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the target of your attack stunned until the end of

that creature’s next turn. This still counts as a


ROGUISH ARCHETYPE use of your sneak attack ability.

UNFLINCHING
It takes loose morals and a sharp mind to make a
At 13th level, you become immune to fear and
sustained living as a pirate, and rogues have
fear effects and cannot be surprised.
little problem developing considerable talent in
either area. Freebooters are rogues that ply their BLOOD IN THE WATER
larcenous trade under the billowing sails of a At 17th level, your combat bloodlust is spurred
ship on the open waters. by the sight of a wounded enemy. When you
FREEBOOTER make an attack against a creature that has fewer
than half of its total hit points remaining, you
You hone your skills operating as a pirate-for- can deal additional damage to the target equal to
hire aboard and ship that will have you. With your sneak attack damage. This does not count
finesse and aplomb, you attack other vessels in against your limit of dealing sneak attack
order to sell their cargo to the first merchant that damage once per turn.
will pay you for it at your next port of call. A
trusty sidearm and a knack for cheating define
FIREARM ALTERNATIVES
While the explosive bluster of firearms makes a
the fighting style that keeps you alive and makes
solid contribution to the tone of the class options
you a valuable asset to the rest of your crew. presented here, they might not be the best fit for
SCOUNDREL’S TACTICS every campaign. DMs looking for alternatives to the
firearm-centric options here need look no further.
Starting at 3rd level, you learn to employ a
number of dirty tricks while fighting. When you ONE STEP AHEAD
hit a creature with a melee attack that has Replaces Shoot First
advantage, you can choose to knock the target When you roll initiative, you can move up to your
prone or cause it to be blinded or deafened until speed before combat beings. Until the end of your
the end of its next turn. first turn in combat you have advantage on attacks
against any creature that has not yet acted.
Once you have used this ability you cannot
use it again until you complete a rest. PIRATE’S PET
Replaces Shoot First
SHOOT FIRST You gain the loyal companionship of a noisy parrot
At 3rd level, you gain proficiency with firearms. (use the stats for the owl). This companion acts
When you roll initiative you can draw one independently in combat, rolling its own initiative
firearm in your possession. If you are not and acting on its own turn, but still obeying your
surprised, you can also make one attack with commands. It can attack, or use its action to distract
that firearm against any creature that you can see an enemy, giving you advantage on attacks against
and whose initiative result is lower than your that target. If your companion dies, it takes 1d4 days
to find and groom a suitable replacement.
own.
SEA SHANTIES
PRESS THE ADVANTAGE Replaces Shoot First
At 9th level, your dirty fighting style allows you As a bonus action on your turn you can begin
to capitalize more fully on the openings in your singing a nautical song. Any non-hostile creature
targets’ defenses. When you would normally that can hear you gains advantage on their next skill
inflict sneak attack damage with a melee attack, ability check as long as you maintain concentration
you can instead deal no extra damage but leave on this ability.

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