Base Class: Fighter
A life on the high seas has trained you far better than any arena or apprenticeship ever could. Surviving on ships and navigating the waters of the world are second-nature to you, and your familiarity with the weapons and tools of sailors has given you a unique style of fighting.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with firearms (pistol and musket), vehicles (water), and navigator's tools.
Net Expert
At 3rd level, your expertise at fishing and catching allows you to use a net with ease. You ignore the disadvantage normally caused by attacking a creature within 5 feet of you with a net.
Additionally, if you use your action to attack with a net, you can make one additional weapon attack as a bonus action.
Harpoon
When you choose this archetype at 3rd level, you gain a new weapon: a harpoon gun.
Harpoon Gun. Harpoon guns are handheld, spring-loaded ranged weapons that shoot barbed spears at targets. The spear is connected to the gun by a 30-foot rope, which can be used to keep targets from escaping. A harpoon gun can't shoot out anything besides the spear connected to it by its rope.
Your harpoon gun is a ranged weapon with the Loading property and a normal range of 30 feet (it can't exceed this range). The weapon deals piercing damage, and its damage die is a d6. When you hit a creature with the harpoon, its barbed tip stays embedded in the target's flesh. While it remains there, you cannot fire the harpoon gun again, and you and the target cannot be more than 30 feet apart from each other until the harpoon is removed or you release the weapon. A creature can safely remove a harpoon on its turn with a successful DC 10 Wisdom (Medicine) check (no action required). On a failure, the harpoon is removed and the target takes 2d6 piercing damage. If a creature forcibly removes the harpoon without attempting a Medicine check, it takes 2d6 piercing damage.
Rope-Trained
At 7th level, your familiarity with ropes and chains used for rigging allows you to easily traverse your environment and hassle your enemies. You can use a harpoon, whip, or other roped or chained weapon as a grappling hook, giving you advantage on checks made to climb, jump, or cross gaps.
In addition, whenever you hit a creature on your turn with a harpoon, whip, or other roped or chained weapon, you can use a bonus action to attempt to trip the target. The target must succeed on a Strength saving throw or be knocked prone (the DC for this saving throw = 8 + your proficiency bonus + your Strength or Dexterity modifier).
Cannon
When you reach 10th level, you gain access to a new weapon: a portable cannon.
Cannon. Most cannons are semi-mobile fixtures of armies and warring ships, weighing several thousand pounds and requiring several people to operate. You have a smaller, more portable version, which is 3 feet long and weighs 50 pounds, and which can be carried in two hands. A single cannonball weighs 3 pounds, and the GM can decide if replacement cannonballs must be crafted or purchased. Otherwise, it is assumed that you are able to create two new cannonballs each time you complete a long rest.
Your cannon is a ranged weapon with a range of 100/200. It has the Heavy and Two-handed properties, and deals bludgeoning damage. Its damage die is 3d10.
• Firing the cannon requires an action. When you fire the cannon, make a ranged weapon attack against each target in a line that is 1-foot wide for the entirety of the cannon's normal and long ranges, after which the cannonball stops moving.
• Reloading the cannon requires an action.
• The cannon deals double damage to objects and structures.
Additional Fighting Style
At 15th level, you can choose a second option from the Fighting Style class feature. You must choose an option you haven't chosen previously.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Peerless Captain
At 18th level, your bravado and leadership are unrivaled. You and creatures of your choice that can see or hear you have advantage on saving throws against the charmed or frightened conditions, and gain a 1d4 bonus to any initiative roll they make.
In addition, when a creature within 60 feet of you that can see or hear you fails a saving throw, you can use your reaction and expend one use of your Indomitable feature to allow the target to reroll the saving throw. The target must use the new roll. If the target succeeds on its saving throw, you regain that use of your Indomitable feature.
Previous Versions
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1/26/2022 7:50:09 AM
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