Pirate
A Rogue Archetype of boarders that attacks as a bonus action after moving, frightens enemies near a kill, and strikes at a creature sealing a hatch or sounding an alarm.
Identity
The Pirate is the Rogue Archetype of the boarding action. Corridors are narrow, the lighting belongs to somebody else, and the fight is decided by who reaches the bridge, so Pirates train to cross fast, split the defenders and take the one compartment that matters. They come from Black Meridian corsair crews and from frontier haulage firms that had one bad season, and they work a rigged docking clamp the way an Assassin works a stairwell.
Features
- L3 Boarder Training
You gain proficiency in Athletics and with navigator's tools. You ignore difficult terrain created by wreckage, rigging, low gravity or a shifting deck. When you move into a hostile creature's reach for the first time on your turn, it cannot use its reaction until the start of its next turn.
- L7 Boarding Action
You can use the bonus action granted by Cunning Action to make one weapon attack, provided you moved at least 10 feet this turn. In addition, you can deal Sneak Attack damage to any creature that has not yet acted in this combat even if you do not have advantage on the attack roll.
- L11 Rout
When you reduce a creature to 0 hit points, each hostile creature within 10 feet of it that can see you must succeed on a Wisdom saving throw against your save DC or have the Frightened condition until the end of its next turn. A creature that succeeds is immune to this for 24 hours.
- L15 Take the Bridge
You have advantage on ability checks made to find, reach or operate a vessel's controls. Once per short or long rest, you can move up to your speed and make one attack as a reaction when a creature you can see attempts to seal a hatch, sound an alarm or transmit a distress call.
- L18 Boarding Frenzy Capstone
Once per long rest, as a bonus action, you can press the attack for 1 minute. Your speed doubles, you can deal Sneak Attack damage once with each attack you make instead of once per turn, and you cannot be Frightened, Grappled or Restrained. At the end of the minute, you gain one level of exhaustion.