Fighter
Base Class: Fighter

Your training at sea makes you an admirable warrior and an invaluable asset in any adventure.

Sailor's Training

At 3rd level, If you don't already have it, you gain proficieny in water vehicles, firearms, and one of the following tools of your choice: Cartographer's tools, Navigator's tools, or Tinker's tools.

Additionally, you gain the following benefits:

Sea Legs. Acclimated to life on the waters, you have learned to make your way around ship and sea alike. While wearing no heavy armor and wielding no shield, you gain a swimming speed and climbing speed, both equal to your movement speed.

Harpoonist. You can propel projectiles effortlessly while beneath the ocean surface. While wearing no heavy armor and wielding no shield, you don't make ranged weapon attacks with disadvantage while underwater.

Diver's Lungs. Your lungs hold more air than normal. You can hold your breath for an additional amount of minutes equal to your Proficiency bonus. If you start suffocating, you can add half your Proficiency bonus to the number of rounds needed to reach air before you drop to 0 Hit Points.

Swashbuckle Strike

At 3rd level, You can fight as freely and fiercely as the ocean winds, allowing you to add advantageous flourishes to your strikes. Once per turn, when you hit a creature with a weapon attack and you deal damage to it, your attack deals an additional 1d8 damage and your target must make and succeed a Strength saving throw (DC = 8 + your Proficiency bonus + your Strength or Dexterity modifier), or else it suffers one of the following effects of your choice:

  • Your target is knocked prone.
  • Your target is shoved up to 15 ft. away from you.
  • Your target drops one item it is carrying, the item being flung into a space within 15 ft. of it.
  • Your target takes an additional 1d8 damage.

You can use this feature up to an amount of times per short or long rest equal to your Proficiency bonus.

Mariner Maneuvers

At 7th level, Your bold maneuvers are as unpredictable as a storm at sea, allowing you to move freely in battle. You gain the following benefits:

Improvised Action. Life on a ship has given you the ability to find opportunities for using the environment to your advantage. As either an Action or in place of a weapon attack you make on your turn, you can interact with your surroundings by making either a Strength (Athletics) or Dexterity (Acrobatics) check. You make this action with advantage if you had hit with a "Swashbuckle Strike" that turn. If taking this action puts you in a state or situation where you are still able to make weapon attacks, you can forgo any disadvantage to your weapon attacks that the state or situation would normally impose, if any. For instance, if you use this action to swing from a chandelier and you make a weapon attack while hanging from it, hanging from the chandelier will not impose disadvantage onto the attack, if it would. 

Suggested actions include but are not limited to: Swinging from a chandelier or rope, Sliding down a mast or curtain, Kicking down a heavy door or barrel, Walking across a tightrope or narrow ledge, Attempting a long jump or high jump, Grappling a creature, etc.

Savvy Step. You can use the fray and chaos of combat as a current to move freely within it. If you hit with at least one weapon attack during an Attack Action on your turn, you can use a Bonus Action that turn to move up to half your movement speed without provoking Opportunity Attacks. If one of your attacks was a "Swashbuckle Strike", this action gains a +10 ft. bonus.

You can take this action up to an amount of times per short or long rest equal to your Proficiency bonus.

Winds of Fortune

At 10th level, The portents of the seas seem to guide you on your adventures. Once per turn, when you either fail an ability check or miss with an attack roll, you can expend one use of your "Indominable" feature to reroll the check/attack, taking your new roll as the result.

Additionally, whenever you use your "Second Wind" feature, you regain one expended use of your "Swashbuckle Strike" feature.

Sea-hardened Senses

At 15th level, Your experiences at sea have honed and callused your survival insintcts, causing you to be ever-ready for the unpredictable nature of adventure. You gain the following benefits:

Heightened Vigilance. You are always prepared for battle, even when caught off guard. You make initiative rolls with advantage. Additionally, all attack rolls made against you while you are surprised are made with disadvantage.

Storm Grit. You learn to brace against the challenges of the seas. You gain resistance against cold, lightning, and thunder damage. Whenever you are damaged by one of these damage types, you lose your resistance against it, regaining it at the start of your next turn.

Torrential Strikes. Your attacks rain down hard and fast, causing your opponents to recoil, overwhelmed. If you hit a creature with a weapon attack at least twice on your turn, the next Strength saving throw it makes before the end of that turn is made with disadvantage.

High Sea Legend

At 18th level, Your unparalleled prowess at the helm and in combat make you a figure of high adventure, your tale to be known as legend across the seas, both charted and not. Whenever you hit with a weapon attack and use your "Swashbuckle Strike" feature, your target suffers all four effects listed in that feature upon failing its Strength saving throw, instead of one. You can forgo up to three of the effects of your choice in order to deal an additional 1d8 damage with the attack for each forgone effect, your target taking this damage before making its Strength saving throw.

Additionally, when an ability check or attack roll you make benefits from your "Winds of Fortune" feature, your reroll is made with advantage.

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