I'm looking to play up a pirate captain and could use some advice. RP-wise my character ideally gets others to do his dirty work (he's a captain for crying out loud!). I want to structure my character around this idea of being a leader and either intimidating or persuading others to get what he wants. So here's my idea...
Human Variant with inspiring leadership feat. Point buy 27 with
My DM is going to let me use a pistol with hand crossbow stats just for flavor.
lvl 1 Fighter 1: Proficiency in con for spells later on, fighting style in archery, second wind, leather armor, and shield when I need it.
lvl 2 Bard 1: Spellcasting and Bardic Inspiration. I want to pick up spells and B.I. to help my team members from the back line and have some utility outside combat as well.
lvl 3 Fighter 2: Action Surge
lvl 4 Fighter 3: Battle Master. I want to concentrate on commanding strike, getting my comrades to attack for me and commanding them to do so seems like a pirate captain to me. I can also use distracting strike to give advantage on attacks and suggest that maybe they attack that guy over here, and rally to keep them fighting for me.
lvl 5 Fighter 4: Crossbow Expert so I can attack multiple times with my pistol
lvl 6 Fighter 5: Extra attack for multiple maneuvers and more options during combat.
After this I was thinking I would continue on with Bard lvls to get more spells and utility or get lvl 6 for an ASI. I was just curious to know if you think it fits the flavor of my character and/or if you think there's a more representative idea I haven't thought of.
Fighter isn't necessarily a bad way to approach your character, but the Swashbuckler Rogue is built for the kind of character you're describing. I'd highly recommend taking a look at that subclass.
I'd also like to point out that the DMG has stats for Renaissance-era firearms. I'd ask your DM if they'd consider allowing you to have a real pistol. It's more powerful shot-for-shot than a crossbow, hand, but that's offset by needing to spend a bonus action on reloads.
If your DM is okay with it, there are countless homebrew pirate classes all over the internet. A quick search for "Pirate Class 5e" will get you several.
But apart from that, yeah, I would definitely take a look at the swashbuckler roguish archetype.
I do think the idea you have with battlemaster fighter is interesting. Using maneuvers like commander's strike, rally, distracting strike, and maneuvering attack could get you the feel of 4e's Warlord class, and that seems to fit the kind of leader/commander role that the stereotypical pirate captain would fill.
Going off of the role play side of things, a pirate captain who gets others to do his dirty work would probably be pretty smart, to me the 8 Int doesn't quite fit the build. But it's a minor thing to nitpick
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Warlock 2 lvls eldritch blast and spear. Rest in tempest sorcerer. Take spell sniper when you can. You can blast other ships from range. You can create your own wind for your sails and you can teleport boarding parties.
My character is a pirate and is a sea elf druid. I would have originally gone rogue swashbuckler, but another player wanted to play rogue (he tends to stick with rogue or ranger, there's a few in my group who stick to certain archetypes). I picked druid to fill the Spellcaster role and took the pirate background and sea elf race for extra flavour. It works great because as she is a moon circle druid she can transform into aquatic creatures. There's also spells which control water and wind, which is brilliant for controlling a ship. Any class can be a pirate, it's more about how you roleplay it. Be careful about being the "leader" though as no party really needs one of those. My character served on a ship and aspires to get her own and become the pirate queen, but currently has no ship or crew and plays fair in the party.
Have you considered Mastermind from XGtE? It's much closer to your concept than Fighter, Bard, or Swashbuckler.
I'd agree with 'rat'. A mastermind Rogue sounds like a better fit than Bard and you have the benefit of not having to worry as much about ability scores (e.g. Charisma).
Go Rogue for 3 levels then Fighter for 6 then back to Rogue to cap out. Your starting stats could be STR 10, DEX 16, CON 13, INT 12, WIS 12, CHA 12 which would be much more befitting a leader of men.
Whether you decide to go with Rogue or Bard you may want to reconsider Crossbow Expert as you will have plenty to do with your bonus actions (spells, help actions, maneuvers) rather then shoot your crossbow/pistol. A better pick would be Sharpshooter to make sure those attacks pack a punch.
If you are determined to go Bard then I would think a Rogue/Bard might work better. Of course, a Battlemaster Fighter/Mastermind Rogue/College of Glamour Bard would be a true manipulator on the battlefield. :)
Hi everyone!
I'm looking to play up a pirate captain and could use some advice. RP-wise my character ideally gets others to do his dirty work (he's a captain for crying out loud!). I want to structure my character around this idea of being a leader and either intimidating or persuading others to get what he wants. So here's my idea...
Human Variant with inspiring leadership feat. Point buy 27 with
Str: 8, Dex: 16, Con: 14, Int: 8, Wis: 10, Cha :16
My DM is going to let me use a pistol with hand crossbow stats just for flavor.
lvl 1 Fighter 1: Proficiency in con for spells later on, fighting style in archery, second wind, leather armor, and shield when I need it.
lvl 2 Bard 1: Spellcasting and Bardic Inspiration. I want to pick up spells and B.I. to help my team members from the back line and have some utility outside combat as well.
lvl 3 Fighter 2: Action Surge
lvl 4 Fighter 3: Battle Master. I want to concentrate on commanding strike, getting my comrades to attack for me and commanding them to do so seems like a pirate captain to me. I can also use distracting strike to give advantage on attacks and suggest that maybe they attack that guy over here, and rally to keep them fighting for me.
lvl 5 Fighter 4: Crossbow Expert so I can attack multiple times with my pistol
lvl 6 Fighter 5: Extra attack for multiple maneuvers and more options during combat.
After this I was thinking I would continue on with Bard lvls to get more spells and utility or get lvl 6 for an ASI. I was just curious to know if you think it fits the flavor of my character and/or if you think there's a more representative idea I haven't thought of.
Fighter isn't necessarily a bad way to approach your character, but the Swashbuckler Rogue is built for the kind of character you're describing. I'd highly recommend taking a look at that subclass.
I'd also like to point out that the DMG has stats for Renaissance-era firearms. I'd ask your DM if they'd consider allowing you to have a real pistol. It's more powerful shot-for-shot than a crossbow, hand, but that's offset by needing to spend a bonus action on reloads.
If your DM is okay with it, there are countless homebrew pirate classes all over the internet. A quick search for "Pirate Class 5e" will get you several.
But apart from that, yeah, I would definitely take a look at the swashbuckler roguish archetype.
I do think the idea you have with battlemaster fighter is interesting. Using maneuvers like commander's strike, rally, distracting strike, and maneuvering attack could get you the feel of 4e's Warlord class, and that seems to fit the kind of leader/commander role that the stereotypical pirate captain would fill.
Going off of the role play side of things, a pirate captain who gets others to do his dirty work would probably be pretty smart, to me the 8 Int doesn't quite fit the build. But it's a minor thing to nitpick
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Warlock 2 lvls eldritch blast and spear. Rest in tempest sorcerer. Take spell sniper when you can. You can blast other ships from range. You can create your own wind for your sails and you can teleport boarding parties.
My character is a pirate and is a sea elf druid. I would have originally gone rogue swashbuckler, but another player wanted to play rogue (he tends to stick with rogue or ranger, there's a few in my group who stick to certain archetypes). I picked druid to fill the Spellcaster role and took the pirate background and sea elf race for extra flavour. It works great because as she is a moon circle druid she can transform into aquatic creatures. There's also spells which control water and wind, which is brilliant for controlling a ship. Any class can be a pirate, it's more about how you roleplay it. Be careful about being the "leader" though as no party really needs one of those. My character served on a ship and aspires to get her own and become the pirate queen, but currently has no ship or crew and plays fair in the party.
Have you considered Mastermind from XGtE? It's much closer to your concept than Fighter, Bard, or Swashbuckler.
Even a blind squirrel finds a nut once in awhile.
I'd agree with 'rat'. A mastermind Rogue sounds like a better fit than Bard and you have the benefit of not having to worry as much about ability scores (e.g. Charisma).
Go Rogue for 3 levels then Fighter for 6 then back to Rogue to cap out. Your starting stats could be STR 10, DEX 16, CON 13, INT 12, WIS 12, CHA 12 which would be much more befitting a leader of men.
Whether you decide to go with Rogue or Bard you may want to reconsider Crossbow Expert as you will have plenty to do with your bonus actions (spells, help actions, maneuvers) rather then shoot your crossbow/pistol. A better pick would be Sharpshooter to make sure those attacks pack a punch.
I wrote up a quick build so you can get an idea of what I am talking about. Find it here: https://ddb.ac/characters/5823750/GD9bQm
If you are determined to go Bard then I would think a Rogue/Bard might work better. Of course, a Battlemaster Fighter/Mastermind Rogue/College of Glamour Bard would be a true manipulator on the battlefield. :)
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