Rogue
Base Class: Rogue

A pirate is a charismatic rogue of the high seas, a devil-may-care adventurer with a swagger in their step and a mischievous glint in their eye. Draped in a weather-beaten coat, adorned with trinkets and talismans, they navigate the treacherous waters with a mix of cunning, charm, and just a bit of madness. Always one step ahead of their enemies—and often their own crew—they wield a cutlass with flair, but rely more on quick wits and silver tongue to outmaneuver danger. Unpredictable and unforgettable, they’re a legend in their own time, chasing treasure and freedom with reckless abandon.

Pirate's Pirouette

When choosing this archetype at 3rd level, you learn to move and fight in uneven and unstable grounds such [like a ship at sea]. If you are fighting in difficult terrain or otherwise unstable ground, you have advantage in all your attacks.

And when you take the disengage action you can move half your movement away from your opponent as your movements are too erratic that you confuse them.

 

Parley

At 9th level, you can use this ability once per short rest to negotiate or make a deal with a creature you can communicate with. During this interaction, you gain advantage on Charisma (Persuasion/Deception) checks and can attempt to influence the creature’s attitude towards you. If successful, you can gain information, avoid combat, or secure temporary assistance. The outcome of the parley is subject to the DM’s discretion based on the nature of the negotiation and the creature’s disposition.

Double Cross

 At 13th level your deception has reached to a level where your opponents dont know what to do with you. You can set up a deceptive maneuver. As a bonus action, you can choose one creature within 30 feet of you that you have already engaged in combat. You can attempt a Charisma (deception) check against the creatures wisdom(insight). On a success, you can impose a -5 penalty on its attacks (only against you) and saves as it falls for your ruse. You can use this ability once per short rest.

Critical Gambit

Beginning at 17th level, you are the master of taking risky gambits. Whenever you hit a critical strike with a meele weapon you may apply additional damage equal to your sneak attack dice. But your target then can use its reaction to strike back at you, And that creature's critical threshold is lowered by one on all its attacks against you. This effect will stack through out the encounter everytime you use 'critical gambit' against a creature.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2024 4:42:59 PM
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