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Adversaries · SRD

Pirate Captain

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 work includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC, under the terms of the Darrington Press Community Gaming License (DPCGL), available at https://darringtonpress.com/license/. More information can be found at https://www.daggerheart.com. Daggerheart™ Compatible. This work is not affiliated with, endorsed, or sponsored by Critical Role or Darrington Press.

Reformatted and reorganized for presentation on PostRoll; minor formatting changes. No previous modifications by others.

Licensed under Darrington Press Community Gaming License.

srd-1.0 · Version 1.0.0 · Updated Jul 10, 2026