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Corsair

Fighter Class

Raise the Sails

At 3rd level, you gain a better understanding of how to move about and survive the sea, from climbing through riggings to swimming through waves. You gain a swimming speed equal to half your normal movement speed, and you can hold your breath for twice as long. Additionally, you gain proficiency with one of the following tools: carpenter tools, cartographer's tools, cook's utensils, navigator's tools, vehicles(water), or woodcarver's tools.  

Commandeer

Also at 3rd level, you use a bonus action to attempt to steal an item being carried by another creature. You can't attempt to steal an object that is being worn as clothing or armor, nor can you steal an object that is attached to them such as a prosthetic. Make a Dexterity (Sleight of Hand) check, opposed by the target's AC. On a success, you successfully steal that object. You must have a free hand to use this ability.  

Flawless Footwork

Starting at 7th level, you learn to steady your footwork and never miss a beat. You're unaffected by difficult terrain, and have advantage on saving throws against effects that would knock you prone.  

Captain's Command

At 10th level, when you use your Action Surge, thanks to your natural charm or intimidating presence, you inspire those around you. Friendly creatures within 15 feet of you gain temporary hit points equal to 1d8 + your Charisma modifier. After 1-minute, any remaining temporary hit points are lost. Once you use this feature, you must finish a short or long rest before you can use it again.  

Slippery Positioning

At 15th level, when a creature within 5 feet of you misses an attack, you can use your reaction to immediately move up to half your speed without provoking opportunity attacks.  

Captain's Edge

At 18th level, when a creature hits you with a melee attack, as a reaction, make as many attacks as granted by your Extra Attack feature against the creature. Once you use this feature, you can't use it again until you finish a long rest.


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