Rogue
Base Class: Rogue

The pirate, the deadly but charismatic rogue, the truest form of the murdering gold hoarding character every cutpurse and highway robber sees when they look at their own reflection.

You are the living embodiement of the freedom and carelessness of the rogue. Travelling from place to place, swashbuckling, stealing, drinking and romancing in every town, port or dungeon you pass by. Fuelled by your own storied sense of self and a fierce desire to proove yourself through battle and riches, you will stop at nothing to become the greatest dread pirate the seas (or skies) have every known.

 

Rogue (Pirate) subclass table

Level

   Features

3rd

   Dirty fighter, Skilled Privateer

9th

   Intimidating and Audacious

13th

   An Eye for Treasure

17th

   Dread Pirate

Skilled Privateer

Your career on the seas  has added a selection of unique skills to your toolset. 

When you choose this archetype at 3rd level

You gain proficiency With pistols (p. 268 DMG) In addition being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls when using pistols.
You gain proficiency in Vehicles (water), Navigators tools & intimidation.

 

Dirty fighter

 Chivalry and honour are for people who want to die politely, you would rather live to fight another day, you 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.

Intimidating and audacious

Whether it is scaring an opponent into surrender or simply impressing your shipmates with a well timed quip in battle you have masterred the art of killing as a form of performance.

Starting at 9th level you are eager to join the fight and show off your talents you may add your charisma bonus to you initiative rolls.

When you hit with an attack on a creature the same size as you or smaller you may use a bonus action to intimidate them, the target must make a saving throw (DC 8 + CHA modifier + Proficiency bonus) or gain disadvantage on their next attack roll.

An eye for Treasure

Starting at 13th level Your love of treasure and a long career creating your own horde have given you a good eye for identifying what might fetch a good price. Whenever you make an Intelligence (Investigation) or Wisdom (Insight) check pertaining to the value of an item, you are proficient in the check and add double your Proficiency Bonus to the roll.

Once per short rest you may identify an item as if casting the spell identify as a ritual without material components.

Dread Pirate

Starting at 17th level Your name strikes fear into common folk accross the realms and your name alone can win battles before you so much as draw your sword.

As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute (If any targets fail the first save by 10 or more they are turned for 1 minute as described in the clerics turn undead abilty regardless of their creature type).  The frightened (or turned) creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Once you have used this ability you cannot use it again until you finish a short or long rest.

Improved intimidation

Your Ability to intimidate enemies  as part of ' Intimidating and audacious' can now target creatures up to 1 size larger than you.

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