Size:
± Medium
Type:
± Humanoid
Form:
± biped
Temper:
# App:
± 0 (special)
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 120
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 weapon
By weapon
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 8
Wisdon: 12
Charisma: 14
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Constitution: +4
Offense
Dagger
Circumstance: Melee, Ranged
5, reach 5 ft. or range 20/60 ft. (1d4 + 3) Piercing damage.
Action
Multiattack
The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Action
Enthralling Panache
wis 12, one creature the pirate can see within 30 feet. The target has the Charmed condition until the start of the pirate's next turn.
Trait
Passive Perception
11
Items
dagger (6)
leather armor
Languages
Common plus one other language
Environments
any
Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains' orders, others place greed, superstition, or self-preservation over duty.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Pirate Admiral)
Actions/Abilities/Traits: D&D 5e (Pirate Admiral)
Attributes
Strength: 14
Dexterity: 22
Constitution: 14
Intelligence: 12
Wisdon: 14
Charisma: 19
Saving Throws
Saving Throw Bonuses
Strength: +6
Dexterity: +10
Wisdom: +6
Constitution: +8
Skills
acrobatics: +10
athletics: +6
perception: +6
Offense
Scimitar
Circumstance: Melee
10, reach 5 ft. (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice:
Awestruck: The target has the Charmed condition until the start of the pirate's next turn.
Poison: The target has the Poisoned condition until the start of the pirate's next turn.
Offense
Pistol
Circumstance: Ranged
10, range 30/90 ft. (4d10 + 6) Piercing damage.
Action
Multiattack
The pirate makes three attacks, using Scimitar or Pistol in any combination.
Bonus Action
Rally (1/Day)
The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.
Reaction
Defensive Stance
The pirate is hit by a melee attack roll while holding a weapon. The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.
Trait
Passive Perception
16
Items
pistol
scimitar
Languages
Common plus one other language
Environments
any
Pirate admirals command whole pirate fleets. They undertake audacious ventures, such as challenging the navies of coastal nations, hunting legendary sea creatures, or carving out their own pirate kingdoms. Pirate admirals might launch their fleets from hidden fortresses where they hoard their treasure—or keep maps to where they've hidden their riches. Some pirate admirals ally with the followers of oceanic deities, underwater dwellers, and sea monsters, as well as their fellow scalawags.
5e Tools
Actions/Abilities/Traits: D&D 5e (Pirate Admiral)
Actions/Abilities/Traits: D&D 5e (Pirate Bosun)
Actions/Abilities/Traits: D&D 5e (Pirate Bosun)
Attributes
Strength: 16
Dexterity: 11
Constitution: 13
Intelligence: 11
Wisdon: 10
Charisma: 13
Skills
athletics: +5
intimidation: +3
Offense
Light Hammer
Circumstance: Melee, Ranged
5 to hit, reach 5 ft. or range 20/60 ft., one target. (1d4 + 3) bludgeoning damage.
Offense
Hook
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d8 + 3) piercing damage, and the target is grappled (escape 13).
Trait
Cargo Hauler
The bosun has advantage on Strength checks.
Trait
Sea Legs
The bosun has advantage on ability checks and saving throws to resist being knocked prone.
Trait
Passive Perception
10
Items
light hammer
Languages
any one language (usually Common)
The bosun (or boatswain) is tasked with organizing the cargo and crew aboard a ship. Bosuns are capable fighters whose experience with hauling cargo and delivering beatings make them tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers' ship. Ever since a bad accident, he has worn a hook at the end of one arm in place of a hand.
5e Tools
Actions/Abilities/Traits: D&D 5e (Pirate Bosun)
Actions/Abilities/Traits: D&D 5e (Pirate Captain)
Actions/Abilities/Traits: D&D 5e (Pirate Captain)
Attributes
Strength: 16
Dexterity: 14
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 14
Saving Throws
Saving Throw Bonuses
Strength: +3
Dexterity: +7
Wisdom: +5
Constitution: +6
Skills
athletics: +5
intimidation: +4
Offense
Hand Crossbow
Circumstance: Ranged
4 to hit, range 30/120 ft., one target. (1d6 + 2) piercing damage.
Offense
Rapier
Circumstance: Melee
7, reach 5 ft. (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.
Offense
Longsword
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Offense
Pistol
Circumstance: Ranged
7, range 30/90 ft. (2d10 + 4) Piercing damage.
Action
Multiattack
The captain makes two attacks: one with its hand crossbow and one with its longsword.
Bonus Action
Captain's Charm
wis 14, one creature the pirate can see within 30 feet. The target has the Charmed condition until the start of the pirate's next turn.
Reaction
Riposte
The pirate is hit by a melee attack roll while holding a weapon. 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.
Reaction
Shape Up, Ye Dog (2/Day)
Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
Trait
Flourish
The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
Trait
Sea Legs
The captain has advantage on ability checks and saving throws to resist being knocked prone.
Trait
Passive Perception
10
Items
hand crossbow
longsword
Items
pistol
rapier
Languages
any one language (usually Common)
Environments
any
Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain's impressive sword work and biting words inspire both confidence and fear in a ship's crew. Sigurd "Snake Eyes" is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh.
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.
5e Tools
Actions/Abilities/Traits: D&D 5e (Pirate Captain)
Actions/Abilities/Traits: D&D 5e (Pirate Deck Wizard)
Actions/Abilities/Traits: D&D 5e (Pirate Deck Wizard)
Attributes
Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 16
Wisdon: 13
Charisma: 11
Skills
arcana: +5
perception: +3
Offense
Quarterstaff
Circumstance: Melee
2 to hit, reach 5 ft., one target. (1d6) bludgeoning damage.
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3
Attribute: int
The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save 13, 5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrip: friends
Cantrip: mage hand
Cantrip: prestidigitation
Cantrip: ray of frost
Level 1: disguise self
Level 1: fog cloud
Level 1: mage armor
Level 1: witch bolt
Level 2: gust of wind
Level 2: Melf's acid arrow
Level 2: misty step
Trait
Sea Legs
The deck wizard has advantage on ability checks and saving throws to resist being knocked prone.
Trait
Passive Perception
13
Items
quarterstaff
Languages
any one language (usually Common)
These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah.
5e Tools
Actions/Abilities/Traits: D&D 5e (Pirate Deck Wizard)
Actions/Abilities/Traits: D&D 5e (Pirate First Mate)
Actions/Abilities/Traits: D&D 5e (Pirate First Mate)
Attributes
Strength: 14
Dexterity: 11
Constitution: 14
Intelligence: 11
Wisdon: 10
Charisma: 13
Skills
athletics: +4
intimidation: +3
Offense
Longsword
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a 14 Strength saving throw or drop one item it is holding on the ground.
Action
Multiattack
The first mate makes two attacks with its longsword.
Trait
Sea Legs
The first mate has advantage on ability checks and saving throws to resist being knocked prone.
Trait
Passive Perception
10
Items
longsword
Languages
any one language (usually Common)
These no-nonsense sailors are the trusted allies of a pirate ship's captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost.
5e Tools
Actions/Abilities/Traits: D&D 5e (Pirate First Mate)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
aquatic-salt
Action
weapon
1 * weapon (1d6 or by weapon)
Special
Ships and crew
Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 * 10 pirates each); Coastal waters: 1d6 small galleys (1d3+1 * 10 pirates each); Any: 1d4 longships (1d3+2 * 10 pirates each); Ocean: 1d3 small warships (1d5+3 * 10 pirates each). (See Water Vessels for details on ships.)
Special
Arms
50% of group have: leather armour, sword; 35% have: leather armour, sword, crossbow; 15% have: chainmail, sword.
Special
Leaders
For every 30 pirates, there is a 4th level fighter. For every 50 pirates, and for each ship, there is a 5th level fighter. For every 100 pirates, and per fleet, there is an 8th level fighter.
Special
Fleet commander
Fleets of 300 or more pirates are led by a pirate lord (11th level fighter). 75% chance of a magic-user (level 1d2+8).
Special
Treacherous
Will attack other pirates, if they can profit from it.
Special
Prisoners
25% chance of 1d3 prisoners to be ransomed.
Special
Treasure
Divided between vessels. Instead of carrying with them, may have a map to where it is buried.
Special
Havens
Lawless, fortified, coastal towns may act as a haven for pirates.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
aquatic-salt
Offense
1 Attack
Circumstance: Combat
By weapon
Offense
Special Attacks
Circumstance: Combat
Leader types
Defense
Special Defenses
Circumstance: Combat
Leader types
Treasure
Treasure: Individual 3d6 sp; Lair 5d6×1,000 gp (60%), 1d8×100 pp (15%), 1d8×10 gems (60%), 5d8 jewellery (50%), 1 map (55%)
Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving
Pirates are chaotic evil, but otherwise conform to buccaneers above.
OSRIC
Actions/Abilities/Traits: OSRIC
Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains' orders, others place greed, superstition, or self-preservation over duty.
5e Tools
Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving. Typically ply the open seas. Renowned for their ruthless and evil ways.
OSE
Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving
Pirates are chaotic evil, but otherwise conform to buccaneers above.
OSRIC