Raider
The Raiders are the elite fighters of the Carib pirate fleets bearing the goddess Yara’s favor. They are fearsome shipboard warriors, known for deadly boarding actions, cunning, and a touch of sea-blessed mysticism. In battle, they move like crashing waves, fast, unpredictable, and overwhelming.
Whether you're cleaving a sail in half, stealing idols, or standing atop a capsized hull with a toothy grin, you are the storm made flesh.
(3rd Level)
Boarding Fury
You are trained in rapid, close-quarters combat during ship raids.
- When you Dash, Climb, or Jump during your turn, your next melee attack before the end of the turn deals bonus damage equal to your Fighter level.
- You gain proficiency in Acrobatics or Athletics (your choice), and with water vehicles and navigator’s tools.
- You have advantage on checks to stay standing or balanced on slippery, unstable, or moving surfaces (ship decks, ropes, oars, beasts).
- You can draw or stow two weapons as part of the same item interaction.
The sway of the mast is your rhythm, and every leap brings a blade.
Tooth & Tide
Your people say the sea has a spirit, and it watches your hand.
You learn one ancestral blessing, usable Proficiency Bonus times per long rest:
- Tide Slip (Reaction): When targeted by an attack, you may move 10 feet (without provoking opportunity attacks) before the attack resolves.
- Spitebite (Bonus Action): If an enemy within 5 feet just damaged you, make a weapon attack with advantage against them.
- Blood Mark (No Action): When you reduce a creature to 0 HP, your next attack within 1 minute gains +2d6 psychic damage (once per trigger).
You can choose a different blessing each time you rest, or use the same one.
(6th Level)
Reefwalker’s Grace
You move through danger with uncanny instincts.
- You gain climbing speed and swimming speed equal to your walking speed.
- When you succeed on a Dexterity saving throw, you may immediately move up to 10 feet without provoking opportunity attacks.
- You have resistance to falling damage and do not fall prone when landing from 20 feet or less if you’re not incapacitated.
Ropes, railings, riggings, these are paths, not obstacles.
(10th Level)
Gaze of the Drowned
You carry the will of those lost to the sea.
- As an action, you may invoke the Gaze of the Drowned once per long rest. For 1 minute:
- Creatures you hit with melee attacks must make a Wisdom saving throw (DC = 8 + Prof + Charisma mod) or be frightened of you until the end of your next turn.
- Allies within 10 feet of you gain advantage on saving throws against being charmed or frightened.
- While in water or aboard a ship, this lasts for 10 minutes instead of 1.
Your eyes hold the storm. Your voice carries the ghosts of broken hulls.
(14th Level)
Maelstrom Leap
You’ve mastered the chaos of battle, turning speed into devastation.
Once per long rest (or by expending an Action Surge), you can activate Maelstrom Leap as a bonus action:
- Immediately jump up to 30 feet in any direction (even mid-air or over water).
- When you land, all enemies within 10 feet take 2d6 bludgeoning damage + your Strength or Dexterity modifier, and must succeed on a Strength saving throw (DC = 8 + Prof + Str/Dex mod) or be knocked prone.
- If you hit with a melee attack on the same turn, it becomes a critical hit.
Summary Table
Level | Feature(s) |
---|---|
3 | Boarding Fury, Tooth & Tide (1 blessing) |
6 | Reefwalker’s Grace |
10 | Gaze of the Drowned (frighten + aura) |
14 | Maelstrom Leap (AoE leap + crit buff) |
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