Rogue
Base Class: Rogue

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. Now, you've become a feared pirate in your own right. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town

Jacobs Ladder

You have spent a lot of time in the ocean waters and had to climb back onto the ship using a Jacobs ladder. Because of this you have climbing and swimming speeds equal to your walking speed

Way of the Sea

At third level, you learn the ins and outs of water crafts and how to maneuver them across the vast ocean. You gain proficiency with sea vehicles.

Swashbucklers Tools

Pirates are extremely skilled with the weapons and tools the use on a daily basis. They also have access to technology that they have discovered in their journeys that the people from where they are from may not (Pirates are specially adapted to use a Rapier, trident or net. As well they have access to gunpowder from their travels and can use it in a flint lock pistol). Starting at 3rd level. While wearing an eye patch you can use can use a bonus action to switch the eye patch between eyes granting darkvision until the patch is switched back. you can use this once per long rest. Proficiency with Pirate tools and advantage on tying knots.   

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target
or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Slippery as an Eel

Starting at 13th level, when you use your Uncanny Dodge to halve the damage of a melee attack against you, you can also move up to 15 feet away from the source of the damage as part of the same reaction. This movement does not provoke opportunity attacks.

Man O War

At seventeenth level you become captain of your own war ship. This ship becomes bonded to you similar to how weapons bond to certain individuals. While only your bonded ship you can.

  1. Use the ships mechanics to travel from one point on the ship to another for no movement cost.
  2. Have advantage on all dexterity checks made well on the ship. 
  3. If you are reduced to 0 HP while on the ship, you can choose to abandon ship. If you do this you are reduced to 1 HP instead of 0 and will be floating on a piece of driftwood away from the ship.
  4. Proficiency and advantage to repairing ships.
  5. 18,19 and 20 all count as critical hits with the ships weapons.

Additionally, if you are near a body of water large enough to fit the ship, you can summon the ship to the water near you to make a hasty getaway.

Previous Versions

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7/5/2019 10:00:12 PM
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