Reputation of the Cunning Pirate
Pirates who gain the reputation as a Cunning Pirate are creators of deadly weapons and make skillful attacks. They don’t use their looks to make the enemy fear them, but instead use their mind to skillfully kill their enemies. Many don’t see a Cunning Pirate until it is too late, and once they have been found out; most are already dead to tell the tale.
Target Saving Throw
Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ability Save DC = 8 + your proficiency bonus + your Dexterity modifier.
Explosives Expert
When you choose this archetype at 3rd level, Cunning Pirates learn to create devious bombs to take down their opponents. Once a day, you may spend 2 hours and 25 gold pieces in a village, town, or city collecting materials to create bombs of your choice. You can carry up to 6 bombs in any combination of types on your person and can store up to 12 more. You may only give these bombs to other characters if their intelligence is at 9 or above, and may only give 1 for each point of intelligence they have 9 or above (Int 9 give 1, Int 10 give 2, etc.) Roll a d4 and add 2 to determine how many bombs you are able to create within that hour, any bombs made beyond your maximum are immediately sold for 5 gold pieces each. After the roll, you are free to determine which bombs you create. As an action, a person holding a bomb may throw it to an area up to 30 feet away, affecting everything in a radius of 15 feet around that area. Other player characters that throw your bombs must succeed on a Dexterity saving throw at a DC of 13 or drop the lit bomb at their feet. The types of bombs you can make are listed below.
- Grease Bomb: Releases a slippery liquid that covers the ground. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw vs your ability saves or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw vs your ability saves or fall prone. The area is difficult terrain until the grease is cleaned or washed away.
- Poison Bomb: Releases a cloud of poison that lingers for three turns, ending on your turn. A creature that enters the area or ends its turn there must succeed on a Constitution saving throw vs your ability saves or be poisoned (see Poisoned status effect) and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d4 poison damage. On a successful save, the poison ends. Maximum of 1 minute duration.
- Powder Bomb: Creates a 15ft radius explosion. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or take 4d6 fire damage, half as much on a successful save.
- Scatter Bomb: Creates an explosion sending small pellets flying. This bomb's explosion radius is only 5 ft due to the pellets' loss of momentum. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or take 5d6 piercing damage, half as much on a successful save.
- Smoke Bomb: Releases a cloud of smoke. The area becomes heavily obscured for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Sticky Bomb: Releases a viscous liquid that covers the ground. All creatures in the area must succeed on a Dexterity saving throw vs your ability save or be restrained. All creatures must make a Strength save at the end of each of their turns to free themselves.
Poison Savant
Starting at 3rd level, whenever you spend an hour in town collecting bomb materials, you may also collect vials of poison. Spend 20 gold pieces and roll a separate d4 to determine how many vials of poison you are able to purchase up to a maximum capacity of 8. The only poison you are able to procure this way is basic poison. In addition, as a bonus action you can apply this basic poison to a weapon or five pieces of ammunition. Once applied, the poison retains potency for 5 minutes before drying. Struck targets must make a Constitution saving throw vs your ability saves or take an extra 1d4 poison damage. This damage increases to 1d6 at 9th level.
Cheap Shot
At 6th level, you can attempt to blind a target you’re dueling. As a bonus action, you can throw gravel, dirt, grass, mud, or sand up to 10 feet as long as it is available, or if you are carrying a whip, chain, bandana, or rope, you may flick it at their eyes. Your target must make a Dexterity saving throw vs your ability saves or be blinded until your next turn. Only usable against creatures with physical eyes. Creatures with more than 2 eyes gain advantage on their saving throw and creatures with only one eye have disadvantage on their saving throws. You can use this feature a number of times equal to your Dexterity modifier plus 1. You regain all expended uses when you finish a short or long rest.
Death from Above
At 9th level, whenever you drop down adjacent to a creature you are not dueling from a height of at least 10 feet, you gain advantage on your next attack made against that creature this turn and deal an additional 3d6 damage if it is successful. You may begin dueling this target at the end of your turn. (This increases to 6d6 at the 14th level.)
Explosives Master
Starting at 14th level, you learn to create more powerful bombs, as listed below. To create these new bombs, you must spend 50 gold pieces and spend 6 hours in a village, town, or city. You are only allowed to have one of each bomb at a time, they are too dangerous to give to others, and cannot be sold without raising suspicion. The radius of affect for all bombs you make with Explosives Expert increases by 5 feet, and they may be thrown up to 40 feet. Furthermore, when creating the bombs listed under explosives expert ability, you roll a d6 plus 2 to determine how many bombs you create.
- Concussive Bomb: Creates a concussive shock-wave. All creatures within a 60-foot radius that have Line of Sight to the area must succeed on a Dexterity saving throw vs your ability save or be stunned. All creatures must make a Wisdom save at the end of each of their turns to snap out of it.
- Fury Bomb: Releases a cloud of gas. All creatures in a 20ft radius must succeed on a Constitution saving throw vs your ability save or fall under similar effects of the Confusion spell. All creatures must make a Wisdom save at the end of each of their turns to overcome the gas.
- Incendiary Bomb: Creates a deadly explosion. All creatures in a 10ft radius must succeed on a Dexterity saving throw vs your ability save or take 6d10 fire damage, half as much on a successful save.
- Sleep Bomb: Releases a cloud of gas. All creatures in a 30-foot radius must succeed on a Constitution saving throw vs your ability save or be knocked unconscious. All creatures must make a Wisdom save at the end of each of their turns to overcome the gas. A sleeping creature awakens when attacked.
Yellow Bellied Lubber
Beginning at 14th level, you are able to spend at least 15 minutes searching the surrounding area for broken glass and crushing it. If the area has glass, roll a d4 plus two to determine how many vials of powdered glass you gain. This may be done during short rests. You may carry a number of vials of powdered glass equal to your proficiency bonus. When using Cheap Shot, you may spend a vial of crushed glass. If the target fails it's saving throw, the target is blinded indefinitely, and takes 1d6 slashing damage to their eyes each round. If the target is healed, or takes a short or long rest, the damage is stopped. If the target is magically healed, it is no longer blind. If the target is not magically healed within two weeks, one eye rots and falls out. This repeats every two weeks until the creature has no eyes.
Black Market Regular
Beginning at 18th level, you are considered an important person in underground black markets. Whenever you spend an hour acquiring poisons, you can acquire any type of poison. You must spend 100gp and roll a d6 to determine how many vials you collect. After the roll, you are free to determine which poisons you collect. The save against the poisons is your ability save.
Disabling Blow
At 20th level, whenever you hit with a finesse weapon you may choose to sever a muscle in one of the areas on your target listed below. This is limited to Beasts and Humanoids. The target must perform a long rest before regaining control of the damaged muscle.
- Arm: You disable a muscle in one of their arms. The target must succeed against a Constitution saving throw else be forced to take disadvantage on subsequent attacks with that arm.
- Leg: You disable a muscle in one of their legs. The target must succeed against a Constitution saving throw else have their movement speed cut by half.