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Blackpowder Pirates

Bringing guns to the high seas.


DESIGN
David Adams

ART
Cover: A Mediterranean Brigantine Drifting Onto a Rocky Coast in a Storm, Willem van de Velde the
Younger PD-1996
Pirate: Enmanuel "Lema" Martinez

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
voyage out into open waters is as likely
to be perilous as it is beautiful. There are
AUTHORS NOTE
Firearms feature prominently in most of the new class
strange and terrible dangers lurking in the
options presented here because of their prominence in
deeps, and the waters of Faern are no a great many cinematic depictions of pirates. They
exception. It takes a brave, or perhaps more lend a distinctive flair to maritime adventures that
likely reckless, spirit to decide to set sail and helps establish a unique tone. Youll need the
venture over the known horizon. Gunslinger PDF for the complete rules on firearms,
The denizens of Toril are no strangers to otherwise you can utilize one of the alternative options
traveling by ship. The Sword Coast is teeming found within to liberate these pirates from a reliance
with merchant vessels, and with those vessels upon their guns.
looking to make quick money by stealing whats
on the merchant vessels. From the Trackless Sea BUCCANEER
to the Sea of Fallen Stars and every body of
water across Faern, sailors and pirates abound. The archetypal Buccaneer is at home on any
Recently, rumors from merchant ships that ship. Buccaneers remain chillingly calm in the
have traveled near the southern reaches of the face of danger and relish any and every
Trackless Sea claim that Lantanese pirates are opportunity to show off their considerable skill.
using a fearsome new technology. It is said these Those that seek to emulate this archetype
pirates bear armaments that belch smoke and cultivate a flashy style of fighting that sees them
fire, injuring and quickly killing men from a taking many risks, and learning to reap the
distance. Lantan is no stranger to amazing new rewards of pushing themselves to their limits.
artifice, but as of yet these pirates have not been COMBAT SUPERIORITY
spotted in northern waters. When you choose this archetype at 3rd level, you
learn maneuvers that are fueled by special dice
QUICK BUILD called superiority dice.
This tome gives you a variety of simple tools to Maneuvers. You learn one maneuver of your
quickly turn your character into one of the brave choice from a subset of the maneuvers presented
souls willing to risk life and limb on the high in the Maneuvers section of the Battle Master
seas in search of plunder. Use the Quick Build martial archetype in the fighter section of the
suggestions for your class, but consider the Players Handbook. Many maneuvers enhance
pirate variant sailor background (or simply the an attack in some way. You can use only one
sailor background) as the point to kick start maneuver per attack.
building your character. You learn one additional maneuver of your
choice at 7th, 10th, and 15th level. Each time you
learn new maneuvers, you can also replace one

MARTIAL ARCHETYPE
maneuver you know with a different one.
When you learn a maneuver, you may choose
from the following options: Disarming Attack,
Men and women experienced with a blade are Evasive Footwork, Feinting Attack, Menacing
always a welcome addition to any crew. Any Attack, Parry, Pushing Attack, and Trip Attack.
fighter with the Sailor background will be more Superiority Dice. You have four superiority
than able to hold their own on such an dice, which are d8s. A superiority die is
expedition. The archetype presented here, the expended when you use it. You regain all of
Buccaneer, represents a fighter who learned to your expended superiority dice when you finish
fight amidships, using the sway of the deck and a short or long reset.
the punch of a brace of pistols to turn the tide of You gain another superiority die at 7th level and
battle in their favor. one more at 15th level.
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 ships 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 maneuvers 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. Theyre
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 ships 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.
the target of your attack stunned until the end of
that creatures 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
SCOUNDRELS 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. PIRATES 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.
manipulating your compass to draw you into the
web of its greater schemes.
WARLOCK OPTIONS OTHERWORDLY PATRONS
Sailors tell tales of voices carried on the wrongs Beings of power capable of fueling the powers
of storms or crashing waves. Many landlubbers of warlocks might be rare, but there are still
dismiss such talk as superstitious nonsense, but manyincluding those that are imprisoned or
you know better. There are mighty powers that slumber beneath the waves, biding their time
lurk or slumber beneath the deep waters. When until a worthy individual comes along and is
you first heard the call you took to the sea, crazy, or gullible, enough to work towards their
saying far and wide wherever the whispers lead. eventual freedom.
Eventually you found a place of power where
your future master gathered its followers and THE THING BENEATH THE WAVES
you forged pact to the thing beneath the waves.
The new options below allow you to create a You have forged a pact with some inscrutable
warlock with strong ties to the sea. creature that dwells in the eternally lightless
depths far beneath the surface of some notable
PACT BOON body of water. This creatures ambitions are
often inscrutable, due to the inhospitable
Any of the warlock pacts presented in the
THING BENEATH THE WAVES SPELLS
Players Handbook are suitable to high-seas
adventures, but the new Pact Boon presented Spell Level Spells
here is a distinctly nautical option for warlocks 1st fog cloud, thunderwave
interested in exploring the mysteries surrounding 2nd gust of wind, warding wind*
3rd call lightning, tidal wave*
exploration upon the high seas.
4th control water, watery sphere*
PACT OF THE COMPASS
5th control winds*, maelstrom*

Your patron has allowed you to hold the Black * these spells appear in the Elemental Evil Players Companion.
Compass, an instrument of guidance and tool for
environs in which they dwell. Many look to see
divining your masters will. The compass does
kingdoms brought low beneath the waves, or for
not point towards magnetic north as other
the world to be consumed in unending floods.
compasses do, instead it bends in the direction
Others have goals more nuanced and all the
that your patron desires.
more dreadful.
While you possess the compass, you can make
Entities of this type include Zoth-Ommog and
navigation checks on the open water as though
the Abolethic Sovereignty. Some exceptionally
you were trained and you do not risk getting lost
powerful sea creatures like the kraken or
if you lose sight of land. Additionally, you can
leviathan may also be able to grant such power
whisper the name of one person known to you
through pacts with mortals.
and the needle of the compass will point in their
direction for the next 24 hours. You must finish EXPANDED SPELL LIST
a long rest before using this ability again. The Thing Beneath the Waves lets you choose
At 11th level, you can cast find the path using from an expanded list of spells when you learn a
the compass as the required divinatory tool once warlock spell. The following spells are added to
per day without expending a spell slot. You must the warlock spell list for you.
finish a long rest before you are able to cast this
spell again. At the discretion of your DM, there
is always the possibility that your patron is
BREATH OF THE DEEPS
Starting at 1st level, you are able to breathe water
NEW INVOCATIONS
The following new invocations complement the
as easily as air. Additionally, you gain a swim
nautical options presented here.
speed equal to twice your speed.

SIRENS SONG BAELFUL GEAS


Prerequisite: 12th level, Pact of the Compass
Beginning at 6th level, your patron teaches you
feature
the irresistible call of the sea. As an action you
You can cast the spell geas once using a warlock
cause one creature you can see within 60 feet of
spell slot against a creature you have successful
you to make a Wisdom saving throw against
tracked with your black compass. You cant do
your warlock spell DC. On a failure, the creature
so again until you complete a long rest.
is charmed by you and must spend its next turn
moving closer to you without regard for its CRAWLING EYE
safety. This effect ends after a number of rounds
Prerequisite: 7th level
equal to your Charisma modifier, or if the target One of your eyes is permanently disfigured,
takes damage. You must complete a long rest
allowing you to cast the spell arcane eye once
before using this ability again.
using a warlock spell slot. It is your own eye,
STORM SHIELD not a magical sensor, that travels out as part of
this spell. You cant cast this spell again until
Starting at 10th level, you are protected by your
you complete a long rest.
patrons tempestuous magic. You have
resistance to lightning and thunder damage.
Additionally, when you are damaged by a
creature within 60 feet of you, you can expend a
spell slot as a reaction to deal 5d6 lightning
damage to the triggering creature. You must
finish a short or long rest before using this
feature again.

COMMAND THE GALE


At 14th level, you are granted the power to
summon storms. You are able to cast the spell
control weather once without expending a spell
slot, but you cannot change the temperature or
decrease the intensity of precipitation or wind.
You must complete a long rest before casting the
spell again.

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