Pirates are firearm-savvy skirmishers and consummate sailors: quick to seize a useful position, land a decisive shot, and vanish behind cover or rigging. Their practical seamanship makes them at home on any vessel, while their subclass shapes whether they rely on uncanny gear, a loyal crew, or a strict code of capture.
A quick shot, a sure course, and always a way out.
Skirmisher; a firearm-using martial who excels at mobility, positioning, and shipboard exploration.
PPirate
At a glance
Level
1
Proficiency
+2
bonus at this level
Grit
Hit die d10
PrimaryDexterityConstitution
Features
21, levels 1 to 20
1Level 1, reached
Seafarer and Gunhand
You gain proficiency with firearms, navigator’s tools, water vehicles, and light armor, medium armor, and shields. Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Survival.
Born Afloat
You cannot become seasick. While aboard a boat or ship, you gain a +5 bonus to initiative. After 1 minute observing the sky, water, and surroundings at sea, you can determine your current position and heading as accurately as conditions allow; after 5 minutes inspecting a vessel, you discover all nonmagical concealed compartments, tampering, and structural secrets. A firearm you wield cannot misfire, jam, or break through ordinary use.
Grit
You gain a pool of Grit points equal to your proficiency bonus, regained when you finish a short or long rest. When you make a firearm attack, you can spend 1 Grit to add 1d6 to its damage, or to take the Disengage action as a bonus action.
3Level 3
Pirate Subclass
Choose a Pirate subclass: Captain, Pirate Mage, or Privateer. Your subclass grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Subclass Feature
You gain your Pirate subclass’s level 6 feature.
7Level 7
Skirmisher’s Shot
Your firearm attacks ignore Half Cover. Also, once on each of your turns when you hit a creature with a firearm, you can move 10 feet without provoking Opportunity Attacks from that creature.
8Level 8
Ability Score Improvement
9Level 9
Veteran’s Nerve
Your Grit damage die becomes a d8. You can also spend 1 Grit when you fail a Dexterity saving throw to add 1d8 to the roll, potentially turning it into a success.
10Level 10
Subclass Feature
You gain your Pirate subclass’s level 10 feature.
11Level 11
Quickdraw
You can make one attack with a firearm as a bonus action on each of your turns, provided you took the Attack action and attacked with a firearm this turn.
12Level 12
Ability Score Improvement
13Level 13
Never Out of Powder
When you roll Initiative and have no Grit points remaining, you regain 2 Grit points.
14Level 14
Subclass Feature
You gain your Pirate subclass’s level 14 feature.
15Level 15
Deadeye
Your Grit damage die becomes a d10. In addition, your firearm attacks against a creature within 30 feet of you ignore Half Cover and Three-Quarters Cover.
16Level 16
Ability Score Improvement
17Level 17
Sea Legs
When you roll Initiative, you regain 1 expended Grit point. You also have Advantage on ability checks made to resist being moved or knocked Prone while aboard a vessel.
18Level 18
Finishing Shot
Once on each of your turns when you hit with a firearm, you can deal an extra 1d10 damage to the target.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
Legend of the Open Sea
When you roll Initiative, you regain all expended Grit points. Once per turn when you spend Grit, you can use that feature without spending a point.
Core traits
Hit die
d10
Primary
DexterityConstitution
Saves
DexterityCharisma
Hit pointsHit Die: d10 per Pirate level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: (or 6) + your Constitution modifier per Pirate level after 1st.
Armorlight armor, medium armor, shields.
Weaponssimple weapons, martial weapons, and firearms where available.
Toolsnavigator’s tools.
Vehicleswater vehicles.
Skillschoose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Survival.
ResourceGrit: a pool of points equal to your proficiency bonus, usually regained on a short or long rest. Several high-level features improve its recovery.
MulticlassingPrerequisite: Dexterity 13. When you multiclass into Pirate, you gain proficiency with light armor, one skill from the Pirate skill list, and water vehicles. Firearm proficiency is gained only if your table’s firearm rules grant it through this class’s initial proficiencies.
Subclasses
3
Pirate Mage
Turns a sailor’s tools, charms, and contraband into uncanny gear.
At level 3, make a limited set of ordinary pirate gear magical for practical effects.
At level 6, improve the utility and reliability of your enchanted gear.
At levels 10 and 14, gain stronger item tricks and a signature magical implement.
Captain
Leads by nerve, example, and the promise that nobody gets left behind.
At level 3, gain a parrot companion that can perform simple tasks and deliver messages.
At level 6, improve the parrot’s scouting and assistance.
At levels 10 and 14, call on crew members for coordinated aid and larger-scale support.
Privateer
A commissioned hunter who values a living capture over a needless kill.
At level 3, when you or an ally within 30 feet reduces a creature to 0 hit points with a weapon attack, you can choose to make the blow nonlethal without needing to be in melee range.
At level 6, gain options for pinning, disarming, or otherwise controlling foes.
At levels 10 and 14, improve your ability to capture targets and protect allies.
Playing one
What it is
Pirates are firearm-savvy skirmishers and consummate sailors: quick to seize a useful position, land a decisive shot, and vanish behind cover or rigging.
Their practical seamanship makes them at home on any vessel, while their subclass shapes whether they rely on uncanny gear, a loyal crew, or a strict code of capture.
How to play one
Play close to cover and use movement to control angles rather than standing still to trade shots.
Spend Grit when a hit matters or when a quick escape keeps you in the fight; your shipboard talents shine in exploration and social scenes as much as combat.
Make one
Personality
I keep a running tally of favors and repay every one.
Ideal
Freedom: No one should be owned, trapped, or ruled without recourse.
Bond
I owe my life to the crew who pulled me from a wreck, and I will never abandon them.
Flaw
I treat a slight as a challenge and have trouble letting it go.
Quirk
Taps a firearm twice before holstering it.
Personality
I keep a running tally of favors and repay every one.
I make jokes when danger is near, especially when I am frightened.
I study exits, rigging, and sightlines whenever I enter a place.
I am generous with food and stingy with promises.
Ideals
Freedom: No one should be owned, trapped, or ruled without recourse.
Loyalty: The people who share danger with me deserve my best.
Fair measure: Take what you earn, and do not make the powerless pay for it.
Bonds
I owe my life to the crew who pulled me from a wreck, and I will never abandon them.
A chart, ship, or keepsake I carry belonged to someone I failed to save.
I have sworn to bring a notorious sea predator, tyrant, or pirate to justice.
Flaws
I treat a slight as a challenge and have trouble letting it go.
I trust a clever escape plan more than an honest conversation.
I find rules useful only when they protect people I care about.
Quirks
Taps a firearm twice before holstering it.
Names every vessel, even small boats.
Uses nautical directions indoors.
Checks the wind before making a serious promise.
In the world
Training
Most Pirates learn by working aboard a vessel: first as deckhands, then as lookouts, gunners, navigators, or boarding fighters.
Formal instruction is rare; a seasoned sailor’s test is simple—can you keep your head, protect your crew, and find the way home when the charts fail?
How others see them
People often see Pirates as charmingly capable or dangerously unpredictable, depending on their last encounter with a firearm-wielding sailor.
In ports, their navigation and vessel knowledge earn respect; authorities may scrutinize them until their loyalties are clear.
Famous practitioners
PirateMara Venn, the Sure StarA navigator who can put a vessel through fog and reefs as if she had already sailed the route.
PirateOrris Vale, the Gentle BroadsideA privateer remembered for ending battles with prisoners rather than corpses.
PirateCaptain Jessa FlintwingA captain whose parrot supposedly carried messages between ships under fire.
Factions
The True Bearing
A loose network of pilots who teach navigation, rescue stranded crews, and keep dangerous channels marked.
The Salt Charter
A pragmatic league of licensed raiders whose members escort trade and hunt outlaw fleets.
The Lantern Locker
A secretive circle of tinkerers who enchant useful shipboard objects instead of studying formal wizardry.
Regions
The Shattered Reaches
Island chains and reef passages where accurate charts are more valuable than gold.
The Brasswater Coast
Busy ports where licensed privateers, smugglers, and navy crews compete for work.
The Grey Current
Cold, fogbound waters where crews rely on seamanship and nerve to find safe passage.
Character hooks
You survived a mutiny by hiding in the ship’s powder magazine and now seek the mutineers.
A map you inherited marks an island that official charts insist does not exist.
You were a privateer whose commission was revoked after you refused an order.
You are the only crewmate to return from a voyage that vanished from every record.
A pistol you recovered from a wreck bears the crest of a powerful family.
You left a comfortable life ashore to find the person who taught you to sail—and disappeared.
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