Fighter
Base Class: Fighter

A person who attacks and robs ships at sea.

Wrath of the Sea

You gain a number of Curse Points equal to your pirate level. You may use these in many ways to harm your enemies or help your allies.

Some effects require a saving throw to be made. The save DC is as follows:

8 + your proficiency bonus + your dexterity OR intelligence modifier

  • You may spend two curse points to increase or decrease an attack roll by 1. This can be done a maximum of three times per attack. Free action
  • You may spend three curse points to increase or decrease a damage roll by 1. This can be done a maximum of twice per attack. Free action
  • You may spend five curse points to give a creature advantage on one dice it rolls. The dice does not have to be a d20. If it is a percentile dice(with advantage), the roller receives a vague description of the effect from the Dungeon Master and can decide between the two. Reaction
  • You may spend two curse points to reduce a creatures speed by 5 until the end of its next turn. Bonus action.
  • You may expend any number of curse points to deal or heal that much damage to a creature you can see within 120 feet of you. The creature makes an Intelligence saving throw. On a success, it takes half as much damage.
  • You may expend any number of curse points to regain spell slots with an equal sum of levels. For example, if you expended three curse points, you could regain three first level spell slots, two first level spell slots and a second level spell slot, or one third level spell slot. You may not gain spell slots for a level you do not have access to naturally.

You gain all expended Curse Points after a short or long rest.

Pirate spellcasting

Your spellcasting ability is intelligence.

You have the same number and levels of spell slots that a Sorcerer of equal level would have.

Every time you take a short rest, choose a number of spells equal to your proficiency bonus plus your intelligence modifier to prepare. You may not prepare spells that are of a level higher than you have access to.  

First Mate

You can cast Find Familiar without using a spell slot as an action. You gain the following options when you cast it, in addition to those listed in the spell:

  • Stirge
  • Homunculus
  • Dolphin
  • Flumph
  • Mastiff
  • Boar
  • Wolf
  • Crocodile

Any spell that affects you also affects your familiar. It is a bonus action to use your familiars senses, and it is also a bonus action to summon or dismiss your familiar. 

Starting at 15th level, you gain the ability to cast any spell through your familiar. At 18th level, your familiar can give you the help action twice per turn.

 

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