Fighter
Base Class: Fighter

Pirates, scourges of the sea, bandits that use their wits and cunning to give them the upper hand. You enjoy using your silver tongue with your fighting style to easily cut down your enemies with style. They are able to use their charismatic prowess to give themselves and their crew the advantage against the enemies.

Mariner

Your long ventures at sea have trained your body to move faster in certain environments. Starting at 3rd level you have climbing and swimming speeds equal to your race base walking speed.

Pirate’s Luck

As a pirate, you are an expert at overcoming situations when many others would not. At 3rd level, when you make an attack roll, you can reroll the attack roll. You can wait until after you roll the d20 before deciding to use this feature but must decide before the GM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Song Of The Seas

You use the power of sea shanties to bolster yourself and your crew. Starting at 7th level, as a bonus action you begin to inspire yourself and all allies that can hear you within 80ft of you, allowing advantage on the next attack roll. 

You can use this feature up to 3 times. You regain all expended uses after you finish a long rest.

Duel Of Fate

As a pirate, you understand your opponent's movements and are able to easily parry those that strike you. At 10th level, as a reaction, when another creature makes a melee attack against you, you can roll a d8 and use the number roll to reduce the attack roll number against you. The die becomes a d10 at 17th level.

You can use this feature a number of times equal to your Strength + Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Pirates Code

At 15th level, you can entice a creature to face you one on one. Choose one creature that you can see within 30 feet that can see and hear you. Creatures that can’t be charmed are immune to this effect.

While charmed by you, the creature must use its movement to move towards you and has advantage on its attacks against you, and you have advantage on attack rolls against it. The effect lasts as long as you maintain your concentration (as if concentrating on a spell). As an action, the enthralled creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends. DC Save equal to 10 + Charisma + Strength modifiers. You can use this feature only once. You regain the usage of this feature once you have finished a long rest.

Silver Tongue

You’re capable of using your wit and style to give you the upper hand in battle. At 18th level, once on each of your turns, you can add your Charisma bonus to your attack roll. You can also give yourself a bonus to your Initiative equal to your Charisma modifier.

Previous Versions

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6/27/2025 6:28:56 AM
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