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Using Superiority Dice.

In addition to fueling OLD SALT


your maneuvers, you can expend superiority When you reach 7th level, your time aboard
dice to gain one of the following benefits: ocean-faring vessels has turned you into one of
 When you make a weapon attack against a the finest sailors to board a vessel in living
creature, you can expend one superiority die memory. You are counted as two members of
to make an attack with a firearm you are any ship’s crew and are able to fulfill all the
holding against any creature you can see required duties without unduly exhausting
within range of your firearm. yourself, and you are able to push the efforts of
 When you make an attack with a firearm, you other crew members to further heights. The
can expend one superiority die to add it to the effective crew of any ship you sail on is
damage you deal with the attack. increased by 50% and you can use your
Saving Throws. Some of your maneuvers downtime to increase the loyalty score of the
require your target to make a saving throw to crew by 1d4. Additionally, you are never at risk
resist the maneuver’s effects. The saving throw of losing your sea legs due to prolonged activity
DC is calculated as follows: on dry land.
Maneuver save DC = 8 + your proficiency IMPROVED COMBAT SUPERIORITY
bonus + your Strength or Dexterity modifier At 10th level, your superiority dice turn into
(your choice) d10s. At 18th level, they turn into d12s.

FIGHTING STYLE RECKLESS DARING


Heavy armor fashioned of metal might provide Starting at 15th level, you can spur yourself to
excellent protection to those fighters that engage in greater action when you throw yourself
combat upon land, but for the Buccaneer such armor recklessly into daring situations. On your turn,
is a liability. The extra weight makes swimming
you can take one additional action on top of your
difficult and risks drowning. Salty spray accelerates
regular action and a possible bonus action. You
the rust and deterioration of such armor as well. The
Mariner fighting style, first shown in the Unearthed can only use this action to Dash or to perform
Arcana series from Wizards of the Coast, is any action that requires an athletics or acrobatics
recommended for those characters planning to check or that would provoke an opportunity
emulate the Buccaneer martial archetype and for any attack. Until the start of your next turn, attacks
campaigns that are planned to spend much of their against you have advantage.
time aboard ships on the open seas. Once you use this feature, you must finish a
short or long rest before using it again.
MARINER
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. GUNSLINGER PERSONAS
SHOOT FIRST Firearms are a favored tool of pirates. They’re
lethal, intimidating, and conveniently
At 3rd level, you gain proficiency with firearms.
transportable. Those pirates that master them, do
When you roll initiative you can draw one
so using the gunslingers art and cultivate a
firearm in your possession. If you are not
reputation as ruthless sea dogs.
surprised, you can also make one attack with
that firearm against any creature that you can see
and whose initiative result is lower than your
DREAD PIRATE
own. Noisy spectacle and boisterous showmanship are
the hallmark of your reputation. You use your
firearms as tools of intimidation against your DETERMINED SWORDSMAN
foes, and a means to inspire awe in those that Starting at 3rd level when you select this persona,
you are allied with. You desire command of you gain proficiency with your choice of the
your own vessel and crew, inspiring anyone of cutlass (use the rules for the scimitar) or rapier.
like mind to revel with you in your ostentatious When you have advantage against the target of
behavior. You are a consummate adventurer, an attack you make with your chosen weapon,
enjoying the company of others as bold as you can expend a use of your Grit to add your
yourself and pushing more out of the dregs that firearm bonus damage to the attack.
try to keep up with your company.
VICIOUS REPUTATION
COMBAT SUPERIORITY Beginning at 10th level, your reputation as a
At 3rd level, you gain a set of abilities that are scourge upon the sea has reached the point
fueled by special dice called superiority dice. where those that see you coming are apt to turn
Superiority Dice. You have four superiority and run. When you use your Menace ability, the
dice, which are d8s. A superiority die is creatures you target are frightened until the end
expended when you use it. You regain all of of their next turn and until they rest they have
your expended superiority dice when you finish disadvantage on any attack made against you if
a short or long reset. you have more than half of your hit points
You gain another superiority die at 7th level and remaining.
one more at 15th level.
Using Superiority Dice. You can expend WALK THE PLANK
superiority dice to gain a number of different Upon reaching 15th level, you use your firearm
benefits: to force your foes to swim with the sharks. You
 When you make a weapon attack against a can use your Menace ability to force one target
creature, you can expend one superiority die to spend their turn moving up to their speed
to make an attack with a firearm you are towards the edge of a ship’s deck. They have
holding against any creature you can see advantage on the save against this effect, but if
within range of your firearm. they have enough movement to reach the edge
 You can forgo one of your actions on your of the deck, or a gangplank or similar part of the
turn and expend a superiority dice to allow an ship overlooking the water, they must jump
ally that you can see to either make a firearm overboard if they fail the saving throw against
attack against a target of your choice, or to this ability.
perform an action that requires a skill or
ability check. This ally can add your
superiority die to the firearm damage or
check result.

OPTIONAL RULE: SEA LEGS


The constant rocking of a ship on the open water can be disorienting for
those unaccustomed to it, and presents constant difficulty for balance
and walking. Aboard such a vessel, a character has disadvantage on
acrobatics checks. During combat, a character that moves more than 5
feet has disadvantage on their attack rolls during their turn. After two
consecutive days aboard a ship, most characters gain their ‘sea legs’ and
no longer suffer these penalties (DMs may decide that acclimation takes
longer, if it is possible at all.)
Characters lose their sea legs if they spend more than a month off a
ship, but gain them again after only an hour aboard a ship. After more
than three months as a landlubber, a character must spend two days
aboard a ship before claiming their sea legs again.

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