Base Class: Fighter
Fighters who seek to master the art of the perfect parry, dodge and weave in and out of combat, and look like an absolute showoff take upon the mantle of a Privateer. Whether it’s the thrill of trying to deftly dodge and parry your enemies’ attacks, the fanfare your fancy moves attract, or the sheer adrenaline of being right up in your enemies’ faces, you live for the rush.
Dueling Dervish
When you choose this archetype at 3rd level, you gain the Two-Weapon fighting style. If you already had this fighting style, choose another from the options from 1st level. You can also engage in Two-Weapon Fighting while using ranged weapons and one-handed ranged weapons count for effects such as the Dual Wielder feat.
Additionally, you gain proficiency in the Performance skill.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Firearm Fanatic
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
In addition, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost and repair damaged firearms with the misfire property.
Counter-Shot Combat
Also when you choose this archetype at 3rd level, you can practice with a ranged weapon with the loading or reload property and without the heavy or two-handed property over the course of 1 hour, which can be done during a Short or Long Rest, and designate it as your Counter-Shot Weapon. This weapon ignores the loading property, gains the light property if it didn’t have it already, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls made with it, and you do not need a free hand to reload it. Your Counter-Shot Weapon only retains these benefits when wielded by you. You can only have one Counter-Shot Weapon at a time, and if you designate another weapon as a Counter-Shot Weapon, your previous one loses the traits from this feature.
Additionally, when you are wielding your Counter-Shot Weapon and a melee weapon, and another creature hits you with an attack, you can use your reaction to add your Charisma modifier to your AC for that attack. If this causes the attack to miss, you can make an attack with your Counter-Shot Weapon as part of the same reaction.
Buccaneer’s Backstep
Starting at 7th level, 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 if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
In addition, whenever you make a Dexterity check or a check to operate a vehicle you’re proficient with, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).
Reaper's Reload
Also at 7th level, if you reduce a creature to 0 hit points with your Counter-Shot Weapon, you can immediately reload it as part of the same attack.
Seadog’s Swagger
At 10th level, you can attempt to intimidate your enemies to gain a leg up in a fight. As a bonus action, choose one creature within 30 feet of you. Make a Charisma (Intimidation) check against the creature’s Wisdom saving throw.
If the creature fails, you have advantage on all attacks made against it and it is frightened of you until the start of your next turn. The creature must be able to hear you, and the two of you must share a language. A creature automatically succeeds this save if it is immune to the frightened condition.
You can use this feature as many times as your Charisma modifier (minimum of 1) and regain all expended uses after finishing a Long Rest.
Killer Reflexes
At 15th level, when you use Counter-Shot Combat as your reaction, the attacking creature must re-roll that attack and use the lower roll.
Also, when you score a critical hit or reduce a creature to 0 hit points with your Counter-Shot Weapon, you regain the use of your reaction if you had expended it.
Perfect Parry
At 18th level, when you successfully parry an attack with Counter-Shot Combat, the attack made with it is made with advantage, and scores a critical hit on a roll of 18-20.
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