PoeticDwarf
2015-10-19, 01:58 AM
Pirate
"So you think I can only command others? You think my job is eating and watching? Disgusting wizard?" Asked the pirate "I'll tell you something,
while you was still reading your first book, I was a dreaded pirate already. Before your family existed, my ancestors ruled the sea, and I've killed more
dragons alone than you did with that whole party of you, what you think of me now?"
"That are just words" the wizard replied wisely, "I didn't become mighty because I believe everything others say."
The pirate spoke again, without the tact of the wizard, but with the bravery of a hero "Are you challanging me? I can kill you here and now." The pirate was
angry now, he drew his longsword and attacked the wizard, they never found the wizard alive.
Pirates are mighty legends, once their ancestors lived on the sea, but some of them didn't even "sea" the sea in their life. A pirate uses the tactics and the resources the sea gives
to kill his/her enemies, pirates will there always be, even in dimensions without water. Being pirate isn't a job, it is a way of fighting.
Level: Features:
1 Pirate's familiar, seaborn
2 Sneakattack
3 Archetype feature
4 ASI
5 Extra attack
6 Familiar improvement
7 Archtype feature
8 ASI
9 Canon's fire
10 Familiar improvement
11 Pirate's stories
12 ASI
13 Archtype feature
14 Familiar improvement
15 Fast ship
16 ASI
17 Familiar improvement
18 Archtype feature
19 ASI
20 Ultimate familiar
As a pirate, you gain the following features:
Hit points
Hit dice 1d8 per pirate level
Hit points at first level 8+ your constitution modifier
Hit points at higher levels 1d8 (or 5) + constitution modifier
Proficiencies
Armor Light armor
Weapons Simple weapons, tridents, scimitars, rapiers
Tools vehicles (water)
Saving throws Strength and Dexterity
Skills Choose two from: Acrobatics, animal handling, athletics, deception, history, perception, sleight of hand, stealth
First level: Seaborn
You gain a swimming speed and a climbing speed equal to half your walking speed, you also have advantages on stealth checks in coast
First level: Pirate's familiar
You can cast find familiar, uses: prof. bonus/day, when you do so, you can also summon a parrot (use raven stats).
This parrot can have different colo(u)rs, each one gives another bonus (see familiar spoiler).
You can have one familiar at a time, you can switch from familiar as bonus action, but that costs one use. The familiar has hit points equal to three times your pirate level.
Second level: Sneak attack
As a rogue, but you have it on the following levels: 2 (1d6), 7 (2d6), 12 (3d6), 17 (4d6)
Third level: Archtype
You can choose an archetype, you can choose between Viking, Sea Mage and ???
Fourth level: ASI
Ability score improvement as other classes, nothing special here, levels 4, 8, 12, 16, 19
Fifth level: Extra attack
Extra attack as other classes, nothing special here
Sixth level: Familiar improvement
You can forge one of your attacks to let your familiar attack, adding your prof. bonus to attack and damage roll.
When you reach level 14, your familiar can attack twice when you forge your attack
Ninth level: Canon's fire
You can a number of times equal to your inteligence modifier per day add sneak attack on two attacks on your turn. You can spend an use at the beginning of your turn to have that turn two times sneak attack.
Tenth level: Familiar improvement
Your familiar buffs you better, see familiar spoiler
Eleventh level: Pirate's stories
You can once per day inspire your crew, if you tell a story for 10 minutes you give temporary hit points to up to four people (OTHER THAN YOU) who listened to the story, the temporary hit points are
equal to your pirate level.
Fourteenth level: Familiar improvement
You can let your familiar attack two times when you forge your attack. You can also let your familiar attack once as a bonus action, but it then only adds your prof. bonus to damage OR attack roll.
Fifteenth level: Fast ship
You gain a bonus on initiative equal to half your proficiency bonus (rounded up, so in fact just a +3 bonus nothing more nothing less)
Seventeenth level: Familiar improvement
See familiar spoiler
Twentieth level: Ultimate familiar
Your can change from familiar at will, but it still costs a bonus action, you can't summon your familiar at will.
Also, when you summon your familiar, it has temporary hit points equal to its maximum hit points (probably 60).
Your familiar also adds prof. bonus to AC, skills and the DC of its mimic feature.
Blue: Your swim speed is now equal to your walking speed, instead of half (On level 10 your climb speed is also walking speed and on level 17 you have half your speed
flying speed while outdoors)
Red: When you make a weapon attack, you can choose to deal fire damage instead of the normal attack damage (on level 10 you can also deal normal damage + 1d4 fire damage once per turn and on level 17 on all your attack)
Black: You have a stealth bonus equal to your inteligence modifier if you don't have expertise in stealth (on level 10 dexterity modifier instead of int. and on level 17 you get expertise in stealth instead of dex.)
Yellow You have +1 in all int. skills you aren't trained in (level 10 also +1 on a mental save and on level 17 +2 on those skills, and no mental save)
Green You have +1 in all wis. skills you aren't trained in (level 10 also +1 on a mental save and on level 17 +2 on those skills, and no mental save)
Pink You have +1 in all cha. skills you aren't trained in (level 10 also +1 on a mental save and on level 17 +2 on those skills, and no mental save)
Purlple When you have to make an athletics check, you can use acrobatics instead (on level 10 you can replace every strength check for a dexterity check and on level 17 you have advantage on dexterity checks who were official strength checks)
White When someone hits you with a melee attack, you can use your reaction to deal 1d4 radiant damage to the target (1d8 on level 10 and 1d12 on level 17)
Brown Your speed increases with 10ft (level 10 it becomes 15ft and level 17 20ft)
Viking: Angry? I'll show you angry
Level 3: You gain prof. with medium armor, shields, battleaxes and longswords. You can also sneak attack with battleaxes, longswords and tridents
Level 7: Once per day you can go in a rage, getting everything a barbarian rage gives on level 1 but you can't get extra rage damage on an attack
if you use sneakattack on that attack
Level 13: When you carry a trident, longsword or battleaxe in one hand, the weapon deals the same amount of damage as if you would carry it in two hands
Level 18: When you go in a rage, you also get the berserker level three feature, or one of the level three features of totem warrior. Choose this when you
gain this feature.
that attack
Sea mage: The sea gives more than brute force
Level 3: Spellcasting as arcane trickster/eldritsch knight, choose from abjuration and enchantment spells
You also get an hat as an action (one at a time), this hat is your spellcasting focus and you don't need free hands for it
Level 7: WHen you summon a parrot (not when you change) and you roll a 1-3 on the d10 you get a random effect from the wild magic table if you want.
Level 13: You hat can produce sounds, you can make verbal components through your hat, but only if you are within 20ft of your hat
Level 18: When you roll on the wild magic table, you can roll twice and choose between the results.
I really don't know what a third archtype should be, but I think there should be one so please help me:smallsmile:
"So you think I can only command others? You think my job is eating and watching? Disgusting wizard?" Asked the pirate "I'll tell you something,
while you was still reading your first book, I was a dreaded pirate already. Before your family existed, my ancestors ruled the sea, and I've killed more
dragons alone than you did with that whole party of you, what you think of me now?"
"That are just words" the wizard replied wisely, "I didn't become mighty because I believe everything others say."
The pirate spoke again, without the tact of the wizard, but with the bravery of a hero "Are you challanging me? I can kill you here and now." The pirate was
angry now, he drew his longsword and attacked the wizard, they never found the wizard alive.
Pirates are mighty legends, once their ancestors lived on the sea, but some of them didn't even "sea" the sea in their life. A pirate uses the tactics and the resources the sea gives
to kill his/her enemies, pirates will there always be, even in dimensions without water. Being pirate isn't a job, it is a way of fighting.
Level: Features:
1 Pirate's familiar, seaborn
2 Sneakattack
3 Archetype feature
4 ASI
5 Extra attack
6 Familiar improvement
7 Archtype feature
8 ASI
9 Canon's fire
10 Familiar improvement
11 Pirate's stories
12 ASI
13 Archtype feature
14 Familiar improvement
15 Fast ship
16 ASI
17 Familiar improvement
18 Archtype feature
19 ASI
20 Ultimate familiar
As a pirate, you gain the following features:
Hit points
Hit dice 1d8 per pirate level
Hit points at first level 8+ your constitution modifier
Hit points at higher levels 1d8 (or 5) + constitution modifier
Proficiencies
Armor Light armor
Weapons Simple weapons, tridents, scimitars, rapiers
Tools vehicles (water)
Saving throws Strength and Dexterity
Skills Choose two from: Acrobatics, animal handling, athletics, deception, history, perception, sleight of hand, stealth
First level: Seaborn
You gain a swimming speed and a climbing speed equal to half your walking speed, you also have advantages on stealth checks in coast
First level: Pirate's familiar
You can cast find familiar, uses: prof. bonus/day, when you do so, you can also summon a parrot (use raven stats).
This parrot can have different colo(u)rs, each one gives another bonus (see familiar spoiler).
You can have one familiar at a time, you can switch from familiar as bonus action, but that costs one use. The familiar has hit points equal to three times your pirate level.
Second level: Sneak attack
As a rogue, but you have it on the following levels: 2 (1d6), 7 (2d6), 12 (3d6), 17 (4d6)
Third level: Archtype
You can choose an archetype, you can choose between Viking, Sea Mage and ???
Fourth level: ASI
Ability score improvement as other classes, nothing special here, levels 4, 8, 12, 16, 19
Fifth level: Extra attack
Extra attack as other classes, nothing special here
Sixth level: Familiar improvement
You can forge one of your attacks to let your familiar attack, adding your prof. bonus to attack and damage roll.
When you reach level 14, your familiar can attack twice when you forge your attack
Ninth level: Canon's fire
You can a number of times equal to your inteligence modifier per day add sneak attack on two attacks on your turn. You can spend an use at the beginning of your turn to have that turn two times sneak attack.
Tenth level: Familiar improvement
Your familiar buffs you better, see familiar spoiler
Eleventh level: Pirate's stories
You can once per day inspire your crew, if you tell a story for 10 minutes you give temporary hit points to up to four people (OTHER THAN YOU) who listened to the story, the temporary hit points are
equal to your pirate level.
Fourteenth level: Familiar improvement
You can let your familiar attack two times when you forge your attack. You can also let your familiar attack once as a bonus action, but it then only adds your prof. bonus to damage OR attack roll.
Fifteenth level: Fast ship
You gain a bonus on initiative equal to half your proficiency bonus (rounded up, so in fact just a +3 bonus nothing more nothing less)
Seventeenth level: Familiar improvement
See familiar spoiler
Twentieth level: Ultimate familiar
Your can change from familiar at will, but it still costs a bonus action, you can't summon your familiar at will.
Also, when you summon your familiar, it has temporary hit points equal to its maximum hit points (probably 60).
Your familiar also adds prof. bonus to AC, skills and the DC of its mimic feature.
Blue: Your swim speed is now equal to your walking speed, instead of half (On level 10 your climb speed is also walking speed and on level 17 you have half your speed
flying speed while outdoors)
Red: When you make a weapon attack, you can choose to deal fire damage instead of the normal attack damage (on level 10 you can also deal normal damage + 1d4 fire damage once per turn and on level 17 on all your attack)
Black: You have a stealth bonus equal to your inteligence modifier if you don't have expertise in stealth (on level 10 dexterity modifier instead of int. and on level 17 you get expertise in stealth instead of dex.)
Yellow You have +1 in all int. skills you aren't trained in (level 10 also +1 on a mental save and on level 17 +2 on those skills, and no mental save)
Green You have +1 in all wis. skills you aren't trained in (level 10 also +1 on a mental save and on level 17 +2 on those skills, and no mental save)
Pink You have +1 in all cha. skills you aren't trained in (level 10 also +1 on a mental save and on level 17 +2 on those skills, and no mental save)
Purlple When you have to make an athletics check, you can use acrobatics instead (on level 10 you can replace every strength check for a dexterity check and on level 17 you have advantage on dexterity checks who were official strength checks)
White When someone hits you with a melee attack, you can use your reaction to deal 1d4 radiant damage to the target (1d8 on level 10 and 1d12 on level 17)
Brown Your speed increases with 10ft (level 10 it becomes 15ft and level 17 20ft)
Viking: Angry? I'll show you angry
Level 3: You gain prof. with medium armor, shields, battleaxes and longswords. You can also sneak attack with battleaxes, longswords and tridents
Level 7: Once per day you can go in a rage, getting everything a barbarian rage gives on level 1 but you can't get extra rage damage on an attack
if you use sneakattack on that attack
Level 13: When you carry a trident, longsword or battleaxe in one hand, the weapon deals the same amount of damage as if you would carry it in two hands
Level 18: When you go in a rage, you also get the berserker level three feature, or one of the level three features of totem warrior. Choose this when you
gain this feature.
that attack
Sea mage: The sea gives more than brute force
Level 3: Spellcasting as arcane trickster/eldritsch knight, choose from abjuration and enchantment spells
You also get an hat as an action (one at a time), this hat is your spellcasting focus and you don't need free hands for it
Level 7: WHen you summon a parrot (not when you change) and you roll a 1-3 on the d10 you get a random effect from the wild magic table if you want.
Level 13: You hat can produce sounds, you can make verbal components through your hat, but only if you are within 20ft of your hat
Level 18: When you roll on the wild magic table, you can roll twice and choose between the results.
I really don't know what a third archtype should be, but I think there should be one so please help me:smallsmile: