Professional Documents
Culture Documents
64013-Blackpowder Pirates
64013-Blackpowder Pirates
A
Author’s Note
Firearms feature prominently in most of the new class options
presented here because of their prominence in a great many
cinematic depictions of pirates. They lend a distinctive flair to
maritime adventures that helps establish a unique tone. You’ll
need the Gunslinger PDF for the complete rules on firearms,
otherwise you can utilize one of the alternative options found
within to liberate these pirates from a reliance upon their
guns.
Fighting Style
Heavy armor fashioned of metal might provide excellent
M
spray accelerates the rust and deterioration of such armor as
well. The Mariner fighting style, first shown in the Unearthed
Arcana series from Wizards of the Coast, is recommended for
those characters planning to emulate the Buccaneer martial
archetype and for any campaigns that are planned to spend
much of their time aboard ships on the open seas.
As long as you are not wearing heavy armor or using a shield,
you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a +1 bonus to AC.
•
|
F
|
I
|
Replacing Firearms
While the explosive bluster of firearms makes a solid
contribution to the tone of the class options presented here,
they might not be the best fit for every campaign. DMs
looking for alternatives to the firearm-centric options here
need look no further.
Replaces Shoot First
When you roll initiative, you can move up to your speed
before combat beings. Until the end of your first turn in
combat you have advantage on attacks against any creature
that has not yet acted.
Replaces Shoot First
You gain the loyal companionship of a noisy parrot (use the
stats for the owl). This companion acts independently in
combat, rolling its own initiative and acting on its own turn,
but still obeying your commands. It can attack, or use its
action to distract an enemy, giving you advantage on attacks
against that target. If your companion dies, it takes 1d4 days
to find and groom a suitable replacement.
Replaces Shoot First
As a bonus action on your turn you can begin singing a
nautical song. Any non-hostile creature that can hear you
gains advantage on any skill ability check made while you
maintain concentration on this ability.
|
S
|
|
|
Nautical Options
For the Rest of the Crew
Nautical Superstitions
T d10
1
2
Superstition
You must pour libations before boarding a ship.
You believe whistling on a boat challenges the wind
and refuse to allow anyone to do so.
3 You have a tattoo of a rooster on your foot, believing
it will show you back to shore if you are lost at sea.
4 You refuse to cut your hair or beard and trim your
nails until your voyage is finished.
5 You always bring a black cat aboard ships you sail
with.
6 Any time you sight birds during a voyage, you pause
to offer a prayer to your god.
7 You keep a scrimshaw fishbone as a lucky charm.
8 You will not touch the corpse of anyone that has died
aboard a ship.
9 You must repay any outstanding debts before
embarking upon a new voyage.
10 You will not sail on any ship that is not manned by at
least one kobold.
|
|
|
|
|
|