After studying a creature for at least 1 minute while both are in the same location, Rell can learn whether it is superior, inferior, or equal in Strength, Dexterity, Constitution, Armor Class, current hit points, or fighter level. He uses this to identify who breaks first in a boarding action.
4 superiority dice per short rest
Rell has four d8 superiority dice and knows the following maneuvers: Disarming Attack, Goading Attack, Maneuvering Attack, and Trip Attack. His style is tactical brutality: strip a weapon, drag a foe into danger, force attention onto himself, or set an ally up to board cleanly.
Rell is a hard-bitten human mariner: adaptable, stubborn, and built for a life of hard choices at sea. He is counted among those who survive by learning quickly and holding fast under pressure.
When Rell takes the Attack action, he makes two attacks instead of one. He uses this to combine a cutlass strike with a grappling shove, or to keep pressure on a target while the crew moves in.
Rell has proficiency with Calligrapher's Supplies or Navigator's Tools. He is proficient with navigator's tools, reflecting his hands-on command of routes, winds, tides, and ambush lanes.
once per short rest
On his turn, Rell can take one additional action, except the Magic action. He uses this to open with a devastating volley, close distance, or board twice in the same exchange.
Rell has mastered the use of his chosen weapons: cutlass and hand crossbow. He uses battlefield pressure, reach, and timing to force enemies into bad positions.
once per short rest
As a bonus action, Rell regains 1d10+7 hit points. At this level, it represents one hard breath, one barked order, and one more round of refusing to go down.
Rell is proficient with Sleight of Hand and Stealth, reflecting his years of smuggling, false-flag work, and quiet deck sabotage before the fighting starts.
Rell has a reliable underworld contact who can supply rumors, contraband, forged papers, or a discreet docking place when his honest options run thin.
While wearing armor, Rell gains a +1 bonus to AC. He favors heavy protection and close quarters over finesse or spectacle.