Base Class: Barbarian
"The storm does not ask for permission, and neither do I."
To walk the Path of the Black Flag is to reject the laws of landlocked kings and swear fealty only to the sea and your crew. Barbarians of this path are the dread captains and legendary privateers of the high seas, combining the unstoppable fury of the storm with the cunning swagger of a rogue. They do not merely fight; they command the battlefield with a theatrical, terrifying presence. Swinging from the rigging, shoving foes over the gunwales, and leading daring boarding parties with a booming war cry, a Black Flag barbarian is a beacon of lawless freedom—and a promise of ruin to any who dare stand in their wake.
Salty Knave
Time spent traveling the seas and dealing with scoundrels has made you proficient in navigating both the seas and the people you encounter. You gain proficiency in Water Vehicles and your choice of Intimidation or Deception, and whenever you make a Charisma check, you gain a bonus to the check equal to half your Strength modifier (round down). Additionally, you gain a Swim speed equal to your walking speed.
Deception
You gain proficiency in the Deception skill.
Intimidation
You gain proficiency in the Intimidation skill.
Mariner’s Fury
You have learned how to fight effectively aboard ships and how to use your surroundings to your advantage, granting you the following benefits:
- Harpoon Hurler: Weapons with the Thrown property have their normal and long ranges doubled for you.
- Crashing Momentum: Once per turn, when you hit a creature with Strength based attack while Raging, you can push that target 10 feet in any horizontal direction away from you. If the creature makes contact with a solid object or another creature as a result, it takes extra bludgeoning damage equal to twice your Rage Damage bonus and stops moving (it can make contact even if it travels the full 10 feet). Creatures more than one size larger than you may make a Strength Saving Throw (DC = 8 + Proficiency Bonus + Strength Modifier) to avoid the effect.
Hullbreacher
You dive into the thick of combat like a storm breaking over the bow. You gain the following benefits:
- Rigging Runner: You gain a Climb speed equal to your walking speed and when you use your bonus action to enter a Rage, you can also gain the benefit of the Disengage action.
- Tidal Crash: When you use your Crashing Momentum feature, you can also deal the bonus damage to the creature or object that the target of the ability makes contact with.
Dread Captain
Your bravery and leadership is inspiring to others. You gain the following benefits:
- Commanding Presence: You have become a leader among your crew. You can now add your full Strength modifier to any Charisma checks that you make instead of just half, reflecting your commanding physical presence.
- Boarding Party: When you use your Bonus Action to enter your Rage, you can let out a commanding war cry. Up to three willing allies within 15 feet of you can use their Reaction to move up to half their speed without provoking Opportunity Attacks. Additionally, one of those allies can make one attack with a melee weapon as part of that reaction. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Maelstrom Master
Your commanding presence is so absolute that the wind and waves bend to your will. While your Rage is active, a 15-foot radius of swirling gale-force winds and salt spray surrounds you granting you the following:
- Rough Seas: The area within the radius is Difficult Terrain for your enemies.
- Eye of the Storm: You have resistance to Cold, Thunder, and Lightning damage.
- Gale Force: When a creature starts its turn in the radius or enters it for the first time on a turn, you can use your Reaction to force them to make a Strength Saving Throw (DC = 8 + Proficiency Bonus + Strength Modifier). On a failure, they are pulled into an unoccupied space adjacent to you and take 2d8 Cold, Thunder, or Lightning damage (your choice). On a successful save, they take half as much damage only.
Comments