Corsair
Fighter
Level 3: Raise the Sails
You have mastered the skills necessary to survive life at sea. You gain:
- A Swim Speed equal to your walking speed.
- The ability to hold your breath for 1 hour.
- Proficiency with one tool of your choice.
- Climbing no longer costs you extra movement.
Level 3: Commandeer
Once on each of your turns when you hit a creature with a weapon attack, you can force it to make a Dexterity saving throw(Save DC = 8 + your Proficiency Bonus + your Dexterity modifier). On a failed save, choose one of the following effects:
Disarm. The target drops one object it is holding in a space of your choice within 10 feet.
Reposition. Move the target up to 10 feet to an unoccupied space you can see.
Pilfer. You steal one Small object carried by the creature that is being worn or attached to its body. The object appears in your free hand.
You can use Commandeer a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Level 7: Flawless Footwork
You have learned to remain steady no matter how rough the seas become. You gain the following benefits:
- You have Advantage on saving throws made to avoid or end the Prone condition.
- Whenever a creature misses you with a melee attack, your Speed increases by 10 feet until the end of your next turn.
Level 10: Captain's Command
Whenever you use Action Surge, choose a number of creatures you can see within 30 feet equal to your Proficiency Bonus. Each chosen creature gains one of the following benefits of your choice:
- Temporary Hit Points equal to your Fighter level.
- Immediate movement up to half its Speed without provoking Opportunity Attacks.
A creature can receive only one benefit from this feature each time you use it.
Level 15: Slippery Positioning
When a creature within 5 feet of you misses you with an attack, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks. After moving, you may make one weapon attack against a creature within range.
Level 18: Captain's Edge
A true corsair punishes every mistake.
When a creature hits you with a melee attack, you can use your Reaction to unleash a devastating counterattack. Make a number of weapon attacks against that creature equal to half the number granted by your Extra Attack feature (rounded up). If at least one attack hits, the creature must succeed on a Constitution saving throw against your Commandeer save DC or be Stunned until the start of its next turn.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.