Fighter
Base Class: Fighter

Privateers have found themselves to be swift on their feet accompanied with light armor, Privateers have adapted to fighting from aboard ships, to land, to beneath the waves, if needed. They master the use of ships and other seafaring vessels, as well as the uncommon maneuvers to move from ship to ship. Both pirates and privateers are masters on the seas.

Learned Deckhand

When you choose this archetype at 3rd level, you gain proficiency in Carpenters Tools and vehicles (water). If you have either of these proficiencies, you gain proficiency with one type of artisan’s tools of your choice for each of these proficiencies you have.

Sea Fighting Tactics

You learn two Sea Fighting tactics, choosing from the list below. These tactics reflect your ability to master fighting in different environments. You learn an additional Tactic at 7th, 10th, and 15th level. Each time you learn a new Tactic, you may replace one ability you know with a different one. Some of your tactics require your target to make a saving throw to resist the ability’s effects. The saving throw DC is calculated as follows:


Sea Fighting Tactic save DC = 8 + your proficiency bonus + your Intelligence, Dexterity or Charisma modifier.

Aquatic Combatant

You have a swimming speed equal to your walking speed and you can hold your breath for twice as long as normal.

By Lantern Light

You no longer suffer disadvantage on Wisdom (perception) checks due to dim light. In addition, you remain alert to danger even when resting deeply. While taking a short or long rest you are immune to being surprised and you awaken if sleeping naturally when combat begins.

High Ground

When hitting an enemy whose space is at least 5ft below yours with a ranged weapon, add your proficiency bonus to the damage.

Low Ground

When a ranged attack is made against you, or an ally within 5ft of you, if the attacker’s space is at least 5ft above your’s, you can use your reaction to add your intelligence modifier to the target’s armor class. If you have the Protector fighting style, you can use that as part of the same reaction.

Mano a mano

While you are within 5ft of a creature, and no other creatures are within 5ft of either of you, you have advantage on all attack rolls against it.

Mast Walker

As a bonus action, you can use a climber's kit or rope and a grappling hook to throw and fasten an anchor in a single point within 20 feet of you. You can use your movement to swing along the rope in an arc, ending in an unoccupied space of the same or lower elevation on the ground or in a liquid within 20 feet of you. While moving in this way, you do not provoke attacks of opportunity, and you may make an attack of opportunity against a creature when you leave their reach.
You or another creature who is within 5 feet of the rope can use an action to attempt a DC 10 Strength check to pull your grappling hook out of a wall.

Sea Legs

You have resistance to fall damage. Whenever you would be knocked prone, you may use your reaction to remain standing instead. When shoving a creature, you may make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check as normal.

Seafaring Respite

You have advantage on saving throws against being frightened. When you finish a short rest, you and each other creature of your choice gains temporary hit points equal to 5 + your fighter level.

Strength in Numbers

Until the start of your next turn, whenever you, and your allies within 30 feet of you, make an attack of opportunity, the the target must succeed on a Strength saving throw or either be knocked prone or have their speed reduced to 0 (attacker's choice) until the end of it’s next turn. This feature ends early if you become incapacitated.

Unrelenting Conviction

While emitting this conviction, you, and your allies within 30ft, may add your intelligence modifier to any damage rolls they make. This conviction ends at the start of your turn, or if you become incapacitated.

All Hands on Deck

Add half your proficiency bonus, rounded down, to any ability check you make that does not already use your proficiency bonus.
In addition, you are able to climb masts and rocky ledges with ease. You have a climbing speed equal to 10 + your walking speed. To use this speed, you can’t be wearing heavy armor.

Quartermasters Instructions

As a bonus action, choose one of your Tactics. Until the start of your next turn, creatures of your choice who can see or hear you gain the benefits of the chosen ability. This feature ends early on a creature if it is no longer within 30ft of you, or if it can no longer see or hear you. This feature ends early if you are incapacitated.

Master of Vessels

You gain proficiency with all vehicles. You can take the Dash action with your Vehicle as a bonus action on your turns.
After taking the Dash action with a Vehicle, you may use an Action to make an Improvised attack against a creature or other vehicle by ramming into them. You use your Vehicle proficiency + your Intelligence Modifier to hit. On a hit, both the vehicle you are driving and the creature or other vehicle take 2d8+ your Intelligence modifier bludgeoning damage, plus an additional 2d8 bludgeoning damage for each size category of your vehicle above Medium. You may choose to jump onto the nearest part of the targeted vehicle or next to the targeted creature as part of the ramming action, even if your vehicle would be destroyed as part of the attack.

Corsair’s Deceit

While you are fighting and you are not incapacitated or surprised, you gain the following traits:
● If you have cover against an attack, you take half damage on a hit. Additionally, if you have cover against an attack that would force you to make a Dexterity saving throw to halve damage, such as the spell Fireball or a Red Dragon's Fire Breath, you take no damage on a success and only half damage on a failure.
● While you are fighting against an enemy and you have one of your Sea Fighting Abilities active, you may choose to gain advantage on a single weapon attack. You may only use this
ability once per turn, and only if you didn't have disadvantage on the attack.
● While you are manoeuvring a vehicle, you may use the Hide action with your vehicle so long as you are behind something at least one size larger than your vehicle or you are obscured by mist or shadow.

Previous Versions

Name Date Modified Views Adds Version Actions
3/25/2022 3:18:00 PM
9
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes