Base Class: Fighter
Royal sailors, loathsome pirates, hardy labourers across the Sword Coast - the realm hosts many hardworking naval and landside crewmen who work diligently to sail ships, defend the realm, and - most importantly - pull their weight amongst an effective crew.
Whilst Mariners may not be the most brutal martial warriors across the realm, they use their hardy strength and powerful presence to uplift their crews and survive the toughest conditions.
Born Swimmer
Starting at 3rd level, you gain a swimming speed and climbing speed equal to your walking speed. In addition, when you're out of breath or choking, the number of rounds you can survive before dropping to 0 hit points equals twice your constitution modifier (minimum of 1).
Seafarer's Swagger
Starting at 3rd level, Whilst not wielding a shield, your AC is increased by half your Charisma modifier, rounded up.
Captain's Call
Starting at 3rd level, as a bonus action on your turn, you can select one allied creature within 60ft who can hear you. The creature receives one of the following effects of your choice:
- Inspiring Rally. The creature gains temporary hit points equal to your Charisma Modifier. These temporary hit points last until the start of your next turn.
- Crew Command. The creature can add your Charisma modifier on the next ability check they perform until the start of your next turn.
- Haul it! The creature can use their reaction to move up to half their movement speed immediately.
Sealegs
Starting at 7th level, when you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.
Wind in 'Yer Sails
Whenever you use your Second Wind feature, the amount of hit points you gain increases by your Charisma Modifier. In addition, you can use your Second Wind feature twice before needing to take a short rest.
Taking a Short Rest restores one use of your Second Wind feature, and taking a Long Rest restores all uses.
Shape Up Ye Scurvy Dog!
As a bonus action, choose one creature that's currently affected by a spell or effect that requires them to make a saving throw during their turn, or as an action on their turn. This creature can use their reaction to attempt the saving throw immediately. You can also use this feature to allow a creature to use their reaction to attempt to escape being grappled.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Hit the Deck
Starting at 10th level, if you are reduced to 0 hit points by a weapon or spell attack, you can use your reaction to immediately use your Second Wind feature, if you haven't already expended all uses of the feature.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Wind in 'yer Sails Improvement
Starting at 15th Level, you can use your Second Wind feature 3 times before needing a rest.
Shipwright's Resilience
You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons, along with resistance to two other damage types of your choice.
You are immune to Disease and the Poisoned condition, and the length of time you can go without food or sleep before gaining a point of Exhaustion is doubled.
Resistance to Acid
You gain a resistance to Acid Damage.
Resistance to Cold
You gain resistance to Cold Damage.
Resistance to Damage Dealt by Traps
You gain a resistance to Damage Dealt by Traps.
Resistance to Fire
You gain a resistance to Fire Damage.
Resistance to Force
You gain a resistance to Force Damage.
Resistance to Lightning
You gain a resistance to Lightning Damage.
Resistance to Necrotic
You gain a resistance to Necrotic Damage.
Resistance to Poison
You gain a resistance to Poison Damage.
Resistance to Psychic
You gain a resistance to Psychic Damage.
Resistance to Radiant
You gain a resistance to Radiant Damage.
Resistance to Thunder
You gain a resistance to Thunder Damage.
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Posted Apr 4, 2022All Credit to Ethan Catt for the design and art. Just uploading it for use in the builder.
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