Seafaring Experience: While out at sea, Captain Peter gains advantage on all Strength and Dexterity throws that may cause him to loose balance on a ship. He also gains advantage on all perception checks when out at sea as well.
Multi-attack: Captain Peter can make two attacks with his cutlass each turn.
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Reel'em In!. Ranged Weapon Attack: +4 to hit, range 40 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
When hit by Reel'em in, the target must make a DC 16 Strength saving throw or be forcefully thrown into any space within 40 feet of Captain Peter. If the first target is thrown into an object, the first target will take Hit: 5 (1d4) bludgeoning damage. If the first target is thrown into a secondary target, the secondary target must make a DC 14 Dexterity Saving Throw or both targets will take Hit: 5 (1d4) bludgeoning damage. If the first target is thrown more than 60 feet, it will take Hit: 5 (2d4) bludgeoning damage.
Two-Weapon Fighting
Parry: As a reaction, Captain Peter can add +2 to his AC.
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