Fighter
Base Class: Fighter

Those, who have summoned the wrath of sea itself wander it until their curse is somehow broken or the sea has grace with them.

Dueling Ace

Beginning at 3st level, when you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. All subsequent melee and ranged attacks, including targeted spell attacks, you make against a target you are dueling deal an extra 1d6 in damage. If a target you’re dueling takes any action except moving that does not target themselves or you, your targeted attacks against them get advantage on your next turn and you deal bonus damage equal to your proficiency bonus per hit. If you’re dueling and you attempt to attack another target, you immediately stop dueling the prior target. The dueling die changes as you gain Pirate levels, as shown in the Dueling Bonus column of the Pirate table. Dueling ends if you or the target are put into a dying state, rendered unconscious, or restrained.

Power of the Curse

At 3rd level, you gain the ability to cast spells like a Warlock. For spell slots, slot level and spells you can learn, consult the Warlock spell list.

Cursed Fashion

Beginning at 7th level, while wearing the awe-inspiring Pirate Garb, you gain +2 to AC and cannot be put at a disadvantage on skill checks involving Performance, Persuasion, Insight, Deception, or Intimidation.

Gifts of the Curse

At 7th level, you gain accsses to three Eldritch Invocations from the Warlock class.

Cursed Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Cursed Fluency

At 15th level, you can take your attack action and cast a spell as a bonus action.

Punishment of the Cursed

At 18th level, you use your entire action to draw power from your curse. You may pick 5 enemies + your charisma modifier within 120 feet of you. These enemies must pass a wisdom saving throw higher than your spell-save DC, on a failed save, these enemies experience all the pain you had to go through, because of being cursed. Those who can´t arm their mind take 12d12 necrotic damage. On a successful save, the enemies take 6d12 necrotic damage. You may use this ability once per long rest.

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