Cunning Action. The chieftain can take a bonus action on each of their turns to take the Dash, Disengage, or Hide action.
Dueling. When the chieftain is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon.
Fancy Footwork. During their turn, if the chieftain makes a melee attack against a creature, that creature can’t make opportunity attacks against the chieftain for the rest of their turn.
Second Wind. One time, the chieftain can use a bonus action to regain 1d10 + 3 HP.
Reload. The Nautical Pistol can be fired 4 times before the chieftain must spend 1 attack or 1 action to reload. They must have one free hand to reload the firearm.
Multiattack. The chieftain can make two melee weapon attacks or two ranged weapon attacks on their turn.
Nautical Pistol. Ranged Weapon Attack: +6 to hit, range 60/240 ft., 1 target. Hit: 8 (1d10 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., 1 target. Hit: 7 (1d4 + 5) piercing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) slashing damage.
Sneak Attack. Once per turn, the chieftain can deal an extra 3d6 damage to one creature they hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. They don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and the chieftain don’t have disadvantage on the attack roll.
Uncanny Dodge. When an attacker that the chieftain can see hits them with an attack, they can use their reaction to halve the attack’s damage against them.
Description
Auger Pirates are the men and women who serve the Augers, a circle of secret pirate chieftains who roam the seas targeting merchant vessels for profit.
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