Base Class: Rogue
Pirates are masters of the sea. They sail around on ships and fight in rigging and in water. Whether just outside port or hundreds of miles from land, a pirate always feels more comfortable on a ship than they do on dry land. Pirates come in all different shapes, sizes, and races. Since they're all outlaws, they tend not to discriminate against anyone for any reason, valuing freedom more than anything else. This being said, wherever the pirates of a crew come from, three things unifie them all: loves for freedom, gold, and adventure.
Pirate Weapon Training
Pirates use weapons specifically sesigned for fighting on ships. At third level, you too learn to use these weapons. Furthermore, pirates have long had access to a powerful weapon that the rest of the world is just discovering: gunpowder. You are shown how to use this tool in pistols. You gain proficiency with cutlasses tridents, nets, and flintlock pistols.
Sea Faring
Pirates love ships. At third level, you learn the ins and outs of water crafts and how to manuever them across the vast ocean. You gain proficiency with sea vehicles.
Increased Sneak Attack
At ninth level, you area ble to add your sneak attack bonus to an attack whenever you are fighting with a pirate weapon (i.e. a cutlass, trident, net, or flintlock pistol). This bonus applies even if you are not attacking from stealth. If you attack from stealth using a pirate wepon, add one additional d6 to the damage as well as your sneak attack.
Daring Escape
Pirates are notorious for escaing from the authorities, and always in a dramatic fashion. When you are surrounded, you may make a dexterity check adding your performance skill modifier to the check as well as your Dexterity modifier. If you succeed the check, you can escape from the situation.
Captain
At seventeenth level you become captain of your own ship. This ship becomes bonded to you similar to how weapons bond to certain ndividuals. While onl your bonded ship you can.
- Use the ships mechanics to travel from one point on the ship to another for no movement cost.
- Have advantage on all dexterity checks made well on the ship.
- If you are reduced to 0 HP while on the ship, you can choose to abandon ship. If you do this you are reduced to 1 HP instead of 0 and will be floating on a piece of driftwood away from the ship.
Additionally, if you are near a body of water large enough to fit the ship, you can summon the ship to the water near you to make a hasty getaway.







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Posted Apr 13, 2022Buy another one.
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Posted Mar 14, 2020If you abandon ship, is there any way to get a new one?
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Posted Jul 12, 2019Thanks, I'll run it over a few more times and try to clean up the typing and the prose.
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Posted Jul 9, 2019The typos are minor, but it would clean up the description a lot. Good concept though!