Pirate (Grand Line Supplement)
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Pirate[edit]
Free Sea Warriors[edit]
Creating a Pirate[edit]
- Quick Build
You can make a Pirate quickly by following these suggestions. Firstly, the ability of your first chosen saving throw proficiency should be your highest ability score, followed by that of your second saving throw proficiency.
Class Features
As a Pirate you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Pirate level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pirate level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Constitution, or Wisdom, and Strength, Intelligence, or Charisma
Skills: Any three skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- common clothes
- (a) any two simple weapons or (b) any one martial weapon
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Stamina Points |
---|---|---|---|
1st | +2 | Stamina, Fighting Style | 1 + Con Mod |
2nd | +2 | Crew Function | 2 + Con Mod |
3rd | +2 | Fighting Style feature | 3 + Con Mod |
4th | +2 | Ability Score Improvement | 4 + Con Mod |
5th | +3 | — | 5 + Con Mod |
6th | +3 | Fighting Style feature | 6 + Con Mod |
7th | +3 | Resistant | 7 + Con Mod |
8th | +3 | Ability Score Improvement | 8 + Con Mod |
9th | +4 | Fighting Style feature | 9 + Con Mod |
10th | +4 | — | 10 + Con Mod |
11th | +4 | — | 11 + Con Mod |
12th | +4 | Ability Score Improvement | 12 + Con Mod |
13th | +5 | Fighting Style feature | 13 + Con Mod |
14th | +5 | — | 14 + Con Mod |
15th | +5 | Limit Break | 15 + Con Mod |
16th | +5 | Ability Score Improvement | 16 + Con Mod |
17th | +6 | Fighting Style feature | 17 + Con Mod |
18th | +6 | Reactive | 18 + Con Mod |
19th | +6 | Ability Score Improvement | 19 + Con Mod |
20th | +6 | Fighting Style feature | 20 + Con Mod |
21st | +7 | True Pirate | 21 + Con Mod | ||
22nd | +7 | Ability Score Improvement | 22 + Con Mod | ||
23rd | +7 | Fighting Style feature | 23 + Con Mod | ||
24th | +7 | Resistant (2) | 24 + Con Mod | ||
25th | +8 | 25 + Con Mod |
Stamina[edit]
Starting at 1st level, you have learned how to use your inner endurance to improve your attacks. Your access to your Stamina is represented by a number of Stamina points. Your Stamina points are calculated by adding the Stamina Points column of the Class table to your Constitution modifier.
When you spend a Stamina point, it is unavailable until you finish a short or long rest. At the end of a long rest, all expended Stamina points returns to you.
Fighting Style[edit]
At 1st level, through hard training, studying or just natural talent you have learned your very own fighting style. You must choose between being a Brawler, Fighter, Swordsman, Gunner, Medic or Specialist, all detailed at the end of this class description. You will gain fighting style features at 3rd, 6th, 9th, 13th, 17th, 20th and 23th levels.
Crew Function[edit]
At 2nd level, every pirate in a ship has it's own function, you could not be different. You must choose between Navigator, Cook, Doctor, Shipwright or Musician.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, 19th and 22th 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.
Resistant[edit]
At 7th level, your strength as a warrior allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
- Repulsion - Charisma
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may choose one additional ability score to benefit from this effect at 24th level.
Limit Break[edit]
At 15th level, you reject your limits. When you drop to 0 hit points, you may immediately take a turn before you would fall unconcious. You may do this once, regaining all uses at the end of a long rest.
Reactive[edit]
At 18th level, you can spend 5 Stamina to take an additional bonus action, and 10 Stamina to take an additional reaction once per round outside of your turn.
Real Pirate[edit]
At 21st level, you may add half your proficiency bonus to any saving throws you are not proficient in.
Fighting Styles[edit]
Brawler[edit]
The Brawlers do not care about fancy techniques or super detailed strategies, they prefer to use their own body to fight!
Brawler effect save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier
Brawler attack modifier = your proficiency bonus + your Dexterity or Strength modifier
If you choose this form at 1st level, your Hit Dice will increase to a d12.
Tier 1
Martial Style: You must choose one Martial Style from the Martial Styles list, which will give you techniques and benefits as you level in the brawl fighting style.
Martial Arts: You are trained in martial arts, gaining a mastery over your fists. Your unarmed strikes will now deal 1d4 + Your Strength or Dexterity bludgeoning damage, and you may use your Dexterity for the attack rolls of your unarmed strikes. This damage increases to a 1d6 at your Tier 2, to 1d8 at your Tier 3, to 1d10 at your Tier 4, to 1d12 at your Tier 5, to 2d6 at your Tier 6, to 2d8 at your Tier 7, and to 2d10 at your Tier 8. In addition, if you have used your action to do the attack action you may use your bonus action to give an unarmed strike.
Martial Techniques. You will gain many different Martial Techniques. You may have a number of Martial Techniques equal to half your level + your proficiency bonus. which are all listed on the Martial Techniques List.
Tier 2
Unarmored Movement: Your speed has increased with time due to your constant use of your body. Your movement speed will increase by 10 ft. while not wearing armor or wielding a shield. This movement increases to 15ft. at Tier 3, 20ft. at Tier 4, 25ft. at Tier 5, 30 ft. at Tier 6, 35ft. at Tier 7, and to 40ft. at Tier 8.
Fit Body: You can add half your proficiency bonus (rounded up) to any Strength or Dexterity check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength or Dexterity modifier.
Unarmored Defense: While unarmored or not wielding a shield, your AC is 10 + Your Strength or Dexterity modifier + Your Constitution modifier.
Tier 3
Quick Reflex: You can spend 1 Stamina point to take the Dodge action as a bonus action on your turn.
Speed Rush: You can spend 1 Stamina point to take the Dash action as a bonus action on your turn.
Strategious Retreat: You can spend 1 Stamina point to take the Disengage action as a bonus action on your turn.
Tier 4
Phisical Superiority: Whenever you make a Athletics or Acrobatics check, you can roll your unarmed strike die and add it to the total result. You can use this as many times as your proficiency bonus.
Unstoppable Barrage of Strikes: Whenever you score a critical hit with an unarmed strike, you can make one additional unarmed strike that turn. This may be used once per round.
Dash By: As your agility grows you can run trhough the battlefield while beating your opponents. You don't provoke opportunity attacks on your turn from creatures if another enemy of the creature is within 15 feet of it.
Tier 5
Unshakable Spirit: When you are reduced to 0 hit points you are not incapacitated. You still must make Death Saving Throws, and still die if you fail three times.
Phisical Prowess: whenever you make a Strength or Dexterity check, you can treat a d20 roll of 9 or lower as a 10.
Tier 6
Superhuman Endurance: You will now add your proficiency bonus to Death Saving Throws. If your roll is a total of 20 or higher (adding the proficiency) you regain 1 hit point.
Tier 7
Tier 8
Fighter[edit]
Fighter effect save DC = 8 + your proficiency bonus + your Strength modifier
Fighter attack modifier = your proficiency bonus + your Strength modifier
If you choose this form at 1st level, your Hit Dice will increase to a d10.
Tier 1
Weapon Style: You must choose one Weapon Style from the Weapon Styles list, which will give you techniques and benefits as you level in the Fighter Fighting Style.
Fighting Style: you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Fighting Techniques. You will gain many different Fighting Techniques. You may have a number of Fighting Techniques equal to half your level + your proficiency bonus. which are all listed on the Fighting Techniques List.
Swordsman[edit]
Swordsman effect save DC = 8 + your proficiency bonus + your Dexterity modifier
Swordsman attack modifier = your proficiency bonus + your Dexterity modifier
Tier 1
Swordsman Style: You must choose one Swordsman Style from the Swordsman Styles list, which will give you techniques and benefits as you level in the Swordsman Fighting Style.
Sword Style: Each swordsman has a preference to how much blades they wield at once, some prefer only one, some use two, or even three if they are special. You must choose one of the Sword Styles bellow:
- One Sword Style. You have specialized in wielding swords, only needing one to finish off your enemies. Whenever you are only wielding one sword be it with two hands or one, you will gain a +1 bonus to it's attack and damage rolls.
- Two Sword Style. You are at your best when you're wielding two swords. Whenever you are wielding two swords, you can add your modifier in the second damage roll.
- Three Sword Style. You have decided you're not like the others, wielding three swords is the only thing that makes you comfortable fighting. When wielding three swords, you will gain a +1 to your AC.
- Six Sword Style. Requires a cyborg implantment, a devil fruit that creates more arms, or a racial feature with more arms. You have used your body to it's maximum capabilities, using all you have to attack with your swords. When wielding six swords, you will gain a +6 bonus to your passive perception.
Sword Techniques. You will gain many different sword techniques based on your chosen Swords Style. You may have a number of Sword Techniques equal to half your level + your proficiency bonus. which are all listed on the Sword Techniques List.
Gunner[edit]
Gunner effect save DC = 8 + your proficiency bonus + your Dexterity modifier
Gunner attack modifier = your proficiency bonus + your Dexterity modifier
If you choose this form at 1st level, your Hit Dice will decrease to a d6.
Tier 1
Shooting Style: You must choose one Shooting Style from the Shooting Styles list, which will give you techniques and benefits as you level in the Gunner Fighting Style.
Shoot at Will: When you hit an opponent by surprise, it's when your bullets are the deadliest. Whenever you hit a with a ranged weapon attack that the creature that is surprised or you had advantage, you will add 1d6 to the total damage. At Tier 2 this increases to 2d6, at Tier 3 this increases to 3d6, at Tier 4 this increases to 4d6, at Tier 5 this increases to 5d6, at Tier 6 this increases to 6d6, at Tier 7 this increases to 7d6, at Tier 8 this increases to 8d6.
Medic[edit]
Medic effect save DC = 8 + your proficiency bonus + your Wisdom modifier
Medic attack modifier = your proficiency bonus + your Wisdom modifier
If you choose this form at 1st level, your Hit Dice will decrease to a d6.
Tier 1
Medical Specialization: You are a refined medic, knowing special treatments that almost no one else knows. You must choose one of the Medical Specializations from the Medical Specializations List, which will give you techniques and benefits as you level in the Medical Fighting Style.
Specialist[edit]
Specialist effect save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier
Specialist attack modifier = your proficiency bonus + your Intelligence or Charisma modifier
If you choose this form at 1st level, your Hit Dice will decrease to a d6.
Tier 1
Unique Style: You have grown a unique style of fighting, making you stand out from the rest. You must choose one of the Unique Styles from the Unique Styles List, which will give you techniques and benefits as you level in the Specialist Fighting Style.
Expertise: You have a great arsenal of skills at your disposal, aways being ready. Choose three of your skill proficiencies, or two of your skill proficiencies and your proficiency with any tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Specialist Die: Due to your unique knowledge, you can aways help yourself or an ally in need. You will gain a number of Specialist Dice equal to your Charisma or Intelligence modifier. These dies are d4's, and you may roll them as a free action and add them to your own or your allies saving throws, ability checks or attack rolls. This dice increases to a d6 at Tier 2, d8 at Tier 3, d10 at Tier 4, and to a d12 at Tier 5. From Tier 6 ownwards, you will gain one additional use of your Specialist Dice.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Pirate class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Pirate class, you gain the following proficiencies:
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