actions
While on the deck of the Black Sword, Captain James can take the following lair actions (on an initiative 20, losing contested). Captain James can't use the same lair action twice in a row.
Rats! (5/6) 1d4 Swarm of Rats appear from the cracks of the ship.
Ropes. If within melee range of a rope, or mast, Captain James can interact with it, using half his movement to either swing to the other side of the ship, or to the crows nest. Which ever applies.
Rough Tides. Everyone that is on the boat, must make a DC 17 DEX save, or be knocked prone. If on a net or a crows nest, they fall to the main deck, and take the appropriate falling damage. Until the next initiative 20, the ground is considered rough terrain unless the creature has a background in sailing.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/8/2021 7:40:44 PM
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3
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1
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Coming Soon
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2/3/2024 7:27:26 PM
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24
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1
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Coming Soon
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