Base Class: Fighter
Those fighters who walk the path of the Mariner typically have a history or background of time at sea, or have recently joined a crew and are putting their newfound skills to use in combat. Sailors, seamen, and pirates of all kind emulate these tactics, but very few succeed in mastering them. With an emphasis on light weight armor, finesse, and firearms, Mariners can decimate whole crews before anyone realizes what has happened.
Savvy Sailor
Your time at sea has illustrated that sometimes words and presence can be just as keen an ally as a cutlass and pistol in hand. Select one of the following:
Charming Swashbuckler
Whether a gentleman pirate or a flirtatious sailor, you know that people are just like the wind. Easier to work with than against. You gain proficiency in Persuasion (Charisma) checks.
Fearsome Dreadnought
You have worked hard to strike fear into those that know or have heard of you. Whether a hulking bosun, or a menacing captain, you are not to be underestimated. You gain proficiency in Intimidation (Charisma) checks.
Roguish Knave
You evoke the same mystery and surprise as the sea itself. Whether a well-intentioned fibber or a downright scoundrel you know that a lie can often get you out of more scrapes than a blade. You gain proficiency in Deception (Charisma) checks.
Seafarer Combat
When you choose this archetype at 3rd level, you have utilized your seafaring knowledge into an advantage in combat. You gain the following benefits and abilities:
Flint & Steel. Your experience with a blade and pistol has given you the ability to wield them together in a seamless fashion. You become proficient in firearms and tinker's tools. While not wearing medium or heavy armor and while not wielding a shield, your firearm attacks at melee range are not made with disadvantage.
Sea Legs. Your swimming and climbing speeds are equal to your normal speed while not wearing medium or heavy armor, or wielding a shield.
Powder Keg. You can make your attacks more lethal by utilizing mariner dice. When you make a hit with a finesse weapon or firearm, you may expend one or more mariner die to deal damage equal to value rolled.
You start with four mariner dice, which are d12s. When you use a mariner die, it is expended. You regain all of your expended mariner dice when you finish a short or long rest. You gain additional mariner dice at 7th level (6d12) and 15th level (8d12).
Fleet-Footed
Starting at 7th level, you’ve learned how to apply moving with the sway of the sea to combat. Whenever a hostile creature hits you with a melee attack, you can use your reaction to move up to half your speed without provoking opportunity attacks from that creature.
When you use this reaction you may choose to expend a mariner die to reduce the damage taken from the hit by the amount rolled.
Cannonade
When you make an attack with a firearm you may choose to use this feature and roll the attack with advantage. If you hit you may attack a different target that is within 10ft of the previous target, also with advantage.
You may use this feature twice and then must take a long rest or expend one mariner die to regain any uses of it. You gain an additional use of this feature at 13th level and 17th level.
All Hands
Starting at 15th level, when you and at least one other ally are engaged against the same creature, you can use your Action to have each engaged ally make a single melee attack against the foe, adding damage equal to your Charisma modifier to their attack. You may also make a single attack but do not gain the benefit of your Extra Attack (you may still make a two-weapon attack as a bonus action).
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Eye of the Storm
At 18th level, you have mastered the ability to fight against even the worst of odds and call upon energy reserves typically reserved only for the most dangerous of storms. You can use this feature to regain the two of the following options:
- One use of your action surge (up to your maximum)
- Gain 4d8 temporary hit points.
- All spent uses of your mariner dice
- One use of Indomitable (up to your maximum)
You may use this feature for free when you roll initiative or as a bonus action if in the middle of combat. Once you have used this feature you must take a long rest before you can use it again.
Previous Versions
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3/3/2021 2:14:06 AM
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3/3/2021 6:50:00 AM
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3/3/2021 6:55:01 PM
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