Fighter
Base Class: Fighter

Light weapon specialist who expertly relieves their enemies of their valuables and their lives.

Light Weapon Specialist

Light weapons you are wielding have the Vex property in addition to any other weapon mastery properties you are applying to the attack.

When you reach level 10 in this class attacks you make with light weapons deal +2 damage on a hit. When you reach level 15 this bonus increases to +4.

Bombastic

While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Shipwright

You gain proficiency with Water Vehicles.

Sea Legs

You have advantage on saving throws to avoid being moved against your will or being knocked prone.

While you are not wearing armor you have a swim speed equal to your walking speed.

Bravado

Before you make an attack roll or ability check you can choose to add your charisma modifier to the roll, if you fail the roll you cannot use this ability again until you finish a short or long rest or until you roll a 20 on an attack roll or ability check.

Light Weapon Specialist

When you reach level 10 in this class attacks you make with light weapons deal +2 damage on a hit.

Grandiloquent

You learn the Vicious Mockery cantrip, charisma is your spell casting ability.

Once per turn when you take the attack action and make an attack roll with advantage you can choose to forgo the advantage for that roll and cast vicious mockery against the target immediately following the attack as part of the same action. If you succeeded on the attack roll the creature makes its saving throw with disadvantage, if failed on the attack roll the creature makes its saving throw with advantage.

Light Weapon Specialist

When you reach level 15 in this class attacks you make with light weapons deal +4 damage on a hit.

The Crew

When you roll initiative you can designate up to 10 creatures you can see within 60 feet to be your crew for 1 minute. Members of your crew can add your charisma modifier to one attack roll or ability check per turn. When you designate your crew you can also make one creature your first mate, when you are targeted by an attack or forced to make a saving throw your first mate can use their reaction to move up to their speed and make a weapon attack or unarmed strike against the creature making the attack or forcing the saving throw, if the attack hits the creature has disadvantage on the attack or you have advantage on your saving throw.

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