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“The Dread Pirate Blackbeard: Terror of the High Seas”

Blackbeard’s rise to infamy began when he joined the crew of Captain Benjamin Hornigold, one of the most successful pirates of the time. Hornigold saw potential in Blackbeard and quickly promoted him to the position of second-in-command. Blackbeard proved to be an excellent sailor and a fearless fighter, and soon he became a pirate in his own right, with his own ship and crew.

Blackbeard is a ruthless pirate who will stop at nothing to get what he wants. He is known for his cunning and strategic mind, as well as his legendary brutality. Blackbeard’s ultimate goal is to amass as much wealth and power as possible, using whatever means necessary to achieve his ends.

Despite his fearsome reputation, Blackbeard is not without allies. He commands a crew of hardened and loyal pirates, including his right-hand man, Israel Hands. Blackbeard is also known to have made deals with local officials and governors, offering protection in exchange for favors and tribute.

Blackbeard’s greatest enemy is the British Navy, which has been hunting him relentlessly for years.


Edward Teach “Blackbeard”

Edward Teach "Blackbeard"
Midjourney

Medium humanoid (human), chaotic evil

Armor Class: 16 (studded leather)

Hit Points: 262 (21d8 + 147)

Speed: 30 ft.

STRDEXCONINTWISCHA
22 (+6)16 (+3)24 (+7)14 (+2)12 (+1)20 (+5)

Skills: Acrobatics +10, Deception +11, Intimidation +11, Perception +6, Stealth +10

Senses: passive Perception 16

Languages: English, Spanish, Thieves’ Cant

Challenge: 18 (20,000 XP)

Actions

Multiattack. Blackbeard makes two cutlass attacks.

Cutlass. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Pistol. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Intimidating Presence (1/day). Blackbeard chooses one creature within 30 feet of him and stares it down. The creature must make a DC 20 Wisdom saving throw or become frightened of Blackbeard for 1 minute.

Brazen Barrage (3/day). Blackbeard unleashes a barrage of attacks on all creatures within 5 feet of him. Each creature within 5 feet of him must make a DC 20 Dexterity saving throw, taking 32 (5d10 + 5) slashing damage on a failed save, or half as much damage on a successful one.

Pirate’s Blood (1/day). When Blackbeard’s hit points fall to 0, he can use his reaction to drop to 1 hit point instead. He also gains temporary hit points equal to his Constitution modifier (7) + his pirate level (5).

Legendary Actions

Blackbeard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Blackbeard regains spent legendary actions at the start of his turn.

Cutlass Attack. Blackbeard makes one cutlass attack.

Pistol Shot (Costs 2 Actions). Blackbeard makes one pistol attack.

Cannonball Volley (Costs 3 Actions). Blackbeard unleashes a volley of cannonballs on all creatures within a 30-foot radius. Each creature in that area must make a DC 20 Dexterity saving throw, taking 48 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

Equipment

studded leather, 2 cutlasses, 6 pistols, 20 bullets, 50 gold coins

Blackbeard is a notorious pirate who roams the seas with his crew, seeking treasure and glory. He is a fierce fighter who strikes fear into the hearts of his enemies with his intimidating presence and brazen barrages of attacks. He is also a cunning strategist, able to outsmart and outmaneuver his opponents with ease.

Blackbeard’s goal is to amass as much wealth and power as possible, to become the most feared pirate on the seas. He is driven by a deep desire for fame and fortune, and he will stop at nothing to achieve his goals. His reputation precedes him, and many towns and ships surrender without a fight at the mere mention of his name.

Blackbeard is accompanied by his loyal crew, Blackbeard trusts his crew implicitly, but he is always on the lookout for potential mutineers or traitors.

In battle, Blackbeard is a force to be reckoned with. He wields a cutlass in each hand and carries six pistols, which he uses to devastating effect. His intimidating presence can strike fear into even the bravest of opponents, and his brazen barrages of attacks can take out multiple foes at once. He also possesses the ability to use his Pirate’s Blood to cheat death and continue fighting even when his opponents think they have bested him.

Blackbeard’s ultimate goal is to become the most feared and powerful pirate on the seas, and to amass a fortune that will secure his place in history. With his cunning, his formidable fighting skills, and his loyal crew by his side, he is well on his way to achieving his dreams.

Edward Teach “Blackbeard”

Edward Teach "Blackbeard"
Midjourney

Medium humanoid (human), chaotic evil

Armor Class: 16 (leather armor)

Hit Points: 190 (20d8 + 80)

Speed: 30 ft.

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)16 (+3)14 (+2)20 (+5)

Skills: Acrobatics +7, Intimidation +11, Perception +6, Stealth +7

Senses: passive Perception 16

Languages: Common, Infernal

Challenge: 10 (5,900 XP)

Actions:

Multiattack. Blackbeard makes three attacks with his cutlass, or two attacks with his cutlass and one with his pistol.

Cutlass. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage.

Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 10 (1d10+5) piercing damage.

Fearsome Reputation (1/day). Blackbeard makes an Intimidation check with advantage. All enemies within 30 feet that can see and hear him must make a Wisdom saving throw (DC 16) or become frightened for 1 minute.

Smoke Cloud (1/day). Blackbeard fires his pistol into the ground, creating a 20-foot-radius sphere of smoke that heavily obscures the area. The smoke lasts for 1 minute or until a strong wind disperses it.

Legendary Actions:

Blackbeard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Blackbeard regains spent legendary actions at the start of his turn.

Cutlass Attack. Blackbeard makes a cutlass attack.

Pistol Shot (Costs 2 Actions). Blackbeard makes a pistol attack.

Intimidating Gaze (Costs 2 Actions). Blackbeard targets one creature he can see within 30 feet of him. If the target can see him, the target must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Equipment:

  • Cutlass
  • (6) Pistol
  • Leather armor
  • Amulet of Fear (grants Fearsome Reputation ability)
  • Bag of Holding

This is a fictionalized version of Blackbeard for use in a Dungeons & Dragons game, tailored to his idiosyncrasies and abilities as a notorious pirate. The equipment is based on historical items associated with Blackbeard, while the abilities are inspired by his reputation for intimidation and his use of smoke to create chaos in battle. The Challenge Rating of 10 reflects his considerable combat prowess and legendary status.

Mythological Figures: Blackbeard (5E)

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Mythological Figures: Blackbeard (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

The precise origins of Edward Teach have eluded historians but it’s largely believed he was born sometime around 1680 and there’s evidence he was a mariner (probably on a privateer ship, which isn’t too far from piracy) during the War of the Spanish Succession. Blackbeard’s beginnings are a little more concrete—the first reports of his infamous pirate career began in 1717—and he became a terror of the waters off the Americas and in the Bahamas for two years, the peculiarities of his appearance gripping the public’s imagination near the end of that first year.

What marked Blackbeard as unique was that he avoided being particularly vicious or dishonorable, playing more on psychological fears than genuine, repetitive brutality, instead making the most out of his reputation and fierce, wiry, black-bearded, lit-fused appearance. Before he was finally killed (for a sizable bounty of 100 pounds and in a fight where his forces were outnumbered two-to-one) he blockaded Charles Town in South Carolina, formed a fleet of rogue ships able to overcome contingents of the British Royal Navy, commanded scores of buccaneers, and nearly acclimated into colonial society’s nobility.

Design Notes: Blackbeard here is pretty high level partly because he definitely had one of those Rasputin-esque deaths: shot five times and cut twenty, felled at the end by somebody coming up behind him and nearly decapitating him with a two-handed sword.

I should also point out that the Blog of Holding has a great hard stats breakdown of the Monster Manual that I’m using to calculate challenge rating (the usual DMG chart says 7.25-7.4, BoH says 8.5). The simple version of that is here, in-depth explanation here.

Also if you’re planning on playing Blackbeard as a character, if your GM is keen to subbing pistols for crossbows grab the Crossbow Expert feat (swap out Athletic, lower his Strength to 13, Athletics bonus to +11). Otherwise what’s below should work great and make for a fun NPC able to quickly move across a ship for some exciting combat!

Blackbeard
Medium humanoid (human), lawful evil rogue (thief) 7/fighter (warmaster) 7

Armor Class
 16 (studded leather, defensive fighting style)
Hit Points 98 (7d8+7d10+28)
Speed 40 ft.

STRDEXCONINTWISCHA
14 (+2)​16 (+3)​14 (+2)​14 (+2)​10 (+0)​14 (+2)​


Saving Throws
 Dex +8, Int +7
Skills Athletics +12, Deception +12, Insight +5, Intimidation +12, Perception +5, Stealth +8
Tools artisan’s tools (pick one) +5, navigator’s tools +5, thieves’ tools +5, vehicles (water) +10
Senses passive Perception 15
Languages English, Spanish, Thieves’ Cant
Challenge 8 (3,900 XP)

Background: Nautical. Blackbeard is able to acquire passage on a sailing ship for him and his allies free of charge. He has no control over the ship’s route, departure, or return, and although no coin is required he and his companions do have to help crew the vessel.

Action Surge (1/short rest). On his turn, Blackbeard can take an additional action on top of his regular action and a possible bonus action.

Cunning Action (1/turn). Blackbeard can take a bonus action to take the Dash, Disengage, Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.

Evasion. When Blackbeard is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Athletic. Blackbeard can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.

Feat: Mobile. Blackbeard can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.

Maneuver Master (5d8 maneuver dice/short rest). Blackbeard can expend a maneuver dice to perform a single maneuver with an attack.

  • Command. Blackbeard uses his bonus action to forgo one of his attacks and direct a friendly creature who can see or hear him. The creature uses its reaction and makes a weapon attack, dealing 1d8 additional weapon damage on a successful hit.
  • Disarm. A creature Blackbeard has hit with an attack takes 1d8 additional damage and makes a DC 16 Strength saving throw or drops one held item of his choice.
  • Feint. Blackbeard can use his bonus action to feint against one creature within 5 feet. He has advantage on his next attack roll against that creature as long as it is before the end of his turn. On a hit he deals 1d8 additional damage.
  • Sweep. Blackbeard chooses a creature adjacent to him target and within his reach and on a hit, the adjacent creature takes 1d8 damage (of the same type as the weapon attack).
  • Trip. Blackbeard deals 1d8 additional damage and if the target is a creature of Large size or smaller, it makes a DC 16 Strength saving throw or is knocked prone.

Second-Story Work. Climbing does not cost Blackbeard extra movement. When he makes a running jump, the distance he covers increases by 3 feet.

Second Wind (1/short rest). On his turn, Blackbeard can use a bonus action to regain 1d10+7 hit points.

Sneak Attack (1/turn). Blackbeard deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Blackbeard that isn’t incapacitated and Blackbeard doesn’t have disadvantage on the attack roll.

ACTIONS

Extra Attack. Blackbeard attacks twice.

Cutlass.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Dagger (4). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Pistol (6).Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 8 (1d10+3) piercing damage.

Musket.Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 9 (1d12+3) piercing damage.

REACTIONS

Uncanny Dodge. When an attacker Blackbeard can see hits him with an attack, Blackbeard can use his reaction to halve the attack’s damage against him.

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