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Ranger Archetype

Pirate

Rangers are known to be masters of the wild, and scroungers of terrains. Yet some rangers wish not for the shade of the trees and chirping of birds. Pirates are rangers whose hearts yearn for the spray of the ocean waves and the great bellowing of the sea winds at their backs.

Pirate Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Pirate Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Pirate Spells
Ranger Level Spells
3rd compelled duel
5th misty step
9th wall of water
13th freedom of movement
17th maelstrom

Suave Sailor

When you choose this archetype at 3rd level, you gain proficiency in Charisma (Persuasion) and Charisma (Deception) checks.

Additionally, you gain a climb speed equal to your walking speed.

Corsair's Courtesy

Starting at 3rd level, you take advantage of your enemies weaknesses by performing dirty tricks and cheap shots. Whenever you successfully hit a creature with a weapon attack, you can choose to deal 1d6 bludgeoning, piercing, or slashing damage (your choice) to a creature within 5 feet of you.

Filibuster Flop

Beginning at 7th level, you can cause humiliation to those who cannot seem to hit you. Whenever a creature misses you with a melee attack, you can attempt to trip that creature as a reaction. The target creature must succeed on a Dexterity saving throw with a DC equal to your spell save DC or be knocked prone and have its speed reduced to 0 until the end of your next turn.

You can use this ability a number of times equal to your Charisma modifier. Upon completing a long rest, you regain all expended uses.

 

Hornswaggle Escape

Starting at 11th level, you can escape from your enemies with a little trickery. As a bonus action, you can cause a thick burst of smoke to expand in a 30 foot radius centered on you, making the area heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can see normally through the smoke. Until the end of your next turn, your walking speed increases by 30.

Black Jack

At 15th level, your panache and knack for combat capitalizes in making you strike with daring perfection. Your weapon attacks now score a critical hit on a roll of 19 or 20.

Additionally, whenever you score a critical hit, you can choose to add one of the following effects to apply to the critical hit.

Daring. You roll triple the damage dice, instead of double, when you deal damage with a critical hit.

Scaring. All creatures of your choice within 15 feet of you are frightened until the end of your next turn.

Sharing. Your critical hit becomes a regular hit. Choose one ally creature within 30 feet of you. The next attack that target makes is an automatic critical hit. This effect last for 1 minute, or until the target creature makes an attack.