Buccaneer v1.2.5 - The Homebrewery
Buccaneer v1.2.5 - The Homebrewery
A
top the highest tower, swords clash. The half elf
is poised with his rapier held steady and his
free hand tucked behind his back. As his half-
orc opponent swings, he sidesteps effortlessly
before landing a stab in her shoulder. She drops
her axe, clutches her wounds, and reluctantly
concedes her defeat.
There is a commotion in the streets. A fight has broken out
between two opposing merchants. An officer draped in
formal regalia pushes through the crowd as he draws his
saber. With a booming voice, he demands an end to the
disturbance. His authority alone is enough to end the fight.
Cannons fire. Sparks and splinters fly. As the ships collide,
the pirate captain swings aboard the enemy vessel to take his
prize. He dispatches two of the privateers with his throwing
daggers before drawing his cutlass. If they surrender, he just
might offer some of them a place on his crew.
Buccaneers are many things. Polite, but bold. Cunning, but
charming. Daring, but civilized. Fascinating, but deadly.
Tactical Warriors
What distinguishes a buccaneer from a common fighter?
Preparation and presentation. A buccaneer will spend hours
pouring over tomes on historic battles, the art of war, and the
finer points of fencing. They adhere to honor codes and ideals
that define how they bear themselves both on and off the field
of battle, and their wits are just as much as their blades.
Some call it cowardly to duck, dodge, and sidestep your way
to victory, but buccaneers simply call it "swordplay."
Captivating Personalities
Whether they're aiming to become a renowned general or a
pirate king, a buccaneer is always ambitious. To this end, they
will cultivate an air of sophistication and magnetism that
allows them to flourish amongst high society.
The Best Offense
Buccaneers are always looking to hone their swordplay
techniques. As such, they fight defensively, allowing their
opponent to reveal their hand before going in for the kill. In a
duel, a buccaneer will find victory by a thousand cuts.
Creating a Buccaneer
Your relationship with swordplay is an important part of your
identity as a buccaneer. How were you trained with a blade?
Did you enlist in a military unit? Were you trained by a
wandering duelist who saved your town?
Next, you must define your goal. Buccaneers are ambitious,
and always have their sights set on their long-term objective.
Do you seek fortune? Fame? Renown? Infamy?
Quick Build
You can make a buccaneer quickly by following these
suggestions. First, put your highest ability score in Dexterity,
and your next highest into Charisma. Second, choose the
soldier or pirate background.
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A Homebrew Class for DND 5e by u/Tandra_Boy
Codes of Virtue
Duelist
An honorable duelist values courage, respect, and integrity.
They will gladly stake their life on their honor, and tend to do
so regularly. They are proud and boisterous warriors.
Classical Technique
When you choose this code at 3rd level, your approach to
combat is as traditional as it is effective. You can assume
battle stances, each with its own benefits and drawbacks.
At 3rd level, you learn two stances of your choice from the
options listed below. You learn an additional stance at 9th,
13th, and 18th level in this class.
You can only be in one stance at a time. You can use a
bonus action to enter a stance you know, switch to a different
stance you know, or exit your stance entirely. You exit your
stance automatically if you are incapacitated. You cannot
benefit from a stance if you are wearing medium or heavy
armor or are wielding a shield.
Aegis. You gain +3 AC, but you have disadvantage on
attack rolls.
Blitz. You add your proficiency bonus to damage rolls for
melee attacks, but you have -2 AC.
Focus. When you make an attack with a finesse weapon
using Dexterity, you gain a +10 bonus to the weapon's
damage roll, but have a -5 penalty to the attack roll.
Gash. You score a critical hit with melee attacks on a roll
of 19 or 20, but you have disadvantage on Strength and
Dexterity saving throws.
Notch. Creatures provoke an opportunity attack from you
when they enter the reach of a finesse melee weapon you
are wielding, but your movement speed is halved.
Poise
Also at 3rd level, your balance is impeccable. You can add half
of your Charisma modifier, rounded up (minimum of +1), to
any Dexterity (Acrobatics) check you make.
Additionally, you do not suffer disadvantage on attack rolls
due to being prone. This extends to other unstable positions
where you might have disadvantage on attack rolls, such as
walking on a tightrope, or backpedaling on a staircase.
Pivoting Stance
At 9th level, your footwork is hard to read. You gain the
benefits of the Disengage action when changing your stance.
En Garde!
At 13th level, at the start of combat when rolling initiative, but
before each creature's initiative has been determined, you can
choose a hostile creature you can see that is also rolling
initiative. Your initiative becomes the creature's initiative +1.
You can only target the chosen creature with attacks or spells
during your first turn in combat.
Pirouette
At 18th level, you know how to work quick cuts into your
stance changes. Whenever you switch stances on your turn,
you can deal slashing damage equal to a roll of your Fencing
die to a hostile creature within 5 feet of you.
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Officer
Officers are instilled with the values of trust, discipline, and
structure. Before resorting to violence, they will attempt to
pacify their foes if possible. They are attentive, efficient,
confident, and reliable: all the traits of a natural leader.
Modern Technique
When you choose this code at 3rd level, your approach to
combat is calculated, meticulous, and precise. You gain the
following features for your Counter-Attack:
Neutralize. Creatures you hit with a Counter-Attack
cannot take reactions until the end of their next turn.
Perfect Opening. You have advantage on a Counter-
Attack if the target rolled a 1 on the triggering attack roll.
Gravitas
Also at 3rd level, your stern demeanor makes you rather
imposing. You can add your Charisma modifier to Wisdom
(Insight) checks. Charisma (Deception) and Wisdom (Insight)
checks targeting you are made with disadvantage.
Additionally, if a creature fails the saving throw against
your Banter ability, that creature has disadvantage on the
next Wisdom check that it makes within the next minute.
Pommel Strike
At 9th level, you seek to end combat non-violently when you
can. Whenever you make a Counter-Attack, you can strike the
target using the pommel of your weapon, causing the attack
to deal bludgeoning damage.
On a hit, the target must make a Dexterity saving throw
against your guile save DC if their size is large or smaller. On
a failed save, the target is knocked prone. On a successful
save, you push the creature 5 feet to an unoccupied space of
your choice if the creature is large or smaller. This Counter-
Attack is always non-lethal.
Pacify
At 13th level, you can compel creatures to stop fighting
amongst each other. Whenever you use your Banter ability,
you can target 2 creatures at once.
If both creatures fail the saving throw against your Banter
ability, they gain disadvantage on all attack rolls that do not
target you until the start of your next turn.
Final Warning
At 18th level, you can give your opponents a chance to back
away before things get ugly. When rolling initiative, you can
give a number of creatures up to your Charisma modifier that
you can see within 60 feet of you a chance to leave combat
before it even begins. Creatures that cannot hear you or do
not share a language with you are unaffected by this ability.
You also cannot use this ability if you are surprised.
Creatures that refuse to surrender must make a Wisdom
saving throw against your guile save DC. On a failed save, the
affected creature rolls its initiative with disadvantage.
Creatures that fail this saving throw are also more easily
swayed, causing them to have disadvantage on the next
Wisdom saving throw they make within the next minute.
Once you use this ability, you must complete a short or long
rest to use it again.
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Pirate
The pirate code is defined by liberty, autonomy, and loyalty to
one's crew. All a pirate truly wants is to sit back atop a pile of
gold with a view of the sea, and to be beholden to no lord or
king. They'll fight tooth and nail to achieve that way of life.
Bloodthirsty Technique
When you choose this code at 3rd level, you rush into combat
like a shark to blood in the water. If you are not wearing
medium or heavy armor or wielding a shield, you gain the
following benefits:
Backslash. If you score a critical hit on a Counter-Attack,
you deal slashing damage equal to a roll of your Fencing
die to all hostile creatures within 5 feet of you (not
including the target of your Counter-Attack).
Bloodlust. You can add a roll of your Fencing die to your
initiative rolls.
Seafarer
Also at 3rd level, you have been trained as a helmsman and
navigator. You gain proficiency with water vehicles and
Navigator's Tools if you don't have them already, and can
determine which way is north by examining the stars on your
home plane of existence.
Pet Parrot
At 9th level, you can cast Find Familiar at will to summon a
parrot. The parrot's stats are the same as those of a raven,
but the parrot has a superior form of the raven's Mimicry, as it
can perfectly mimic any sound it has heard, including voices.
A creature that hears the sounds of your parrot can tell they
are imitations if they succeed a Wisdom saving throw against
your guile save DC. The parrot has also been trained as a
lookout, giving it a passive perception of 15 plus your
Charisma modifier (minimum of 16 passive perception).
Armed to the Teeth
At 13th level, you're never so foolish as to be caught unarmed.
In combat, if you are wearing light armor and are not
wielding a weapon, you can use a bonus action to produce a
dagger from a hidden compartment on your person, such as
your boot or up your sleeve. You have advantage on your first
attack roll with this dagger before the start of your next turn,
unless the target has seen you use this ability before. Daggers
drawn this way are lost at the end of combat.
Knifepoint
At 18th level, while you are benefiting from your Fencing
ability, you can use an action to force a creature within 5 feet
of you that is large or smaller to make a Dexterity saving
throw against your guile save DC.
On a failed save, you hold your weapon within an inch of
the creature's vitals. You regain your movement, and can
control the creature's movement until the end of your turn by
walking into the space they occupy. Doing so allows you to
move the creature 5 feet to an unoccupied space of your
choosing. You can use this ability to force a creature to walk
into hazards that they would normally avoid.
Once you successfully hold a creature at knifepoint, you
must complete a short or long rest to do so again.
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Spellsword
A spellsword values ingenuity, innovation, and the pursuit of
knowledge for its own sake. They are chosen for their innate
arcane talent and then taught to wield blades.
Martial Metamagic
Sorcerous Technique The martial metamagics are presented in alphabetical order.
When you choose this code at 3rd level, you have innate Afterimage. As a bonus action on your turn, you can spend
magical abilities that you use to enhance your combat 1 spellsword point to create a ghostly afterimage of yourself
techniques. You can use Charisma as your ability modifier for that imitates your movements and attacks with a slight delay.
attack rolls with finesse weapons. Until the start of your next turn, you gain a bonus to damage
You have a number of spellsword points equal to your rolls with finesse weapons equal to your Charisma modifier.
Charisma modifier. You regain all expended spellsword Blue Blade. Whenever you target a creature with a melee
points once you complete a short or long rest. You learn 2 attack using a finesse weapon on your turn, you can spend 1
martial metamagic options, detailed under "Martial spellsword point to force the target to make a Dexterity
Metamagic" below. You learn an additional option at 9th, saving throw against your guile save DC instead of making an
13th, and 18th buccaneer level. attack roll against them. On a failed save, your attack hits. On
When you gain a level in this class, you can choose one of a successful save, your attack misses. If the target rolls a 1 on
the martial metamagic options you know and replace it with this saving throw, your attack is a critical hit.
another martial metamagic option. Homebound. As a bonus action on your turn, you can
spend 1 spellsword point to return to the space where you
Arcane Artisan started your turn, assuming it is still unoccupied.
Also at 3rd level, you can spend 1 spellsword point to gain Homing Throw. When you make a thrown attack with a
proficiency with a set of artisan's tools of your choice for 1 finesse weapon, you can spend 1 martial sorcery point to
hour. Regardless of what set of tools you choose, you use make the thrown weapon ignore all cover, as it maneuvers
Charisma as your ability modifier when performing checks around all obstacles other than the intended target.
with tools affected by this ability. Once you use this ability, Invisible Staircase. As a bonus action on your turn, you
you must complete a long rest to use it again. can spend 1 spellsword point to begin ascending an invisible
staircase. Until the start of your next turn, every 10 feet you
Counter-Throw walk will lift you 5 feet into the air. You will only begin falling
At 9th level, you can make a thrown attack as a Counter- at the end of your next turn. Conversely, you can use this
Attack if a creature provokes a Counter-Attack from you, but ability to descend the staircase, being lowered 5 feet for every
is outside of your reach. All other rules for your Counter- 10 feet you walk.
Attack still apply. Recall. As a bonus action on your turn, you spend 1
spellsword point to summon any finesse weapons that you
Weightless Blades made a throwing attack with on your previous turn back to
At 13th level, you can treat any finesse melee weapon as if it your hands instantly.
had the thrown property (range 20/60). Shift. When you hit a creature with a melee attack, you can
spend 1 spellsword point as a bonus action on your turn to
Martial Restoration teleport the creature horizontally to an unoccupied space up
At 18th level, you regain a single spellsword point when you to 10 feet away from its current position.
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Treasure Hunter
In a line of business where it's easy to get double-crossed,
treasure hunters live by the code of honor amongst thieves.
Ancient artifacts, lost expeditions, and hidden troves
fascinate them. Just don't cut them out of a deal.
Lucky Technique
When you choose this code at 3rd level, by all rights,
something definitely should have killed you by now. If you are
not wearing medium or heavy armor or wielding a shield, you
gain the following additional benefits:
Lucky Miss. When you roll a 1 on a melee attack roll with
a finesse weapon, you can deal slashing damage equal to a
roll of your Fencing die to the target.
Not Today. If you do not take the Attack or Cast a Spell
actions on your turn, you automatically gain the benefits of
the Dodge action at the end of your turn.
Footwork. After you use a reaction, you can move 5 feet
without provoking opportunity attacks.
Trailblazer
Also at 3rd level, exploring the unknown corners of the world
requires you to be ready for anything. You gain proficiency
with Cartographer's Tools if you did not have it already. You
gain a climbing speed and swimming speed of 20 feet.
Delver and Discoverer
At 9th level, you excel at unearthing secrets that most would
consider lost to the sands of time. you have advantage on
Intelligence (Investigation) checks to find hidden fragments
of knowledge in time-worn scrolls and maps, or to figure out
how an ancient puzzle works.
Additionally, you are familiar with most languages, even if
you haven't studied them extensively. You can identify what
language a piece of writing is in, even if you do not know how
to read or speak that language.
Finally, if you rack your brain, you can come up with
translations for languages on the fly. You can make a DC 10
Intelligence (History) check to become proficient with a
language of your choice for 1 minute. Each time you succeed
this check, the DC increases by 5. Once you complete a long
rest, the DC resets to 10.
Underhanded Tactics
At 13th level, you aren't afraid to fight dirty when you have to.
You can make a Dexterity (Acrobatics) check instead of a
Strength (Athletics) check when attempting to grapple or
shove a creature. This represents moves that deftly throw the
target off balance without overpowering them, such as
tripping a creature with your foot.
Additionally, if a creature misses you with a melee attack
while you are benefiting from your Fencing ability, you can
use a reaction to attempt to grapple or shove the creature if
they are within 5 feet of you.
Gambit
At 18th level, sometimes it's all in the timing. If you do not
take the Attack or Cast a Spell actions on your turn, you can
take an extra reaction before the start of your next turn. You
cannot regain this extra reaction using your Encore ability.
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Alternative Arms
At the DM's discretion, Bullets, Pistols, and Muskets can be
exchanged for Crossbow bolts, Light Crossbows, and Heavy
Musketeer Crossbows respectively.
For a musketeer, a sword is just a side-arm. Their code
demands that they be polite, efficient, and have a plan to kill
everyone they meet... just in case. Backup Plan
Also at 3rd level, you always have a contingency for when
Marksman's Technique things go wrong. When you finish a long rest, roll a d20 and
When you choose this code at 3rd level, you have been record the value rolled. You can replace any attack roll, saving
trained in the use of ballistic weapons. You gain proficiency throw, or ability check made by you or a creature that you can
with the renaissance firearms described in chapter 9 of the see with this roll. You can use this ability after making the
Dungeon Master's Guide. initial roll, but before the outcome of the roll is determined.
You can use your Fencing ability while wielding Your backup plan roll can only be used once. When you
renaissance firearms. You gain the following benefits if you finish a long rest, you lose your previous backup plan roll.
are not wearing medium or heavy armor or wielding a shield:
Bayonet
Take Aim. As a bonus action, you give yourself advantage At 9th level, you can spend 1 hour and materials worth 2 gp
on your next attack roll with a renaissance firearm on the to add a bayonet to a renaissance firearm. This allows you to
current turn. You can use this bonus action only if you treat the firearm as a melee weapon that deals 1d4 piercing
haven’t moved during this turn. Once you use this bonus damage and has the light and finesse properties.
action, your speed is 0 until the end of the current turn.
Return Fire. You can make a ranged attack using a Trickshot
renaissance firearm as a Counter-Attack. Being at close At 13th level, you can ricochet bullets off of surfaces. When
range does not impose disadvantage on this attack. attacking a creature that is behind cover or around a corner
Quickdraw. Whenever you draw or stow a melee weapon, with a renaissance firearm, you can make a DC 10 Dexterity
you can draw or stow a renaissance firearm as well. check before making the attack roll. If you pass this check,
Firearms are not always the most common weapons to you ignore the target's cover, and gain advantage on the
attack roll. Otherwise, the attack misses. Each time you
come by. You gain proficiency with Tinkerer's Tools if you succeed this saving throw, the DC increases by 5. Once you
didn't have it already. By investing time and money, you can complete a long rest, the DC resets to 10.
use Tinkerer's Tools to craft firearms.
Firearm/Ammo Crafting Time Materials Cost Deadly Aim
At 18th level, your aim is unmatched. Whenever you hit a
Bullets (10) 1 hour 3 gp creature with a ranged attack using a renaissance firearm,
Pistol 24 hours 250 gp they take extra damage equal to a roll of your Fencing die.
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