Fighter
Base Class: Fighter

You take what you want and do what you please and you often enjoy the taste of rum

Sea Legs

Beginning when you choose this archetype at 3rd level, Difficult terrain does not impede your movement 

Pirate Tactics

Starting at 3rd level when you select this subclass you may choose one of the pirate codes to follow

Brace yourself!

As an action you can ram into your opponent knocking them 5ft away and prone so that you can make your great escape. DC = 8+ STR modifier+ proficiency bonus

Hold this

As a bonus action you can throw something you are holding to an opponent within 10ft of you causing them to drop one or both items they are holding (if any) to catch the item out of instinct. You can use this feature an amount up to your proficiency bonus per long rest

Salty Tears

As a bonus action you can take sand out of your pocket and throw it into the opponent’s eyes so they have disadvantage on attacks until the end of your next turn. You can use this feature twice per short rest.

Parry

Starting at 7th level, you can add half your proficiency bonus (round up) to you AC as a reaction whenever an attack hits you. You can use this feature up to your Con modifier per short rest

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Land Legs

Starting at 15th level, you are finally used to walking on land and look almost like you are walking on a ship as you finally gain your balance back, whenever you use action surge on your turn you also regain your bonus action as well as your action 

The oceans ferocity

At 18th level, you awaken the ferocity of the ocean within you an channel it’s rage into your strikes, whenever you fall below half HP you deal an additional 2d6 slashing damage on each hit as water seems to fly of the edge of your blade and slice deeper into your opponent 

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