Base Class: Fighter
In the distance, you hear it. The relentless drumbeat that signals out a rowing pace. The fog obscures your vision until the last moment. A longship, its prow in the visage of a dragon, plows into the side of your vessel. A shirtless man, covered from his face to his waist in tattoos, leaps over the divide and lands on your ship. With a laugh and a roar, he buries his first axe in the chest of the closest defender. Several more fall as he turns into a whirl of blades and blood. And then, he sets his eyes on you.
This is the legacy of the Sea Raider, a ruthless shock-attacker who specializes in a wild fighting style that tries to inflict as much pain and suffering on the enemy as possible in a short amount of time.
Sea Legs
As a Sea Raider, you have grown accustomed to the motion of your vessel on the waves. In addition, in combat, you are adept in finding your footing in difficult areas that may be laden with the bodies of your allies and enemies.
You gain a +5 to movement speed when wearing medium armor. If you are wearing light armor, you gain the movement speed and ignore non-magical difficult terrain when you are moving on land.
Brutalities
You are a terror on the battlefield. This wild and frightening fighting style is some strange mix of practiced expertise and primal savagery. As a result, you have learned several specific maneuvers that - to a novice eye - may seem like random attacks and movements. In reality, it is a carefully rehearsed dance of death that you are incredibly adept at performing.
At 3rd level, choose two of these Brutalities. You learn an additional Brutality at 7th, 10th, and 15th level.
You may perform 3 Brutalities per long rest.
Saving Throws: Some Brutalities my call for a saving throw. In that case, the DC for the saving throw = 8 + proficiency bonus + STR or DEX modifier (your choice).
Bloodied Blades
Your weapons leave opponents dripping blood, and you savor it. After hitting a creature with a weapon attack, the creature will immediately lose 1d4 + STR modifier hit points due to blood loss. Every subsequent time you take a turn, the creature will make a CON save. If it fails, it will continually lose 1d4 + STR modifier hit points due to blood loss. If it succeeds, the bleed ends. This Brutality has no effect on undead, constructs, or elementals.
Clear the Way
You are adept at clearing space so that your allies can move effectively. As an action, you swing your weapons in a 10ft radius around you. Any creature that you choose must make a DEX Save or take 1d8 + STR modifier damage and are shunted back 5ft. However, if they succeed the DEX save they take half damage and are not moved.
Fearful Strike
When you hit an enemy with your weapon, you can choose to inspire fear in your wake. The enemy you struck takes an extra 1d8 damage from your blow, and they - and any creature of your choice within 10 feet of your target - must make a Wisdom Save or be frightened of you until the start of your next turn.
Pain from Afar
If you are wielding a weapon that does not have the Heavy property, you can target an enemy for a thrown weapon attack with a range of 20/60. Make an attack roll against the creature. On a hit, roll a 1d8 and add that damage to the thrown attack. In addition, the creature must make a STR save or be knocked prone by the force of the impact.
Salt in the Wound
You taunt your opponent, daring them to attack you. On their next turn, if they attack you and hit, you may use your reaction and immediately respond with a weapon attack of your own.
Storm Tap
If you are dual-wielding and make an attack with your main-hand weapon, you can choose to turn your bonus action off-hand attack into a disabling pommel strike. Make an attack roll as normal. If the attack hits, it deals 1d4 + STR modifier bludgeoning damage and the opponent must make a CON save or be blinded until the start of their next turn.
Tough Skin
You may not be a barbarian, running around the battlefield in naught but a loincloth, but your time at sea has hardened your skin like leather.
You gain resistance to cold damage. In addition, as a reaction to getting hit with an attack, you can steel yourself for the incoming pain of battle. You become resistant to any non-magical bludgeoning, piercing, or slashing damage that is dealt to you before the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Open Guard
A Sea Raider worries little about how their enemies will try to harm them, because death will come far too swiftly for them to respond to the raider’s assault.
Freely, you can subtract up to 5 points from your Armor Class and add it onto either your attack rolls or damage rolls, your choice. This bonus lasts until the end of your current turn, and the subtraction to your armor class lasts until the start of your next turn.
Unending Brutality
Starting at 15th level, when you roll initiative and have no Brutalities remaining, you regain one use.
Refusal to Submit
At 18th level, your Sea Raider training reaches its pinnacle. You will not surrender, you will not die, until the ship has been taken.
You become immune to being frightened. In addition, if an effect would reduce you to 0 hit points. You can choose to instead make a CON Save with a DC of 15. If you pass this CON save, you immediately regain hit points as if you had used Second Wind.
You can use this feature once per long rest.
Previous Versions
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1/4/2021 8:08:25 PM
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