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Pirate

Mariner - 3rd Level
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Underhanded Strike - 3rd Level
Also starting from when you choose this subclass at 3rd level, you don't need the Finesse property on a weapon to use your Sneak Attack if that weapon is being wielded in one hand. All other restrictions for that class feature still apply.
Practiced Sailor - 9th Level
At 9th level, you gain proficiency with navigator's tools and water vehicles if you don't already have them. You double your proficiency bonus for any check that uses these proficiencies.
Slippery as an Eel - 13th Level
Starting at 13th level, when you use your Uncanny Dodge to halve the damage of a melee attack against you, you can also move up to 15 feet away from the source of the damage as part of the same reaction. This movement does not provoke opportunity attacks.
Dread Pirate - 17th Level
Starting at 17th level, you can use a bonus action on your turn to attempt to demoralize a number of humanoids equal to or less than your Charisma modifier. To be affected, a target must be within 30 feet of you and must be able to see or hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, that target becomes frightened by you until the end of your next turn. If your check fails, that target can't be frightened by you in this way for 1 hour. Once you use this feature, you can't use it again until after you next roll initiative.

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