beguiling soul. creatures in 10ft have disadvantage on saves that would inflict the charmed condition
Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.
Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
1 per day
Captain's greed. Constitution saving throw ( dc 11)the Captain targets any number of creatures on his ship on a failed save they take 4d10 necrotic damageon a successful saving throw they take no damage the Captain heals for half of damage dealt up to a max of 42 hp and gains a single (listed below) buff for every 10 of his own "crew" he kills
Buffs given 1d4
1.)Speed increases by 15 feet
2.)Gains plus 1 to hit
3.)Advantage on attacks till end of next turn
4.)Plus 2 to ac
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