You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. Now, you've become a feared pirate in your own right. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.
hit dice:
1d8 per Pirate level
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 + Constitution modifier per Pirate level after 1st
armor proficiencies:
Light Armor and Shields
weapon proficiencies:
Simple Weapons, Crossbows, Flintlock Pistols, Rapiers, Shortswords
tools:
Navigator's tools
saving throws:
Charisma, Dexterity
skills:
Choose three from Acrobatics, Deception, Intimidate, Insight, Perception, Performance, Stealth, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortswords or (c) a cutlass
(a) a light crossbow and 20 bolts or (b) a flintlock pistol
(a) a dungeoneer's pack or (b) an explorer's pack
Pirate Clothes (this is just like common clothes that make you look like a pirate), a dagger, and navigator's tools
spellcasting:
class features:
Level |
Proficiency |
Features |
Dueling Bonus |
1 |
+2 |
Dueling Ace, Fencing Adept |
1d6 |
2 |
+2 |
Rigging Monkey, Slippery as an Eel |
1d6 |
3 |
+2 |
Reputations of the Pirates, Sturdy Sea Legs, Parrot Buddy |
1d6 |
4 |
+2 |
Ability Score Improvement |
1d6 |
5 |
+3 |
Extra Attack |
1d6 |
6 |
+3 |
Follow Foe, Fencing Adept Improvement, Reputation Feature |
1d6 |
7 |
+3 |
Grog Master, Eagle Eyes |
1d8 |
8 |
+3 |
Ability Score Improvement |
1d8 |
9 |
+4 |
Reputation Feature |
1d8 |
10 |
+4 |
Slippery as an Eel Improvement |
1d8 |
11 |
+4 |
Extra Attack (2) |
1d8 |
12 |
+4 |
Ability Score Improvement |
1d8 |
13 |
+5 |
Legendary Greed |
1d10 |
14 |
+5 |
Reputation Feature |
1d10 |
15 |
+5 |
Fencing Master, Certain Death |
1d10 |
16 |
+5 |
Ability Score Improvement |
1d10 |
17 |
+6 |
Belay That!, Slippery as an Eel Improvement |
1d10 |
18 |
+6 |
Reputation Feature |
1d10 |
19 |
+6 |
Ability Score Improvement |
1d12 |
20 |
+6 |
Reputation Feature |
1d12 |
Dueling Ace
Beginning at 1st level, when you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. All subsequent melee and ranged attacks, including targeted spell attacks, you make against a target you are dueling deal an extra 1d6 in damage. If a target you’re dueling takes any action except moving that does not target themselves or you, your targeted attacks against them get advantage on your next turn and you deal bonus damage equal to your proficiency bonus per hit. If you’re dueling and you attempt to attack another target, you immediately stop dueling the prior target. The dueling die changes as you gain Pirate levels, as shown in the Dueling Bonus column of the Pirate table. Dueling ends if you or the target are put into a dying state, rendered unconscious, or restrained.
Fencing Adept
At 1st level, while wielding a finesse weapon if you’re the target of a melee or melee-spell attack from a target that you are dueling, you may use your reaction to add a +2 bonus to your AC. At 6th level, this increases to a +4 bonus to AC.
Rigging Monkey
Starting at 2nd level, a life of sailing has given you considerable expertise when it comes to climbing, and rigging is almost an extension of yourself. You gain a climb speed equal to your land speed, and proficiency in Athletics. You cannot be put at a disadvantage on any non-attack checks that involve rope, chain, or hooks. (I.E. Swinging on ropes, restraining things with a chain, catching a ledge with a hook.)
Slippery as an Eel
Starting at 2nd level, if you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely. You’re moved 5 feet away from the source of damage. At 10th level, you take half the damage if it’s equal to or greater than half the damage inflicted. Dodge on a natural 19. You’re moved 10 feet away from the source of damage.
Sturdy Sea Legs
Starting at 3rd level, a lifetime of fighting on land and sea has taught you to travel with ease over any terrain. You may ignore difficult terrain up to 1/2 your move speed. You gain +5ft movement speed and gain a +10ft bonus to movement speed on ships.
Parrot Buddy
Upon the 3th level, a parrot will notice your scent and will do your bidding to the best a bird can. This parrot is useful for picking up small materials or scouting secret areas.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Follow Foe
Starting at 6th level, as your foe retreats, you stay on their heels, moving through the path made by their escape. When a target within 10 feet of you that you’re dueling takes the disengage action, you may use your reaction to move up to your target's movement speed to keep up with your target. You must use this movement to stay as close to your target as possible, you cannot move through opponents, you do not incur attacks of opportunity when you move this way, you do not set off traps, and other creatures cannot gain advantage against you for flanking or surrounding you until the end of your next turn.
Grog Master
At 7th level, years of heavy drinking has left you hardy and resilient. You have advantage on rolls against getting drunk from alcohol.
Eagle Eyes
At 7th level, your time at sea has given you an affinity for spotting incoming foes. You have advantage on all Perception rolls initiated by the DM. In addition, you may use a bonus action on your turn to make a Perception check to find a hidden creature.
Legendary Greed
Starting at 13th level, finding treasure inspires your lust and paranoia towards it, leading you to search for hidden treasure troves. When you find an enclosed container with gold pieces in it, you may search it for hidden compartments. Roll 1d10. On a 1-4, the hidden compartment is empty. On rolling 5-10, you find that many stacks of your proficiency modifier X 5 in gold pieces. If your roll was 10, you also gain 1 of your choice: a potion of healing, a piece of jewelry worth 250 gold pieces, or ammunition +1. You may use this ability once between short rests.
Fencing Master
Beginning at 15th level, when using the Fencing Adept ability, if you are not hit by the attack, you may either immediately make a single Melee attack against what attacked you, or you may immediately switch positions with what attacked you. You may only perform this movement with creatures the same size as you, and neither of you incur attacks of opportunity when moving this way.
Certain Death
At 15th level, as you feel the cold approach of death, your adrenaline pumps, your focus narrows, and you both know one of you won't be coming out of this alive. If you are below 1/3 of your maximum health, any enemy you are dueling takes double the bonus dueling damage from your attacks, they cannot gain advantage against you, and your attacks against them cannot be at a disadvantage. Neither your target nor you may take reactions against any targets but each other. Should the enemy you're dueling die or begin dying, dueling immediately ends, you regain HP equal to your class level, and if you were the one that put them into that state, you regain an additional 5 HP.
Belay That!
At 17th level, when a creature within 30 feet of you that you have line of sight on takes an action, you may use your reaction to make a melee or ranged attack, including targeted spell attacks (as appropriate) against that creature. On a hit, the creature takes no damage or status effects, but their action is spent without having taken effect. Once you use this feature, you must finish a short or long rest before you can use it again.
subclass options:
Reputations of the Pirates
When you reach 3rd level, you choose how you want people to perceive you. The archetype you choose grants you features at 3rd level and again at 6th, 9th, 14th, 18th, and 20th level.