Rogue
Base Class: Rogue

Pirates are masters of the sea. They sail around on ships and fight in rigging and in water. Whether just outside port or hundreds of miles from land, a pirate always feels more comfortable on a ship than they do on dry land. Pirates come in all different shapes, sizes, and races. Since they're all outlaws, they tend not to discriminate against anyone for any reason, valuing freedom more than anything else. This being said, wherever the pirates of a crew come from, three things unifie them all: loves for freedom, gold, and adventure. 

Pirate Weapon Training

Pirates Spend the majority of their lives on ships, living dangerously and fighting to survive. At 3rd level, you too learn to use your weapons and training to your advantage. Furthermore, pirates have long had access to a powerful weapon that the rest of the world is just discovering: gunpowder. You are shown how to use this tool in pistols. You gain proficiency with Scimitars, Tridents, Nets, Light Firearms, and Water Vehicles. These weapons count as "pirate weapons"

At 9th level you get proficiency with Rapiers, at 13th level you gain proficiency with all firearms. These also count as pirate weapons.

At 17th level, you gain advantage on all Dexterity checks, saving throws, and pirate weapon attacks while on Water, Land, and Air Vehicles.

Pirate Fighting Style

At 3rd level, you are able to add your sneak attack bonus to an attack whenever you are fighting with a pirate weapon (i.e. a scimitar, trident, net, or light firearm). When you are using a pirate weapon, you don't need advantage on the attack roll to use your Sneak Attack against a creature as long as you are within 5ft of it and as long as you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

If you make a melee attack against a creature with a pirate weapon and have either no weapon or a light firearm in your other hand, you can make a bonus action attack with a loaded light firearm. You can sheath and draw a firearm as part of this attack. Being within 5ft of an opponent does not impose disadvantage on this attack. When you make this attack you can move 5ft in any direction without taking an attack of opportunity from a creature you attacked this turn.

At 9th level you get an Extra Attack.

Pirate Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

  • If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
  • If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
  • If you succeed on the check and the creature is already friendly to you, it is charmed by you for 24 hours. While charmed, it regards you as a lover or confidant (DM’s choice). This effect ends immediately if you or your companions do anything harmful to it.

You are also very quick witted and can use your sharp tongue as a weapon. As a bonus action you can unleash a string of insults laced with subtle enchantments at a creature. The creature must be able to hear you, though it need not understand you.

  • The target must succeed on a Wisdom saving throw or take 4d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

You can only use one of these abilities per round of combat. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

Daring Escape

You can add your Charisma Modifier to all saving throws.

In addition, when you are prone with an enemy within 5ft of you, flanked, or surrounded by 3 or more enemies you can use your reaction to make a Daring Escape. You may make a dexterity ability check adding your performance skill modifier to the roll. If you succeed the ability check, you can escape from the situation moving up to your movement speed in any direction without taking attacks of opportunity. You can use this ability a number of times equal to your proficiency modifier per short or long rest.

Captain of the Crew

When you reach 17th level, you are the leader of your crew. You lead by example and always have a plan.

Captain's Reflexes: You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can use this feature on your first round even when you are surprised.

Captain's Courage: If you drop to 0 hp you can choose to drop to 1 instead. When you do this you can let out a battle cry and all of you allies within 60ft of you gain temporary hit points equal to your level in this class plus 10. They may choose to immediately make an attack on a creature as a reaction or make an extra attack on their next turn. You can do this once per long rest.

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