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