Pirates are sailors, captains, and seadogs that have spent their lives traveling the sea and plundering fortresses, albeit inhabited as well as abandoned.
Whether bad, good, or neutral, pirates LOVE loot and can not get enough of it, storing all of their findings within their personal pirate ship.
- Skill Proficiencies: Pirates come in various shapes, sizes, and races. Though through all of them, two factors remain the same, their innate agility and mobility as well as their skills with melee combat.
You can choose 2 of the following to become Proficient in; Athletics, History, Investigation, Intimidation, Performance. - Tool Proficiencies: Pirates come handily equipped with many tools such as spyglasses, some with mapping tools, and most with thieve's tools to easily access locked containers and locations.
You can choose 2 of the following to become Proficient in; Carpenter's Tools, Cartographer's Tools, Cook's Utensils, Smith's Tools, Tinker's Tools, Navigator's Tools, Thieves' Tools. - Languages: Pirates know the most common language but most also learn to speak other languages as to accommodate for the various crew members they earn along their journey.
You gain knowledge of two other languages.
When choosing this background, you gain access to a personal pirate ship you can name that has a level equal to yours and a maximum Hit Point amount equal to two times your maximum Hit Point amount. Your Ship has a Storage Size equal to your level when purchasing or obtaining it. This is the max amount of items your Ship can hold, though some items may cost more Storage Points than others to store. Your Ships speed starts equal to roughly 100 ft. and it takes roughly 10 days to travel from Port to Port.
On your pirate ship, you have a max number of crew mates equal to your level + your Charisma Modifier, not including party members. When your pirate ship takes a critical hit, you lose 2 crew members. You gain crew members by speaking to NPCs around the world or when you board a sinking enemy's ship and take enemy crew members hostage, though this may not always guarantee they will join you.
All creatures on your personal pirate ship do not take damage when a ship attacks. This goes the same when your ship fires a cannon at another ship. While your ship is sinking, creatures on your ship can be damaged.
Your Ship's AC is equal to your AC - 5.
There are 2 cannons on your ship and 1 harpoon gun on your ship.
Cannon Damage : 1d8 + amount of creatures aboard , 120 ft range
Harpoon Damage : 0 + amount of creature aboard , 80 ft range
Creatures aboard your ship can perform the following actions;
Actions. Fire a cannon, reload a cannon, fire a harpoon, board an enemy ship via a connected harpoon with a range of the boarding creature's movement speed, ram an enemy ship with a range of 10 ft, which will push the enemy ship 10 ft further away from you.
Bonus Actions. Repair a hole in the ship's hull, healing it for 1d8 Hit Points + the repairing creature's Intelligence Modifier, reel a harpooned ship 10 ft closer
Reactions. Reload a cannon another creature is standing at, duck for cover to lessen ship ram damage equal to your Dexterity Modifier x2.
When two or more pirate ships collide, all ships involved take 1d20 force damage.
You can sell and buy or upgrade your personal pirate ship at Ports found around the world. Your DM will decide the final price of upgrades, which can be discussed between you, the party if you'd like them to have a say, and your DM.
Upgrades.
( each one can be purchased more than once to further increase its effect )
- Hull Repair : Heals your Ship's Hit Points by 2d20.
- Obsidian Cannons : Your Cannon Damage Die increases by 1 tier, such as from 1d4 to 1d6 to 1d8, etc.
- Extra Cannon : You gain an extra cannon to your ship.
- Extra Harpoon : You gain an extra harpoon gun to your ship.
- Obsidian Harpoons : Your Harpoon Damage Die increases by 1 tier, such as from 0 to 1d4 to 1d6, etc.
- Reinforced Hull : Your Ship's max Hit Points increases by 5 points. This does not heal the new missing Hit Points.
- Calibrated Cannons : Your Ship's critical hit threshold is now 1 point lower.
- Underwater Accelerator : Your Ship can now travel at faster speeds, allowing it to reach destinations quicker.
- Unfolding Harpoons : Enemies attempting to remove your Harpoon from their ship must now make a Strength Check with a DC of 8 + the amount of times this upgrade has been purchased, which your DM will keep track of.
- Explosive Rounds - Your Ship deals +2 points of damage and critical hits now remove +1 crew member from their ship.
- Arcane Shielding - Your Ships emanates a slightly stronger arcane forcefield. Enemies casting Spells in the direction of your Ship or its crew or party members have a stacking -1 penalty to its check roll.
- Storage Expansion - Your Ship has +1 Storage Size.
- Bed Expansion - Your Ship has a +1 max crew member size.
- Sturdy Lining - When your Ship receives a critical hit, you lose -1 crew members to a minimum of 0.
- Freshly Mopped Deck - While standing aboard your Ship, all creatures make Dexterity Saving Throws with a stacking +1 bonus to its roll.
- Leeching Rounds - When your Ship deals a critical hit, your Ship gains 1d4 Temporary Hit Points. As you purchase this upgrade more than once, this increases to 1d6, 1d8, 1d10, 1d12, 1d20, 2d4, 2d6, 2d8, 2d10, 2d12, 2d20, etc.
Contacts
Through your epic pirate adventures, you have met and befriended several dozen to several hundred other pirates.
Speaking to other pirates will give you far better information and you can even likely recruit them to your crew.
Previous Versions
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3/31/2024 3:52:45 AM
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Coming Soon
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