Fighter
Base Class: Fighter

The buccaneer is a relentless duelist, adept at single combat and using the environment to their advantage. Buccaneers are often self taught, picking up any and all tricks and advantages they can along the way. To the buccaneer victory is paramount, and if their foe is not bested by cold steel the buccaneer is quick to retort with a silver tongue and cheap tricks.

Dueling Ace

At 3rd level you have learned to quickly tunnel in on your opponent's weaknesses.

As a bonus action, choose a target you can see within 30 ft. For 1 minute you deal 1d6 extra damage of your weapons damage type to the chosen target, but have disadvantage on attack rolls against all other targets until the chosen target is unconscious or incapacitated. Once you use this feature, you must finish a short or long rest before you can use it again.

Sea Legs

When you choose this archetype at 3rd level, you have gotten used to unsteady ground and swinging rope ladders. Climbing and swimming no longer costs you extra movement.

Bloodhound

At 7th level your fingers itch for a fight. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Additionally, whenever an enemy triggers an opportunity attack from you, you may choose to move up to your movement following the enemy as part of the reaction. This movement does not trigger opportunity attacks.

Cheap Shot

At 10th level, you have learned to take advantage of any and all opportunity to gain an advantage in a fight. As a bonus action you can blind your Dueling Ace target until the end of their next turn if they are within 30 feet of you.

You can use this feature a number of times equal to your charisma modifier, and you regain all expended uses of it when you finish a long rest.

Slippery As An Eel

Starting at 15th level, you've learned to slip your way out of certain danger. You can add your Charisma modifier to your Dexterity saving throws.

Additionally, when a creature targets you with an attack, you can use your reaction to make a deception check against the roll of the attack targeting you. If you meet or beat that roll, the attack automatically misses, and you cannot use this ability against that same creature before you have finished a short rest, unless they are currently the target of your Dueling Ace feature.

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