Fighter
Base Class: Fighter

The sea is filled with scurvy dogs, but you're here to get rid of them. As an Admiral, you are a seasoned sailor and a feared naval combatant. You specialize in leading your crew with tactical prowess, exploiting weaknesses in enemy ships and enemy minds, engaging in close- quarters combat with a deadly flair.

Trained at Sea

Starting at 3rd level, you gain prohciency with navigator's tools and water/air vehicles. You also gain a swimming speed equal to your walking speed and can hold your breath for twice as long as normal.

 

Additionally, when you engage in naval/air combat, and you are helming the ship, you have advantage on initiative rolls. If you damage another ship with your own ship, you deal additionnal bludgeoning damage equal to your Charisma modifier.

Admiral's Presence

At 7th level, your sheer presence is enough to pierce both ships and strong minds. Your No Quarter feature ignores immunity to the frightened condition.

 

In addition, you gain a bonus to Intimidation and Persuasion checks equal to your Strength or Dexterity modifier, whichever is higher.

Smell Fear

A 10th level, you can tap into the most primal fears of your enemies. Whenever you successfully hit a frightened creature with an attack, you may choose to end the frightened condition as part of the attack. If you do, the attack deals an additional 3d10 psychic damage and ignores all resistances to damage.

Avast, Mateys!

At level15th, the fear you inspire in your enemies fuels your allies. Whenever an enemy creature you can see becomes frightened, you can use your reaction to bolster your crew. You move up to your full movement toward the creature, and any allied creatures within 30 feet of you may use their reactions to do the same. Any ally that doesn't use this reaction gains temporary hit points equal to four times your Charisma modifier instead.

Shipbreaker

At the 18th level, you have perfected the art of crippling ships and their crew. Whenever you hit a frightened creature, a ship that is at full hit points, or an object aboard a ship with a weapon attack or with your ship's cannons, you can choose to deal maximum damage instead of rolling.

ADMIRAL Image

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