A human smiles mischievously at the brigands and corsairs blocking his path, and heals himself with a single golden-glowing palm- In a split second, he has crossed the short distance and unleashed a blossoming barrage of bolts, and bullets to the group. A halfling glows with a demonic aura, and readies her whip and pistol, grinning down at a dozen uneasy soldiers. An elf sits atop the edge of a roof, a massive clockwork crossbow held in her hands, carefully centering an eye-piece on a distant target- Twang!
Pirate Hunters are usually known for being ruthless combatants and yet they're also known to be brilliant trackers in the most populated of cities or in the vastest of the seas, one may run and hide from them but not for too long. Combining tracking skills & and technology as well as communing with creatures of other planes, they use their techniques to track down their target & destroy them in the name of their god, money- or just for fun.
Creating a Pirate Hunter
Try to wonder why your character became a Pirate hunter. Did your loved one was captured, causing you to travel the world in search of a target. Did you lose something or someone, you love closely to a creature or being, & never forgot, creating the hatred that will never die 'til they are slain? Or is your character just someone who likes killing for fun, yet has realized that there's more profit to killing than just the loot from the corpses?
Class Features
As a Pirate Hunter, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Pirate Hunter level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10(or 6) + constitution modifier
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons, Ranged Martial Weapons, Pistols
- Tools: Blacksmithing Tools, Tinkers Tools
- Saving Throws: Dexterity, Intelligence.
- Skills: Choose three from Acrobatics, History, Perception, Insight, Investigation, Intimidation, Persuasion, Nature and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Firearm or (b) Light Crossbow, 20 Bolts
- (a) Leather Armor or (b) Chain Shirt
- (a) A Dungeoneer's Pack or (b) An Explorers Pack
- Blacksmithing Tools, Tinkers Tools, A Powder Horn of Gunpowder.
level | Loot |
---|---|
1 | Favored Enemy, Pirate Hunter's Outfit, steady she goes |
2 | Pirate hunter's Flourish, Fighting Style |
3 | The Hunter's Path, Avast'ye |
4 | Fear the flag, Belay that |
5 | Extra Attack, quartermaster |
6 | Favored Enemy Improvement, Master gunner, sharp mind, |
7 | Archetype Advancement |
8 | Ability Score Increase |
9 | Uncanny Dodge |
10 | Evasion |
11 | Tying The Knot |
12 | Ability Score Increase |
13 | silver tongue |
14 | Favored Enemy Improvement |
15 | Archetype Advancement |
16 | Ability Score Increase |
17 | |
18 | |
19 | Ability Score Increase |
20 | Nightfall Showdown |
Favored Enemy:
Starting at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have an advantage on Intelligence (Investigate) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Fish of the Sea
Starting at 2nd level, 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 armor class.
Pirate Hunter's Outfit:
Regardless of your training and past, a pirate Hunter cannot ever hope to wear more than Light Armour, and still perform the abilities and skills of a pirate Hunter. Wearing Light Armour also grants you the ability to store more Ammo/bolts. +30
Pirate Hunter's Flourish:
Starting at 2nd level, you no longer have a 5ft. disadvantage to firearms, or one-handed crossbows. You also gain the Offhanded Shot attack, which allows you to fire a loaded off-hand pistol or crossbow as a bonus action when making an attack action with a weapon in the main hand. This attack, regardless of statistics, does 1d6+dex as damage to a single target.
Steady As She Goes
At 1st level, it becomes nearly impossible for you to miss a single shot with any firearm at your enemy. Once in each of your turns when you miss an attack with a firearm, the shot instead grazes your enemy dealing damage equal to your Dexterity modifier. You can use this feature a number of times equal to your level in this class.
Avast Ye
Starting at 2nd level, you can use your bonus action to challenge an opponent to a duel. When you do so, the opponent can make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or will be compelled to fight to you for 1 minute.
The challenged creature have disadvantage on attack rolls against creatures that are not you, and must make another Wisdom saving throw every time it tries to move 30 feet away from you, not having its movement restricted on a success. Also, all your attacks against the challenged creature score a critical hit on a roll of 19-20 on the d20. If you attack other creature before this effect ends, the duel ends.
In addition, once, before the duel ends, you can make one successful attack from you or from your allies against that creature deal additional 2d6 damage. You must be within 5 feet of that creature. When you choose to deal this additional damage, the challenge ends.
You can use this feature a number of times equal to your Charisma modifier (minimum once), being unable to use it again until you finish a long rest.
Cape Fear
Starting at 4th level, when you reduce a creature to 0 hit points or score a critical hit, you can exude a powerful aura of fear. All creatures within x feet that can see you must make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier or will drop anything they are holding and become {{5c|frightened}} for the duration. While {{5c|frightened}}, the creature must take the Dash action and move away from you from the safest available route on each of its turns, unless there is nowhere to move. If the creature end's on its turn in a location where it doesn't have line of sight of you, the creature can make another saving throw to end the effect.
A challenged creature affected by this featrue will not be frightened by you, but instead must make a Wisdom saving throw on the start of each of its turns to be able to move and keep fighting against you. On a failed save, the creature is {{5c|paralyzed}} in fear.
Any creature that succeeds a saving throw against this feature is immune to its effects for the next 24 hours.
Belay That...! And Do Somethin' Else!
At 4th level, when a creature within 30 feet that you can see begins to take an action, you may use your {{5e|reaction}} to make a weapon attack against that creature. On a hit, the creature takes no damage, but their action is spent without having taken effect. Once you use this feature, you must finish a long rest before you can use it again.
Ability Score Increase:
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Quartermaster
At 5th level, you have become so charismatic and intimidating that your orders are rarely challenged. You gain an advantage on all your Charisma checks against humanoids.
In addition, you can choose a humanoid creature within 30 feet. The creature must succeed on a saving throw with a DC equal 8 + your proficiency bonus + your Charisma modifier. Pirates, seaman, and other types of sea professions make this check with disadvantage. On a failed save, the creature is {{5c|charmed}} by you for 1 hour. It ends earlier if you or your allies enact with violence or harm towards it. Once you successfully charmed a creature in that manner, you can't do it again until you finish a long rest.
Master Gunner
Your melee attacks are now brutal enough to start making the creature you hit bleed profusely. (provided they have blood) Because of this you gain the following benefits:
Enemies You hit with your gun are inflicted with over time damage. Each time you hit the creature you add a stack of bleed (Max 3). Each stack does 2d6 necrotic damage at the start of each of their turns. These wounds can be patched up with a DC 15 medical check that takes an action
you also can do a offhanded shot with your gun's full damage dice your belay that now do full damage
Sharp mind
Your Dexterity increases by 2, to a maximum of 30. Your walking speed is 1.5X . You have advantage on Dexterity saving throws. You can use your bonus action to Dash.
Uncanny Dodge:
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Evasion:
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Tying the Knot:
Being a Pirate hunter, you have learned how to effectively make sure your targets have little to no chance escaping the restraints you put on him. Starting at 11th Level, Whenever you put a creature in manacles, tie them with rope, etc. You may add your intelligence modifier +2 to the DC to stop them escaping. However you have advantage in escaping, if you're being tied up or cuffed by non-magical means.
Silver Tongue:
Starting at 13th level, you have become much more skilled at the art of fitting in with people, and gathering information. Choose two of the following skills: Insight, Investigation, Persuasion, Intimidation, or Disguise. you gain proficiency in that skill. If you are already proficient, you gain double proficiency(Expertise).
Nightfall Showdown:
You have dealt with multiple situations where you are outnumbered, yet you remain the one standing. When Reaching 20th level, time slows as you can release a number of shots from your firearm equal to half your dexterity modifier (Rounded up) +3 in 1 Action using half the required ammunition. You may use this once per long rest.
Archery Fighting Style:
Starting at 2nd level, you Can choose between being a Sharpshooter or a duelist
Sharpshooter
Sharpshooters are quick-firing individuals, who prefer the usage of two pistols, or crossbows, as their primary method of combat.
'''Doubling Down:'''
- You gain a +1 bonus to AC while you are wielding a separate ranged weapon in each hand.
- You can use two-weapon fighting even if your main-handed ranged weapon isn't light.
- You can draw or stow two one-handed ranged weapons when you would normally be able to draw or stow only one.
- You may store up to two pistols, loaded, and draw-fire them both for 2d12+dex to a single target, or 1d12+1 to two targets. The pistols are then immediately stowed. This must be your first attack in combat. Once this action is completed, roll 1d10+con. If your roll is less than eight, you receive powder burn, and take 1d12 damage immediately, as well as 1d4 damage every turn, for three turns. This ability may be used once per long rest.
Duelist
''' en grade '''
- are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- when you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon you can roll the die and must use the new roll, the weapon must have two-handed or versatile properties for you to gain this benefit.
- whenever you hit a creature with a sword, instead if dealing damage, you may have them making a dex saving throw (DC = 8+proficiency bonus + str modifier) on a failed save the creature is pushed 10 feet away from you and knocked prone, on a successful save nothing happens.
The Path of The Hunter:
Starting at 3rd Level you may choose one of the three pirate Hunter archetypes.
Archetypes
There are two kinds of Corsairs: Deadly and Dirty, and Dirty and Deadly.
Gentleman Pirate Archetype
You are polite and classy. At 3rd level, you can add half of your proficiency bonus to all Charisma checks you don't have proficiency in.
Honored Pirate
at 3rd level, even your enemies are impressed by your politeness and honor. When you challenge a creature with your Avast Ye feature, the challenged creature must make a saving throw on the beginning of each of its turns, or is charmed until the end of your next turn.
In addition, whenever you make an attack against a creature charmed by you, you can choose to make your attack score a instant critical on a hit. Once you do this, the target can't be charmed by you for the next 24 hours.
Bonny Liar
At 7th level, your innate ability to lie has given you an upper-hand. You have proficiency in the following skills: Deception and Insight. If you already is proficient, you can add double your proficiency bonus to the checks made with them.
Double Cross
At 15th level, as an action, you can persuade enemies that you and your allies are not threats. Enemies must succeed on a Wisdom saving throw versus against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the combat stop and the attitude of the enemies shifts to indifferent. A fail with a roll of 1 on the d20 make the enemies charmed for 24 hours or until you or your allies make an attack or other harmful action towards them. On a success, the enemies are immune to this feature for the next 24 hours.
You and your allies can decide to re-initiate the combat. When doing so, you and all your allies roll initiative with advantage and have advantage on the first attack made on the first round of combat.
...And No One Gets Hurt
At 20th level, because of your fearsome and intimidating reputation, you can attempt to convince any bandits, pirates or other beasts not to attack and avoid a fight. All hostile creatures within 60 feet must make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, they will immediately stop to fight and will become friendly towards you for the next 24 hours, or until you do any obviously harmful effect towards it.
In addition, the creatures will be friendly towards you and inclined to accept your commands or suggestions. You have advantage in all your Charisma checks towards these creatures.
If you or your allies decide to attack the affected creatures, you gain one surprise turn against them, and your allies have a bonus to the initiative rolls equal to your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
Dread Pirate Archetype
Dead Men Tell No Tales
When you choose this archetype at 3rd level, when you challenge a creature with your Avast Ye feature, all creatures within 30 feet of you (including the target of the challenge) must make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier or be frightened by you for 1 minute.
Fearsome Reputation
At 3rd level, you have acquired such a reputation and way of carrying yourself that terrorizes those that recognize you. When you make a Charisma(Intimidation) check, you can use a bonus action to impose disadvantage on the contested check against the tentative of intimidating it. you also are immune to be charmed
Rusty Anchor
When you reach the 3rd level, once in each of your turns when you hit a creature frightened by you, you deal additional 1d8 psychic damage.
Devil Of The Sea
At 7th level, whenever you are reduced to 0 hit points, you are reduced to 1 hit point instead and can make one attack against the last creature that caused damage to you. On a hit, you gain a number of temporary hit points equal to the damage dealt. Once you use this feature, you can't do it again until you finish a long rest. you can also use belay that... 3 times.
My Name is Captain Kidd
At 15th level, news of your feats has spread far and wide and you have become something of a legend. Once when you miss an attack roll, you can re-roll the result. On a success, this attack deal additional 1d8 damage. Once you use this feature you can't use it again until you finish a short or{ background-color: #cfe7ce; a long rest.
Davey Jones
At 20th level, you may use your whole turn to channel the wrathful spirit of Davey Jones. For 1 minute, All enemies within 60 feet of you must make a Charisma saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. A failed save causes enemies to become paralyzed with fear until the end of your next turn, and frightened for the next 1 minute.
Once you use this feature, can't use it again until you finish a short or a long rest.