"Wherever we want to go, we'll go" ~ Spack Narrow, a non-famous pirate of the Hidden Seas
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.
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.
Shanty Steps
When you choose this archetype at 3rd level, your enhanced tolerance for intoxicants has increased your panache and swagger allowing you to move smooth and fast. Whilst you are poisoned you gain the following benefits;
- You gain a bonus to initiative equal to your Charisma modifier.
- You can add your Charisma modifier to your attack and damage rolls while using light weapons.
Audacious Flash
Starting at 7th level, your confidence propels you into battle. You can give yourself a bonus to damage rolls from Bonus Action attacks equal to your Charisma modifier.
Sword Play
At 10th level, your expert movements with light weapons grants you access to the following manoeuvres when wielding a light weapon;
- Disarm. When you hit a creature, that is holding a weapon, with a melee attack you can forgo dealing damage and instead use the strike to knock their weapon out of their grasp.
- Parry. When a creature fails a melee attack against you, you may use your reaction to make a melee attack against them.
- Sweeping Blow. When you hit a creature, that is your size class or smaller, with a melee attack you can forgo dealing damage and instead use the strike to knock them prone.
You can use a number of manoeuvres equal to your Charisma modifier per long rest.
Killing Blow
Starting at 15th level, as you fight you can hone in on your enemies weakness and slip through their defences for massive damage. When you successfully attack a creature on your turn you can now choose to forgo it this turn and instead roll the damage on a subsequent turn after another successful hit, the damage you deal on this turn ignores all resistances. You can only hold one attack's damage at a time. However, whilst holding onto damage you are considered Concentrating restricting you in the following ways;
- You cannot cast spells that require concentration.
- You lose concentration if you fall unconscious, die or enter a Rage, losing all held damage.
- If you take damage you must roll a Constitution saving throw, the DC is the higher number between half damage taken or 10, losing concentration on a failed save meaning you lose all held damage.
In the case of a critical hit you can hold the critical damage, if you then score another critical hit and release the held damage simultaneously you may double the held damage as if you held two attacks.
Master Improviser
Beginning at 18th level, your quick thinking helps you get out of bad situations. You gain proficiency in Deception, or expertise if you already have it. In addition, when you fail a saving throw you can choose to add your Charisma modifier to the roll, potentially causing you to succeed. You can use this feature a number of times equal to your Charisma modifier per long rest.