Base Class: Fighter
Makes use of multiple weapons, intimidation and bribery to sail the seven seas
Conniving Duelist
Starting at 3rd level, while benefitting from the duelist fighting archetype and/or the defensive duelist feat you can wield a light, onehanded weapon in your off-hand.
Weigh anchor
Starting at 3rd level, you gain proficiency in piloting water vehicles.
Climb the rigging!
Starting at 7th level, you gain a climbing speed equal to your movement speed.
Shiver me timbers
Starting at 7th level, you have advantage on rolls against being frightened when you are over half you maximum hit points. You are also resistant to cold and necrotic damage.
Scupper That
Starting at 10th level, if your gun jams you can make a improvised weapon attack dealing 1D6 bludgeoning damage at a range of 30/60. For the purposes of this attack you are proficient with improvised weapons.
Nefarious Negotiations
Starting at 10th level, you can use a bribe on a charisma check. You can spend 10gp to add +1 to any charisma check up to a maximum equal to your proficiency bonus.
Davy Jones’s Locker
Starting at 15th level, you can attempt to frighten or intimidate one person as a free action once per turn. The DC of this check is equal to 8 + your proficiency bonus + the number of weapons you are currently carrying. If the attempt fails, the character is immune to this effect for the next 24 hours.
Walk the plank!
Starting at 15th level, any creature you attack that has the frightened condition takes an extra 1D8 psychic damage.
Dead men tell no tales
Starting at 18th level, when you are reduced to zero hit points you can take the attack action before becoming unconscious. You may also use action surge once if you have any unspent charges of it remaining.
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