Base Class: Rogue
1. Swashbuckler’s Style (3rd Level)
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Daring Maneuver: When you make a melee weapon attack with a finesse weapon against a creature that is within 5 feet of you, you can use your bonus action to attempt a swashbuckling maneuver. You can choose to either:
- Quick Step: Move up to half your speed without provoking opportunity attacks.
- Feign Defeat: Attempt to deceive the creature by pretending to be wounded. If you succeed on a Charisma (Deception) check opposed by the creature’s Wisdom (Insight) check, you gain advantage on your next attack against that creature.
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Sea’s Cunning: You can add your proficiency bonus to any Dexterity (Stealth) checks made to hide while aboard a ship or in aquatic environments.
2. Pirate’s Luck (3rd Level)
- Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful save, and only half damage on a failed save.
- Sea Legs: You have advantage on Dexterity saving throws to avoid falling or being knocked prone while on a ship or in aquatic environments. You can also move across slippery surfaces without penalty.
3. Cutthroat Strike (9th Level)
- Dirty Trick: When you hit a creature with a melee weapon attack, you can expend a use of your Cunning Action to perform a dirty trick. Choose one of the following effects:
- Blinding Strike: The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
- Trip Attack: The target must succeed on a Dexterity saving throw or be knocked prone.
- Disorienting Strike: The target has disadvantage on attack rolls until the end of your next turn.
4. Rogue’s Gambit (13th Level)
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Ambush Tactics: When you successfully hit a creature with a Sneak Attack, you can use your reaction to maneuver around the target. You can move up to half your speed without provoking opportunity attacks and gain advantage on your next attack roll against the creature until the end of your turn.
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Pirate’s Endurance: You can use your action to gain temporary hit points equal to 4d10 + your Dexterity modifier. While these temporary hit points are active, you have advantage on Constitution saving throws and can move through difficult terrain without expending extra movement.
5. Captain’s Command (17th Level)
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Charismatic Leader: You can use your action to rally your allies and inspire them with a rousing speech or command. All allies within 100 feet of you who can hear you gain temporary hit points equal to 5d10 + your Charisma modifier and have advantage on any attack roll or saving throw for the next minute. This feature can be used once per long rest.
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Unstoppable Force: When you make an attack, you can choose to immediately follow up with a bonus action that allows you to perform one of the following:
- Commanding Presence: You can force a creature within 30 feet to make a DC 15 Wisdom saving throw or be frightened for 1 minute.
- Swift Retreat: You can use your bonus action to move up to your speed without provoking opportunity attacks.
Swashbuckler's Style
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Daring Maneuver: When you make a melee weapon attack with a finesse weapon against a creature that is within 5 feet of you, you can use your bonus action to attempt a swashbuckling maneuver. You can choose to either:
- Quick Step: Move up to half your speed without provoking opportunity attacks.
- Feign Defeat: Attempt to deceive the creature by pretending to be wounded. If you succeed on a Charisma (Deception) check opposed by the creature’s Wisdom (Insight) check, you gain advantage on your next attack against that creature.
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Sea’s Cunning: You can add your proficiency bonus to any Dexterity (Stealth) checks made to hide while aboard a ship or in aquatic environments.
Pirate's Luck
- Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful save, and only half damage on a failed save.
- Sea Legs: You have advantage on Dexterity saving throws to avoid falling or being knocked prone while on a ship or in aquatic environments. You can also move across slippery surfaces without penalty.
Cutthroat Strike
- Dirty Trick: When you hit a creature with a melee weapon attack, you can use a Bonus Action to perform a dirty trick. Choose one of the following effects:
- Blinding Strike: The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
- Trip Attack: The target must succeed on a Dexterity saving throw or be knocked prone.
- Disorienting Strike: The target has disadvantage on attack rolls until the end of your next turn.
Rogue's Gambit
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Ambush Tactics: When you successfully hit a creature with a Sneak Attack, you can use your reaction to maneuver around the target. You can move up to half your speed without provoking opportunity attacks and gain advantage on your next attack roll against the creature until the end of your turn.
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Pirate’s Endurance: You can use your action to gain temporary hit points equal to 4d10 + your Dexterity modifier. While these temporary hit points are active, you have advantage on Constitution saving throws and can move through difficult terrain without expending extra movement.
Captain's Command
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Charismatic Leader: You can use your action to rally your allies and inspire them with a rousing speech or command. All allies within 100 feet of you who can hear you gain temporary hit points equal to 5d10 + your Charisma modifier and have advantage on any attack roll or saving throw for the next minute. This feature can be used once per long rest.
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Unstoppable Force: When you make an attack, you can choose to immediately follow up with a bonus action that allows you to perform one of the following:
- Commanding Presence: You can force a creature within 30 feet to make a DC 15 Wisdom saving throw or be frightened for 1 minute.
- Swift Retreat: You can use your bonus action to move up to your speed without provoking opportunity attacks.
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