Buccaneer (5e Class)

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Buccaneer

A tabaxi is rushing through a city and finds herself surrounded by bandit. One lunges and she dodges, slashing the bandit with her rapier. She then fires her pistol, taking out another bandit. Three more bandits attack but the tabaxi climbs up a nearby building to escape before they can act.

A human is on a ship that is caught in a storm. He leaps, dashes, and moves with amazing speed and agility to keep the ship above the water. A huge wave attacks the ship and almost immediately after it leaves, the human is fixing the damage while using magic to hold back another wave.

All of these heroes are buccaneers, dashing warriors who are free, swashbuckling folk heroes of gunpowder, gold, and magic.

Free-style Fighters

The unique trait of a buccaneer is their ability to create new fighting moves on the spot, customizing their styles and weapons. Buccaneers are lone folk heroes who commonly protect and help their home cities and towns. They enjoy boasting and showing off their cool styles in taverns after fending off threats to their hometowns.

No Two buccaneers are the Same

No two buccaneers are the same. they can come in all shapes and sizes with many different abilities and features. One might be a wise spellcaster who owns a loyal parrot while another might be a swashbuckling pirate who can create fake money. They all share one thing in common, though: their ability to create their own fighting styles and moves on the spot.


Creating a Buccaneer

Bucky.jpg
A pistol-wielding buccaneer

As you build your buccaneer, think about your background and personal description: What kind of a buccaneer are you? A wise spellcaster? A navy man bonded to a parrot? A counterfeiting pirate? A daring swashbuckler? A peaceful man of high willpower? A ghostly thief? Or something else entirely?

What made you decide to be the wild card in the bunch? What kind of styles and moves do you create in the middle of battle? You may be already well-known for your good or bad deeds or you may be a secret hero or thief. What is your closest bond? Remember: you are free to choose almost any path you want.

Quick Build

You can make a buccaneer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the sailor, thief, sage, or folk hero background, based on the sort of path you plan to choose.

Class Features

As a Class Features you gain the following class features.

Hit Points

Hit Dice: 1d10 per Class Features level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Class Features level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Rapiers, daggers, pistols, muskets, any seven weapons of your choice.
Tools: Jeweler's tools or cartographer's tools, one gaming set of your choice
Saving Throws: Strength and Dexterity
Skills: Choose three skills from Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) padded armor or (c) hide armor
  • (a) four daggers or (b) one simple ranged weapon of your choice and 20 pieces of ammunition or (c) a pistol or a musket and a gunpowder keg and 20 bullets (if your campaign uses the variant rules for firearms)
  • two melee weapons of your choice
  • (a) diplomat's pack and a dagger or (b) entertainer's pack or (c) explorer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Class Features

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1 Buccaneer's Crew, Buccaneer's Boon
2nd +2 2 <!-Class Feature2-> 2
3rd +2 3 <!-Class Feature3-> 3
4th +2 3 Ability Score Improvement 3
5th +3 3 4 2
6th +3 3 4 2
7th +3 3 4 3
8th +3 3 Ability Score Improvement 4 3
9th +4 3 4 3 2
10th +4 3 4 3 2
11th +4 4 4 3 3
12th +4 4 Ability Score Improvement 4 3 3
13th +5 4 4 3 3 1
14th +5 4 4 3 3 1
15th +5 4 4 3 3 2
16th +5 5 Ability Score Improvement 4 3 3 2
17th +6 6 4 3 3 3 1
18th +6 6 4 3 3 3 1
19th +6 6 Ability Score Improvement 4 3 3 3 2
20th +6 6 4 3 3 3 2

Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your buccaneer has been exposed to the operation of such weapons, your buccaneer is proficient with them.

Buccaneer's Boon

Choose one of the following buccaneer's boons:

<!-Subclass Feature->

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->

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<!-For subclasses introduce this class option here->

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<!-Class Option 2->

<!-Introduce this subclass here->

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

<!-2nd level spell list->

3rd Level

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4th Level

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5th Level

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Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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