Barbarian
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.

Tidal Crash

When you use your Crashing Momentum feature, you can apply both the Push and Topple mastery properties to that attack and you can also deal the bonus damage to the creature or object that the target of the ability makes contact with.

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  Deception and Navigator’s Tools and these are added to the list of ability checks available to you for your Primal Knowledge feature. If you already have either of these proficiencies, you instead choose a different proficiency of the same type (skill or tool/language), reflecting your time spent traveling distant shores. Additionally, you gain a Swimming speed equal to your walking speed.

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 a Strength-based attack while Raging, you can apply the Push mastery property to that attack instead of any other Mastery properties and you may push them 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. If the creature is greater than Large size, you may force them to make a Strength Saving Throw (DC = 8 + Proficiency Bonus + Strength Modifier). On a failure, you may ignore the size restriction of the Push mastery.

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 apply both the Push and Topple mastery properties to that attack and 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 to your crew. Persuasion and Performance are added to the list of ability checks available to you for your Primal Knowledge feature and choose either one to gain proficiency in.
  • 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 Long Rest. However, you can expend one use of your Rage to restore your use of this feature (no action required).
Performance

You gain proficiency in the Performance skill.

Persuasion

You gain proficiency in the Persuasion skill.

Maelstrom Master

Your commanding presence is so absolute that the wind and waves bend to your will. While your Rage is active, you can create a 15-foot radius of swirling gale-force winds and salt spray around 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.

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