18 (studded leather)
150 (20d8 + 60)
30 ft., swim 25 ft.
Con +6, Wis +7
Athletics +8, Deception +8, Intimidation +8, Perception +7, Survival +7
Common
10
The captain has advantage on saving throws against being frightened.
The captain adds his Charisma modifier to the damage roll for his sword attacks (included in the attack).
The captain can take the Dash or Disengage action as a bonus action on each of his turns.
The captain has advantage on ability checks and saving throws to resist being knocked prone.
The captain's Scimitar of Speed has a +2 bonus to attack and damage rolls. He can also make another attack with a bonus action (included in attacks) with this magical sword.
The captain deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the captain that isn't incapacitated and the captain doesn't have disadvantage on the attack roll.
While the captain is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.
When at sea, the captain knows what weather is coming the next day.
The captain makes three attacks with his sword or two with his crossbow.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing damage.
Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.