Base Class: Fighter
The Voyager is a master of marine fighting. As good as they are fighting on land, they are even more dangerous aboard a ship on the open sea. A Voyager could be anything from a royal officer in the King's navy, or a chaotic neutral pirate.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in either Athletics or Acrobatics, your proficiency bonus is doubled with check made using this skill. Additionally, you gain proficiency in Navigator's Tools and Vehicles (water).
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in either Athletics or Acrobatics, your proficiency bonus is doubled with check made using this skill.
Find Yer Sea Legs
Your experience at sea makes you both sure footed and ready to take action, even in the most tumultuous of roiling waves. You gain a swimming and climbing speed are equal to your walking speed.
Swashbuckling Strike
At 3rd level, You can fight as freely and fiercely as the ocean winds, allowing you to add advantageous flourishes to your strikes. Once per turn, when you hit a creature with a weapon attack and you deal damage to it, your attack deals an additional 1d8 damage and your target must make and succeed a (8 + proficiency + dexterity) dexterity saving throw, or else it suffers one of the following effects of your choice:
- Your target is knocked prone.
- Your target is shoved up to 15 ft. away from you.
- Your target drops one item it is carrying, the item being flung into a space within 15 ft. of it.
- Your target takes an additional 1d8 damage.
You can use this feature up to an amount of times per short or long rest equal to your strength or dexterity modifier.
Derring-Do
Starting at 7th level, your confidence propels you into battle. Your walking speed increases by 10 feet and you don't take fall damage from falling 20 feet or less if you aren’t incapacitated. Additionally, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Sea Skirmisher
You can feel the flow of battle and move to match it. Whenever a creature within 30 feet of you hits another creature with a melee attack, you can use your reaction to move up to half your current speed. This move does not provoke opportunity attacks. If you end this move within 5 feet of the attacker, you can make 1 melee weapon attack against it.
You can use this feature a number of times equal to your strength or dexterity modifier and you regain all expended uses of it when you finish a long rest.
Additionally, whenever you use your "Second Wind" feature, you regain one expended use of your "Swashbuckle Strike" feature.
Step To
A crashing tidal wave or insurgence of sea-spawn can appear at any moment, but you are ever ready to rise to action. You have advantage on initiative rolls, and you can't be surprised while you are conscious.
Batten Down The Hatches
At 18th level, you have mastered the ability to fight against even the worst of odds and call upon energy reserves typically reserved only for the most dangerous of storms. You can use this feature to regain the two of the following options:
- One use of your action surge (up to your maximum)
- Gain 4d8 temporary hit points.
- All spent uses of your Swashbuckler's Strike
- One use of Indomitable (up to your maximum)
You may use this feature for free when you roll initiative or as a bonus action if in the middle of combat. Once you have used this feature you must take a long rest before you can use it again.







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