Base Class: Rogue
Have you always dreamed of finding freedom in the skies? Sky Pirates use their charm and wit to ensure they have the upper hand in any situation. They are not bound by conventional laws and borders. Instead they travel as they please, roaming the world in custom airships from one treasure to the next.
When creating a Sky Pirate one needs to consider their motivation for leaving home. Sky Pirates are at home among clouds; they have no permanent ties to any specific city. Perhaps they were orphaned at a young age. Maybe they were influenced by a dashing stranger or travelling rogue. They may have even been kidnapped against their will, only to have fallen in with the savvy scoundrels that make their own rules and live as they please. Regardless, unlike most typical thieves and skulkers, Sky Pirates will waltz directly up to their prey and steal their quarry right from under their nose, using their cunning to convince the victim that it was their idea all along. Travelling wherever the wind takes them, Sky Pirates are the charismatic masters of performance, deception, and elegance. They prefer to charm their way out of confrontation, however when faced with combat Sky Pirates make quick work of their foes with deft bladework and deadshot accuracy.
Sky Pirates prioritize dexterity and charisma. Next they require constitution to hold their liquor and intelligence to think on the fly. Lastly they need the strength of arms to wow their crowds with displays of acrobatics and athleticism. Sky Pirates do as they please with little regard for the wisdom of others.
Always in Style
You gain proficiency with Charisma Saving Throws. Starting at Level 3 you also gain 3 Style Points. You gain one additional Style Point per level to a maximum of 20 at the 20th Level. You can never have more Style Points than your Rogue Level. Style Points are regained after a long rest.
Stylish and Savvy: When making a Charisma check for Persuasion or Deception you can choose to add any number of available Style Points to your total roll. You may do this after learning the outcome of your roll.
Charmed and Ready
Starting at the third level, your innate charisma allows you to disguise your attacks and grant various advantages on the battlefield. You gain two of the following Charmed Actions of your choice. You gain an additional two actions at the 5th level and one additional action for the 7th, 10th, 12th, and 15th levels. You may swap previously known actions for new actions when making additional choices.
Unless otherwise noted, you can only use one Charmed Action per turn.
Dazzling Blade
You catch the rays of the sun on your blade and deftly shine it into your opponents eyes. When you take the attack action you can spend 2 Style Points to either attack with advantage or impose disadvantage on your targets next attack roll.
Deafening Shot
You fire your firearm directly beside your enemy's ears. When you make a firearm attack you may spend 1 Style Point to attempt to deafen another creature within 5 feet of you that isn't the target of your attack. The chosen foe must roll a Dexterity saving throw equal to 8 + your Charisma Modifier + your Proficiency Bonus, becoming deafened on a failed save. The deafness lasts for 2d4 rounds or until the creature makes its save.
Fiendfyre Blade
You surreptitiously channel flame magick into your blade that detonates on a successful hit. You may spend 1 Style Point to deal 1 additional weapon dice of fire damage. This effect remains active until a melee attack is successful or you use another Charmed Action to channel different energy into your blade.
Fulminous Blade
You surreptitiously channel lightning magick into your blade that detonates on a successful hit. You may spend 1 Style Point to deal 1 additional weapon dice of lightning damage. This effect remains active until a melee attack is successful or you use another Charmed Action to channel different energy into your blade.
Fusilier's Feint
You disguise your marksmanship with your deft swordplay. When you make a melee attack you may spend 4 Style Points to make an additional firearm attack at advantage. You may apply your Sneak Attack bonus to this attack regardless of whether or not you have already used it this turn.
Harbinger's Blade
You surreptitiously channel dark magick into your blade that detonates on a successful hit. You may spend 2 Style Points to deal 3 additional weapon dice of necrotic damage. This effect remains active until a melee attack is successful or you use another Charmed Action to channel different energy into your blade.
Hoarfrost Blade
You surreptitiously channel ice magick into your blade that detonates on a successful hit. You may spend 1 Style Point to deal 1 additional weapon dice of frost damage. This effect remains active until a melee attack is successful or you use another Charmed Action to channel different energy into your blade.
Paralyzing Blade
This effect may coexist with other spell blade effects. You use slight of hand to envenom your blade. You may spend 1 Style Point to force an enemy hit with your next melee attack to make a Constitution saving throw equal to 8 + your Charisma Modifier + your Proficiency Bonus. On a failed save the enemy suffers 2 levels of exhaustion. At the end of each turn the slowed enemy may repeat its saving throw, recovering to normal on a successful save.
Parry and Flourish
When hit with a weapon attack you may spend 2 Style Points as a Reaction to add your Dexterity Modifier to your AC, potentially causing the attack to miss. If the creature making the attack against you is within melee range you may make an Opportunity Attack against that creature.
Righteous Blade
You surreptitiously channel holy magick into your blade that detonates on a successful hit. You may spend 2 Style Points to deal 3 additional weapon dice of radiant damage. This effect remains active until a melee attack is successful or you use another Charmed Action to channel different energy into your blade.
Smoke and Mirrors
Once per battle, as an Action you may spend 3 Style Points to temporarily cover the battlefield in a cloud of heavy smoke with a radius of 15 feet centred on you. This smoke provides total cover for you and your allies but does not obscure your vision of your enemies. This smoke lasts for 1d4 rounds or until it is blown away by a moderately fast wind. While inside this smoke cloud enemies are considered blinded. Enemies cannot see into the smoke cloud from outside.
Windstep
When moving on the battlefield you may spend 2 Style Points to gain advantage on any acrobatics check for the upcoming round OR move freely through another creature's space without provoking an Opportunity Attack.
Gilded Tongue
Sometimes talking the talk is enough to convince people that you can walk the walk (even when you can't). You have become so good at talking your way out of situations that you may substitute your Charisma modifier whenever you are asked to make any other saving throw.
Faking it 'till you make it is tiring. You may use this ability 3 times before needing to recuperate with a long rest.
Style in Spades
When you succeed on an action that requires you to make an athletics or acrobatics check you gain 2 Style Points. You can never have more Style Points than a number equal to your character's Rogue level.
A Pirate's Life For Me
Beginning at 17th level, your unparalleled creativity and ability to think on the fly have made you able to turn the start of any combat into an advantageous situation for you and your party. Whenever you roll initiative you gain one of the following benefits depending on the total value of your roll:
20 or higher: Your quick thinking and fast leadership doubles your party's movement speed and grants you and your allies an additional action in the first round of combat. This action may only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. On a natural 20 you gain all of the above benefits plus you may add your Charisma modifier to your allies' total initiative roll.
15-19: Your daring reaction to the start of combat surprises you enemies and grants you and your allies advantage on your first attack roll.
10-14: Your very presence is captivating. Choose one target within 50 feet of you. This target has disadvantage on all attacks and saving throws in the first round of combat.
5-9: Your elegant response to confrontation inspires your allies. Choose one ally within 50 feet of you (you cannot choose yourself). This ally gets 1d8 of inspiration to add to any attack roll or saving throw.
1-4: Your maneuver fails to inspire awe in any onlookers. Combat proceeds as normal without any additional benefits.
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Posted Nov 9, 2020I love this, but I'd make one note. Could you please include a 'style point counter' that we can see and keep track of on the character sheet itself? Having to keep track of it manually can just be a bit confusing. Otherwise, this is a really cool class that's versatile both in and out of combat. Not too strong in a one-on-one straight fight, but makes a great glass cannon/support hybrid when playing with others.