Pirate
Male Tiefling, neutral good
Armor Class: 14 (Padded)
Hit Points: 90 (12d8 +36)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
13 (+1)
DEX
17 (+3)
CON
17 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
16 (+3)
Skills: Acrobatics +5 Deception +5
Saving Throws:
Dexterity +5 Constitution +5
Actions
Multiattack.The Pirate makes three weapon melee attacks or three ranged attacks.
Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage.
Properties: Finesse, Light,
Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage.
Properties: Ammunition: range 80/320ft, Two-handed,
Special Abilities
Dirty Fighting: (2/short rest) If one pirate’s attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swiming checks.
Tool Proficiency: The pirate is proficient with Vehicles (sea).
<! — Racial Abilities –>
Racial Features
Ability Modifiers: +2 Cha, +1 Int
Hellish Resistance: You have resistance to fire damage
Darkvision: 60ft (18m / 12sqr)
Infernal Legacy: You know the Thaumaturgy cantrip. If your CR is 3 once per day you can cast Hellish Rebuke and if your CR is 5 you can cast Darkness once per day. Charisma as spellcasting ability for those spells.
Languages: speaks Common and Infernal