Rogue
Base Class: Rogue

Corsairs are bold, reckless rogues who thrive at sea. Whether as pirates, privateers, or naval raiders, they use speed, agility, and brutal tactics to overwhelm enemies. A Corsair is as skilled at climbing rigging as swinging blades, and a true master of the ocean battlefield.

Boarding Action

Starting at 3rd level, you gain incredible mobility aboard ships and unstable platforms.
You gain a climbing speed equal to your walking speed. You can add your Dexterity modifier to your jumping distance.
Additionally, when you Dash, you can make a single melee weapon attack as part of your movement.

Evasive Assault

Starting at 9th level, when you make a melee attack against a creature on your turn, you can immediately use your bonus action to Dash or Disengage.

Additionally, you gain advantage on Dexterity (Acrobatics) checks made to escape a grapple or resist being restrained.

Captain's Gambit

At 13th level, your daring spirit bolsters your crew and allies. As a bonus action, you can choose up to three creatures (including yourself) within 30 feet who can see or hear you.

Until the start of your next turn, each affected creature gains a 10-foot bonus to their movement speed and advantage on the next Strength or Dexterity saving throw they make.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all uses when you finish a long rest.

Dread Pirate King

At 17th level, your reputation strikes terror into the hearts of your enemies. As an action, you can force each creature of your choice within 30 feet that can hear or see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).

On a failed save, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Additionally, while aboard a sea vessel, you and your allies have advantage on initiative rolls and Wisdom (Perception) checks.

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