Bard
Base Class: Bard

Corsairs are quick-witted bards who rely upon one-handed firearms* and a little bit of luck to swiftly dispatch opponents. Savants of the elements but masters of none, experienced Corsairs are capable of devastating elemental attacks ⁠— if their guns are loaded and the appropriate magical cards are in their possession. But Corsairs truly shine in the midst of their allies; with use of their Esoteric Roll ability, various blessings are granted to nearby friends... but it's a mystery which benefit you'll get! These blessings grow in power as the Corsair grows in strength. At higher levels, the Abstruse Roll ability offers the same mystery in the form of detrimental effects to nearby enemies.

* If your setting does not support firearms, any Corsair ability which requires a firearm may instead be accessed with a light crossbow or hand crossbow.

This subclass is intended to capture the spirit of FFXI's Corsair job, but within the boundaries of D&D5e.

Bonus Proficiencies

When you undertake the path of the Corsair at 3rd level, you gain proficiency with light crossbows and firearms.

If you’re proficient with a firearm, light crossbow or hand crossbow, you can use it as a spellcasting focus for your bard spells.

Esoteric Roll

At 3rd level, you gain mastery over ethereal dice, summoning them forth to grant a random benefit to yourself and nearby allies.

You can use your action to summon the Esoteric Roll, granting one of the following benefits to all allies within a 30 ft. radius. Allies must remain within range to continue receiving these benefits. Maintaining the benefits of this roll requires concentration, up to 10 minutes.

Roll a d8 and refer to the table below:

d8 Esoteric Roll Result
1 Bust!: nothing happens.
2 Impact Roll: melee weapon attacks deal an additional 1d4 damage (2d4 at 14th level).
3 Puncture Roll: ranged weapon attacks deal an additional 1d4 damage (2d4 at 14th level).
4 Mystic's Roll: spell attacks deal an additional 1d4 damage (2d4 at 14th level).
5 Medic's Roll: restorative magic (spells or potions) grants an additional 1d4 hit points (2d4 at 14th level).
6 Shielding Roll: allies gain a +1 magic bonus to their armor class (+2 at 14th level).
7 Invigorating Roll: allies gain 5 temporary hit points at the start of their turn (10 at 14th level).
8 Corsair's Roll: ammunition may be loaded into firearms without a load action.

This feature can only be used a number of times per short rest equivalent to your Charisma modifier.

At 10th level, the radius extends to 60 ft. At 14th level, you may summon the Esoteric Roll as a bonus action instead of an action. 

Corsair's Gamble

At 3rd level, your training in the ways of the Corsair grants you additional magical knowledge.

You learn the Resistance cantrip. Furthermore, you gain access to the Absorb Elements spell, which does not count against your known spells. This spell is always prepared.

Additionally, you can gamble for a chance to refresh an ability. As a bonus action, you can expend one use of your Bardic Inspiration and choose yourself or one creature you can see within 30 feet of you. Roll the Bardic Inspiration die. On a 6, the target regains one use of a class or racial short rest ability.

Primordial Draw

Starting at 6th level, if you take the Attack action with an equipped firearm, light crossbow, or hand crossbow, you can spend your bonus action before your attack to draw a card of your choice from your deck of elements, tossing it in front of your weapon as you take your shot at your target. Your ammunition passes through the card, converting the damage of your attack to match the element of your chosen card and adding an additional 2d4 damage. The ammunition becomes magical and no longer has the piercing property.

At 9th level, this bonus damage increases by an additional 1d4 (3d4), and again at 12th (4d4), 15th (5d4), and 18th level (6d4).

—

Primordial Draw Table

Bard Level

Bonus Damage

Primordial Cards Available

6th

+2d4 of card's element

1 each of: Cold, Fire, Force, Lightning 

9th

+3d4 of card's element

 1 each of: Acid, Thunder

12th

+4d4 of card's element

1 each of: Necrotic, Radiant

15th

+5d4 of card's element

1 additional of: Cold, Fire, Force, Lightning 

18th

+6d4 of card's element

1 additional of: Acid, Necrotic, Radiant, Thunder

Once you obtain a card for your deck, it is permanently part of your deck. Each card loses its elemental magic upon use, regardless of whether you hit your target. The card falls to the ground, lifeless, and needs to be recovered after combat. The cards are magical and cannot be destroyed by nonmagical means. Each card regains its power at the end of a short rest. By default, a Corsair creates one of each card at the appropriate levels listed in the table above, but your DM may require you to purchase them in stores, as the setting allows.
 

Abstruse Roll

Starting at 14th level, you gain mastery over a withering set of ethereal bone dice, summoning them forth to grant a random detriment to nearby foes.

You can use your action to summon the Abstruse Roll, granting one of the following detrimental effects to a number of targets of your choice (up to your Charisma modifier, minimum 1) within a 30 ft. radius. Targets must save against your spell save DC or succumb to the effects. Any target who moves outside of the radius loses the effect automatically, but may be required to save again if they enter the radius again and end their turn there. Affected targets may make additional saves at the start of their next turn. Maintaining the detrimental effects from this roll requires concentration, up to 10 minutes.

Roll a d6 and refer to the table below:

d6 Abstruse Roll Result
1 Bust!: nothing happens.
2 Burdening Roll: targets are subjected to the effects of the Bane spell. (CHA save)
3 Weakening Roll: damage dealt by targets is reduced by 2d8. (WIS save)
4 Incapacitating Roll: targets are subjected to the incapacitated condition. (WIS save)
5 Sensory Roll: targets are subjected to the blinded and deafened conditions. (CON save)
6 Dazing Roll: targets are subjected to the stunned condition. (CON save)

This feature can only be used a number of times per long rest equivalent to your Charisma modifier.

You may not maintain concentration on both the Esoteric and Abstruse Rolls.

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