Rogue
Base Class: Rogue

There are many a men who would clam the vile mistress as there own, yet few have gull enough to carry out her will. Simply claiming the title of pirate will ner do, only when ye can command dread, can ye ever hopes to master a life at sea.

Prerequisite. Although not necessary in order to adopt the role of a dread pirate, this archetype assumes that you have chosen the sailor variant "pirate" for your character's background. 

High Seas Weaponry

When you choose this archetype at 3rd level, you gain proficiency with the cutlass (scimitar), trident, and net. In some settings where gunpowder has been discovered, your DM my also allow you proficiency with certain firearms.

Captain's Orders

After taking upon the mantle of dread pirate at 3rd level, you can issue out powerful orders to either friend or foe, which are fueled by dread dice.

Orders. You learn three orders of your choice, which are detailed under "Orders" below. These orders can easily turn the tide of battle in one way or another, most requiring you to use your action, reaction, or bonus action in addition to expending dread dice.

You gain access to one additional order of your choice at 9th, 13th, and 17th levels. Each time you gain access to a new order, you can also choose to replace one order you know with a different one.

Dread Dice. You gain a number of dread dice equal to your Proficiency bonus, which are d6s. A dread die is expended when you use it. You regain all expended dread points when you finish a short or long rest.

Saving Throws. Some of your orders require your target to make a saving throw to resist the order's effect. The saving throw DC is calculated as follows:

Order save DC = 8 + your proficiency bonus + your Charisma modifier.

Seamanship

Starting at 9th level, your Expertise feature extends to your ability to use navigator's tools and vehicles (water). Additionally, while aboard a vehicle (water), you have advantage on all saving throws and ability checks made to maintain your balance, climb or swing on a rope, tie a knot, swab the deck, or keep yourself from falling overboard.

If you do not already have proficiency with navigator's tools or vehicles (water), you gain proficiency with one or both tools.

Legendary Greed

Starting at 13th level, finding even a remote sign of treasure triggers your paranoia and lust for it, which often leads to you frantically searching for hidden treasure troves. Whenever you come across a chest that contains even the slightest trace of booty, you can expend one dread die to gain advantage on all Charisma (Deception), Wisdom (Perception), and Dexterity (Sleight of Hand) skill checks in regards to anything you find. This feature also extends to any Intelligence (Investigation) checks you make to search for hidden compartments in a specified chest, or to locate a possible hidden cache nearby. 

With a successful Intelligence (Investigation) skill check, your DM may have your roll the dread die, allotting you a number of coins based on the number rolled. Once you've used this feature, you can’t do so again until you finish a long rest.

Davy Jones' Locker

Starting at 17th level, just before you take the Attack action, you can sacrifice three dread dice to guarantee that the results of your next attack will deal critical damage, provided that you are able to hit your target. Additionally, if you roll a 20 on the d20 for your Attack, you may triple the damage dice rather than just doubling them.

Orders

Orders are presented in alphabetical order.

Avast Me Hearties

When initiative is rolled, you can expend one dread die to make all crewmates who can see or hear you aware of their surroundings, provided that you aren’t surprised yourself. Choose one creature who is effected by this ability. Roll the dread die and add the number rolled as a bonus to that creature’s initiative.

Batten Down the Hatches

As a reaction, you can expend one dread die to grant a number of creatures equal to the number rolled (to include yourself), who are subjected to an effect that allows them to make a Dexterity saving throw for half damage, to instead take no damage on a successful save, and to only take half damage if they fail.

Belay That

When a creature within 30 feet of you makes an attack or casts a spell, you can sacrifice two dread dice, as a reaction, in order to make a single melee or ranged weapon attack against that creature. On a successful hit, the target must succeed on a Constitution saving throw or lose their attack or spell. Your attack only grazes the target and does not cause damage.

Blow the Man Down

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to order one member of your crew to strike. When you do so, choose a friendly creature who can see or hear you and expend one dread die. That creature can immediately use its reaction to make one weapon attack, adding the dread die to the attack’s damage roll.

Dead Men Tell No Tells

As an action, you can expend any number of dread dice to force any number of creatures that can see and hear you, within 30 feet, to make a Wisdom saving throw. On a failed save, they become frightened of you for a number of rounds equal to the total number rolled on your dread dice. Additionally, you can make a single weapon attack against any frightened creature this turn as a bonus action, adding the results of one of your dread dice to your damage roll.

Any frightened creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Dead Men Tell No Tells for the next 24 hours.

Fire in the Hole

Whenever a crewmate makes an attack roll against a creature, you can expend one dread die as a reaction to add it to their Attack roll. You can call this order before or after the attack roll is made, but before any effects of the attack are applied.

Hoist the Mizzen

When a crewmate that you can see uses their movement, you can expend one dread die as a reaction, distracting any assailants. Roll the dread die and add the number rolled + your Charisma modifier to that creature's AC until they stop moving.

Man Overboard

As a reaction, you can expend one dread die to grant any one creature, that you can see, advantage on their next Strength (Athletics) skill check made in order to tread water or keep from drowning. Roll the dread die and add the number rolled as a bonus to the number of rounds which that creature can hold their breath. Additionally, you can sacrifice one additional dread die to alert all nearby crewmates of the creature's location, allowing them to take the dash action as bonus action on their next turn.

Run a Rig

When you’re within 5 feet of a crewmate, you can expend one dread die as a reaction and switch places with that creature, provided you have at least 5 feet of movement and the creature is willing to move and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the dread die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Shiver Me Timbers

When you make an Intelligence (History), an Intelligence (Investigation), or an Intelligence (Religion) check, you can expend one dread die and add the number rolled to the ability check.

Splice the Mainbrace

On your turn, you can use an action and expend any number of your dread dice to raise the spirits of your crew. When you do so, choose a number of friendly creatures equal to the number of dread dice spent, who are within 30 feet of you, and who can see or hear you. Those creatures gain one dread die, which is a d6.

Once within the next minute, each of those creatures can roll the die and add the number rolled to one ability check, attack roll, or saving throw they make. Those creatures can wait until after they roll the d20 before deciding to use the dread die, but must decide before the DM says whether the roll succeeds or fails. Once the dread die is rolled, it is lost. A creature can have only one dread die at a time, and can't be granted another until they finish a short or long rest.

Swab the Deck

When you hit a creature with a weapon attack, you can expend one dread die to attempt to knock the target down. You add the dread die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

To the Crow's Nest

As an action, you can expend one dread die to grant any one creature advantage on their next Wisdom (Perception) skill check, as well as any saving throw to prevent natural sleep, for a number of hours equal to the number rolled.

Walk the Plank

As a bonus action, you can sacrifice two dread points to force a creature within 5 feet of you to make a Wisdom saving throw. On a failed save, the next attack against that creature is granted the effects of your Sneak Attack feature.

Weigh Anchor

As an action, you can expend one dread die to bolster the morale of your crew. When you do so, all members of your crew that can see or hear you gain advantage on all saving throws against being [Tooltip Not Found] for a number of rounds equal to the number rolled. Additionally, all creatures effected by this ability gain temporary hit points equal to your Charisma modifier.

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