Corsair Level Proficiency Bonus Features 1st +2 Sea Legs, Boarding Tactics 2nd +2 Fervor in the Fray (1 die), Fighting Style 3rd +2 Nautical Destiny, High Tide (1d8) 4th +2 Ability Score Improvement 5th +3 Extra Attack, Fervor in the Fray (2 dice) 6th +3 Destiny feature 7th +3 Fleet-Footed, Ports of Call 8th +3 Ability Score Improvement 9th +4 Enhanced Boarding Tactics, High Tide (2d8) 10th +4 Mark of Reprisal 11th +4 Destiny feature, Fervor in the Fray (3 dice) 12th +4 Ability Score Improvement 13th +5 Eyes on the Horizon, High Tide (3d8) 14th +5 Maritime Savvy 15th +5 Weathered Resilience 16th +5 Ability Score Improvement 17th +6 Fervor in the Fray (4 dice), High Tide (4d8) 18th +6 Destiny feature 19th +6 Ability Score Improvement 20th +6 Sirocco 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, rapiers, scimitars, shortswords, tridents, whips, nets, crossbows

Simple weapons, rapiers, scimitars, shortswords, tridents, whips, nets, crossbows Tools: Navigator’s tools, vehicles (water) Saving Throws: Dexerity, Charisma

Dexerity, Charisma Skills: Choose two from Acrobatics, Athletics, Deception, Nature, Perception, Sleight of Hand, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, or (b) a scimitar, or (c) a hand crossbow

any simple melee weapon

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

3 grappling hooks and 50 feet of hempen rope

leather armor Sea Legs Beginning at 1st level, while you are not wearing heavy armor or carrying a shield, you have the following features: You have a swimming and climbing speed equal to your normal speed.

When making a long jump, you cover a number of feet up to your Strength score plus your Dexterity modifier. 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. Boarding Tactics At 1st level, your proficiency bonus applies to ability checks and attack rolls made with the grappling hook. Additionally, you have the following features: Tether Hook. As a bonus action, you can attempt to secure your grappling hook to a fixed position within 30 feet, in order to climb or swing into a more favorable position. Securing the grappling hook requires a Dexterity check. The DC is 10 + 1 for every 10 feet of distance the grappling hook is thrown. When attempting to secure the grappling hook to a point beyond 50 feet, checks are made with disadvantage.

Swing into Combat. Using the Attack action, you can attempt to ram into a Large or smaller creature 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 (to a maximum of 3d4). The target must then succeed on a Strength saving throw (DC equal to 8 + your proficiency + your Dexterity modifier). If it fails, it is knocked prone or pushed back 5 feet. You land within 5 feet of the target.

Bludgeoning Whip. You can make a ranged weapon attack with your grappling hook. It deals 1d4 bludgeoning damage to a target up to a distance of 15 feet or at a target up to a distance of 30 feet with disadvantage. Additionally, as long as you are holding the rope attached to the grappling hook and nothing is restricting its movement, you can use a bonus action to pull the grappling hook back to you.

Fervor in the Fray Starting at 2nd level, you excel in combat when in the thick of battle. If there are two or more hostile creatures within 5 feet of you at the start of your turn, or if you were targeted by two or more melee attacks within the last round, you have advantage on attack rolls until the beginning of your next turn. Additionally, during this time, you can roll one additional damage die when rolling damage the first time you hit a creature within 5 feet of you. This increases to two additional dice when you reach 5th level, three when you reach 11th, and four when you reach 17th level. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Close Quarters Shooter. You are trained in making ranged attacks in close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

You are trained in making ranged attacks in close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. Defense. While you are wearing armor, you gain a +1 bonus to AC.

While you are wearing armor, you gain a +1 bonus to AC. Dueling. While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 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. High Tide Starting at 3rd level, you can bolster yourself with determination right before combat. When you roll initiative, you can gain 1d8 temporary hit points. This amount increases to 2d8 at 9th level, 3d8 at 13th level, and 4d8 at 17th 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at 7th level, you’ve learned how to make the most out of every false step an enemy makes. Whenever a hostile creature misses you with a melee attack, you can use your reaction to move up to half your speed without provoking opportunity attacks from that creature. Ports of Call At 7th level, your time in various seaports has exposed you to a wide variety of languages and crafts. You learn two languages of your choice and gain proficiency in one tool of your choice. Enhanced Boarding Tactics Starting at 9th level, you can make a ranged attack with your grappling hook as a bonus action, and you gain the following features: 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 grappling hook 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 grappling hook.

If your grappling hook 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 grappling hook. Snag Foe. When you score a critical hit when attacking with your grappling hook, instead of rolling extra dice for the attack’s damage, the damage dealt by the attack is piercing, and you you can either knock the target prone or pull it up to 10 feet closer to you. Mark of Reprisal Starting at 10th level, your intensity in battle allows you to become even more focused and determined when your enemies strike you back. When you hit a creature within 5 feet of you with an attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. Whenever you take damage from a creature that is marked by you, you can make an opportunity against that creature with advantage. This opportunity attack doesn’t expend your reaction, but you can’t make the attack if anything is preventing you from taking reactions. You are limited to one opportunity attack per turn. Eyes on the Horizon Starting at 13th 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.

Maritime Savvy Beginning at 14th level, remaining vigilant has become as second nature to you as breathing. You can add your proficiency bonus to your initiative rolls. Additionally, being surprised does not prevent you from using reactions. Weathered Resilience Starting at 15th level, you gain proficiency in Constitution saving throws, and you regain all your Hit Die at the end of a long rest. Sirocco At 20th level, there are times that the wind itself seems to carry you into battle. Using a bonus action, you enter a state of heightened awareness and reflexes for 1 minute. During this time, you gain the following benefits: You gain a +2 bonus to AC.

Your speed increases by 20 feet if you are not wearing heavy armor or wielding a shield.

You gain a +5 bonus to Wisdom (Perception) and Dexterity (Acrobatics) checks.

You can use the Dodge action as a bonus action on each of your turns. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. 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. Spellcasting When you choose this Destiny at 3rd level, your inner storm magic grants you the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. Cantrips. At 3rd level, you learn two of the following cantrips: booming blade, gust, lightning lure, shocking grasp, thunderclap. You learn another cantrip from this list at 10th level. Spell Slots. The Stormblood Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Stormblood Spellcasting Corsair Level Cantrips Known 1st 2nd 3rd 4th 3rd 2 2 -- -- -- 4th 2 3 -- -- -- 5th 2 3 -- -- -- 6th 2 3 -- -- -- 7th 2 4 2 -- -- 8th 2 4 2 -- -- 9th 2 4 2 -- -- 10th 3 4 3 -- -- 11th 3 4 3 -- -- 12th 3 4 3 -- -- 13th 3 4 3 2 -- 14th 3 4 3 2 -- 15th 3 4 3 2 -- 16th 3 4 3 3 -- 17th 3 4 3 3 -- 18th 3 4 3 3 -- 19th 3 4 3 3 1 20th 3 4 3 3 1 Spells Known of 1st-Level and Higher. At 3rd, 7th, 13th, and 19th level, you gain access to spells connected to the primal powers of sea and storm. Examples of such spells are listed in the Stormblood Spells list, but your DM may provide you with an alternative or extended list of spells that deal thunder or lightning damage or create an atmospheric or watery effect. Stormblood Spells Corsair Level Spells 3rd chromatic orb (lightning or thunder damage only), fog cloud, thunderwave, witch bolt 7th gust of wind, misty step, shatter, warding wind 13th call lightning, lightning bolt, thunder step 19th ice storm, storm sphere, watery sphere Spellcasting Ability. Charisma is your spellcasting ability for your Stormblood spells since you embrace this destiny and connection to a storm god through force of will. 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 gain a +1 bonus to AC until the beginning of your next turn or you can use a bonus action to Dash until the end of your turn. Eye of the Storm At 6th level, whenever you roll lightning or thunder damage, you may also add your Charisma modifier. 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 the turn. 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 and have advantage on Intimidation checks. Dread Pirate For you, a life on the seas has meant taking what is rightfully yours, and in your view, 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 proficiency in Intimidation. If you are already proficient in the skill, your proficiency bonus is doubled for any ability check you make with it, and this skill does not also benefit from another feature, such as Expertise, that doubles your proficiency bonus. Subduing Strike At 3rd level, after hitting a creature within 5 feet of you with an attack, you can use your bonus action attempt to instill terror in that creature. The creature must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for one minute. 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, ending the effect on itself on a success. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses after finishing a short or long rest. Demoralizing Onslaught Beginning at 6th level, whenever you reduce a creature to 0 hit points or score a critical hit on a weapon attack, each hostile creature within 30 feet of you that is within sight must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn. Dread Awakening At 11th level, with one look, you can make your enemies intimately aware of their own mortality. You can use a bonus action to awaken an impending sense of doom in a creature that is frightened of you. Until the end of your next turn, the creature’s speed is reduced to 0, attack rolls against the creature are made with advantage, and whenever it makes an attack roll, saving throw, or ability check, it must roll a d4 and subtract the number rolled from the attack roll, saving throw, or ability check. Once you use this feature, you must finish a short or long rest before you can use it again. Enslave Minion At 18th level, your dominating will can break the mind of a humanoid whom you have brought to the brink of death. When you reduce a humanoid to 0 hit points, you can offer it mercy in exchange for servitude. That creature makes a single death saving throw. If it fails, the creature dies. If it succeeds, the creature accepts your offer and is charmed by you until a remove curse spell is cast on it or the charmed condition is removed from it. While charmed by you in this way, the creature 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 has disadvantage on 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.

If it is able to cast spells, it cannot cast them or concentrate on them while charmed by you.

While it is within 5 feet of you, you benefit from your Fervor in the Fray feature even if there are not two or more hostile creatures within 5 feet of you or you were targeted by two or more attacks within the last round. You can have up to a number of minions at one time equal to your Charisma modifier. Dreadnought Your audacity in battle makes you an formidable fighting force, particularly while in the thick of combat. Though frequently surrounded by dangers of all sorts that could end your existence, you have chosen a destiny void of fear by willingly leaping into deadly situations. Dauntless Determination When you choose this Destiny at 3rd level, you have advantage on saving throws against effects that would cause you to become frightened or charmed. Additionally, whenever an enemy hits you with a weapon or spell attack, you gain a +1 bonus to attack and damage rolls against that creature until the end of your next turn.