Pirate Cover (5e Feat)

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Scales.png This page is of questionable balance. Reason: Overpowered. There is more here than some subclasses and backgrounds, and this is supposed to be a half feat. See 5e Feat Design Guide. Acting is not a skill.


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Pirate cover

Wey, hey, up she rises, early in the morning. You gain the following benefits:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • You gain proficiency in acting, plus one between Persuasion or Deception; you also gain proficiency with water vehicles and a musical instrument of your choice.
  • Your AC without armor becomes 10 + Dexterity modifier + your proficiency bonus.
  • You can't get lost at sea, and you can use constellations in the sky to discern cardinal points.
  • You gain a swim speed of 45 feet, and can hold your breath for 30 minutes.
  • You are associated with a probably well-known crew, whether for good or bad reasons, when you enter a tavern or coastal town, roll a d20. On a 10 or higher, you are recognized by some people, including the bar owner, giving you an advantage in social interactions with people, whether asking for free food, information, shelter, etc. in a 5 - 9, a few people seem to recognize you, whispers about you start to be made, whether this will be a good or bad thing depends on the DM.
  • You can reload a ranged weapon using half your movement instead of an action.
  • If an opponent misses an attack against you with a difference of 5 or more, you can make a distraction against him, either by saying that there is something behind him, poking his eyes, etc. make a Deception check, on a success, you can make an attack against him, ending the target's turn.
  • If you have any kind of alcoholic beverage and something to light on fire, you can use an action to take a sip of the drink, and spit it near the fire source to try to spit flames. Creatures in a 15 foot cone in front of you make a Dexterity saving throw (8 + your proficiency bonus + your Dexterity modifier), or take 4d4 fire damage, if one or more dice roll 1, you take the damage from those dice too. "(if you roll dice like 1, 1, 2, 4, you take 2 damage, and the targets 8)"
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