Sea Captain

Medium humanoid (any race), any alignment

Armor Class 15 (heavy leather coat)
Hit Points 71 (11d8 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 13 (+1) 14 (+2) 15 (+2)

Saving Throws Strength +4, Dexterity +5, Charisma +4
Skills Athletics +4, Acrobatics +5, Intimidation +4, Perception +4, Persuasion +4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 3 (700 XP)

Special Traits

  • Captain’s Orders (1/Day). As a bonus action, a captain can choose a friendly creature who can see or hear it to attack an enemy. The creature can immediately use its reaction to make one weapon attack.
  • Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.

Actions

  • Multiattack. The captain makes three attacks.
  • Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  • Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
  • Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

About

A ship’s captain oversees all operations aboard the vessel under their command, whether a little sloop or a massive galleon. To protect and command their crew, a captain must be skilled with both words and the blade.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.

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