Base Class: Fighter
"The air around him heavy with the smell of gunpowder, thick smoke from burning ships filling the sky, the captain of the attacking ship steps over the discarded bodies of fallen sailors towards his quarry. A once proud captain of a military vessel, reduced to not but a whimpering babe before the superior seaborne combat prowess of the captain standing over him, blade drawn, gun loaded... The archetypal sea king is a master of combat, both on land and sea. Ruthless individuals forever refusing to turn from battle. Instead preferring to turn the tide with their feats of strength and skill. Every battle a chance for further renown, every move a chance to cement their name in infamy forever. The Sea King does not fear death, rather, he dares the reaper to come for him. Challenge this brigand at your own peril, and do try to remember the first rule, "Always have a second gun"."
- Astolpho Jeremiah Pinwhistle, Captain of The Nessia; PDE 777
Do It Yourself
When you choose this archetype at level 3 you gain proficiency with Tinkerer's Tools.
Blade And Black Powder
When you choose this achetype at level 3, you gain +2 to damage rolls when you are wielding both a one-handed melee weapon and a small firearm. You gain proficiency with small firearms if you do not already have it. After attacking with a melee weapon, you can use your bonus action to make a ranged attack with your small firearm in your off-hand. You no longer have disadvantage on ranged attacks within 5 ft.
Fame And Infamy
Beginning at 7th level you have amassed a small modocom of worldwide renown and are able to use it to either inspire your allies or cause your enemies to experience great fear, influencing their actions.
When you gain this feature, choose either fame or infamy. You gain the benefit listed below corresponding to your choice.
FAME: On your turn as a bonus action you can issue a rallying cry, spurring on your allies. Choose up to three creatures within 60 feet, those creatures gain a bonus to any single d20 roll within the next 10 minutes equal to your proficiency modifier.
INFAMY: On your turn as a bonus action you can issue a threat, driving fear into the heartss of your enemies. Choose up to three creatures within 60 feet, those creatures subtract a number equal to your proficiency modifier from any single d20 roll of your choice within the next 10 minutes.
Regardless if you choose Fame or Infamy, you can only use this feature once per long rest.
When you reach 18th level you can use this feature twice per long rest and can target twice as many creatures when you use it.
Trial By Fire
At level 10 your melee attacks deal an additional 1d4 fire damage.
When you attack a creature within 5 feet of you, you can start dueling that creature. While dueling your bonus fire damage on melee attacks against that target increases to 1d8. In addition, abilities, features, items, and spells that would allow the creature you are dueling to disengage from you do not prevent you from making attacks of opportunity against that creature. If the creature you are dueling makes a melee attack or melee spell attack against any target other than you, you gain advantage on attack rolls against the creature you are dueling until the end of your next turn. If you attack any creature other than your dueling target, the duel ends and you cannot duel again until you complete a short or long rest. Dueling ends when you or your target is incapacitated or killed. If your duel ends in this way, you can start dueling another creature.
Live To Fight Another Day
No sense in dying before your time. When you reach 15th level, you can slip away from and withstand attacks that should prove otherwise lethal.
When you are hit by an attack that would reduce you to 0 hit points, you may use your reaction to move your full movement without provoking opportunity attacks. Additionally, roll 2d10 and add your constitution modifier. Your hit points become the result of this roll. You can use this feature a number of times equal to half your proficiency modifier rounded down.
Additionally, whenever you use your Second Wind feature, you regain the maximum number of hitpoints and clear all conditions affecting you except the prone condition.
Burning Tides
At 18th level your bonus fire damage increases to 2d4 against all targets, and 2d8 against targets you are dueling. Creatures that you attack must make a Dexterity Saving Throw DC 16 or be lit on fire. Creatures that are lit on fire in this way take 1d8 fire damage at the start of each of their turns until they take an action to put out the flames or have the flames otherwise put out. While creatures are lit on fire in this way they are frightened of you.
Previous Versions
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11/19/2022 12:37:04 AM
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12/3/2023 8:06:23 PM
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