Drunken Pirate (5e Subclass)

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Drunken Pirate[edit]

Fighter Subclass

A captain of a pirate ship that can cut from a distance with drunk like waves of air. Drunk pirates are able to use their sinuous and drunk-like movement to control the equally mobile winds, sending forth slashing waves of air with their cutlasses, and even soaring through the skies by riding air currents.

Drunken Training

At 3rd level once you choose this archetype, you have practiced greatly in the art of drunken weapons and pirate weapons you gain proficiency in the Performance skill, vehicles (sea) and the brewer's supplies. You also become proficient with firearms, if they exist in your campaign setting.

Drunken Wave

Starting at 3rd level, you are able to use your drunken technique to project forward cutting waves of air. You gain a number of wave points equal to twice your Fighter level, and you regain all your wave points when you finish a long rest.

When you use the Attack action on your turn, you can spend 1 wave point to send a wave like air current caused by the pressure of your blade. Your reach with melee weapons that cause slashing damage increases by 10 feet, plus 10 x your proficiency bonus feet for that action, and until the end of your next turn. A hit with such an attack deals magical slashing damage, and if you spend 1 wave point when the attack hits, it also deals an extra 1d10 magical slashing damage.

Drunken Strike

Starting at 7th level, you have found that you have amazing luck when you can barely even stand! When you make an attack, you can give yourself -5 on that attack. On a hit, that attack is a critical hit. After this critical, you can wobble up to 10 feet, passing through the space occupied by your opponent, causing both you and the target to fall prone. This movement doesn't provoke opportunity attacks.

You can use this feature a number of times equal to your Constitution modifier (minimum 1), and regain your uses after completing a long rest.

Flowing Wave

At 10th level, you have become amazing at flowing past a redirecting strikes. When a creature hit you with a melee attack roll, you can spend 1 wave point as a reaction to halve the damage of that attack, and instantly cause the same damage to one creature of your choice, other than the attacker, that you can see within 5 feet of you. After using this feature, you fall prone

Drunken Flow

Starting at 15th level, you have become such a master of your style of combat you can bend reality slightly to your will giving you the feature to flow on imaginary waves. You can spend 1 wave point to gain a flying speed equal to your walking speed until the end of your next turn.

Drunken Storm

Starting at 18th level your swordsmanship is rivaled only by the god of blades himself. As an action, you can force all creatures in a 15-foot cube centered on you to make a Dexterity saving throw, or take 2d12 slashing damage (or half as much on a success). A creature that fails the save is also drunk, becoming poisoned until the end of your next turn. You can spend up to 3 wave points to increase the damage dealt by 1d12 per point spent.

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