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Daggerheart · SRD 1.0 · Glossary

Pirate Captain

Tier 1

Tier 1 Leader. A charismatic sea dog with an impressive hat, eager to raid and plunder.

  • Motives & Tactics: Command, make 'em walk the plank, plunder, raid
  • Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 5
  • ATK: +4 | Cutlass: Melee | 1d12+2 phy
  • Experience: Commander +2, Sailor +3

Features

Swashbuckler - Passive: When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Reinforcements - Action: Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.

No Quarter - Action: Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.

Momentum - Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.


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This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at www.daggerheart.com. Converted to Markdown by OmnisGM, in part from an earlier community conversion; the rules text is unchanged. Not affiliated with or endorsed by Darrington Press. Legal