A terror of the seas, a boarder is a warrior to be feared both on his own ship and when boarding others. Unlike other archetypes, the boarder archetype must be taken at 1st level.
Light Armor Unlike other fighters, a boarder is not proficient with medium or heavy armor and may not choose a suit of chain mail as part of their starting equipment.
Boarders gain proficiency with water vehicles, and their proficiency bonus is doubled when making Dexterity (Acrobatics) or Strength (Athletics) checks aboard a ship, or within 30 feet of a ship if they are in the water, on a dock, or in a similar nautical environment (GM’s discretion).
At 3rd level, a boarder can bond with a ship. To bond with a ship, the boarder must be on board the ship for 24 hours. A boarder can only have one bonded ship at a time.
While within 30 feet of his bonded ship, a boarder has advantage on initiative rolls and his movement is not hampered by difficult terrain, including loose equipment, ropes, crates, nets, or crowded decks.
Such obstructions provide him cover, granting him a +1 bonus to Armor Class on board his bonded ship.
At 7th level , a boarder incorporates a ship’s masts, rigging, ropes, sails, and other such structures into his combat style, and by using them he can gain advantage on Dexterity (Acrobatics) or Strength (Athletics) checks made to jump. If he jumps at least 10 feet before making an attack, he gains a +2 bonus on his attack roll, and if the attack hits he can attempt to shove the target as a bonus action. If the target of this shove is armed with a weapon or similar item (such as a magic wand or staff), he may choose to force the target to drop that item in its square rather than being pushed back or knocked prone.
At 10th level, a boarder learns to lead his fellow adventurers in a boarding charge. When a boarder makes a boarding charge, he may allow a number of allies equal to his Charisma modifier to share his boarding charge ability on their next turn. These allies must be within 30 feet.
At 15th level, allies within 30 feet gain the benefits of his mighty boarding charge ability.
Mighty Boarding Charge
At 15th level, a boarder learns to make devastating charge attacks while on or leaving his bonded ships. An attack he makes after jumping at least 10 feet scores a critical hit on an attack roll of 19 or 20. If he scores a critical hit, he has advantage on his Strength (Athletics) check to shove the target as a bonus action.
Supreme Boarding Charge
At 18th level, whenever the boarder makes a boarding charge, he deals double the normal amount of damage (or triple if swinging on a rope when making a charge attack). In addition, if the boarder scores a critical hit on any charge attack, the target is stunned for 1d4 rounds unless it succeeds on a Constitution save with a DC equal to 10 + the boarder’s proficiency bonus.
Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.