Pirate

A predator stalks the seas. Lying in wait within coves and natural hiding points, pirates seek vulnerable prey. Merchants and travelers of any country or creed – none are safe from a surprise boarding. Pirates are known to be as fierce as they are clever. They wield a specialized curved blade – the sica. Its long, curved blade with the edge on the inner curve allows the reaching over enemy shields to strike their opponents’ backs and necks. Their lembos, or ramming ships, are crewed by one hundred men, each ready to spill blood and snatch jewels. Once a target is stripped of their goods, they too are sold for whatever profit can be made.

Class Level Spells
3rd Guiding bolt
5th Hold person
9th Beacon of hope
13th Locate creature
17th Legend lore

Voyager’s Fear

Starting at 3rd level, your experience ambushing the less fortunate has given you an eye for concealment and surprise. Before a combat has broken out, you have advantage on Stealth rolls to hide. This roll applies to all of your allies as you coordinate the assault. All allies gain an additional 10 feet of movement during a surprise round. Additionally, you gain advantage on all saving throws and skill and ability checks to control or seize control of a vehicle or mount. This applies on land and sea.

Exposing Slice

Starting at 9th level, you have mastered the art of striking an opponent in unexpected places. The curved sica allows you to reach and slice around your target’s defenses. When you hit a creature with an attack, you may roll 1d4 and reduce the target’s AC by the result until the end of your next turn. If the target is wielding a shield, instead roll 1d6. This ability does not stack.

Razor’s Eye

Starting at 13th level, your eyes have sharpened to catch the most minute detail of treasures and the foes that carry them. You gain proficiency and expertise in the Insight and Investigation skills when you attempt to appraise value. As a bonus action, you may make a Perception check with a DC equal to the target’s CR to reveal their resistances, vulnerabilities, and immunities.

Dread Captain

Starting at 17th level, travelers fear the very mention of your presence as your infamous legend grows. You are now immune to the effects of difficult terrain. You gain a climbing and swim speed equal to your walking speed. When you deal damage with Sneak Attack, all attacks made by you and your allies gain advantage until the end of your next turn.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

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