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Blackpowder Pirates

Bringing guns to the high seas.

DESIGN

David Adams

ART

Cover: A Mediterranean Brigantine Drifting Onto a Rocky Coast in a Storm, Willem van de Velde the

Younger PD-1996

Pirate: Enmanuel "Lema" Martinez

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all

other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the

Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is

used with permission under the Community Content Agreement for Dungeon Masters Guild.


voyage out into open waters is as likely

to be perilous as it is beautiful. There are

strange and terrible dangers lurking in the

deeps, and the waters of Faerûn are no

exception. It takes a brave, or perhaps more

likely reckless, spirit to decide to set sail and

venture over the known horizon.

The denizens of Toril are no strangers to

traveling by ship. The Sword Coast is teeming

with merchant vessels, and with those vessels

looking to make quick money by stealing what’s

on the merchant vessels. From the Trackless Sea

to the Sea of Fallen Stars and every body of

water across Faerûn, sailors and pirates abound.

Recently, rumors from merchant ships that

have traveled near the southern reaches of the

Trackless Sea claim that Lantanese pirates are

using a fearsome new technology. It is said these

pirates bear armaments that belch smoke and

fire, injuring and quickly killing men from a

distance. Lantan is no stranger to amazing new

artifice, but as of yet these pirates have not been

spotted in northern waters.

QUICK BUILD

This tome gives you a variety of simple tools to

quickly turn your character into one of the brave

souls willing to risk life and limb on the high

seas in search of plunder. Use the Quick Build

suggestions for your class, but consider the

pirate variant sailor background (or simply the

sailor background) as the point to kick start

building your character.

MARTIAL ARCHETYPE

Men and women experienced with a blade are

always a welcome addition to any crew. Any

fighter with the Sailor background will be more

than able to hold their own on such an

expedition. The archetype presented here, the

Buccaneer, represents a fighter who learned to

fight amidships, using the sway of the deck and

the punch of a brace of pistols to turn the tide of

battle in their favor.

AUTHOR’S NOTE

Firearms feature prominently in most of the new class

options presented here because of their prominence in

a great many cinematic depictions of pirates. They

lend a distinctive flair to maritime adventures that

helps establish a unique tone. You’ll need the

Gunslinger PDF for the complete rules on firearms,

otherwise you can utilize one of the alternative options

found within to liberate these pirates from a reliance

upon their guns.

BUCCANEER

The archetypal Buccaneer is at home on any

ship. Buccaneers remain chillingly calm in the

face of danger and relish any and every

opportunity to show off their considerable skill.

Those that seek to emulate this archetype

cultivate a flashy style of fighting that sees them

taking many risks, and learning to reap the

rewards of pushing themselves to their limits.

COMBAT SUPERIORITY

When you choose this archetype at 3 rd level, you

learn maneuvers that are fueled by special dice

called superiority dice.

Maneuvers. You learn one maneuver of your

choice from a subset of the maneuvers presented

in the “Maneuvers” section of the Battle Master

martial archetype in the fighter section of the

Player’s Handbook. Many maneuvers enhance

an attack in some way. You can use only one

maneuver per attack.

You learn one additional maneuver of your

choice at 7 th , 10 th , and 15 th level. Each time you

learn new maneuvers, you can also replace one

maneuver you know with a different one.

When you learn a maneuver, you may choose

from the following options: Disarming Attack,

Evasive Footwork, Feinting Attack, Menacing

Attack, Parry, Pushing Attack, and Trip Attack.

Superiority Dice. You have four superiority

dice, which are d8s. A superiority die is

expended when you use it. You regain all of

your expended superiority dice when you finish

a short or long reset.

You gain another superiority die at 7 th level and

one more at 15 th level.


Using Superiority Dice. In addition to fueling

your maneuvers, you can expend superiority

dice to gain one of the following benefits:

When you make a weapon attack against a

creature, you can expend one superiority die

to make an attack with a firearm you are

holding against any creature you can see

within range of your firearm.

When you make an attack with a firearm, you

can expend one superiority die to add it to the

damage you deal with the attack.

Saving Throws. Some of your maneuvers

require your target to make a saving throw to

resist the maneuver’s effects. The saving throw

DC is calculated as follows:

Maneuver save DC = 8 + your proficiency

bonus + your Strength or Dexterity modifier

(your choice)

FIGHTING STYLE

Heavy armor fashioned of metal might provide

excellent protection to those fighters that engage in

combat upon land, but for the Buccaneer such armor

is a liability. The extra weight makes swimming

difficult and risks drowning. Salty spray accelerates

the rust and deterioration of such armor as well. The

Mariner fighting style, first shown in the Unearthed

Arcana series from Wizards of the Coast, is

recommended for those characters planning to

emulate the Buccaneer martial archetype and for any

campaigns that are planned to spend much of their

time aboard ships on the open seas.

MARINER

As long as you are not wearing heavy armor or

using a shield, you have a swimming speed and a

climbing speed equal to your normal speed, and you

gain a +1 bonus to AC.

SHOOT FIRST

At 3 rd level, you gain proficiency with firearms.

When you roll initiative you can draw one

firearm in your possession. If you are not

surprised, you can also make one attack with

that firearm against any creature that you can see

and whose initiative result is lower than your

own.

OLD SALT

When you reach 7 th level, your time aboard

ocean-faring vessels has turned you into one of

the finest sailors to board a vessel in living

memory. You are counted as two members of

any ship’s crew and are able to fulfill all the

required duties without unduly exhausting

yourself, and you are able to push the efforts of

other crew members to further heights. The

effective crew of any ship you sail on is

increased by 50% and you can use your

downtime to increase the loyalty score of the

crew by 1d4. Additionally, you are never at risk

of losing your sea legs due to prolonged activity

on dry land.

IMPROVED COMBAT SUPERIORITY

At 10 th level, your superiority dice turn into

d10s. At 18 th level, they turn into d12s.

RECKLESS DARING

Starting at 15 th level, you can spur yourself to

greater action when you throw yourself

recklessly into daring situations. On your turn,

you can take one additional action on top of your

regular action and a possible bonus action. You

can only use this action to Dash or to perform

any action that requires an athletics or acrobatics

check or that would provoke an opportunity

attack. Until the start of your next turn, attacks

against you have advantage.

Once you use this feature, you must finish a

short or long rest before using it again.

GUNSLINGER PERSONAS

Firearms are a favored tool of pirates. They’re

lethal, intimidating, and conveniently

transportable. Those pirates that master them, do

so using the gunslingers art and cultivate a

reputation as ruthless sea dogs.

DREAD PIRATE

Noisy spectacle and boisterous showmanship are

the hallmark of your reputation. You use your


firearms as tools of intimidation against your

foes, and a means to inspire awe in those that

you are allied with. You desire command of

your own vessel and crew, inspiring anyone of

like mind to revel with you in your ostentatious

behavior. You are a consummate adventurer,

enjoying the company of others as bold as

yourself and pushing more out of the dregs that

try to keep up with your company.

COMBAT SUPERIORITY

At 3 rd level, you gain a set of abilities that are

fueled by special dice called superiority dice.

Superiority Dice. You have four superiority

dice, which are d8s. A superiority die is

expended when you use it. You regain all of

your expended superiority dice when you finish

a short or long reset.

You gain another superiority die at 7 th level and

one more at 15 th level.

Using Superiority Dice. You can expend

superiority dice to gain a number of different

benefits:

When you make a weapon attack against a

creature, you can expend one superiority die

to make an attack with a firearm you are

holding against any creature you can see

within range of your firearm.

You can forgo one of your actions on your

turn and expend a superiority dice to allow an

ally that you can see to either make a firearm

attack against a target of your choice, or to

perform an action that requires a skill or

ability check. This ally can add your

superiority die to the firearm damage or

check result.

DETERMINED SWORDSMAN

Starting at 3 rd level when you select this persona,

you gain proficiency with your choice of the

cutlass (use the rules for the scimitar) or rapier.

When you have advantage against the target of

an attack you make with your chosen weapon,

you can expend a use of your Grit to add your

firearm bonus damage to the attack.

VICIOUS REPUTATION

Beginning at 10 th level, your reputation as a

scourge upon the sea has reached the point

where those that see you coming are apt to turn

and run. When you use your Menace ability, the

creatures you target are frightened until the end

of their next turn and until they rest they have

disadvantage on any attack made against you if

you have more than half of your hit points

remaining.

WALK THE PLANK

Upon reaching 15 th level, you use your firearm

to force your foes to swim with the sharks. You

can use your Menace ability to force one target

to spend their turn moving up to their speed

towards the edge of a ship’s deck. They have

advantage on the save against this effect, but if

they have enough movement to reach the edge

of the deck, or a gangplank or similar part of the

ship overlooking the water, they must jump

overboard if they fail the saving throw against

this ability.

OPTIONAL RULE: SEA LEGS

The constant rocking of a ship on the open water can be disorienting for

those unaccustomed to it, and presents constant difficulty for balance

and walking. Aboard such a vessel, a character has disadvantage on

acrobatics checks. During combat, a character that moves more than 5

feet has disadvantage on their attack rolls during their turn. After two

consecutive days aboard a ship, most characters gain their ‘sea legs’ and

no longer suffer these penalties (DMs may decide that acclimation takes

longer, if it is possible at all.)

Characters lose their sea legs if they spend more than a month off a

ship, but gain them again after only an hour aboard a ship. After more

than three months as a landlubber, a character must spend two days

aboard a ship before claiming their sea legs again.


ROGUISH ARCHETYPE

It takes loose morals and a sharp mind to make a

sustained living as a pirate, and rogues have

little problem developing considerable talent in

either area. Freebooters are rogues that ply their

larcenous trade under the billowing sails of a

ship on the open waters.

FREEBOOTER

You hone your skills operating as a pirate-forhire

aboard and ship that will have you. With

finesse and aplomb, you attack other vessels in

order to sell their cargo to the first merchant that

will pay you for it at your next port of call. A

trusty sidearm and a knack for cheating define

the fighting style that keeps you alive and makes

you a valuable asset to the rest of your crew.

SCOUNDREL’S TACTICS

Starting at 3 rd level, you learn to employ a

number of dirty tricks while fighting. When you

hit a creature with a melee attack that has

advantage, you can choose to knock the target

prone or cause it to be blinded or deafened until

the end of its next turn.

Once you have used this ability you cannot

use it again until you complete a rest.

SHOOT FIRST

At 3 rd level, you gain proficiency with firearms.

When you roll initiative you can draw one

firearm in your possession. If you are not

surprised, you can also make one attack with

that firearm against any creature that you can see

and whose initiative result is lower than your

own.

PRESS THE ADVANTAGE

At 9 th level, your dirty fighting style allows you

to capitalize more fully on the openings in your

targets’ defenses. When you would normally

inflict sneak attack damage with a melee attack,

you can instead deal no extra damage but leave

the target of your attack stunned until the end of

that creature’s next turn. This still counts as a

use of your sneak attack ability.

UNFLINCHING

At 13 th level, you become immune to fear and

fear effects and cannot be surprised.

BLOOD IN THE WATER

At 17 th level, your combat bloodlust is spurred

by the sight of a wounded enemy. When you

make an attack against a creature that has fewer

than half of its total hit points remaining, you

can deal additional damage to the target equal to

your sneak attack damage. This does not count

against your limit of dealing sneak attack

damage once per turn.

FIREARM ALTERNATIVES

While the explosive bluster of firearms makes a

solid contribution to the tone of the class options

presented here, they might not be the best fit for

every campaign. DMs looking for alternatives to the

firearm-centric options here need look no further.

ONE STEP AHEAD

Replaces Shoot First

When you roll initiative, you can move up to your

speed before combat beings. Until the end of your

first turn in combat you have advantage on attacks

against any creature that has not yet acted.

PIRATE’S PET

Replaces Shoot First

You gain the loyal companionship of a noisy parrot

(use the stats for the owl). This companion acts

independently in combat, rolling its own initiative

and acting on its own turn, but still obeying your

commands. It can attack, or use its action to distract

an enemy, giving you advantage on attacks against

that target. If your companion dies, it takes 1d4 days

to find and groom a suitable replacement.

SEA SHANTIES

Replaces Shoot First

As a bonus action on your turn you can begin

singing a nautical song. Any non-hostile creature

that can hear you gains advantage on their next skill

ability check as long as you maintain concentration

on this ability.


WARLOCK OPTIONS

Sailors tell tales of voices carried on the wrongs

of storms or crashing waves. Many landlubbers

dismiss such talk as superstitious nonsense, but

you know better. There are mighty powers that

lurk or slumber beneath the deep waters. When

you first heard the call you took to the sea,

saying far and wide wherever the whispers lead.

Eventually you found a place of power where

your future master gathered its followers and

you forged pact to the thing beneath the waves.

The new options below allow you to create a

warlock with strong ties to the sea.

PACT BOON

Any of the warlock pacts presented in the

Player’s Handbook are suitable to high-seas

adventures, but the new Pact Boon presented

here is a distinctly nautical option for warlocks

interested in exploring the mysteries surrounding

exploration upon the high seas.

PACT OF THE COMPASS

Your patron has allowed you to hold the Black

Compass, an instrument of guidance and tool for

divining your master’s will. The compass does

not point towards magnetic north as other

compasses do, instead it bends in the direction

that your patron desires.

While you possess the compass, you can make

navigation checks on the open water as though

you were trained and you do not risk getting lost

if you lose sight of land. Additionally, you can

whisper the name of one person known to you

and the needle of the compass will point in their

direction for the next 24 hours. You must finish

a long rest before using this ability again.

At 11 th level, you can cast find the path using

the compass as the required divinatory tool once

per day without expending a spell slot. You must

finish a long rest before you are able to cast this

spell again. At the discretion of your DM, there

is always the possibility that your patron is

manipulating your compass to draw you into the

web of its greater schemes.

OTHERWORDLY PATRONS

Beings of power capable of fueling the powers

of warlocks might be rare, but there are still

many—including those that are imprisoned or

slumber beneath the waves, biding their time

until a worthy individual comes along and is

crazy, or gullible, enough to work towards their

eventual freedom.

THE THING BENEATH THE WAVES

You have forged a pact with some inscrutable

creature that dwells in the eternally lightless

depths far beneath the surface of some notable

body of water. This creature’s ambitions are

often inscrutable, due to the inhospitable

THING BENEATH THE WAVES SPELLS

Spell Level Spells

1 st fog cloud, thunderwave

2 nd gust of wind, warding wind*

3 rd call lightning, tidal wave*

4 th control water, watery sphere*

5 th control winds*, maelstrom*

* these spells appear in the Elemental Evil Player’s Companion.

environs in which they dwell. Many look to see

kingdoms brought low beneath the waves, or for

the world to be consumed in unending floods.

Others have goals more nuanced and all the

more dreadful.

Entities of this type include Zoth-Ommog and

the Abolethic Sovereignty. Some exceptionally

powerful sea creatures like the kraken or

leviathan may also be able to grant such power

through pacts with mortals.

EXPANDED SPELL LIST

The Thing Beneath the Waves lets you choose

from an expanded list of spells when you learn a

warlock spell. The following spells are added to

the warlock spell list for you.


BREATH OF THE DEEPS

Starting at 1 st level, you are able to breathe water

as easily as air. Additionally, you gain a swim

speed equal to twice your speed.

SIREN’S SONG

Beginning at 6 th level, your patron teaches you

the irresistible call of the sea. As an action you

cause one creature you can see within 60 feet of

you to make a Wisdom saving throw against

your warlock spell DC. On a failure, the creature

is charmed by you and must spend its next turn

moving closer to you without regard for its

safety. This effect ends after a number of rounds

equal to your Charisma modifier, or if the target

takes damage. You must complete a long rest

before using this ability again.

STORM SHIELD

Starting at 10 th level, you are protected by your

patron’s tempestuous magic. You have

resistance to lightning and thunder damage.

Additionally, when you are damaged by a

creature within 60 feet of you, you can expend a

spell slot as a reaction to deal 5d6 lightning

damage to the triggering creature. You must

finish a short or long rest before using this

feature again.

NEW INVOCATIONS

The following new invocations complement the

nautical options presented here.

BAELFUL GEAS

Prerequisite: 12 th level, Pact of the Compass

feature

You can cast the spell geas once using a warlock

spell slot against a creature you have successful

tracked with your black compass. You can’t do

so again until you complete a long rest.

CRAWLING EYE

Prerequisite: 7 th level

One of your eyes is permanently disfigured,

allowing you to cast the spell arcane eye once

using a warlock spell slot. It is your own eye,

not a magical sensor, that travels out as part of

this spell. You can’t cast this spell again until

you complete a long rest.

COMMAND THE GALE

At 14 th level, you are granted the power to

summon storms. You are able to cast the spell

control weather once without expending a spell

slot, but you cannot change the temperature or

decrease the intensity of precipitation or wind.

You must complete a long rest before casting the

spell again.

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