Corsair

Seadog, scoundrel, freebooter, pirate - there's many names for your kind, but who needs labels? You're just a free spirit, a warrior of the sea - born to fight with the sensation of roiling waves beneath your feet.   Knights in shiny armour and meticulous martial artists might scoff at you, but you've trained to be at your best, when they're at their worst - wind in your face, sun in your eyes, and the sweet taste of seafoam on your lips.   With a blade in one hand a gun in the other, the corsair lives and breathes their unique combination of footwork and weaponry to strike at the heart of their enemies.

Corsairs around the Azure Sea

The first corsair's learned their techniques working the decks of The Azure Sea's largest ships. However their skills have become widely adopted, particularly by scoundrel types who seek practicality and adaptability in their fighting style.   Corsairs can be found in every corner of the world, from bustling streets to shifting sands and every environment in between. They have found a natural home in the Hold of the Sea Princes, and thrive in chaos, always bringing a tool for the job and adapting to unpredictable encounters.  

Firearms

For the revised rules on Firearms see the Gunslinger archetype.   The Corsair is based on original work by FrostBladestorm.

Corsair by Diana Schmidt

Class
Fighter

Corsair


Bonus Proficiencies. (Level 3)
When you choose this martial archetype at 3rd level, you gain proficiency in firearms, navigator's tools and water vehicles. If you already have any of these proficiencies, you can choose another artisan's tools and gain proficiency in that instead.

Art of the Corsair. (Level 3)
Beginning at 3rd level, when you make an attack with a one handed light melee weapon on your turn, you can use a bonus action to attack with a light ranged weapon you are holding in your other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the two weapon fighting fighting style. When you fire a weapon with the ammunition property this way, you can reload the weapon using the hand holding your light melee weapon as part of the attack. In addition, when you make a weapon attack on your turn, you can use up to 5 feet of your movement immediately after the attack without provoking opportunity attacks.

Striker's Finesse. (Level 3)
Also at 3rd level, when you use your Art of the Corsair feature to make a ranged weapon attack against a creature you have successfully hit with a one handed light melee weapon during the same turn, you can choose to open the target up for a deadly flourish. If the ranged weapon attack is a hit, the attack does an extra 1d8 damage. You can use this feature a number of times equal to your Proficiency Bonus. You regain any expended uses when you finish a short or long rest.

Boarding Procedures. (Level 7)
Starting at 7th level, you have learned to shift your body better. Your nimbleness also causes you to gain proficiency in Dexterity saving throws. In addition, you gain a climbing speed and swimming speed equal to your walking speed.

Flawless Footwork. (Level 10)
Once you reach 10th level, you learn to steady your footwork and never miss a beat. You're unaffected by difficult terrain and spells and other magical effects cannot reduce your speed while you aren't incapacitated. You have advantage on saving throws against effects that would knock you prone.

Masterful Evasion. (Level 15)
At 15th level, when a creature comes within 5 feetof you, you can use your reaction to immediately move up to half your speed without provoking opportunity attacks.

Captain's Edge. (Level 18)
By 18th level you have mastered your swashbuckling abilities. When you miss with a melee or ranged weapon attack, your next weapon attack on the same turn of the other type is made with advantage.


Cover image: Classes by Kazunori Aruga

Comments

Please Login in order to comment!