Base Class: Fighter
Salt-stained steel glints from your sword arm, crested downward across the chest of a fallen foe. The air is hot from aboard the deck, as another assailant rushes in to avenge their fallen comrade. You deftly parry their sad excuse for an attack, and riposte. Slicing deep into their gut, you move along the gangplank to board the enemy ship. Cutting down would be assailants with expert grace. Your sun beaten skin now covered in the blood of your enemies, you smile a toothy grin, as the enemy captain takes stance to challenge you.
Buccaneer's are sailor privateers who have taken to acts of piracy or plunder. They are skilled duelists and are masters of traversing the open sea.
Profound Duelist
While wielding a one handed weapon in one hand and your second hand is free, you may use your bonus action to make an additional weapon attack.
Battle Stances
As a bonus action, you take a stance in preparation for the coming battle. You may change you stance as you will on subsequent turns with a bonus action.
Fencing Stance: While engaged with only one enemy, you gain a +1 bonus to your AC, attack rolls, and damage rolls. If more than 1 enemy is within 5 feet of you, the bonus' become -1.
Mob Stance: You spread your base and prepare to do battle with multiple enemies. For each enemy within 5 feet of you, gain +1 bonus to melee weapon damage rolls. In addition, if you land a killing blow on a nearby enemy, you may make an additional weapon attack at another enemy within 5 feet of you. If you are in this stance and fighting only one enemy, the bonus to damage rolls become a -1 to damage rolls.
Counter Stance: You take a defense stance, gaining a +3 bonus to your AC. In addition, whenever a foe misses you with an attack, you may spend your reaction to counterattack. Make a melee weapon attack as a reaction against the enemy who missed you. While in this stance, your movement is halved.
Counter Stance
You take a defense stance, gaining a +3 bonus to your AC. In addition, whenever a foe misses you with an attack, you may spend your reaction to counterattack. Make a melee weapon attack as a reaction against the enemy who missed you. While in this stance, your movement is halved.
Fencing Stance
While engaged with only one enemy, you gain a +1 bonus to your AC, attack rolls, and damage rolls. If more than 1 enemy is within 5 feet of you, the bonus' become -1.
Mob Stance
You spread your base and prepare to do battle with multiple enemies. For each enemy within 5 feet of you, gain +1 bonus to melee weapon damage rolls. In addition, if you land a killing blow on a nearby enemy, yu may make an additional weapon attack at another enemy within 5 feet of you. If you are in this stance and fighting only one enemy, the bonus to damage rolls become a -1 to damage rolls.
Foul Mouthed
As initiative is rolled, you mock an enemy of your choice that you can see and hear you. They have disadvantage on saving throws, weapon attacks, and spell attacks for their next turn.
Dancing Death
You become an unstoppable blur in combat. Darting quickly in and out of combat with ease. Whenever you make a weapon attack, whether it hits or misses, you may then move freely without provoking attacks of opportunity.
Adrenaline Rush
As an action, for the next minute, you are a maelstrom of violence. You gain advantage on attack rolls, saving throws, initiative, and if damage would to take you to 0 hit points or otherwise knock you unconscious, you instead are reduced to 1 hit point. This can only happen once while you have Adrenaline Rush activated. You may use this a number of times equal to your proficiency bonus + your Constitution Modifier.
Dauntless
If you miss an attack, fail a saving throw or fail a skill check, you can re roll the d20. You may use this ability an amount of times equal to your proficiency bonus.
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