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Captain

• Rally—inspire

 crew once per battle. crew gains
advantage on their next turn. DC (20-Loyalty) CHA

• Fire At Will—ignore loading time for ballistas


once per battle

• Command Decision—direct an officer to take a


specific action. grants +2 to ability check

• Study the Situation—take no action. Next turn


you are granted +5 to any ability check.

First Mate
• Fill In—can take the role of any officer action not
being performed this round

• Look Alive—add +3 to pilot ability check.


DC 10 CHA

• Take Cover—order crew to protect themselves.


+5 to crew AC, disadvantage on attacks and ship
maneuvers

Lookout
• Spot Weakness—grant advantage to any officer
on an attack. DC 15 WIS

• Recon—discover HP, remaining crew, or other


information about enemy. dc 10 WIS

• Prepare for Boarding—free move three


characters of your choice on the ship once per
battle

Pilot
• Take a Ship Maneuver as a Free Action

• Man the Helm—add your DEX mod to the


ship’s AC. DC 15 DEX

• Hit the Turbo—add 30 feet to ship’s


movement speed. DC DEX (20-loyalty)

Ballista Master
• Weapons Check—add you STR mod to the
ballista damage roll. DC (20-loyalty) STR

• Steady…Steady—delay ballista firing for one


round to inflict critical damage (double dice)

• Hustle—ignore ballista loading time once per


battle

• Make her bleed—if enemy ship has been hit,


triple the damage from ballista. DC 20 STR

Ship Carpenter
• Damage Control—add 5d10+loyalty to ship’s
HP once per battle

• Reinforce Hull—add+2 to ship’s AC. DC 15 CON

• Makeshift Cover—create improvised cover for


crew mate to impose disadvantage on attacks
against them. DC 15 CON
Ship Surgeon
• Heal the Wounded—can restore 1d10+5 HP to a
crew mate, OR stabilize an unconscious crew
mate. DC (20-loyalty) INT

• Triage—can revive one unconscious crew mate


to 1 HP. DC 10 INT

• Brace for Impact—all crew has resistance to


all damage types except psychic. ballistas
cannot attack. pilot has disadvantage

Shantyman
• All DCs for Shantyman are 20-loyalty CHA

• Boost Morale—loyalty increases by 1 to


maximum of 10.

• Mock Enemies—Enemies must subtract 1d4 from


attack rolls until your next turn.

• Sea Shanty—Pilot adds +3 to Ship maneuvers


until your next turn.

• The Thunder of Drums—crew mates add 1d4 to


attack rolls until your next turn.

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