| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 25 | +7 | +7 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 15 | +2 | +2 |
| CHA | 12 | +1 | +1 |
Assassinate. During his first turn, the commander has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the commander scores against a surprised creature is a critical hit.
Evasion. If the commander is subjected to an effect that allows him to make a Dexterity saving throw to take only half, the commander instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Martial Advantage. Once per turn, the commander can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the commander that isn't incapacitated.
Sea Legs. The commander has advantage on Strength and Dexterity skill checks made whilst standing on a waterborne vehicle.
Sneak attack (1/Turn), The commander deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 t. of an ally of the commander that isn't incapacitated and the captain doesn't have disadvantage on the attack roll.
Multiattack. The commander makes three attacks: one with a flintlock and two with his rapier.
Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Flintlock. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d10) damage. This action may be used up to 4 time per long rest.
Lightfooted. The commander can take the Dash or Disengage action as a bonus action on each of his turns.
Reactive. The commander can take on reaction on every turn in combat.
Parry. The commander adds 4 to his AC against one melee attack that would hit it. To do so, the commander must see the attacker and be wielding a melee weapon.
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