Amphibious. Davy Jones can breathe air and water equally well.
Aggressive. As a bonus action, Jones can move up to his speed toward an enemy of his choice that he can see or hear. He must end this move closer to the enemy than he started.
The Black Spot. Davy Jones can make a grapple attempt against a target. On a success he places a sickly looking black spot on the target's right hand. All sailors who see the black spot have their attitude towards the marked one shifted one category away toward hostile, and Davy Jones and all who serve him receive advantage to attack rolls against the one with the black spot. The mark persists as long as Davy Jones pursues the marked one. A sea claimed creature [such as those of Jones’ crew] may also deliver the black spot but only on Davy Jones' direct orders. Only Davy Jones may remove the black spot from a victim.
Brutal Fencing. Jones' melee attack with his rapier deals one extra die of its damage when he hits with it (included in the attack).
Calypso's Blessing [Epic Boon]. This blessing [Epic Boon], bestowed on him by the sea goddes calypso, gives Jones full control over the Kraken.
Calypso's Curse. Due to his curse, Davy Jones is immortal and cannot die from natural causes such as sickness or old age. He cannot die until another Captain of the Flying Dutchman takes his place by stabbing his heart and replacing their own heart inside of "The Deadman's Chest" although he can still be injured. If he is taken down to 0 hit points, he and his ship and crew disappear into a maelstrom and reappear 1d4 days later, the ghostly ship bursts from underwater. He and his crew reappear with full hit points.
The Deadman's Chest. This is a small sized chest made out of a mysterious metal. The chest can only be opened with "The Deadman's Key" which Jones keeps on him at all times. Any other normal or magical attempt to open the chest such as lockpicks, attempts to force it open, a knock spell, etc, automatically fails, and Davy Jones (or whoever's heart is inside the chest) immediately becomes aware of the attempt.
Captain's Morale Boost. Every ally within 30 feet of Jones gets +1 to attack/damage rolls and advantage on saving throws.
Devil Of The Seas. Davy Jones has developed a fearsome reputation on the high seas. As a result, he gains advantage on Intimidate checks against others. Whenever Jones brings a target down to 0 Hit Points every enemy within 30 feet must make a wisdom saving throw [DC 15] or be frightened.
Expert Press-Ganger. Jones is an expert in press-ganging people into joining his crew thus has expertise in all of his charisma skills. It is a combination of his deceptive talk, his mastery of persuasion over the dead/dying and his horrifying visage that have given him so many crewmmates over the years.
Intangible Movement. Jones can freely move through other creatures and objects. He ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from non-magical restraints or being grappled. However, he will take 5 (1d10) force damage if he ends its turn inside an object.
Part Of The Ship, Part Of The Crew (Recharge 6). As an action, Jones may call 4d4 Sea Claimed pirates (MM 343 with the Sea Claimed template of the Bucaneer's Beastiary 59-62) and 2d4 Sea Claimed pirate captains (MM 344 with the Sea Claimed template of the Bucaneer's Beastiary 59-62) from within the Flying Dutchman. The crew follows his orders but otherwise defend themselves from hostile creatures. The crew automatically return to the Dutchman upon being knocked unconscious or if Jones dismisses them as a bonus action.
Sneak Attack. Jones deals an extra 13 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and Jones doesn't have disadvantage on the attack roll.
Multiattack. Davy Jones makes two attacks with his rapier. He may replace one of those attacks with an attack from his claw.
Claw Attack. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d8+4) bludgeoning damage. The target is grappled (escape DC 15) if it is a medium or smaller creature and Jones doesn't have another creature grappled.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 16 (3d8+4) piercing damage. [Brutal Fencing Included]
Parry. Jones adds 4 to his AC against one melee attack that would hit. To do so, Jones must see the attacker and be wielding a melee weapon.
Davy Jones can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jones regains spent legendary actions at the start of his turn.
Claw Or Rapier. Jones makes an attack with his claw or rapier.
Teleport (Costs 2 Actions). Jones magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Summon The Kraken! (Costs 3 Actions). Jones gives the order to summon the Kraken [MM 197]. The kraken hammer is wound up by his crew for three rounds (Minimum three people required to use it). After three rounds, the hammer is then slammed down immediately giving the signal to the dreaded leviathan of the deep. Initiative is then rerolled with the Kraken included in the order. Roll a 1d100 to determine how many rounds it will take the Kraken to appear on the field. If Jones is knocked down to 0 HP before the Kraken appears the order is negated altogether. Also, Jones will never use this action to summon the beast if combat is taking place aboard the Flying Dutchman.
"Let no joyful voice be heard! Let no man look up at the sky with hope! And let this day be cursed by we who ready to wake... the Kraken"
Lair and Lair Actions
The Flying Dutchman was an infamous supernatural ghost ship. Originally, the Dutchman held the sacred task of collecting all the poor souls who died at sea and ferrying them to the afterlife. During the Golden Age of Piracy, the Dutchman would become a ship feared by many across the seven seas.
Good Creation will be using
Love the addition of the high CHA, makes since as Davy Jones is essentially a minor god.