Fighter Subclass: Corsair
Fighter Subclass: Corsair
Hit Points
Hit Dice: d4 per Fighter Subclass: Corsair level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The wide-open ocean, the salty breeze, and the freedom of a ship—these are the things a corsair values more than anything else. Though an archetypal corsair is no less trained than their military counterparts, they prefer a more swashbuckling, charismatic approach to life, and take well to privateering, smuggling, exploring, and other self-directed work.
Subclass Options
BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you
gain proficiency in Sleight of Hand skill, if you did
not already have proficiency.
SURPRISE ATTACK
At 3rd level, you've learned to strike foes when they
least expect it. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if
another enemy of the target is within 5 feet of it,
that enemy isn't incapacitated, and you don't have
disadvantage on the attack roll.
The amount of the extra damage increases as
you gain levels in this class. At 7th level, this damage
increases to 2d6, at 11th level, this damage increases
to 3d6, and at 15th level, this damage increases to 4d6.
COMMANDEER
At 3rd level, you can replace one of your attacks with
an attempt to steal an item being carried by another
creature. You can't attempt to steal an object that is
being worn as clothing or armor, nor can you steal an
object that is being held in one of the target's hands.
Make a Dexterity (Sleight of Hand) check, opposed
by the target's AC. On a success, you successfully
steal that object. You must have a free hand to use
this ability.
THREE SHEETS
Starting at 7th level, whenever you use your
Second Wind ability, you can also take the Dash or
Disengage action as part of the same bonus action.
CHARMED LIFE
By 10th level, you can saunter into trouble and make
it out unscathed, thanks to your considerable luck.
You can gain advantage on one ability check, attack
roll, or saving throw that uses Dexterity or Charisma.
Once you use this ability, you can't use it again
until you finish a short or long rest.
SLIPPERY POSITIONING
Starting at 15th level, whenever a hostile creature
that you can see within 60 feet moves, you can move
5 feet without using your reaction or provoking
opportunity attacks. On each round, you can use this
ability a number of times equal to your Dexterity
modifier.
UNTOUCHABLE SWORDSMAN
By 18th level, you are legendary with a cutlass.
Whenever you hit a creature with your Surprise
Attack, the target has disadvantage on attack rolls
against you until the beginning of your next turn.
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