Base Class: Rogue
Pirate's are notorious thieves, plunderers, raiders and treasure hunters. While often seen aboard ships, any who seek a life of freedom and pillaging can be consider pirates including bandits, raiders, and smugglers.
Pirates value freedom above all else, even treasures. The feel of wind, and chasing the far horizon is the life every soul who enters piracy hopes for.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Intimidation skill, a vehicle category of your choice (land, air, or water), and the flintlock pistol, revolver, blunderbuss firearms.
Dirty Fighting
Starting at 3rd level, you may use a Bonus action to distract an enemy with an underhanded trick or maneuver. Doing so allows you to use your Sneak Attack without having advantage on the attack. Further, using Dirty Fighting in this way when you have advantage on the attack allows you to deal an additional 1d6 damage on a successful hit. You may use this ability a number of times per long rest equal to your Proficiency bonus.
If you use this ability against a creature which you have disadvantage against, you lose disadvantage but are not able to use your Sneak Attack.
Treasure Sense
At 9th level, your experience plundering and looting have given you a keen sense for treasure. Whenever you make an Intelligence (Investigation) or Wisdom (Insight) check pertaining to the value of an item, you are proficient in the check and add double your Proficiency bonus to the roll. Additionally, once per Long rest you may identify an item as if casting the spell Identify without material components.
Parley
At 13th level, you’re adept and striking deals with enemies in the most unlikely of situations. You may leverage your wit and charm to make a Charisma (Intimidate), Charisma (Deception), or Charisma (Diplomacy) check with advantage and double your Proficiency bonus. Once you have used this ability you cannot use it again until you finish a long rest.
Dread Reputation
Starting at 17th level, your reputation precedes you and the mere whisper of your name strikes fear into your foes. As an action, a number of creatures equal to your Charisma modifier that you can see within 30 feet of you must make a Wisdom saving throw vs your Charisma (Intimidate). On a failed save, a creature becomes Frightened for 1 minute or until they make a successful Wisdom saving throw. Once you have used this ability you cannot use it again until you finish a short or long rest.
Comments