Rogue
Base Class: Rogue

Rogues of the sea, ravagers, savages-they're called many things. Yet one name prevails above all and stands true as the most notorious title: Pirate.  They sail around on ships and fight on land and water. Whether just outside port or miles from land, a pirate's true home is their ship, but many are known to find solace on dry land. Pirates come in all different shapes, sizes, and races. Since they're all outlaws, they never discriminate against anyone, for they value freedom and glory above than anything the world can offer. With that, the Pirate's Grail unifies them all: freedom, gold, adventure, rum and open seas. 

Buccaneer Arsenal

Starting at 3rd lvl, you gain proficiency with firearms, explosives and Tinkers Tools. You also have the ability to create improvised explosives once per long rest. Ability save DC = 8 + your proficiency bonus + your Dexterity modifier. You can assemble 1d4 + 2 bombs.  You can carry up to 6 bombs at a time. At 9th lvl, you can hold up to 12 bombs and you create 2d4 + 4. 1 bomb can be thrown 30 ft as an action. Basic material components are needed: Iron, gunpowder and twine. Material components for the bombs themselves are up to the DMs discretion.
When crafting bombs, roll your dice to determine how many you could craft. Whatever number that is, you must succeed on a DC 14 Tinker Tools check to see how many of those you can create. You roll for every bomb, once you fail, you can't produce anymore until the following day. 

 

Incendiary Bomb: All creatures in the area must succeed on a Dexterity saving throw or take 3d6 Fire Damage in a 15ft radius sphere. Half as much on a successful save. At 9th lvl, the damage increases to 6d6

Scatter Bomb: All creatures in a 15 ft radius sphere must succeed on a Dexterity saving throw or take 3d8 piercing damage. Half as much on a successful save. Should the target(s) fail, it also becomes Deafened until the end of it’s next turn. At 9th lvl, the damage increases to 6d8.

Poison Bomb: Releases a cloud of poison in a 20 ft radius sphere. All creatures in the area of effect must succeed on a Constitution saving throw or take 3d6 poison damage. Half as much on a successful save. The damage die increases to 6d6 at 9th lvl. 

 Bombs available at 9th level:
Scallywag Bomb:  All creatures in a 15 ft radius sphere must make a Dexterity saving throw or take 6d6 Acid damage. Half as much on a successful save. 

Smoke Bomb: All creatures in a 15 ft radius sphere must succeed on a Dexterity saving throw. If it fails, the target is Blinded for 1 minute. At the end of each of its turns,  the target can make a Constitution saving throw. On a success, the effect ends.

Drunken Stupor Bomb: Each creature in a 15 ft radius sphere must make an Constitution saving throw. A target takes 3d6 psychic damage and 3d6 poison damage on a failed save, or half as much damage on a successful one.
After a failed save, a target is considered drunk, having blurry vision, slurred speech and impaired mobility. During that time, it rolls a d4 and subtracts the number rolled from attack rolls and ability checks for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Pirate's Luck

At 9th lvl, when an ally within 10 feet of you makes an attack roll or saving throw, they can add your Charisma modifier to the roll. 

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.

Jolly Roger's Cheer

Starting at 13th lvl, as a bonus action, you can belt out your best pirate shanties to yourself and party. This ability inspires you and your allies, granting everyone a d6 of Pirate Inspiration. This ability can be used once per long rest and lasts until you drop to 0 HP or until you take a long rest. 

Pirates will be Pirates

At 17th lvl, should you try to deceive or persuade any creature, construct, undead, etc, you can choose to automatically succeed. You can not use this ability back to back however you are able to use this trait a number of times equal to your Charisma mod per long rest. 

Sweet Talker

At 3rd lvl, you have advantage on all rolls when conversing with any creature about money, treasure, loot and supplies. 

Sea Dog

At 9th lvl, you are able to attack twice instead of once. 

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