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Red Barchetta Crewman in Dungeons & Dragons 5e

Red Barchetta Crewman

Medium Any Humanoid Race, Sailor, Any Good

Armor Class 12 (studded leather)
Hit Points 32 (5d10+5)
Speed: 30 ft

STR

15
( +2 )

DEX

11
( +0 )

CON

14
( +2 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

11
( +0 )

Senses passive Perception 10
Languages Common, (racial language)
Challenge Rating 1/2 (100 XP)

Description

A generic template for crew of the Red Barchetta. Optional racial traits are below to add flavor to specific crewmen. Likewise, alternate melee and ranged weapons options are included, but a single crewman will only have 1 of each.

  • Warforged. A warforged crewman gains a +1 bonus to AC.
  • Dwarf. A dwarf crewman has a base speed of 25 feet and darkvision.
  • Halfling. A halfling crewman has a based speed of 25 feet and the Lucky trait (can reroll a 1 on a d20 attack, ability check, or save, must take reroll).
  • Tabaxi. A tabaxi crewman has the Feline Agility trait (can move double speed during combat, but not again until moving 0 ft).
  • Aarakocra. An aarakocra crewman has a fly speed equal to their movement.
  • Half-Orc. A half-orc crewman darkvision and the Savage Attacks trait (roll additional damage die on crit or tripple damage - DM choice).

  • Pack Tactics. A crewman has advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

    Actions

    Multiattack. The crewman makes two melee attacks.

    Melee attack. The crewman makes a melee attack with one of the below weapons.

  • Mace. Melee Weapon Attack. +4 to hit; reach 5ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.
  • Scimitar. Melee Weapon Attack. +4 to hit; reach 5ft., one creature. Hit: 5 (1d6+2) slashing damage.
  • Morningstar. Melee Weapon Attack. +4 to hit; reach 5ft., one creature. Hit: 7 (1d8+2) piercing damage.
  • Ranged attack. The crewman makes a melee attack with one of the below weapons.

  • Light crossbow. Ranged Weapon Attack. +2 to hit; range 80/320ft., one target. Hit: 5 (1d8) piercing damage.
  • Cap and ball revolver. Ranged Weapon Attack. +2 to hit; range 80/320ft., one target. Hit: 5 (1d10) piercing damage.

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