Fighter
Base Class: Fighter

A ruthless cutthroat who taught you how to survive in a world of sharks and savages. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

Sword Play

At 3rd Level, your expert movements with a sword grants you access to the following maneuvers.

The DC for these attacks is 8 + proficiency + charisma modifier

  • Disarm. When you hit a creature with a melee attack they make a strength saving throw against your save DC. On a fail use the strike deals half damage and knocks their weapon out of their grasp.
  • Riposte. When a creature makes a melee attack against you, you may use your reaction to make a melee attack against them.
  • Sweeping Blow. When you hit a creature, that is your size class or smaller they make a dexterity save against your save DC. On a fail the strike deals half damage and they fall prone.

These abilities can be used a number of times equal to your Charisma modifier, and reset after a long rest.

Scourge of the high seas

You have spent a large amount of your life on deck with pirates, you gain proficiency in water vehicles and firearms.

Dueling Ace

Beginning at 3rd level, when you willingly try to attack a target on your turn, you may begin a duel with them as a bonus action. All subsequent melee and ranged attacks, including targeted spell attacks, you make against a target you are dueling deal an extra 1d6 damage. Any attacks the targeted creature makes against a creature that is not you are done with disadvantage. If you’re dueling and you attempt to attack another target, you immediately stop dueling the prior target. Dueling ends if you or the target is rendered unconscious, or restrained.

You can use this ability a number of times equal to your charisma modifier (minimum of 1).

Your dueling die increases to a d8 at 7th level and a d10 at 15th.

Rakish Audacity

Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Suave Defense

Your ability to control the flow of a fight through words and actions is unmatched, While wearing light armor and wielding no shield your AC increases equal to your charisma modifier.

Fated Foe

At 15th level, while in a duel, any creature that is not your target has disadvantages on attack rolls against you.

Belay That!

Your scathing remark rings out, as a reaction, When your dueled foe takes an action on their turn, you can use 1 use of your declare duel to cause them to make a charisma saving throw, on a fail they use lose their action for this turn.

The DC for this check is 8 + proficiency bonus + Charisma modifier

Previous Versions

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