Reputation of the Dread Pirate | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Reputation of the Dread Pirate

Pirates who gain the reputation as a Dread Pirate are the scariest and terrorizing of all Pirates. Known to be able to scare entre ships to surround from just their presence or kill a man by scaring the hell out of them. It is said when a ship sees another captain by a Dread Pirate, it is better to go the other way, then stay and fight.    

Targets Saving Throw

Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
  • Ability Save DC = 8 + your proficiency bonus + your Charisma modifier.
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    Imposing Figure

    When you choose this archetype at 3rd level, as a bonus action you may force all enemies within 60 feet to make a Wisdom saving throw. On a failure, the target is frightened until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. If any enemy is within 5 feet of you when they become frightened, they provoke an attack of opportunity and remain frightened.    

    Words of Terror

    At 6th level, as a bonus action before your attack, you speak grimly to a target you’re dueling, either threatening to dismember it, to gouge out its senses, or scar its beauty. The target must be able to understand at least one language you can speak. If you threaten to dismember it, the target must make a Constitution saving throw. If you threaten its senses, the target must make a Wisdom saving throw. If you threaten its beauty, the target must make a Charisma saving throw. On a failed save you gain advantage on attacks against them this turn, and the target takes psychic damage equal to the Dread Pirate’s Charisma modifier times two (at 14th level this increases to 3 times your Charisma modifier damage). You can use this feature a number of times equal to your Charisma modifier plus 1. You regain all expended uses when you finish a long rest.    

    Captain's Help

    At 6th level, your threats inspire the crew to do things they didn't even know they could. While out of combat, you may choose an ally who is not proficient in Acrobatics, Athletics, Deception, Medicine, Persuasion, Intimidation, Insight, Slight-Of-Hand, or Stealth. They must roll an Intelligence save. If they fail the save you may pick one of these untrained skills. They treat the skill as if they were proficient in it for the next 24 hours. You may only use this skill once between long rests and cannot use it on a person who is already benefiting from it.    

    Horrifying Figure

    Starting at 9th level, you become your enemies’ worst nightmare. When you use the Imposing Figure ability, you may force your targets to act as though under the effects of the spell “Fear” instead. All enemies take 5d6 psychic damage on a failed save and half as much damage on a successful one.    

    Dead Men Tell No Tales

    Starting at 14th level, word has spread of your terrors. You have advantage on all Intimidation checks against those who recognize you. You gain advantage on one attack made against one enemy that has been fighting you, or your allies, for more than three rounds.    

    Crippling Words

    At 18th level, in addition to the effects of Words of Terror, on a failed save the target becomes paralyzed. The target remains paralyzed for up to 2 minutes. At the end of each of its subsequent turns, it may attempt the same kind of save it previously failed. It may also attempt that save any time it is attacked. On a successful save, or after taking more than 1/4 of its HP rounded down in damage while paralyzed, it is no longer paralyzed.    

    Dreadful Aura

    Beginning at 18th level, as an action, you may begin to radiate an aura of pure menace inspiring hopelessness and dread in all who enter it for up to 10 minutes. Enemies who enter or begin their turn within 30 feet of you have disadvantage on attack rolls against you and your allies. Once you use this feature, you must finish a short or long rest before you can use it again. If on the high seas, enemies must pass a wisdom saving throw DC 13, on a fail, they jump ship. If on land, when enemies enter the aura, they provoke an attack of opportunity as if they just passed by you.    

    Davy Jones' Locker

    At 20th level, you use your entire action to channel the spirit of Davy Jones. You may pick 5 enemies + your charisma modifier within 120 feet of you. These enemies must pass a wisdom saving throw higher than your spell-save DC, on a failed save, these enemies swear fealty to you for the next hour. They retain their order in the initiative. Those who swear fealty take 12d12 psychic damage when the effects end. On a successful save, the enemies take 6d12 psychic damage. You may use this ability once per long rest.


    Created by

    Lord Mcberry.

    Statblock Type

    Feat

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