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Pirate Adventurers

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49 views

Pirate Adventurers

Uploaded by

durgenspess
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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 3
• Variant Sailor: Ship’s Surgeon .........................................................................................................................page 3
• Variant Sailor: Navigator .................................................................................................................................page 3
• Variant Sailor: Explorer....................................................................................................................................page 4

EQUIPMENT
• Weapons & Ammunition ..................................................................................................................................page 5
• Adventuring Gear .............................................................................................................................................page 6

F E A T S ................................................................................................................................................................page 4

S H I P B O A R D R O L E S ...............................................................................................................................page 7

© Tribality. All rights reserved. page 2


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 If you decide your sailing career involved acting in
criminals, the privateer is more often glamorized as the role of a Ship’s Surgeon, you can replace the
a romantic hero. As a privateer your activities are Sailor proficiencies and equipment with the variant
similar to those of a pirate, but you are authorized by proficiencies and equipment below.
a country’s government by letters of marque to attack Skill Proficiencies: Investigation, Medicine
the ships of its enemies. You could be a member of Tool Proficiencies: Herbalism Kit, vehicles (water)
the nobility, a commoner or even a former pirate. Equipment: Herbalism kit, a set of traveler’s clothes,
What sets you above a pirate is your adherence to the and a pouch containing 10 gp
Privateer Code, a set of rules to guide your conduct to If you decide your sailing career involved acting in
be honorable and virtuous. the role of a Ship’s Surgeon, you can choose the
If you decide your sailing career involved privateering, Dead Reckoning feature instead of the Ship’s Passage
you can choose the Friendly Shores feature instead of feature.
the Ship’s Passage feature. V A R I A N T F E AT U R E :
V A R I A N T F E AT U R E : DEAD RECKONING
F R I E N D LY S H O R E S Your experience healing fallen allies during combat has
When you are in any settlement that is friendly to provided you with the ability to snatch lives back from
the flag you sail under, you are treated as a hero of death. When using a healer’s kit you are able to heal
the high seas. Everyone has heard the stories of your a creature for 1 hit point. This ability can not be used
adventures and are inclined to think the best of you. again until you complete a long rest.
Both nobles and common folk will make every effort to
accommodate your requests in exchange for news of
your adventures, unless you act dishonorably. 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
VA R I A N T S A I L O R : S H I P ’ S S U R G E O N superb sailing skills. Your past experience as a ship’s
Ship’s rarely have a true doctor onboard and this navigator makes you invaluable on any sea voyage.
role is often filled by the cook, carpenter or whoever You are used to keeping a daily log and maintaining
says yes to the job. In the past you may have been a charts, maps and navigation tools while on a ship.
physician, surgeon, barber, carpenter or nurse who If you decide your sailing career involved acting
used non magical healing to treat your patients and in the role of a navigator, you can replace the
create medicine. For whatever reason you became a Sailor proficiencies and equipment with the variant
ship’s surgeon, your past medical experience (or lack of proficiencies and equipment below.
experience) is less important than your ability to focus
and stop the bleeding when others panic.

© Tribality. All rights reserved. page 3


Skill Proficiencies: Nature, Perception F E AT S
Tool Proficiencies: Cartographer’s tools, Navigator’s
tools, vehicles (water) The following pirate flavored feats will allow your
Equipment: A set of traveler’s clothes, cartographer’s players to further customize their player characters.
tools or navigator’s tools, a chart, and a pouch
containing 10 gp DECK BRAWLER
Prerequisite: Sailor Background (includes variants)
If you decide your sailing career involved acting in
the role of a navigator, you can choose the Sense of Accustomed to fighting on ships, barges or anything
Direction feature instead of the Ship’s Passage feature. else that floats, you gain the following benefits:

V A R I A N T F E AT U R E : • Increase your Strength or Dexterity score by 1,


SENSE OF DIRECTION to a maximum of 20.
Your skills as navigator make you an excellent ship’s • You gain a +2 bonus to initiative while standing
pilot, but they also have provided you with an on anything that is floating on water.
excellent sense of direction. As long as you have a full • Climbing doesn’t half your speed.
view of the sun or moon, you can not become lost. • You can add your proficiency bonus to any
check that involves boarding another sea vessel.

VA R I A N T S A I L O R : E X P L O R E R FLINTLOCK EXPERT
You grew up dreaming of sailing the seas, exploring Thanks to extensive practice with guns, you gain the
the far edges of civilization and beyond in search of following benefits:
the unknown. You might have been drawn to a life of • You are proficient with pistols.
sea exploration for the love of discovery or to get rich • Being within 5 feet of a hostile creature doesn’t
finding lost treasures. impose disadvantage on your ranged attack rolls.
If you decide your career as a sailor has focused on • When you use the Attack action and attack with a
exploration, you can choose the Secret Discovery one-handed weapon, you can use a bonus action to
feature instead of the Ship’s Passage feature. attack with a loaded pistol you are holding.
• You can use this feat for any pistols you are
V A R I A N T F E AT U R E : carrying that are loaded.
SECRET DISCOVERY
Whatever reason you became an explorer, your NIMBLE
journey brought you to some secret, mythical, far off, Prerequisite: Dexterity 13 or higher
or otherwise inaccessible place from which only you
returned. Only you know of the existence of this place You are built for speed, so you are built to get out of
and its secrets. Work with your GM on the specific the way of an attack! Gain the following benefits:
details of the location and its people, dangers, treasure • Increase your Dexterity score by 1, to a
and more. 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. page 4


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 5 gp 1d6 piercing 1 lb. Special

Belaying pin 2 sp 1d4 bludgeoning 2 lb. Light

Boarding axe 2 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)

Dirk 10 gp 1d4 piercing 1 lb. Finesse, light

Hook 5 gp 1d4 slashing 1 lb. Light, special

Martial Melee Weapons

Cutlass 15 gp 1d8 slashing 3 lb. Finesse

Rapier 25 gp 1d8 piercing 2 lb. Finesse

Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light

Martial Ranged Weapons

Flintlock Pistol 125 gp 1d8 piercing 4 lb. Ammunition (range 30/90), loading

Dragon Pistol 125 gp 1d6 piercing 3 lb. Ammunition (range 20/60), loading, special

Blunderbuss 500 gp 1d8 piercing 8 lb. Ammunition (range 20/60), loading, two-handed, special

Flintlock Musket 250 gp 1d10 piercing 8 lb. Ammunition (range 40/120), loading, two-handed

Ammunition

Lead Balls (40) 5 gp - 1 lb. Special

Pellets (40 handfuls) 40 gp - 1 lb. Special

Gunpowder (40) 10 gp - 2 lb. -

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.

© Tribality. All rights reserved. page 5


SPECIALS
Bayonet: To attach or remove a bayonet from from a Bandana | 1 sp
musket is a Use an Object action. Because bayonets Colorful bandanas are used for sun protection or worn
are designed for use while attached to a musket. under a hat to make it more comfortable.
It counts as an improvised weapon that does 1d4 Eye Patch | 1 sp
piercing damage (when used by itself). Eye patches are worn to cover one eye and tie around
Blunderbuss: This weapon can be fired normally the head, usually to cover injured or blind eyes. They
or loaded to make a scattering shot, attacking all are also worn to look more intimidating or to keep one
creatures within a 15 foot cone. Each creature in the eye covered when transitioning from the dim light of
cone must succeed on a DC 15 Dexterity saving throw below decks to the bright sunlight above.
or take 1d6 piercing damage. Using a scatter shot Hat | 1sp to 5gp | 1/2 lb to 2lbs
requires pellet ammunition. Often worn by pirates for sun protection and style,
Dragon Pistol: This weapon can be fired normally such as bicorn and tricorn hats.
or loaded to make a scattering shot, attacking all Nautical Chart | 25 gp
creatures within a 15 foot cone. Each creature in the Nautical charts display settlements, depth of water,
cone must succeed on a DC 15 Dexterity saving throw shape of coastlines, currents, tides and navigational
or take 1d4 piercing damage. Using a scatter shot hazards such as reefs. A chart grants Advantage on
requires pellet ammunition. Nature checks related to navigation when in the area
Hook: To attach or remove a hook from the wrist is a detailed by the chart to those who are proficient with
Use an Object action. navigator’s tools.
Lead Balls: This ammunition is destroyed when Reed Breathing Tube | 1 sp | 1/2 lb.
used. You do not get to find half of your expended Use of a reed tube allows breathing 1-2 feet under
ammunition. the surface in calm waters. Using this device in rough
Pellets: This ammunition is destroyed when used. You waters is difficult or impossible.
do not get to find half of your expended ammunition. Sextant | 500 gp | 2lbs
Used to determine latitude, a sextant grants you
Advantage on Survival checks made to navigate while
ADVENTURING GEAR above ground at midday or at night. You must be
A collection of pirate flavored gear to provide your able to clearly see the midday sun or stars to use this
players. device.
Spyglass | 250 gp | 1lb
Astrolabe | 100gp | 6 lbs Objects viewed through a spyglass are magnified to
Astrolabes determine the date and time (which takes twice their size.
1 minute). At night, you are granted Advantage on Tattoo | 1 cp – 20gp (or free... ouch!)
Nature checks (related to geography) and Survival Tattoos provide decoration, indicate group
checks to navigate in the wilderness or at sea. To use membership or can even provide an arcane focus.
one of these complex astronomical devices you must The quality, size, and the number of colors used in
be proficient with navigator’s tools. a tattoo determine its cost. Describe the tattoo you
wish to have done to your GM to determine the price.

© Tribality. All rights reserved. page 6


SHIPBOARD ROLES
Player characters who spend a significant amount of As a quartermaster you gain the following naval
time traveling on the seas should have an important combat ability:
role while they are on the ship. The following are Rally. As an action on your turn you can choose a crew
typical roles on a pirate ship and provide additional member (other than yourself) within 60 feet of you who
abilities to offer players for use during naval combat can hear you. The creature gains advantage on their
encounters. next attack roll, skill check or saving throw.

C A P TA I N PILOT
Prerequisite: Proficiency with vehicles (water) Prerequisite: Navigator background
The captain is the overall leader of the ship and his As the number three on the ship, the pilot reports
orders are to be obeyed absolutely. To disobey is directly to the captain. The pilot serves as the ship’s
mutiny and punishment is swift and often death. A navigator and is usually the best sailor on the ship. A
pirate captain is usually elected, while a privateer is pilot is also responsible for keeping a daily log and
given command by attaining a captain’s rank. Captains maintaining charts, maps and navigation tools.
are often charismatic natural leaders or powerful and As a pilot you gain the following naval combat ability:
intimidating figures, they act as the face of the ship.
Evasive Maneuvers. As an action on your turn you
As a captain you gain the following naval combat can take evasive maneuvers. Make a Dexterity (pilot)
abilities: check with a DC of 15, success will grant your enemies
Captain’s Orders. As a bonus action on your turn you disadvantage on all attack rolls against your ship until
can choose one creature (other than yourself) within the start of your next turn. You can not use this ability
60 feet of you who can hear you. The creature gains again until you complete a short or long rest.
advantage on their next attack roll, skill check or saving
throw. You can not use this ability again until you B O AT S W A I N
complete a short rest. The boatswain, or bosun, is responsible for the ship
Weak Spot. As an action you can look for a weakness itself and keeping it in shape for travel and battle. He
in the defenses of the enemy’s vessel. Make an looked after the wood, canvas and ropes that were
Intelligence check with a DC of 15 (adjusted for of vital importance on board. The boatswain oversaw
conditions) to spot a weakness and give advantage activities such as dropping and weighing the anchor,
on the next attack roll by your allies that targets that setting the sails and leading shore parties when
weakness until the start of your next turn. supplies or repairs were needed.
As a boatswain you gain the following naval combat
Q U A R T E R M A S T E R ( F I R S T M AT E ) ability:
Prerequisite: Proficiency with vehicles (water) Order Repairs. As an action on your turn you
The quartermaster (or first mate for privateers) is the supervise repairs to the deck, hull, sails or rigging of
second in command and is responsible for enforcing the ship. The ship recovers hit points equal to 1d4 +
rules and acting as a counterbalance to the captain in your level.
decisions by representing the crew. The quartermaster
is also responsible for splitting up any booty taken
from a prize.

© Tribality. All rights reserved. page 7


MASTER GUNNER
Prerequisite: Proficiency with martial weapons As a ship’s surgeon you gain the following naval
The master gunner is the person in charge of the ship’s combat ability:
guns and his mates who assist him in his duties. Revive Crew. You can use your action to attempt
As a master gunner you gain the following naval to revive one crew member, which requires a DC 10
combat ability: Wisdom (Medicine) check. Depending on how you
handle naval combat, a success will either:
Order Broadside. As an action on your turn you can
fire all of the guns on one side of the ship at the same • stabilize a crew member that dropped to 0 hit
time (foregoing their normal turns). This allows you to points in the last 30 seconds that the surgeon can
make one attack roll for all cannons with advantage. reach using their move
On a miss, the attack does half damage. • return a crew member back to active duty or restore
the hit point equivalent of the crew member to the
SHIP’S SURGEON ship’s current hp (for a ship with 25 crew and 500 hp
Prerequisite: Proficiency with Medicine this is equal to 20 hp)

A ship’s surgeon reports to the quartermaster and


serves not just as a healer, but as the barber for the
entire crew. A surgeon should as comfortable with
shaving a beard as cutting off a damaged leg. 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.

© Tribality. All rights reserved. page 8


OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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Pirate Adventurers for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Shawn Ellsworth

© Tribality. All rights reserved. page 9

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