Fighter
Base Class: Fighter

Pirates value freedom above all else, even treasures. The feel of wind, and chasing the far horizon is the life every soul who enters piracy hopes for. Scourges of the sea, bandits that use their wits and cunning to give them the upper hand. You enjoy using your silver tongue with your fighting style to easily cut down your enemies with style. They are able to use their charismatic prowess to give themselves and their crew the advantage against the enemies.

Pirate's are notorious thieves, plunderers, raiders and treasure hunters. The allure of gold is strong for most, but none more than the pirate. Pirates are best known as sailors, however they are by no means limited to seafarers, some bandits, raiders and scammers are all pirates.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with sea vehicles and firearms (DM's discretion).

Raider

Beginning when you choose this archetype at 3rd level, You gain a +3 Initiative and Armor Class when against bad odds (when you are outnumbered)

Marauder's Luck

At 7th level, when you make an attack roll, you can reroll the attack roll. You can wait until after you roll the d20 before deciding to use this feature but must decide before the GM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Ride the Wave

At 10th level, you learn how to use your experience living in the wild seas even when you are on solid ground. Your movement becomes so smooth that you are very hard to hit once you start moving, granting you the following effects: Opportunity attacks made against you are made with disadvantage, it only takes a quarter of your movement to stand back up after being knocked prone, and you gain an additional 10ft to your walking speed.

Parley

At 15th level, you can entice a creature to face you one on one. Choose one creature that you can see within 30 feet that can see and hear you. Creatures that can’t be charmed are immune to this effect.

While charmed by you, the creature must use its movement to move towards you and has advantage on its attacks against you, and you have advantage on attack rolls against it. The effect lasts as long as you maintain your concentration (as if concentrating on a spell). As an action, the enthralled creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends. DC Save equal to 10 + Charisma + Proficiency. You can use this feature twice per long rest. You regain the usage of this feature once you have finished a long rest.

Command the Crew

At 18th level, your status of piracy has elevated you to the title of captain, and your allies are able to recognize it. As a bonus action, you can choose a number of allied creatures within 30 feet of yourself equal to your Charisma modifier (min 1). Those creatures can all use their reaction to move up to half of their movement speed and make either a weapon attack or use a cantrip on a creature within 30 feet of yourself. After using this feature, you must take a long rest before doing so again.

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