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Habitat: Any; Treasure: Individual, Implements

Pirate captains command crews of pirates, dictating their destinations and targets. Captains cultivate fearsome and theatrical reputations, painting themselves as larger-than-life characters to terrorize their foes, ensure the obedience of their crews, and attract followers to their banner. Many have colorful nicknames inspired by signature traits and deeds.


Pirates

The term “pirate” encompasses a broad range of seafarers, including vicious sea rovers, dogged privateers, cursed treasure hunters, and others who seek riches and fame on the seas.

Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.


Pirate Flags

To terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.

Pirate Flags
1d8 
The Flag Show A ... 
With ...
1
Buccaneer
A captain’s hat
2
Dragon
Crossbones
3
Fiend
Crossed blades
4
Goat
An eye patch
5
Kraken
Lightning bolts
6
Merfolk
A mug of ale
7
Skull
A tattoo
8
Whale
A treasure chest

Actions

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.

Bonus Actions

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.

Reactions

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.


Pirate Captain

Medium or Small Humanoid, Neutral
  • Armor Class 17
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.
  • Initiative +7 (17)
STR
10 (0)
DEX
18 (4)
CON
14 (2)
INT
10 (0)
WIS
14 (2)
CHA
17 (3)
  • Saving Throws Str +3, Dex +7, Con +2, Int +0, Wis +5, Cha +6
  • Skills Acrobatics 7, Perception 5
  • Senses passive Perception 15
  • Languages Common plus one other language
  • Challenge 6 (2,300 XP)
  • Habitat Any
  • Treasure Individual, Implements
  • Gear Pistol, Rapier

Actions


  • Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
  • Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: (2d8 + 4) Piercing damage. The pirate has Advantage on the next attack roll it makes before the end of this turn.
  • Pistol. Ranged Weapon Attack: +7 to hit, reach 30/90 ft., One Target. Hit: (2d10 + 4) Piercing damage.

Reactions


  • 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.
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