Base Class: Fighter
Feared among all and the plague of the waters, pirates strike as a constant blight on voyagers, merchants, and soldiers alike. Most are commonly called by what they are: scoundrels, thieves, bandits, and more for good reason; being the apex predators of the sea and pillaging where they choose with nary a consequence blotting their conscience. Buccaneers are fighters at heart, using their cunning footwork to gain the upper hand, assisting allies with confident command, and regaining vigor throughout the fight. No one remains safe as long as a Buccaneer stands conscious.
Seafaring Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Vehicles - (Water). You also gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Quickdraw
At 3rd level, your adeptness with firearms and sword-fighting has given you a cunning edge at mixed combat. If you use the Attack action to attack with a melee weapon that you are wielding with one hand, you can make one additional ranged weapon attack and forgo reloading as a bonus action.
Turn the Tides
Starting at 7th level, while flanked in combat and wearing light or medium armor, you gain a +2 bonus to Armor Class against melee attacks. This feature ends when you are no longer flanked or a target has taken an attack on you and missed. You regain this feature at the start of your next turn.
Growing Sea Legs
At 10th level, you can choose a second fighting style from an alternative list of pirate fighting styles.
Cut and Run
You gain a climbing and swimming speed of 30 ft.
Dead Man's Hand
When you are dual-wielding melee weapons in combat, you gain +1 to your AC.
Gamble the Ace
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding in one hand, 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 finesse, light, or versatile property to gain this benefit.
Hempen Halter
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 finesse weapon.
Marooned
When you move further than 15 ft. from an ally, you do not take any opportunity attacks for the rest of your turn.
Pistoleer
When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that firearm.
First Mate's Call
Starting at 10th level, as a bonus action, you can command an ally up to 30 ft. away from you to take a reaction and make a singular weapon attack at a creature within 5 ft. of them. If the attack hits, they gain +2 to damage rolls made with the weapon they are wielding.
Ballad of Devils
Starting at 15th level, when expending an Action Surge, you may gain back an additional Bonus Action on top of your expended Action.
Archpirate
Starting at 18th level, you attain the pinnacle of seafaring willpower in battle. At the start of each of your turns, you gain 4d6 temporary hit points if you have no more than half of your hit points left. You do not gain from this benefit if you are at 0 hit points.
Previous Versions
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3/31/2022 2:02:25 AM
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