Base Class: Rogue
Those who live their entire lives without setting sail rarely, if ever, see a green flash at sunset. The pirate, or "privateer" as they call themselves, are the kind of people who will likely see the green flash at least once.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action. Also, due to a life of piracy, you have proficiency with firearms. You can also load a small firearm, like pistol, as a bonus action only if you would have used it before.
Upper-Deck Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, you have advantage on one roll to bluff or bribe your way past the authorities once per day.
Supreme Bluff
Starting at 9th level, you can multiply your proficiency by one and a half on a Charisma (Deception) check if you have a bribe that you can provide immediately.
If I Weren't so Crazy, It might Not Work
By 13th level, you have enough experience to attempt insane plans that so crazy they might just work. You have advantage on any roll related to a plan that is so insane (BY PARTY VOTE) that it just might work.
Pirate’s Reflexes
When you reach 17th level, you have become adept at quickly responding quickly and escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. During a surprise round, your second turn is usable ONLY to move 15 ft. and take the Ready action.
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