Medium Humanoid, Chaotic Neutral
Armor Class 16 breastplate
Hit Points 204 (16d10 + 112)
Speed 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
9 (-1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +6, CON +10
Skills Athletics +6, Intimidation +10, Perception +7, Persuasion +10, Survival +7
Damage Resistances Psychic
Gear Pistol, Rapier
Senses Passive Perception 17
Languages Common, Abyssal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits
Action Surge (1/short rest). Picard can take one additional action on his turn.
Gunner. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on his ranged attack rolls.
Don't mess with old pirate. Luke Picard has Tough and Durable feats, gaining more HP
and when he rolls a Hit Die to regain HP, the min HP he regains from the roll is 10.
Gift of the Depths. Picard can breathe underwater, has swimming speed equal to walking and can cast water breathing once per day without expending a spell slot.
Pact wepon. Picard can summon his pact weapon to his hand or dismiss it, uses it as spellcasting focus, weapon is counted as magical for purpose of overcoming resistance. 

Spellcasting.
 Picard is a 8th-level spellcaster and can cast the following spells, using Charisma as its spellcasting ability (spell save DC 18, +10 to hit with spell attacks):
Actions

Multiattack. The pirate makes two attacks, using Rapier or Pistol in any combination, Eldritch Blast sends 3 beams.

Rapier. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Pircing damage. Additionally he can use his Eldritch Smite dealing another 23 (5d8) force damage using one of the spell slots. 

Unleash Incarnation (5/Long Rest). Whenever Picard takes the Attack action, he can make one additional melee attack from the echo’s position.

Eldritch Blast. Ranged spell Attack Roll: +10, range 120 ft., Beams: 3 Hit: 5 (1d10) force damage, can target up to 3 creatures within range.

Pistol. Ranged Attack Roll: +8, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Bonus Actions

Rally (1/Day). Capitan chooses up to three other creatures it can see within 30 feet. Until the start of the Picards’s next turn, the targets have Advantage on attack rolls and saving throws.

Second Wind (1/short rest). Once per short rest, Picard can use a bonus action to regain 1d10 + 8 HP.

Manifest Echo. Picard can magically manifest an echo of himself within 15 feet of him in place he can see. Echo has AC 19, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. On his turn, he can mentally command the echo to move up to 30 feet (no further than 30 feet of him, or destroyed).

Echo - location. Picard can magically swap places with his echo at a cost of 15 feet of his movement.

Relentless Hex. Picard can magically teleport up to 30 ft. to an unoccupied space he can see within 5 ft. of the hexed creature.

Reactions

Defensive Duelist. When Picard is wielding a finesse weapon and another creature hits him with a melee attack, he can use his reaction to add 5 to his AC for that attack.

Counterspell (4th lvl). When Picard see a creature within 60 feet of him casting a spell he can attempt to counter it using one of the spell slots.  

Entropic Ward (1/short rest). Picard can impose disadvantage on a roll when a creature makes an attack roll against him. If it misses Picard's next attack roll against that creature has advantage.

Manifest Echo - Opportunity Attack. When a creature that Picard can see within 5 feet of his echo moves at least 5 feet away from it, he can use his reaction to make an opportunity attack against that creature as if he was in the echo’s space.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2025 12:35:29 AM
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1
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Habitat: Any

Norkishon

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