Corsair (Innovaworks Inc.)

The archetypal corsair is a fighter who has learned one truth: only fools believe they do not need luck. After surviving many battles and storms, a corsair comes to accept that success comes as much from luck as know-how. These fighters can’t leave their fate purely to chance and hone their skills to better their chances of surviving the next peril they face. Corsairs adapt their fighting methods to suit any situation.

They also train to be as fast and mutable as the wind. A corsair knows a gamble can overcome incredible odds, as fortune favors the bold.

Features
Fighter Level Feature
3rd Breath of the Sea, Windward & Leeward
7th Fair Winds
10th Winds of Change
15th Wind in the Sails
18th Master of Four Winds

Breath of the Sea

Starting at 3rd level when you choose this archetype, you have begun to identify with one of the primary tradewinds of the seas.

Fortune Dice. You have two Fortune dice, which are d6s, and are expended when you use them. You regain expended Fortune dice when you finish a short or long rest. You gain one additional die each time you master additional tradewinds, at 7th, 10th, and 15th levels.

Fickle Fate. When you roll a 6 on a Fortune die, you can choose to roll the die again, adding the combined result to any feature that allows you to roll Fortune die. You can continue to do so as long as you keep rolling a 6. However, if you roll a 1 after rolling a 6, you expend the die and add nothing to your result instead.

Tradewinds. You harness one of the tradewinds of Fortune and work its fickle nature into your fighting. Choose one of the following tradewinds to master. You master another tradewind at 7th, 10th, and 15th level.

  • Tradewind of the North. Versatile weapons are finesse weapons for you, and you deal additional damage equal to the lower of your Strength or Dexterity ability modifier (minimum of 1) when you use them with two hands. You can expend a Fortune die when you deal damage with a versatile weapon and add the result to the damage. Additionally, whenever you would be forced to move, you reduce the amount of forced movement by 5 feet.
  • Tradewind of the South. Loading and reach weapons increase their damage die by one size when you wield them with one hand. You can expend a Fortune die when you deal damage with a loading or reach weapon and add the result to the damage. Additionally, the first 15 feet of difficult terrain you move through each turn costs you no extra movement.
  • Tradewind of the East. When you make an attack with a light or thrown weapon, you can add the lower of your Strength or Dexterity ability modifier (minimum of 1) to the attack roll. Additionally, your speed increases by 5 feet, and you can expend a Fortune die and add the result to your AC until the start of your next turn whenever you use the Disengage action.
  • Tradewind of the West. You can use the Help action as a bonus action immediately after you use the Attack action. Additionally, you can give the creature you Help a Fortune die to use with their choice of their next attack roll or damage roll before the start of your next turn. The die is expended even if they do not use it.

Windward & Leeward

Beginning at 3rd level when you choose this archetype, you have become accustomed to fighting unarmored, or while wearing light or medium armor.

While you are not wearing heavy armor, you can expend a Fortune die to Dash or Disengage as a bonus action.

While unarmored or wearing light armor, as a reaction when a creature makes a weapon attack against you, you can expend a Fortune die and add the result to your AC for that attack. You can also move up to 15 feet in a direction of your choice without provoking opportunity attacks.

While wearing medium armor, as a reaction to being hit with a weapon attack, you can expend a Fortune die to reduce the damage from the triggering attack by that amount, and you may move up to 5 feet in a direction of your choice without provoking opportunity attacks.

Further, you doff and don light and medium armor in half of the normal time.

Fair Winds

Upon reaching 7th level, you have learned to seize opportunities and turn them ever-so-slightly in your favor, granting a small amount of protection against the dangers of ships and port towns – both physical and monetary. You gain proficiency in your choice of gaming sets, and have advantage on Wisdom (Insight) ability checks made while playing dice or cards.

While unarmored, or wearing light or medium armor, you can reroll any d20 roll that results in a 1 on a Dexterity (Stealth), Dexterity (Acrobatics), or Strength (Athletics) ability checks, but you must take the second result. If you make the check while standing on anything that is floating on water, or while you are in the water, you can reroll results of 1, 2, or 3.

Winds of Change

Starting at 10th level, you are ready for your fate to shift with the winds. After using your Second Wind feature, attack rolls against you that would have advantage instead have disadvantage, and attack rolls and saving throws you make that would have disadvantage instead have advantage. This lasts until the end of your next turn.

Wind in the Sails

Upon reaching 15th level, you can weather any storm. When you use your Indomitable feature, you gain temporary hit points equal to twice your Constitution ability modifier.

Master of Four Winds

Beginning at 18th level, each time you expend a Fortune die, you can treat the first result of a 1 on the die as a 6.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.