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PIRATE ADVENTURERS
FOR FIFTH EDITION
C R E AT E D B Y
© Tribality. All rights reserved.
SHAWN ELLSWORTH
AHOY LUBBER!
With PIRATE ADVENTURERS you can provide your players with new player character
options for 5th edition to create pirate themed characters. These options can be used
to play an entire campaign in a pirate setting, or just to provide a player with more
pirate flavored options than provided by core 5th edition materials.
Allow your players to dive into custom backgrounds, equipment, feats and shipboard
roles created just for their swashbuckling pirates and privateers.
BACKGROUNDS
Variant Sailor:
Privateer ...................................................................................................................................page
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Variant Sailor:
Ship’s Surgeon .........................................................................................................................page
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Variant Sailor:
Navigator .................................................................................................................................page
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Variant Sailor:
Explorer....................................................................................................................................page
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EQUIPMENT
• Weapons & Ammunition ..................................................................................................................................page
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• Adventuring Gear .............................................................................................................................................page
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F E A T S
................................................................................................................................................................page
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S H I P B O A R D R O L E S
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© Tribality. All rights reserved.
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BACKGROUNDS
V A R I A N T S A I L O R : P R I V AT E E R
While pirates are often seen as fearsome and cruel
criminals, the privateer is more often glamorized as
a romantic hero. As a privateer your activities are
similar to those of a pirate, but you are authorized by
a country’s government by letters of marque to attack
the ships of its enemies. You could be a member of
the nobility, a commoner or even a former pirate.
What sets you above a pirate is your adherence to the
Privateer Code, a set of rules to guide your conduct to
be honorable and virtuous.
If you decide your sailing career involved privateering,
you can choose the Friendly Shores feature instead of
the Ship’s Passage feature.
V A R I A N T F E AT U R E :
F R I E N D LY S H O R E S
When you are in any settlement that is friendly to
the flag you sail under, you are treated as a hero of
the high seas. Everyone has heard the stories of your
adventures and are inclined to think the best of you.
Both nobles and common folk will make every effort to
accommodate your requests in exchange for news of
your adventures, unless you act dishonorably.
VA R I A N T S A I L O R : S H I P ’ S S U R G E O N
Ship’s rarely have a true doctor onboard and this
role is often filled by the cook, carpenter or whoever
says yes to the job. In the past you may have been a
physician, surgeon, barber, carpenter or nurse who
used non magical healing to treat your patients and
create medicine. For whatever reason you became a
ship’s surgeon, your past medical experience (or lack of
experience) is less important than your ability to focus
and stop the bleeding when others panic.
If you decide your sailing career involved acting in
the role of a Ship’s Surgeon, you can replace the
Sailor proficiencies and equipment with the variant
proficiencies and equipment below.
Skill Proficiencies:
Investigation, Medicine
Tool Proficiencies:
Herbalism Kit, vehicles (water)
Equipment:
Herbalism kit, a set of traveler’s clothes,
and a pouch containing 10 gp
If you decide your sailing career involved acting in
the role of a Ship’s Surgeon, you can choose the
Dead Reckoning feature instead of the Ship’s Passage
feature.
V A R I A N T F E AT U R E :
DEAD RECKONING
Your experience healing fallen allies during combat has
provided you with the ability to snatch lives back from
death. When using a healer’s kit you are able to heal
a creature for 1 hit point. This ability can not be used
again until you complete a long rest.
V A R I A N T S A I L O R : N AV I G AT O R
You are a skilled navigator who has learned to combine
your knowledge of cartography, sense of direction and
superb sailing skills. Your past experience as a ship’s
navigator makes you invaluable on any sea voyage.
You are used to keeping a daily log and maintaining
charts, maps and navigation tools while on a ship.
If you decide your sailing career involved acting
in the role of a navigator, you can replace the
Sailor proficiencies and equipment with the variant
proficiencies and equipment below.
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Skill Proficiencies:
Nature, Perception
Tool Proficiencies:
Cartographer’s tools, Navigator’s
tools, vehicles (water)
Equipment:
A set of traveler’s clothes, cartographer’s
tools or navigator’s tools, a chart, and a pouch
containing 10 gp
If you decide your sailing career involved acting in
the role of a navigator, you can choose the Sense of
Direction feature instead of the Ship’s Passage feature.
V A R I A N T F E AT U R E :
SENSE OF DIRECTION
Your skills as navigator make you an excellent ship’s
pilot, but they also have provided you with an
excellent sense of direction. As long as you have a full
view of the sun or moon, you can not become lost.
VA R I A N T S A I L O R : E X P L O R E R
You grew up dreaming of sailing the seas, exploring
the far edges of civilization and beyond in search of
the unknown. You might have been drawn to a life of
sea exploration for the love of discovery or to get rich
finding lost treasures.
If you decide your career as a sailor has focused on
exploration, you can choose the Secret Discovery
feature instead of the Ship’s Passage feature.
V A R I A N T F E AT U R E :
SECRET DISCOVERY
Whatever reason you became an explorer, your
journey brought you to some secret, mythical, far off,
or otherwise inaccessible place from which only you
returned. Only you know of the existence of this place
and its secrets. Work with your GM on the specific
details of the location and its people, dangers, treasure
and more.
F E AT S
The following pirate flavored feats will allow your
players to further customize their player characters.
DECK BRAWLER
Prerequisite:
Sailor Background (includes variants)
Accustomed to fighting on ships, barges or anything
else that floats, you gain the following benefits:
• Increase your Strength or Dexterity score by 1,
to a maximum of 20.
• You gain a +2 bonus to initiative while standing
on anything that is floating on water.
• Climbing doesn’t half your speed.
• You can add your proficiency bonus to any
check that involves boarding another sea vessel.
FLINTLOCK EXPERT
Thanks to extensive practice with guns, you gain the
following benefits:
• You are proficient with pistols.
• Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a
one-handed weapon, you can use a bonus action to
attack with a loaded pistol you are holding.
• You can use this feat for any pistols you are
carrying that are loaded.
NIMBLE
Prerequisite:
Dexterity 13 or higher
You are built for speed, so you are built to get out of
the way of an attack! Gain the following benefits:
• Increase your Dexterity score by 1, to a
maximum of 20.
• Add +1 bonus to your AC while you are wearing
light or no armor. This stacks with any other effect
that add to your AC.
© Tribality. All rights reserved.
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WEAPONS AND AMMUNITION
A collection of pirate flavored weapons and ammunition to provide your players.
FIREARMS & EQUIPMENT
NAME
COST
DAMAGE
WEIGHT
PROPERTIES
Simple Melee Weapons
Bayonet
Belaying pin
Boarding axe
Dirk
Hook
5 gp
2 sp
2 gp
10 gp
5 gp
1d6 piercing
1d4 bludgeoning
1d6 slashing
1d4 piercing
1d4 slashing
1 lb.
2 lb.
2 lb.
1 lb.
1 lb.
Special
Light
Light, thrown (range 20/60)
Finesse, light
Light, special
Martial Melee Weapons
Cutlass
Rapier
Scimitar
15 gp
25 gp
25 gp
1d8 slashing
1d8 piercing
1d6 slashing
3 lb.
2 lb.
3 lb.
Finesse
Finesse
Finesse, light
Martial Ranged Weapons
Flintlock Pistol
Dragon Pistol
Blunderbuss
Flintlock Musket
Ammunition
Lead Balls (40)
Pellets (40 handfuls)
Gunpowder (40)
5 gp
40 gp
10 gp
-
-
-
1 lb.
1 lb.
2 lb.
Special
Special
-
125 gp
125 gp
500 gp
250 gp
1d8 piercing
1d6 piercing
1d8 piercing
1d10 piercing
4 lb.
3 lb.
8 lb.
8 lb.
Ammunition (range 30/90), loading
Ammunition (range 20/60), loading, special
Ammunition (range 20/60), loading, two-handed, special
Ammunition (range 40/120), loading, two-handed
NOTE: The cost and damage of guns is lower than what is found in official sources. This adjustment was made to better fit a pirate world where flintlock
guns are common, replacing crossbows of a more traditional game. To create more powerful guns simply increase Flintlock Pistols to 1d10 damage and
Flintlock Muskets to 1d12 damage.
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