Barbarian
Base Class: Barbarian

Most barbarians seek to express their fury upon land, that is not the case for the Path of the Seafarer. Seafarer barbarians usually join a group of pirates or sail the seas themselves. But that doesn't mean they don't enjoy the thrill of violence and battle. 

Pirates Reputation

Starting when you choose this path at 3rd level, anything that hasn't known you for over 4 hours that can see or hear you and is within 20 feet of you, must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) if they fail, they become frightened of you. The condition is removed once they're at least 60 feet away from you.

True Seafarer

At level 6, you gain proficiency with one-handed firearms, crossbows, scimitars, and shortswords. Along with that comes the greater knowledge to use watercrafts and maps. You also gain an additional 10ft of swimming speed.

Crew Eminence

Beginning at 10th level, you can choose up to 4 willing creatures you can see within 30ft of you to have advantage on either strength, constitution, or dexterity rolls as well as +2d8 damage with any melee weapon attacks they succeed. The effect fades when each effected creature does 3 turns in the duration of the effect. You regain this ability after every long rest.

Rage of the Seas

Starting at 14th level, you can make a combination of actions in one with a special rage, you use the Dash action, then you make 3 attacks with the current melee weapon you are wielding, after the surge of actions you regain 1d10 health and gain 2 levels of exhaustion. You regain the ability to do this after a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes