Base Class: Fighter
With a blade in one hand a gun in the other, the corsair lives and breathes their unique combination of footwork and weaponry to strike at the heart of their enemies. Corsair's learn their techniques working the decks of ships, however their skills have become widely adopted, particularly by scoundrel types who seek practicality and adaptability in their fighting style.
Corsairs can be found in every corner of the world, from bustling streets to shifting sands and every environment in between. They thrive in chaos, always bringing a tool for the job and adapting to unpredictable encounters.
Bonus Proficiencies
When you choose this martial archetype at 3rd level, you gain proficiency in firearms, navigator's tools, cartography tools, and water vehicles. If you already have any of these proficiencies, you can choose another artisan's tools and gain proficiency in that instead.
Art of the Corsair
Beginning at 3rd level, when you make an attack with a one-handed light melee weapon with the finesse or light property on your turn, you can use a bonus action to attack with a light ranged weapon you are holding in your other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the two weapon fighting fighting style.
When you fire a weapon with the ammunition property this way, you can reload the weapon using the hand holding your light melee weapon as part of the attack.
In addition, when you make a weapon attack on your turn, you can use up to 5 feet of your movement immediately after the attack without provoking opportunity attacks.
Striker's Finesse
Also at 3rd level, when you use your Art of the Corsair feature to make a ranged weapon attack against a creature you have successfully hit with a one handed light melee weapon during the same turn, you can choose to open the target up for a deadly flourish. If the ranged weapon attack is a hit, the attack is a critical hit.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Boarding Master
Starting at 7th level, you have learned to shift your body weight masterfully on unstable surfaces. Your nimbleness also causes you to gain proficiency in Dexterity saving throws.
In addition, you gain a climbing speed and swimming speed equal to your walking speed.
Flawless Footwork
Once you reach 10th level, you learn to steady your footwork.
You're unaffected by difficult terrain and spells and other magical effects cannot reduce your speed while you aren't incapacitated.
You have advantage on saving throws against effects that would knock you prone.
Cunning Strike
Starting at 15th level, you can distract your opponents with your cutting words. Once per turn, when you hit a creature with a weapon attack, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, that creature can't take reactions or move until the start of its next turn.
Born in Chaos
Starting at 18th level, you know how to harness the power of chaos in battle, instinctively locating targets of opportunity. You have advantage on weapon attacks you make against creatures who have not attacked you since your last turn.
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