Rogue
Base Class: Rogue

Masters of the Two-Weapon fighting style and experts of the seas, the Buccaneer is a force to be reckoned with when it comes to ship-side combat. They are proficient in their use of firearms and bladed weapons and will absolutely demolish the competition when it comes to royal navy soldiers due to their advanced speed and makeshift tactics.  Since they're were outlaws at one point in their life, they tend not to discriminate against anyone for any reason, choosing to value freedom more than anything else. This being said, wherever the pirates of a crew come from, three things unify them all: loves for freedom, gold, and adventure.

Skilled Privateer

Starting at 3rd level, You gain proficiency With firearms. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls when using pistols. You also gain proficiency in Vehicles (water), Navigators tools & intimidation.

Dirty Fighter

 Chivalry and honor are for people who want to die politely. You would rather live to fight another day, and are not above a low blow in combat to get the upper hand.

Starting at 3rd level You gain an additional way to use your Sneak Attack; You may expend your bonus action so that you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Brutal Elegance

At 9th level, your charm increases to borderline obnoxious levels. As an action, 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, it has disadvantage on attack rolls against you and can't make attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target, or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Daring Escape

Starting at 13th level, when you use your Uncanny Dodge to halve the damage of a melee attack against you, you can also move up to 15 feet away from the source of the damage as part of the same reaction. This movement does not provoke opportunity attacks. In addition, if more than one opponent is adjacent to you when you use your Uncanny Dodge, you may use your Performance skill modifier or your Acrobatics skill modifier to avoid all damage. If you succeed the check, you can escape from the situation.

Pirate’s Intuition

When you reach 17th level, you've learned the tells of conflict well enough to know when something is unavoidable. You can take two turns during the first round of any combat. You take your first turn at your initiative plus 10 + your Charisma modifier, and your second turn at your normal initiative. You can’t use this feature when you are surprised.

Previous Versions

Name Date Modified Views Adds Version Actions
9/17/2024 7:26:05 PM
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