Corsair Level Proficiency Bonus Features 1st +2 Sea Combatant, Boarding Tactics 2nd +2 Fervor in the Fray (one use) 3rd +2 Nautical Destiny 4th +2 Ability Score Improvement 5th +3 Sirocco 6th +3 Destiny feature 7th +3 Ports of Call 8th +3 Ability Score Improvement 9th +4 Enhanced Boarding Tactics 10th +4 Fervor in the Fray (two uses) 11th +4 Destiny feature 12th +4 Ability Score Improvement 13th +5 Maritime Expertise 14th +5 Weathered Resilience 15th +5 Eyes on the Horizon 16th +5 Ability Score Improvement 17th +6 Fervor in the Fray (three uses) 18th +6 Destiny feature 19th +6 Ability Score Improvement 20th +6 Oceanic Endurance Class Features As a Corsair, you gain the following class features Hit Points Hit Dice: 1d8 per Corsair level

1d8 per Corsair level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, rapier, scimitar, shortsword, trident, whip, net

Simple weapons, rapier, scimitar, shortsword, trident, whip, net Tools: Navigator’s tools, vehicles (water) Saving Throws: Dexerity, Charisma

Dexerity, Charisma Skills: Choose any two Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, or (b) a scimitar

any simple melee weapon

(a) a diplomat's pack or (b) an explorer's pack

a grappling hook and 50 feet of hempen rope

leather armor Sea Combatant As long as you are not wearing medium or heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC (+2 if fighting in water or on a ship). Boarding Tactics At 1st level, your proficiency bonus applies to ability checks made with the grappling hook. Additionally, you have the following features: Grappling Hook. Using the Use an Object action, you can attempt to secure your grappling hook to a fixed position within the range allowed by the rope the hook is attached to in order to climb or swing into a more favorable position. Securing the grappling hook requires a Dexterity check, which you make with advantage if the fixed position is within 30 feet of you. The DC is 10 + 2 for every 10 feet of distance the grappling hook is thrown.

Swing into Combat. Using the Attack action, you can attempt to knock a creature prone after swinging from your grappling hook for at least 10 feet toward the target. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. Make a ranged attack against the target, adding your proficiency modifier. If you hit, the target takes 1d4 bludgeoning damage for every 10 feet covered, is pushed 5 feet back, and is knocked prone. You land within 5 feet of the target.

Agile Leap. As part of your movement, you can push yourself to acrobatically leap across wide distances, such as the gap between ships. When making a long jump, you cover a number of feet up to your Strength score plus your Dexterity score, if you move at least 10 feet on foot before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. Fervor in the Fray Starting at level 2, whenever an enemy hits you with a melee attack, you may gain advantage on weapon melee attacks until the end of your next turn. You may also use your reaction to immediately make an opportunity attack against that creature. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it twice before a rest, and at 17th level, you can use it three times before a rest. Nautical Destiny At 3rd level, your time at sea has allowed you to choose which winds will shape your destiny. You can choose either Stormborn, Subjugator, or Dreadnought. Your destiny grants you features at 3rd level and then again at 6th, 11th, and 18th level.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Sirocco Beginning at 5th level, the wind itself seems to carry you into battle. For one minute, you enter a state of heightened awareness and increased speed. During this time, you gain the following benefits: Your speed increases by 10 if you are not wearing heavy armor or wielding a shield.

You gain a +5 bonus to Perception and Acrobatics checks.

You can attack twice, instead of once, whenever you take the Attack action on your turn.

You can make a single melee attack as a bonus action on each of your turns. When this effect ends, you suffer one level of exhaustion. You lose one level of exhaustion gained by this feature whenever you finish a short rest. Ports of Call At 7th level, your time in various seaports has exposed you to a wide variety of languages. You learn two languages of your choice. Enhanced Boarding Tactics Starting at 9th level, you gain the following features: Precision Grappling. The DC to secure your grappling hook is 10 + 1 for every 10 feet the grappling hook is thrown.

The DC to secure your grappling hook is 10 + 1 for every 10 feet the grappling hook is thrown. Nimble Landing. As long as you are conscious and not incapacitated, you take no falling damage when falling from a height of 30 feet or less.

As long as you are conscious and not incapacitated, you take no falling damage when falling from a height of 30 feet or less. Rushing Wind. If your grapnel is secured, you can use a bonus action to Dash, covering distance up to your movement speed by swinging as allowed by the length of the rope and position of the grapnel.

If your grapnel is secured, you can use a bonus action to Dash, covering distance up to your movement speed by swinging as allowed by the length of the rope and position of the grapnel. Soaring Leap. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier (minimum 1). Maritime Expertise At 13th level, choose two Dexterity, Wisdom, or Charisma skills. You gain proficiency in these skills. If you already have proficiency in either of these skills, your proficiency bonus is doubled for any ability check you make when using that skill. Weathered Resilience At 14th level, you gain proficiency in two saving throws of your choice. Eyes on the Horizon Starting at 15th level, your time at sea has greatly improved your eyesight. You have advantage on Perception checks that rely on vision, and you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Oceanic Endurance At 20th level, whenever you roll initiative and have at least one level of exhaustion, you lose one level of exhaustion. Nautical Destiny A corsair's destiny may be influenced by the winds that drive them, but ultimately, each corsair embraces his or her own path, choosing the explore their origin or to chart new territory on the seas before them. Stormblood You or one of your recent ancestors was born at sea during a once-in-a-lifetime storm, and the magic of a storm god now flows in your blood. After being at sea for long enough, inevitably you have come to better understand the power of storms that lurks inside of you, and embracing this destiny allows you to begin to harness that power to devastating effect. Storm Magic When you choose this Destiny at 3rd level, you have the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. Cantrips. You learn two of the following cantrips: booming blade, gust, lightning lure, shocking grasp, thunderclap. Spells. You can cast one of the following spells as if expending a 1st level spell slot, ignoring any material component requirements: chromatic orb (lightning or thunder damage only), fog cloud, thunderwave, witch bolt. Once you cast one of these spells, you cannot cast another spell from this list until you finish a short or long rest. Spellcasting Ability. Charisma is your spellcasting ability for spells you cast due to this feature, due to the innate connection between you and a storm god. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the saving throw DC for any of the spells you cast due to this feature and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Lightning Reflexes At 3rd level, whenever you cast one of your Stormblood spells, you can either use a bonus action to Dash or gain a +2 bonus to your AC until the beginning of your next turn. Eye of the Storm At 6th level, whenever you roll lightning or thunder damage, you may also add your Charisma modifier.

Additionally, you can also your other Stormblood spells as if expending a 2nd level spell slot. You can also cast one of the following spells as if expending a 2nd level spell slot, ignoring any material component requirements: gust of wind, misty step, warding wind. Once you cast one of these spells, you cannot cast another spell from this list until you finish a short or long rest. Atmospheric Mastery At 11th level, after casting one of your Stormblood spells or cantrips, you gain a flying speed of 60 feet until the end of your turn. Additionally, you can cast your other Stormblood spells as if expending a 3rd level spell slot. You can also cast one of the following spells as if expending a 3rd level spell slot, ignoring any material component requirements: call lightning, lightning bolt, thunder step. Once you cast one of these spells, you cannot cast another spell from this list until you finish a short or long rest. Mark of the Storm God At 18th level, your physical form takes on storm-like characteristics. Your eyes and fingertips spark with harmless electricity, and a light wind continually circles your body. Due to this physical mark, you gain immunity to lightning and thunder damage. Additionally, you can cast your Stormblood spells as if expending a 4th level spell slot. Subjugator A life on the seas has meant taking what is rightfully yours, and everything is rightfully yours. The endless horizon reminds you of this destiny, and you have embraced it fully and show no mercy to those who stand in your way. Merciless Demeanor When you choose this Destiny at 3rd level, you gain expertise in Intimidation, which means your proficiency bonus is doubled for any ability check you make with it. This skill does not also benefit from another feature, such as Expertise, that doubles your proficiency bonus. Additionally, after hitting a creature with an attack, you can use your bonus action to attempt to instill terror in that creature. The creature must succeed on a Wisdom saving throw or become frightened of you for one minute. The DC for this saving throw is equal to 10 + half your Corsair level (rounded down). The creature has advantage on this save if its CR is higher than your Corsair level. The creature has disadvantage on this save if the attack scored a critical. A creature can repeat the saving throw at the end of each of its turns or when it takes damage from a source other than you, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, you can’t use this feature on that creature again for the next 24 hours. Demoralizing Onslaught At 6th level, whenever you hit a creature with a melee weapon attack, you may immediately make a Charisma (Intimidation) check. The DC is equal to 10 + the creature’s CR (rounded up to the nearest whole number). If you succeed, you reduce the creature’s AC by 1 until the start of your next turn. Coerce Submission Starting at 11th level, your will to dominate can bend the wills of those who fear you. Choose one humanoid that is frightened of you. As long as the creature is frightened of you, you can issue verbal commands to it on your turn (no action required), which it does its best to obey as long as it is frightened of you. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” It will not follow commands that would immediately result in its death, such as throwing itself onto its sword, immolating itself, or jumping from a great height. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can only use this feature on one creature at a time. Enslave Minion At 18th level, your dominating will can break the mind of a humanoid who is near death. When you reduce a humanoid to 0 hit points, you can offer it mercy in exchange for servitude. Make a Charisma (Intimidation) check. The DC is equal to 20 + the creature’s CR (rounded up to the nearest whole number). If you succeed, the creature accepts your offer. On a failure, the creature dies. If the creature accepts your offer, it becomes a shell of its former self, living in constant fear of you. It will follow your orders to the best of its ability. It takes its turn on your initiative, and you can use a bonus action to instruct it to take a specific course of action. Its stats remain the same, except for the following: The creature has 1 hit point. Its hit point maximum cannot be higher than 1.

It cannot gain temporary hit points.

It automatically fails any Charisma ability checks.

When it is subjected to an effect that allows it to make a saving throw to take only half damage from a spell or other effect, it instead takes no damage if it succeeds on the saving throw. You can have a number of minions equal to your Charisma modifier.