Base Class: Fighter
Yar har, a fighter 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 +2 to damage rolls when you are wielding a one-handed melee weapon and a small firearms. You gain proficiency with small firearms. 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.
Remove Scurvy
When you use Second Wind you also free yourself from negative conditions other than prone. If you have less than half your max HP, you gain the max heal from Second Wind.
More Powder
You gain proficiency with all firearms and cannons and +2 to attack rolls with them. You now have the ability to create improvised explosives. You can spend 25 gold and 1 hour in a town, city, or port to create 1d4 + {{Proficiency}} bombs of the following: Powder Bomb, Poison Bomb. At level 14 you create 2d4 + {{Proficiency}} of the following: Powder Keg, and Noxious Bomb. You can carry up to 2 + {{Proficiency}} bombs at a time, which increases to 4 + {{Proficiency}} Bombs at level 14. (Additional bombs can be stored) Bombs can be created once per day. Bombs can be thrown 30 ft for an action or set as a trap. When thrown, bombs trigger on impact, when set as a trap any creature other than you that walks within 5ft trigger it. 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 5d6 Fire Damage in a 15ft radius. Half as much on a successful save.
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 2d6 poison damage and become poisoned for the duration. On each successive failed save, the character takes 1d6 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 10d6 fire damage, half as much on a successful save.
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 become poisoned for the duration. On each successive failed save, the character takes 2d6 poison damage. On a successful save, the poison ends. Maximum of 1-minute duration
Trial by Fire
Your attack deal 1d4 additional fire damage. When you attack an enemy you can start dueling them. While dueling you deal instead 1d8 additional fire damage on all attacks against that target and you always get opportunity attacks against them. If your target makes an attack or action against anyone else than you, you have advantage on your attack rolls against them next turn. However, if you attack anyone other than your dueling target, the duel ends and you cannot duel anyone until your long rest. Dueling ends when you or your target is incapacitated or killed. You cannot duel another target until your current duel ends.
Loaded Dice
You have advantage on all rolls concerning gambling or bets. Additionally, you can as a reaction attack any target that takes an action against you. If the attack lands their action is canceled. You have advantage on this attack against your dueling target. You cannot do this again until a short or long rest.
Burning Tides
Your dueling damage is now a 2d8 and 2d4 to non-dueling targets. When enemies you attack or that take damage from your explosives must make a constitution save verse your spell save DC or are lit on fire. Enemies you set on fire take 1d8 fire damage at the start of each of their turns for 30 seconds or until they are put out. While enemies are on fire they are frightened of you.
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