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You gain +5ft movement speed and gain a +10ft bonus to movement speed on ships. You may ignore difficult terrain up to 1/2 your move speed. Starting at 3rd level, a lifetime of fighting on land and sea has taught you to travel with ease over any terrain. The archetype you choose grants you features at 3rd level and again at 6th, 9th, 14th, 18th, and 20th level.
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Choose Dread Pirate or Cunning Pirate, both detailed at the end of the class description. When you reach 3rd level, you choose how you want people to perceive you. You’re moved 10 feet away from the source of damage. At 10th level, you take half the damage if it’s equal to or greater than half the damage inflicted. You’re moved 5 feet away from the source of damage. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely. Starting at 2nd level, if you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. Swinging on ropes, restraining things with a chain, catching a ledge with a hook.) You cannot be put at a disadvantage on any non-attack checks that involve rope, chain, or hooks. You gain a climb speed equal to your land speed, and proficiency in Athletics. Starting at 2nd level, a life of sailing has given you considerable expertise when it comes to climbing, and rigging is almost an extension of yourself. At 6th level, this increases to a +4 bonus to AC. Dueling ends if you or the target are put into a dying state, rendered unconscious, or restrained.Īt 1st level, while wielding a finesse weapon if you’re the target of a melee or melee-spell attack from a target that you are dueling, you may use your reaction to add a +2 bonus to your AC.
The dueling die changes as you gain Pirate levels, as shown in the Dueling Bonus column of the Pirate table. If you’re dueling and you attempt to attack another target, you immediately stop dueling the prior target. If a target you’re dueling takes any action except moving that does not target themselves or you, your targeted attacks against them get advantage on your next turn and you deal bonus damage equal to your proficiency bonus per hit. All subsequent melee and ranged attacks, including targeted spell attacks, you make against a target you are dueling deal an extra 1d6 in damage. Pirate Clothes (this is just like common clothes that make you look like a pirate), a dagger, and navigator's toolsįollow Foe, Fencing Adept Improvement, Pirate Reputationīelay That!, Slippery as an Eel Improvementīeginning at 1st level, when you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action.( a) a dungeoneer's pack or ( b) an explorer's pack.( a) a light crossbow and 20 bolts or ( b) a flintlock pistol.( a) a rapier or ( b) a shortsword or ( c) a cutlass.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose three from Acrobatics, Deception, Intimidate, Insight, Perception, Performance, Stealth, Survival Weapons: Simple weapons, crossbows, flintlock pistols, rapiers, shortswords Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pirate level after 1st Hit Points at 1st Level: 8 + Constitution modifier Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.Īs a Pirate you gain the following class features. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Now, you've become a feared pirate in your own right.
#5E FANTASY GROUNDS 2 PIRATE HOW TO#
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages.