The privateer is an expert at navigating the open ocean and tracking down enemy ships.

Privateer Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Scourge of the Seas

At 3rd level, you add vehicles as a favored enemy. You also gain a +1 bonus on attack and damage rolls against your favored enemy if the target is an aquatic creature or water vehicle.

Ripple Tracking

At 3rd level, you track creatures across, over, or through water as if it were normal hard ground.

Fast Swimmer

At 7th level, you gain a swim speed of your base speed as long as you are wearing light armor or no armor. If you successfully make an appropriate Strength (Athletics) check equal to the DC of swimming in the same conditions without a swim speed, you may instead move your full speed.

Rigging Monkey

At 11th level, you can cast spider climb as an innate spell once per day. You may cast it an additional number of times per day equal to your proficiency bonus with water vehicles, though these additional uses apply only when climbing ropes, masts, rigging, the hulls of ships, and similar surfaces. You do not suffer any penalties for the movement of a ship you are on if you are within reach of ropes, a mast, rigging, or a similar ship feature you can use for balance.

No Quarter

At 15th level, your weapon attacks score a critical hit on a roll of 19–20. The first time each round you deal a critical hit, you may immediately make one additional attack against that target.

Section 15: Copyright Notice

The Dragon’s Hoard #25 © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Darrin Drader, James-Levi Cooke.

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