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Fighter: Corsair Art of the Corsair

With a blade in one hand a gun in the other, the corsair lives Beginning at 3rd level, when you make an attack with a one
and breathes their unique combination of footwork and handed light melee weapon on your turn, you can use a
weaponry to strike at the heart of their enemies. The first bonus action to attack with a light ranged weapon you are
corsair's learned their techniques working the decks of holding in your other hand. You don't add your ability modifier
Sanctum's largest ships, however their skills have become to the damage of the bonus attack, unless that modifier is
widely adopted, particularly by scoundrel types who seek negative or you have the two weapon fighting fighting style.
practicality and adaptability in their fighting style. When you fire a weapon with the ammunition property this
Corsairs can be found in every corner of the world, from way, you can reload the weapon using the hand holding your
bustling streets to shifting sands and every environment in light melee weapon as part of the attack.
between. They thrive in chaos, always bringing a tool for the In addition, when you make a weapon attack on your turn,
job and adapting to unpredictable encounters. you can use up to 5 feet of your movement immediately after
the attack without provoking opportunity attacks.
Corsair Features
Fighter Level Feature Striker's Finesse
Also at 3rd level, when you use your Art of the Corsair feature
3rd
Bonus Proficiencies, Art of the Corsair,
to make a ranged weapon attack against a creature you have
Striker's Finesse successfully hit with a one handed light melee weapon during
7th Boarding Procedures the same turn, you can choose to open the target up for a
deadly flourish. If the ranged weapon attack is a hit, the
10th Flawless Footwork attack is a critical hit.
15th Masterful Evasion You can use this feature a number of times equal to your
18th Captain's Edge
Dexterity modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Bonus Proficiencies Boarding Procedures
When you choose this martial archetype at 3rd level, you gain Starting at 7th level, you have learned to shift your body
proficiency in firearms, navigator's tools, cartography tools, better. Your nimbleness also causes you to gain proficiency in
and water vehicles. If you already have any of these Dexterity saving throws.
proficiencies, you can choose another artisan's tools and gain In addition, you gain a climbing speed and swimming
proficiency in that instead. speed equal to your walking speed.
Flawless Footwork
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
At 15th level, when a creature enters within 5 feet
of you, you can use your reaction to immediately
move up to half your speed without provoking opportunity
attacks.
Captain's Edge
Finally, at 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.

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Complete Guide to Sanctum - u/FrostBladestorm

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