Pirate Subclasses

by SumtimesImFunny

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The Forgotten Depths: Subclasses

Pirate Archetypes

Powder Keg Barbarian

Life on a ship has filled your lungs with black powder. So much that the smallest spark could set you off. That volatility has served you well. Embrace the Black Powder, for it is now your life blood.

Black Powder Rage

Starting at level 3, when not wearing armor and not wielding weapons or a shield, you can go into a Black Powder Rage. This has the same effects as Rage, but with these added benefits:

  • You can make Unarmed Strikes using your bonus action.
  • Your Unarmed Strikes detonate on impact, dealing Fire Damage equal to 1d4 times your Rage damage bonus.
  • You have resistance to Fire Damage.
Explosive Recoil

Starting at 6th level, when in a Black Powder Rage, after you receive damage from a creature's attack within 5 feet of you, you can cause an explosive reaction from your body to damage your attacker as a reaction. The attacker must make a Dexterity Saving Throw (Save DC = 8 + your PB + your Strength Modifier). On a failed save, they take Fire damage equal to your Black Powder Rage Unarmed Strikes.

Flame Belch

Starting at 10th level, your inner fire learns to manifest itself as a breath weapon. As an action, a blast of fire leaves your stomach in a 20ft cone. The save DC for this attack equals 8 + your proficiency bonus + your Constitution Modifier. Any creatures within the cone must make a Dexterity Saving Throw or take Fire Damage equal to 1d12 times your Rage Damage Bonus. A successful save deals half damage. You can use this once per Rage.

Mastery of the Inner Flame

Starting at 14th level, all your weapon attacks outside of Black Powder Rage do an additional 2d4 Fire damage. Additionally, when in a Black Powder Rage, you are immune to fire damage, and your attacks ignore resistance and immunity to Fire Damage.

Drunken Fist Barbarian

The invention of grog has saved countless sailors from the many diseases life at sea can bring. To you, its something else entirely. Something fierce and empowering. While others are weaker when they imbibe, you grow stronger than ever.

Bar Brawler

Starting at 3rd level, your Unarmed Strikes deal Bludgeoning damage equal to 1d6 + your Strength Modifier. While raging, you can add your Rage damage bonus to Unarmed Strikes, and can make a single Unarmed Strike as a bonus action, but only if you took the Attack action on that same turn.

  • Your Unarmed Strike damage increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Unyielding Stance

Starting at 6th level, while raging, you cannot be knocked Prone or moved against your will. Additionally, when you land a critical hit using an Unarmed Strike, the target is moved back 10 feet, but only if they are one size larger than you or smaller.

Drink of Life

Starting at 10th level, when you reduce a creature to zero Hit Points using an Unarmed Strike, you gain Temporary Hit Points equal to your Barbarian level + your Constitution Modifier. If you are raging, you also gain an Extra Attack for that turn.

Drunken Luck

Also at 10th level, while raging and attacking recklessly, you ignore all conditions that impose Disadvantage on attack rolls, Strength Saving Throws, and Strength ability checks.

Iron Liver

Starting at 14th level, you are immune to Poison and Disease, and are resistant to Poison damage. While raging, you are also immune to Charm and Fear, and have Advantage on Saving Throws against becoming Incapacitated.

College of Sea Shanties Bard

Life at sea is a breeze when you have good music to keep you company. All the laughs, brawls, stories, and gossip that happens aboard the ships you've sailed has gone into your repertoire. You've seen it all, good and bad, but nothing withers your indomitable spirit.

Sea Shanties

Also at 3rd level, you can play a Sea Shanty as an action. All songs last for a minute, and end if you fall under a negative condition, fall unconscious, or die. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after a long rest. You have the choice of the following Sea Shanties:

Sea Shanties

  • Energetic Tune: All allies within 30 feet of you gain +2 AC and an additional 10 feet of movement.
  • Inspiring Song: All allies within 30 feet of you gain temporary Hit Points equal to 2 rolls of your Bardic Die plus your Charisma Modifier.
  • Drunk's Melody: All hostile creatures within 30 feet of you have their speed halved, and have disadvantage on a Wisdom Saving Throws.
  • Misdirecting Lyrics: Whenever a creature within 30 feet is going to attack an ally, you can use your reaction to make the attack fail instead, provided the ally is also within 30 feet of you. This effect fails if the creature has Advantage.
Inspiring Damage

Starting at 6th level, whenever you give Bardic Inspiration to a creature, they can add the number rolled to their damage rolls. This expends the Bardic Inspiration.

All For One and One For All

Also at 6th level, you can expend 3 uses of your Bardic Inspiration to give all allies within 10 feet Bardic Inspiration instead. Alternatively, when you give Bardic Inspiration to a creature, you can give yourself a d6 to add to any roll (except damage rolls). These d6's do not stack.

Maestro

Starting at 14th level, you can mix your songs together through clever manipulations of pitch and beat. While playing a Sea Shanty, at the beginning of each of your turns, you can use your reaction to change the song and its effect. You cannot stack effects using this feature and the Sea Shanty will still always last 1 minute.

Ocean Domain Cleric

The ocean calls, you listen. As you travel The Depths, you feel a divine connection to the sea. You pledge loyalty to the sea, and in return, the ocean bends around you, ensuring safe travels.

  • Note: You may choose any Deity to be your Clerical Patron from the following domains: Life, Tempest, and War.

Domain Spells

Cleric Level Ocean Domain Spells
1st Detect Poison and Disease, Healing Word
3rd Find Traps, Hold Person
5th Remove Curse, Revivify
7th Aura of Purity, Control Water
9th Commune, Dispel Good and Evil
For The People

Starting at 1st level, immediately after rolling initiative, you can exchange your roll with an ally who rolled lower than you, allowing them to go earlier in the round.

Holy Water

Also at 1st level, during a rest, you can craft vials of Holy Water from sea water. A short rest produces 2 vials, while a long rest produces 5 vials. A vial of Holy Water can be thrown at any creature within 10 feet as a bonus action. The creature restores Hit Points equal to a number of d4's equal to your proficiency bonus. This has no effect against undead or constructs. Holy Water lasts up to 12 hours in the cleric's inventory.

Channel Divinity: Dispel Storms

At 2nd level, you can use Channel Divinity to ease the ocean's wrath. When at sea during a storm, you can use a reaction to calm the waves and winds, allowing your ship to escape the storm unscathed. This requires concentration and you can hold this feature for up to 1 hour.

Channel Divinty: Control Storms

When you reach 10th level, you can also control the storm to attack your enemies, as per the Call Lightning spell. You cast Call Lightning at 4th level. Its duration would become 1 hour and its damage would be increased by 1d10, due to you controlling a previously existing storm.

No One Left Behind

Starting at 6th level, when rolling Initiative, all allies who rolled lower than you gain the effects of the Bless spell for the first round of combat. This doesn't apply if you or the ally are surprised.

The Sea Provides

Also at 6th level, when at sea, you ignore the material components of all Cleric Spells of 5th level or lower.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage dealt by your Cleric cantrips.

Tidal Spirit

Starting at 17th level, you gain access to the Maelstrom and Tsunami spells. They count as cleric spells, are always prepared, and don't count to your prepared spells total. You can cast each of these spells once without expending a spell slot. You gain the ability to do this again after a Long Rest. Additionally, the amount of Holy Waters you make increase by 1 for short rests and 2 for long rests.

Avarice Domain Cleric

Others around you worship greed, greed worships you. You take what you want and leave a trail of destruction wherever you go.

  • Note: You may choose any Deity to be your Clerical Patron from the following domains: Twilight and Trickery.

Domain Spells

Cleric Level Avarice Domain Spells
1st Charm Person, Disguise Self
3rd Invisibility, Pass Without Trace
5th Incite Greed, Major Image
7th Confusion, Greater Invisibility
9th Modify Memory, Seeming
Bonus Proficiencies

Starting at 1st level, you gain proficiency with Martial Weapons and Heavy Armor. Wearing Heavy Armor does not incur Disadvantage on ability checks.

Golden Eye

Also at 1st level, you learn the Identify Spell. You always have it prepared and it doesn't count towards your total prepared spells. You can cast it without expending a Spell Slot. When you cast it this way, you instead learn the exact or approximate price of the item.

Channel Divinity: Divine Thievery

At 2nd level, as an action, you can use Channel Divinity to give yourself and a number of allies equal to your Wisdom Modifier within 30 feet of you Advantage on all Dexterity based skill checks. Affected allies are also unaffected by non-magical difficult terrain and cannot trigger traps that involve pressure plates on the ground. This effect lasts for one hour and requires Concentration.

Deft Hands

Starting at 6th level, you gain proficiency in the Stealth and Sleight of Hand skills. When making ability checks for these two skills, you use Wisdom instead of Dexterity.

Divine Strikes

Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you deal an extra 1d8 Force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Aspect of Greed

Starting at 17th level, when you cast a spell from the Avarice Domain Spell list, you can change its casting time to 1 bonus action. Additionally, you no longer need to maintain Concentration on spells from the Domain spell list.

Circle of the Waves Druid

With limited forests, jungles, and valleys populating The Depths, you look towards the sea. Its mesmerizing glory brings tears to your eyes. It's official, you will guard this vast, beautiful ecosystem. That loyalty has rewarded you with incredible power.

Water Veil

Starting at 2nd level, as a bonus action, you can use a charge of Wild Shape to envelop yourself in a veil of water. While enveloped by the Water Veil you:

  • Gain Temporary Hit Points equal to 4 times your Druid level.
  • Are resistant to Fire damage.
  • Can make two melee spell attacks against an adjacent target as an action. On hit, they take 1d6 Cold damage. This damage increases by 1d6 at levels 5, 11, and 17.

This effect lasts for 10 minutes, or until you lose the Temporary Hit Points gained.

Amphibious

Starting at 6th level, you gain a swim speed equal to your speed. You can also breath underwater indefinitely, and spells cast underwater do not require Verbal components. Additionally, when you are in Water Veil form underwater, your speed is doubled and you cannot be slowed down by non-magical means.

Unrelenting Veil

Also at 6th level, your Water Veil Form attacks ignore resistance and immunity to Cold damage.

Hydrokinesis

Starting at 10th level, your Water Veil is improved. While in Water Veil form, your movement speed is increased by 10, you can walk on water without falling, and its maximum duration is increased to 1 hour.

Master of Tides

Starting at 14th level, when you reduce a creature to zero Hit Points while in Water Veil form, your Temporary Hit Points are increased by 10. Additionally, you can use your Water Veil form without expending a charge of Wild Shape if you use a 7th level spell slot instead. Finally, you are immune to Fire damage while in Water Veil form and resistance to it outside of it.

Swashbuckler Fighter

The sea has forged you into the greatest combatant on any ship you travel in. Fighting dirty may look wrong to others, but it's how you've survived so long. Your swordsmanship and marksmanship is unmatched.

Fighting Style: Swashbuckler

Starting at 3rd level, if you successfully hit an enemy with a melee weapon in your main hand on your turn using the Attack Action, you can attack the same target with a ranged weapon in your off-hand as a bonus action. This attack does not suffer Disadvantage by being done within melee range. Additionally, having a pistol in your off-hand counts as having an empty off-hand for the purposes of any feature that demands it.

Pistol Master

Starting at 7th level, your off-hand pistol attacks from the Fighting Style: Swashbuckler feature can now target any creature within the weapon's range. Additionally, your pistol attacks ignore all but total cover.

Fighting Dirty

Starting at 10th level, once per turn after making a melee attack against a target within range, you can fire your pistol at their feet. The target must succeed on a Strength Saving Throw against 8 + your proficiency bonus + your Dexterity Modifier. On a failed save, the target is knocked prone.

Lucky Target

Starting at 15th level, your critical hit range is 19-20, and landing a critical hit with a melee weapon does not consume an attack. Additionally, when you land a critical hit on an enemy with your off-hand pistol attack from the Fighting Style: Swashbuckler feature, the target is knocked prone.

Swashbuckling Master

Starting at 18th level, the Fighting Style: Swashbuckler feature gains the following changes:

  • You can now make a second pistol attack as a bonus action
  • You need to succeed on a melee weapon or ranged weapon attack to benefit from the bonus action attacks
  • After successfully hitting an opponent with an attack of opportunity, you can make a ranged attack as a free action against the same target.

Pistolero Fighter

The firearm is one of the greatest inventions of the modern era. It's power can match that of a Wizard's Fireball. You learned everything you could about firearms, and have made your own, much more powerful, firearms.

Gunsmith

Starting at 3rd level, you gain proficiency with Tinker's Tools, allowing you to craft ammo and firearms from the Advanced Firearms table (Appendix A). You can also upgrade your firearms or create new ones, with your DM's permission.

Marksman's Guile

Also at 3rd level, you gain Guile Points equal to your Intelligence Modifier or Wisdom Modifier (your choice). You regain Guile Points after reducing a creature to zero Hit Points with firearms. You also regain then after a Short or Long Rest. These Guile Points empower your sharpshooting skills, manifesting as Trick Shots (Appendix B). You learn 2 Trick Shots of your choice, and learn more at 7th, 10th, 15th, and 18th level.

  • The DC for your Trick Shot Saving Throws equals 8 + your PB + your Dexterity Modifier.
Fast Draw

Also at 7th level, when you enter combat for the first time, you can use your Reaction to make a single firearm attack at a target you can see within range. For this, you cannot be Surprised or Incapacitated.

Under Pressure

Starting at 10th level, attempting to repair a misfired weapon during combat can be done as a Bonus Action instead of an Action. Also, when repairing a misfired weapon outside of combat, you roll the Tinker's Tools check at Advantage.

Recycler

Starting at 15th level, you can break down ammunition and firearms into materials worth half their base cost. Crafting ammunition now only costs a quarter of the price.

Eyes on the Price

Starting at 18th level, when making attack rolls with firearms, your critical hit range is increased by the weapons Misfire Score.

Way of the Serpent's Sting Monk

The once powerful dragons used to empower the Monks of your monastery. After their extinction, you turned to studying the mighty Sea Serpents of the Deep Sea, their knowledge fuels your Monastic training.

Discipline of Serpents

Starting at 3rd level, you learn to speak, read, and write Draconic. Additionally, choose a damage type: Acid, Cold, Fire, Lightning, or Poison. Whenever you deal damage with your Unarmed Strikes, you can change the damage type to your chosen type. You can change this damage type at the end of a Long Rest.

Serpent's Sting

Also at 3rd level, when you hit a creature with an Unarmed Strike, you can spend a Ki point to force the creature to roll a Constitution Saving Throw. On a failed save, they are Poisoned until the end of their next turn.

Ancient Breath

Starting at 6th level, as an action, you can make a breath weapon attack by spending 3 Ki points. All creatures in a 30 foot cone must succeed on a Dexterity Saving Throw against your Ki save DC or take damage equal to a number of rolls of your Martial Arts die equal to your Proficiency Bonus. The damage type is the same one you chose with the Serpent's Discipline feature.

Unwithering Willpower

Starting at 11th level, you are resistant to the damage type you chose with the Serpent's Discipline feature. You also gain Advantage on saving throws against the Charmed or Frightened conditions. Additionally, when subjected a saving throw to be Charmed or Frightened, you can use your reaction to expend 3 Ki points and force the creature trying to Charm or Frighten you to roll a Wisdom Saving Throw. On a failed save, they are Charmed or Frightened (depending on the original condition) for 1 minute.

Fist of the Leviathan

Starting at 17th level, Flurry of Blows, Patient Defense, and Step of the Wind can be done without spending Ki points. You also ignore all resistances and immunities to damage with Unarmed Strikes and Monk Weapons.

Way of the Shifting Tides Monk

You've meditated to the tranquility of the sea. You figured out its patterns, able to follow the rhythm of the ebb and flow of waves. After much training, you've been able to apply that rhythm in combat, turning your enemies' strengths against them.

Ebb and Flow

Starting at 3rd level, whenever an enemy misses a melee attack against you, you can use your reaction to do one of the following:

  • Ebb: Make a melee attack with your Unarmed Strikes or a monk weapon. On hit, the target cannot take attacks of opportunity against you until the end of your next turn.
  • Flow: Make a melee attack with your Unarmed Strikes or a monk weapon. On hit, the target gets shoved back 10 feet. If they hit a wall or another enemy, both take 1d4 Bludgeoning damage.
Water Strider

Starting at 6th level, whenever you expend a Ki point to use Step of the Wind, you gain the benefits of both Dash and Disengage.

Flooding Strikes

Also at 6th level, when you expend a Ki point to use Flurry of Blows, you instead make 2 attacks with a monk weapon of your choice.

Master of Tides

Starting at 11th level, you have a swimming speed equal to double your walking speed, can breath underwater, and can walk on water if you choose, still gaining the benefits of your swimming speed. Additionally, when you use your reaction to make a melee attack using the Ebb and Flow Feature, you can instead make two attacks.

Eternal Waves

Also at 17th level, reducing an enemy to 0 Hit Points with a Ki attack returns 3 Ki points. Additionally, you can spend 1 Ki point per enemy within 30 feet to push them away with a massive wave. You can choose a number of creatures to not be affected by this feature up to your proficiency bonus. All affected creatures must succeed on a Strength Saving Throw or take 4d10 Bludgeoning damage or half as much on a successful save. They are also moved back 15 feet and knocked prone on a failed save.

Oath of Loyalty Paladin

The greatest treasure really is the friends you made along the way. You swore endless loyalty to your crew or captain. You devotion and responsibility to them makes you stronger.

Oath Spells

Paladin Level Oath Spells
3rd Create or Destroy Water, Heroism
5th Heat Metal, Pyrotechnics
9th Motivational Speech, Tidal Wave
13th Control Water, Elemental Bane
17th Maelstrom, Rary's Telepathic Bond
Channel Divinity

At 3rd level, you gain access to the following two Channel Divinity options:

  • Bolstering Defense: As an action, all allies within 30 feet of you gain a boost to their AC equal to your Proficiency Bonus for 1 minute. The effect persists as long as your allies remain within 30 feet of you.
  • Beckon the Undead: As an action, all undead within 30 feet of you must succeed on a Wisdom Saving Throw or follow your orders. The order you give must be a single word, similar to the Command spell.
Loyal Crewmate

Additionally at 3rd level, you gain Expertise with Naval Weapons and Water Vehicles.

Aura of Resistance

Starting at 7th level, you emit an aura up to 10 feet away. Whenever an ally within your aura takes damage, the damage taken is reduced by your Proficiency Bonus.

At 18th level, the aura's range increases to 30 feet.

Eternal Fury

Starting at 15th level, whenever you see an ally fail an attack roll within 60 feet, you can use your reaction to add 1d4 + your Charisma Modifier to the attack, hopefully turning it into a success.

Rallying Call

At 20th level, you can rally your allies into battle. As an Action, you can select a number of willing creatures within 60 feet equal to your Charisma Modifier. For one minute, all affected allies can add your Charisma Modifier to their ability checks, attack rolls, damage rolls, and Saving Throws.Finally, when an affected creature's Hit Points are reduced to zero, they are instead reduced to 20 Hit Points.

You can use this once per Long Rest, unless you use a 5th level spell slot to use this feature again.

Oath of Infamy

You swore to become a scourge of the seas. Violence is your holy weapon, and suffering is your reward. Your malicious nature has empowered you and your allies, which is bad news to your enemies.

Oath Spells

Paladin Level Oath Spells
3rd Hex, Thunderwave
5th Heat Metal, Shatter
9th Fear, Pulse Wave
13th Death Ward, Wall of Fire
17th Geas, Maelstrom
Channel Divinity

Starting at 3rd level, you gain the following Channel Divinity options:

  • Force of Nature: as a bonus action give yourself Advantage on all attacks and 2 extra attacks for the rest of the turn. After you use this feature, you must roll a DC 15 Constitution Saving Throw. On a failed save, you become Incapacitated for the next round of combat.
  • Shatter Willpower: as an action on your turn, you can force all hostile enemies within 30 feet of you to roll a Wisdom Saving Throw. On a failed save, they take a penalty to their Armor Class equal to your proficiency bonus for one minute.
Aura of Fear

Starting at 7th level, you emit an aura up to 10 feet away. Whenever an creature targets an ally within your aura with a weapon attack or spell, you can use a reaction to have it target you instead. If you get hit by this attack, you can spend 1st level spell slot to cast Cause Fear on the attacker, provided they are within the spell's range.

At 18th level, the aura's range increases to 30 feet.

Hateful Strength

Starting at 15th level, when determining carrying capacity, the length and height of your jumps, and modifiers for Strength skills and Saving Throws, your Strength is 20. Additionally, all your spells and weapon attacks gain the Siege Property.

Scourge of the Depths

At level 20, you harness the fear of your names across the lands and empower yourself with it. For the next minute:

  • You ignore all damage and condition immunities
  • You speed and jump distance are doubled
  • All your weapon attacks are done at Advantage
  • You deal an additional 2d10 Force damage with your weapon attacks
Once you use this feature, you cannot use it again until after a Long Rest or if you expend a 5th level spell slot to use it again.

Far Reach Conclave Ranger

They told you life atop a Crow's Nest was no life at all, but you have honed you eyes and your trigger finger to perfection while observing the world from above. Whenever trouble arise, the crew can count on you to put a bullet where it counts.

Deadeye

Starting at 3rd level, you are proficient in all firearms and no longer roll with Disadvantage on attack rolls past the weapons optimal range. Additionally, when making an attack with a firearm, you ignore half and two-thirds cover.

Rapid Reload

Starting at 7th level, you can ignore the loading property on rifles, allowing you to fire them more than once per turn. Additionally, your critical hit range with rifles is 19-20.

Marksman's Nest

Starting at 11th level, if you are in a higher elevation than an enemy, you gain Advantage on attacks using rifles. Making an attack like this reduces your speed to 0 until the end of your next turn.

Pinning Shot

Also at 11th level, if you see an ally take an attack of opportunity on a target within your weapons range, you may attack that target with your reaction. If you hit, the target's speed is reduced to 0 until the end of their next turn.

Hidden Death

Starting at 14th level, you don't break the Hidden condition when attacking unsuspecting enemies from farther than 100 feet. Additionally, your critical hit range against creatures you are hidden from is 18-20.

Depth Hunter Conclave Ranger

The Deep Sea may look dangerous to the average sailor, but thats because they don't know it like you do. This treacherous environment and the monsters within are in your realm of expertise. You do not fear them, they fear you.

Conclave Spells

Ranger Level Depth Hunter Spells
3rd Detect Evil and Good, Protection from Evil and Good
5th Alter Self, Darkness
9th Remove Curse, Waterbreathing
13th Banishment, Dominate Beast
17th Antilife Shell, Hold Monster
Magic of the Deep Sea

Starting at 3rd level, you gain 2 Wizard cantrips of your choice. The spellcasting ability for these is Wisdom. You gain additional cantrips at 7th, 11th, and 15th level. Additionally, when you cast a cantrip of spell with a casting time of 1 action, you can make a weapon attack as a bonus action.

Depth Strider

Starting at 7th level, you gain a swim speed equal to your walking speed and can hold your breath underwater for twice as long as normal. Additionally, you have Advantage on Stealth checks and are invisible to creatures that do not rely on sight while underwater. Finally, when facing creatures originating from the Deep Sea, you have Advantage on Initiative rolls.

Hunter's Resistance

Starting at 11th level, when taking Slashing, Piercing, or Bludgeoning damage from an attack dealt by a Deep Sea creature, you take half damage. You also gain Advantage on Dexterity Saving Throws against spells or magical effect cast by Deep Sea creatures.

Mark of the Kraken

Starting at 15th level, you can cast Hunter's Mark at 1st level without requiring Concentration. If you target a Deep Sea creature with this spell, it doesn't consume a spell slot either.

Duelist Rogue

It is hard to stay hidden on the deck of a ship, but you managed. You are elegant with your cuts, finding purchase in even the thickest of armors. You dance across the battlefield like a typhoon of steel.

Bonus Proficiencies

Starting at 3rd level, you gain the Fighting Style: Two-Weapon Fighting feature. You are also proficient with the Scimitar. When dual wielding, your off-hand attack does not require a bonus action. Instead it can be part of the same action used to attack. When you attack with your off-hand weapon this way, you cannot make an attack with your bonus action.

Rakish Audacity

Also at 3rd level, when taking the attack action while wielding a weapon in each hand and not meeting the requirements to Sneak Attack, you instead add half your Sneak Attack damage (rounded down) to each of your attacks.

Fancy Footwork

Starting at 9th level, when you make a Sneak Attack on a creature, that creature can no longer take Reactions. Additionally, they have Disadvantage on attack rolls against any creature that isn't you during their next turn.

On Your Feet

Starting at 13th level, when you Dash, you aren't slowed down by non-magical difficult terrain and your jump distance is doubled. Additionally, you have Advantage on Saving Throws against being Restrained. If you are restrained or grappled by non-magical means, you can use your Action to automatically break free. Finally, you cannot be knocked Prone.

Against All Odds

Starting at 17th level, if you miss your main hand weapon attack against a creature, you can choose to automatically hit with your Off-Hand weapon.

Saboteur Rogue

Your life of crime has gotten old. Pickpocketing things has become second nature to you. Your idle hands kept itching however. You dedicated your life to your strange contraptions. These trinkets have allowed you to pursuit your newest high, putpocketing.

Pickpocket

Starting at 3rd level, when you make a Sleight of Hand (Dexterity) check to pickpocket or "putpocket", your Proficiency Bonus is doubled.

Saboteur

Also at 3rd level, when you use your Sneak Attack feature with a melee weapon, you can forgo the additional damage and instead plant a Hidden Device. You know two hidden devices from the Hidden Devices Table (Appendix C) and learn an additional one at 9th level, 13th level, and 17th level. You can carry a number of Hidden Devices equal to your Dexterity Modifier, and regain all expended devices after completing a Long Rest.

  • Hidden Devices Save DC is 8 + your proficiency bonus + you Dexterity Modifier.
Trapper

Finally at 3rd level, you gain proficiency with Tinker's Tools, and can craft traps and other Hidden Devices not on the table with your GM's permission.

Cunning Strike

Starting at 9th level, enemies that are unseen by you automatically fail their saving throws against your Hidden Devices. Additionally, creatures that fail their saving throw against one of your Hidden Devices have their speed halved for one round.

Opportunist

Starting at 13th level, whenever a creature is under a negative condition that does not give you advantage against them, you gain advantage on the first hit against them on each of your turns.

First In Line

Starting at 17th level, whenever you roll Initiative, you gain advantage on any creature who rolled lower than you for one turn. If the target is surprised, the attack is automatically a critical hit. Additionally, when rolling Initiative, you can count any roll on the d20 below 10 as a 10.

Magic Gambler Sorcerer

You have always been a wild card. You've gambled with your gold, your health, and even your life at times. When your magical abilities first manifested, why not gamble with that too?

Goldfingers

Starting at 1st level, you gain DB equal to your expended sorcery points at the end of every long rest.

Gambler

Starting at 1st level, when casting a spell, you can use your bonus action to roll a d20 for 5 DB. The roll represents an outcome in the Gambler Table (Appendix D). You can spend 10 DB to roll 2d20 and pick the desired outcome of the two. If neither outcome applies to the spell, then you can ignore the effect. When you gain access to sorcery points, you can expend 1 sorcery point per d20 roll instead of the DB cost.

Scrambing the Odds

Starting at 6th level, whenever you see an creature roll an attack roll, saving throw, or damage roll, you can use your reaction to spend DB equal to the amount you wish to add or subtract to the roll. This must be done before the roll. Additionally, you can spend 10 DB and give the creature Advantage or Disadvantage instead. You can use this feature a number of times equal to your proficiency modifier, and regain all expended uses after a long rest.

Double or Nothing

Starting at 14th level, whenever you use the Gambler feature, you can place a bet on what number is gonna land (Red = Odd and Black = Even). If you are correct, the Gambler feature does not consume DB or sorcery points. If you fail, you take psychic damage equal to the sum of all the rolls made with the d20(s).

Critical Roll

At 18th level, whenever you roll below a 10 in a d20, you can pay the difference in Doubloons to make the roll into a 10, potentially changing the outcome. Additionally, you can roll on the Gambler table up to 3 times (provided you have the sorcery points or Doubloons), and pick the desired outcome.

Deep Sea Ancestry Sorcerer

The dragons of the Forgotten Realms have shed their wings and claws, making the Deep Sea their new home. These fearful creatures have granted your bloodline a boon of great power. Use it to carve your place in the world, above and below the waves.

Serpent Ancestor

Starting at 1st level, choose a Serpent Ancestor. When you cast a spell that deals your chosen serpent's damage type, you ignore the target's resistance to that damage.

Serpent Ancestor Table

Serpent Color Damage Type
Black/Copper Acid
Blue/Bronze Lightning
Red/Brass/Gold Fire
Green Poison
White/Silver Cold
Serpent Scales

Also at 1st level, when not wearing armor or wielding a shield, you can add your Charisma Modifier to your AC.

Serpentine Stride

Starting at 6th level, you gain a swim speed equal to your speed and can breath underwater. You also do not need to speak to cast spells, you ignore the Verbal component on all Sorcerer spells you cast. Additionally, when underwater, you can take the Dash action as a bonus action.

Ancient Resistance

Starting at 14th level, you become immune to the damage type of your chosen Serpent Ancestor. Additionally, once per Short Rest when you are subjected to a Charisma, Intelligence, or Constitution Saving Throw, you can use your reaction to automatically succeed the Saving Throw. If a successful save halves the damage of the spell, it instead does no damage to you.

Aspect of the Leviathan

Starting at 18th level, when you cast a spell that deals the damage type of your chosen Serpent Ancestor of 5th level or lower, it deals the maximum damage possible. If it is a Concentration spell, you have Advantage on Constitution Saving Throws to maintain Concentration on it.

Pact of the Deep Sea Warlock

In your darkest moments, you sought out a Patron of the Deep Sea. The deal you made with them has branded your skin with sickening tattoos and turned your blood to ink. This ink-ish blood within you fuels a powerful and dark energy.

Expanded Spell List

Warlock Level Expanded Spells
1st Inflict Wounds, Shield
3rd Detect Thoughts, Wither and Bloom
5th Life Transference, Speak With Dead
7th Death Ward, Control Water
9th Cloudkill, Destructive Wave
Black Blood Blade

Starting at 1st level, you form a supernatural connection to a weapon of choice. This weapon cannot have the two-handed property. You are immediately proficient with this weapon and can add your Charisma Modifier to your attack and damage rolls with this weapon. If you gain the Pact of the Blade through the Pact Boon Feature at level 3, you can connect to any weapon, regardless of its properties. Whenever you aren't wielding the weapon, it sinks into your skin in the form of a tattoo.

Black Blood's Malediction

Also at 1st level, when you attack an enemy with your Black Blood Blade, you can expend a spell slot to deal an additional 1d8 Necrotic damage. As your spell slots level up, the damage increases by 1d8 for every spell level above 1st. Killing an enemy with this attack will heal you for the same amount of damage dealt.

Blood Disease

Starting at 6th level, you can choose a creature within 60 feet to curse their blood. At the start of each of their turns, they must succeed on a Constitution Saving Throw or take 2d6 Necrotic damage. The effect ends if you lose concentration, or the target or you dies. You can use this feature a number of times equal to you proficiency bonus, and regain all expended uses after a long rest.

Blood Pact

Starting at 10th level, after a short rest, you can choose one willing creature to bind to you through your black blood. Until your next short rest or until one of you falls unconscious or dies, you can choose from one of the following benefits:

  • You both have AC equal to the average AC between the two
  • You gain access to a single spell of your choice from their class spells, and vice versa
  • You each gain total Hit Points equal to the average Hit Point totals
  • You each gain a proficiency in a skill, tool, weapon, or armor of your choice from the other's class
Deathless Blood

Starting at 14th level, spells from the Expanded Spells List can be cast at their lowest level without expending a spell slot a number of times equal to your Charisma Modifier. You regain all uses after a long rest. Additionally, you can gain two different benefits at the same time from the Blood Pact Feature.

Pact of the Accursed Warlock

You encountered a terribly cursed item in your travels. It is now eternally bound to you, giving you incredible strength, but you wonder how much is this power really worth...

Expanded Spell List

Warlock Level Expanded Spells
1st False Life, Sanctuary
3rd Detect Thoughts, Silence
5th Feign Death, Nondetection
7th Greater Invisibility, Polymorph
9th Antilife Shell, Hallow
Cursed Bond

Starting at 1st level, you can share your cursed grief with another creature. As a bonus action, choose a creature within 60 feet of you, they are now cursed for one minute. The curse ends early if you die, the creature dies, or it is dispelled with the Remove Curse or Lesser Restoration Spells. While a creature is cursed by you:

  • Your spell and weapon attacks deal additional damage to the creature equal to your proficiency bonus
  • Your attacks ignore the cursed creature's resistances to damage
You can use this feature once per Short Rest.
Punishment of the Accursed

Starting at 6th level, when you damage a creature affected by your Cursed Bond Feature with a spell, you can choose to change the damage type of the spell to Necrotic. When dealing Necrotic damage in this way, you ignore immunity to Necrotic damage.

Sinister Protection

Starting at 10th level, you gain Advantage on Death Saving Throws and Proficiency in a single Saving Throw of your choice.

Greater Cursed Bond

Starting at 14th level, you can use your Cursed Bond Feature twice per Short Rest. Additionally, if the cursed target deals damage to you, they take Necrotic damage equal to the damage they dealt. This Necrotic damage ignores Resistances and Immunities to Necrotic damage.

Enthean Academy Wizard

The knowledge you gathered at the Enthean Academy has been uniquely valuable to your adventuring life. You are a star pupil, you will bring about great change, I know it.

Higher Education

Starting at 2nd level, you learn Elvish, and gain proficiency in any two skills. If you already know Elvish, choose another common language to learn. Additionally, you gain Expertise in a single Wizard skill you are already proficient in.

Valedictorian

Also at 2nd level, you choose one school of magic. All spells from that school become wizard spells to you, and can be added to your spell book at half the cost and time.

Efficient Casting

Starting at 6th level, the duration of concentration spells and the ritual casting time for ritual spells from your chosen school of magic are doubled and halved (respectively).

Mind of Steel

Starting at 10th level, you can add your proficiency bonus to Constitution Saving Throws against losing concentration on a spell from your chosen school of magic.

Arcane Professor

Starting at 14th level, you always have the Identify spell prepared, and can cast it without expending a spell slot a number of times equal to your Intelligence Modifier per Long Rest. Additionally, once per Short Rest when subjected to a spell or magical effect, you can use your reaction to Counterspell it without spending a spell slot. This does not work on spells cast at a level you do not own spell slots for yet.

Westcarian Academy Wizard

The wizards of Westcairn take a different approach to the study of magic. While others learned to harness the Weave to create, you learned to destroy.

Battle Mage

Starting at 2nd level, you learn gain proficiency in Light Armor, Shields, and Finesse Weapons. You can use weapons you are proficient in as an Arcane Focus for your spells.

Arcane Barrier

Also at 2nd level, when targeted by an attack, you can use your reaction to gain a bonus to your Armor Class and Saving Throws equal to your Intelligence Modifier. You can use this a number of times equal to your Proficiency Bonus, and regain all expended uses after a Long Rest.

Empowered Casting

Starting at 6th level, your Wizard cantrips that force creatures to roll a Saving Throw now deal half damage on a successful save. Additionally, you can add your Intelligence Modifier to the damage rolls of all your Wizard spells of 1st or higher level.

Arcane Sharpness

Starting at 10th level, you gain a bonus to your Initiative equal to your Intelligence Modifier, you cannot be Surprised, and when you use Arcane Barrier, but still be hit by the attack or fail the Saving Throw, it does not consume a charge of Arcane Barrier.

Might of the Syndicate

Starting at 14th level, you gain proficiency in Dexterity Saving Throws, and if a successful Dexterity Saving Throw would normally do half damage to you, it instead does no damage. Additionally, if you are out of Arcane Barrier charges, you can instead use a spell slot of 5th level or lower to give yourself a bonus to Armor Class and Saving Throws equal to the spells level. Fail or succeed, the spell slot gets consumed either way.

Appendix A: Advanced Firearms and Properties

Weapon Cost Ammo Cost Damage Properties
Percussion Pistol 50 DB 1 DB (15) 1d8 Piercing Range(120/350)
Revolver Pistol 150 DB 4 DB (20) 1d10 Piercing Range(120/350), Misfire 1
Marksman's Rifle 300 DB 5 DB (20) 1d12 Piercing Range(180/600), Two-Handed, Loading, Misfire 2
Pocket Pistol 75 DB 2 DB (20) 1d6 Piercing Range(30/120), Light, Loading, Misfire 1, Concealable
Spreadshot 300 DB 5 DB (5) 2d8 Piercing Range(10/20), Two-Handed, Loading, Misfire 2
Firearm Properties
  • Loading: Weapons with this property can only be fired once per turn. If you have multiple attacks, you can forgo one of your attacks to reload the weapon and get another shot on your current turn.
  • Misfire: When you make an attack roll with a weapon with this property, if you roll equal or lower than the Misfire Score, the weapon misfires and cannot be used until it is fixed. To fix, you must have Tinker's Tools in your inventory and must roll a DC 10 + the misfire score tool check. On a success, the weapon is fixed; on a fail, the weapon can no longer be used in combat and must be mended outside of combat.
  • Concealable: Weapons with this property are easier to conceal from other people's eyes. You gain Advantage on Sleight of Hand checks to conceal this weapon in your person, on someone else's person, or in a container.

Appendix B: Pistolero Trick Shots

  • Menacing Shot: You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one Guile Point while making a Charisma (Intimidation) check to gain advantage on the roll.

  • Blinding Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

  • Expert Shot: When you make a firearm attack against a creature, you can expend one Guile Point to gain advantage on the attack roll.

  • Disarming Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

  • Thunderous Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

  • Exposing Shot: When you make a firearm attack against a creature, you can expend one Guile Point to lower the creatures AC by 2 until the end of your next turn, if the target has natural armor, the reduction persists until it rests. You cannot stack this effect.

  • Overpressured Shot: When you make a firearm attack against a creature, you can expend one or more Guile Points to enhance the volatility of the attack. For each Guile Point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per Guile Point spent when determining the damage.

  • Crippling Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Appendix C: Hidden Devices

Hidden Devices Table

Device Name Effect Saving Throw
Fire Bottle The target takes Fire damage equal to half your Sneak Attack damage Dexterity
Poison Needle The target is poisoned until the end of your next turn Constitution
Bola Trap The target falls prone Strength
Smoke Bomb Everything within a 5-foot radius of the target becomes heavily obscured for one round Dexterity
Hemostatic The target cannot regain Hit Points until the end of your next turn Constitution

Hidden Devices Table (Continued)

Device Name Effect Saving Throw
Tar Bomb At the end of your turn, the Tar Bomb erupts, dealing 2d6 Force damage to every creature within 10 feet of the target Dexterity
Razor Wire If the target willingly moves before the start of your next turn, it takes Slashing damage equal to your Sneak Attack damage Strength
Flare The target sheds bright light out to 20 feet away, and cannot benefit from hiding or invisibility for one turn Dexterity

Appendix D: Magic Gambler Table

d20 Effect d20 Effect
1 Your spell backfires and hits you directly 6 Your spell is now a Careful Spell
2 Nothing happens...you lose all sorcery points and DB gambled 7 You or an ally within 30ft are healed 1d8 + the spells level
3 Your spell is now one spell slot weaker (minimum to its level) 8 You gain Doubloons equal to twice the spells level
4 Your spell heals the target(s) for 1d8 times the spells level 9 Your spell does not consume your action
5 You deal the minimum amount of damage possible 10 Your spell does not consume a spell slot
d20 Effect d20 Effect
11 Your spell consumes two spell slots 16 Your spell is now a Twinned Spell
12 You miss your spell attack automatically 17 Your spell is one spell slot higher (max of 9th level)
13 Your target(s) succeed in their saving throws against your spell 18 Your spell is now an Heightened Spell
14 You lose a Sorcery Point 19 You regain Sorcery Points equal to twice the spells level
15 Your target(s) are resistant to your spell damage 20 You critically hit or your target(s) fail the required saving throw

 

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