Base Class: Rogue
Yar har, a rouge from the seas. Will, you plunder your black guts out, or sink all those that oppose you and send them to the depths.
Blade and Black Powder
You gain proficiency with small firearms and scimitars. After attacking with a melee weapon you can take a free shot from a firearm as a bonus action. You no longer have disadvantage on ranged attacks within 5 ft.
Davy Jones Deal
Sneak attack can always be applied as long as you don't have a disadvantage on the attack roll or the enemy isn't incapacitated. However, when you land a sneak attack you are locked in a duel with that enemy and cannot take attacks actions against any other creature until either you or your target is dead, unconscious, or incapacitated. If your target attacks or takes any action against any other target, you gain advantage on all attacks against them on your next turn. If you attack another enemy during your duel, you lose the ability to sneak attack until you complete a short or long rest.
More Powder
You gain proficiency with all firearms and cannons. You now have the ability to create improvised explosives. You can spend 25 gold and 1 hour to create 1d4 + 2 bombs of the following: Powder Bomb, Poison Bomb, Scatter Bomb. You can carry up to 6 bombs at a time. At lvl 14 you now can hold up to 12 bombs and you create 2d4 + 4 of the following: Incendiary bomb, Tripwire bomb, and Noxious Bomb. Bombs can be thrown 30 ft for an action. Ability save DC = 8 + your proficiency bonus + your Dexterity modifier
Powder Bomb: All creatures in the area must succeed on a Dexterity saving throw or take 6d6 Fire Damage in a 15ft radius. Half as much on a successful save.
Scatter Bomb: All creatures in the area must succeed on a Dexterity saving throw or take 5d8 piercing damage in a 5 ft radius. Half as much on a successful save. All units damaged are pushed 5 ft away.
Poison Bomb: Releases a cloud of poison in a 20 ft radius. All creatures in the area of effect must succeed on a Constitution saving throw vs your ability save or take 2d8 poison damage and must use its action to repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d8 poison damage. On a successful save, the poison ends. Maximum of 1-minute duration
Incendiary Bomb: Creates a deadly explosion in a 20 ft radius. All creatures in the area of effect must succeed on a Dexterity saving throw vs your ability save or take 12d6 fire damage, half as much on a successful save.
Tripwire Bomb: When placed on the ground the bomb lies dormant until a creature enters within a 10 ft radius. When thrown or triggered all creatures in a 15 ft radius must succeed on a Dexterity saving throw vs your ability save or take 8d8 piercing damage, half as much on a successful save. Enemies who are damaged have their movement stopped.
Noxious Bomb: Explodes and creates a cloud of toxic gas in a 20 ft radius. All creatures in the area of effect must succeed on a Constitution saving throw vs your ability save or take 2d8 poison damage and 2d8 acid damage and must use its action to repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d8 poison damage. Everytime a creature fails, they add an extra d8 of damage on their next fail. On a successful save, the poison ends. Maximum of 1-minute duration
Legendary Greed
You have advantage on all rolls involving money, valuables, or loot. You can sense all hidden valuables within 10 ft. You automatically loot those you kill for gold.
Black Market Regular
You have strong connections and are considered an important figure in the Black Market. You know the best place to buy or sell goods and are experts at evaluating the worth of items. You have advantage on rolls concerning selling or buying items, weapons, or goods.
Burning Tides
The heat of battle: If an enemy takes an action or casts a spell against you, you can use your reaction to attack them if possible. Roll your sneak attack die against their constitution saving throw, if your sneak attack is higher their action or spell is canceled and their turn is ended and they take damage equal to the difference. You cannot take this reaction again until a short or long rest.
Trial by Fire: You've become a master at improvised combat and weaponry. You pour a mixture of gunpowder and pitch on your equipped weapons dealing an extra 2d8 fire damage on all successful attacks.
Previous Versions
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8/19/2020 1:54:09 PM
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Coming Soon
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