1. Unrelenting Fury
• Description: The barbarian’s rage knows no bounds, fueling their relentless assault. When reduced to half their maximum hit points or fewer, the barbarian gains advantage on all attack rolls until the end of their next turn.
• Effect: When the barbarian is reduced to half their maximum hit points or fewer, they gain advantage on all attack rolls until the end of their next turn.
2. Indomitable Endurance
• Description: The barbarian’s sheer determination allows them to shrug off debilitating effects. When they fail a saving throw against an effect that would cause them to be paralyzed, stunned, or incapacitated, they can choose to reroll the saving throw and must use the new result.
• Effect: Once per long rest, when the barbarian fails a saving throw against an effect that would cause them to be paralyzed, stunned, or incapacitated, they can choose to reroll the saving throw and must use the new result.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
1. Raging Bull Charge
• Description: The barbarian lowers their shoulder and charges forward like a raging bull, attempting to gore their target with their weapon.
• Mechanics: The barbarian moves up to their speed in a straight line. They make a melee weapon attack with advantage against a target within reach at the end of the charge.
• Damage: 2d6 (weapon damage) + Strength modifier piercing damage.
• Recharge: 5-6 on a d6. The ability recharges after a short or long rest.
2. Earthshaker Slam
• Description: The barbarian lifts their weapon high overhead and brings it crashing down with tremendous force, causing the ground to shake and enemies to tremble.
• Mechanics: The barbarian chooses a point on the ground within their reach. Each creature within 5 feet of that point must succeed on a Strength saving throw (DC 14) or take 2d8 bludgeoning damage and be knocked prone.
• Damage: 2d8 bludgeoning damage on a failed save, half as much on a successful one.
• Recharge: 6 on a d6. The ability recharges after a long rest.
Furious Onslaught
• Description: The barbarian taps into their reserves of fury, unleashing a flurry of blows against a single target.
• Mechanics: The barbarian makes two additional melee weapon attacks against a creature within reach.
• Usage: Once per turn as a bonus action.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.