Fighter Archetype – Spectral Pirate

Spectral Pirate’s are fiercely loyal combatants that have sworn fealty to one of the three great Pirate Lords. In return, their patron gifts them impressive boons to control the battlefield and fight dirty. Unlike a regular pirate, Spectral Pirates are able to manifest temporary, ethereal tools in a pinch to sway a chaotic battle.

Each Pirate Lord has their own themes and qualities, and a Spectral Pirate might take on similar elements. A follower of Captain Davy Jones might slowly become more beastial and take on the features of an aquatic animal. A follower of Blackbeard is likely to closely follow a classic pirate aesthetic. A follower of Captain Percius will don the clothing and weapons of the proud Mount Olympus.

Spectral Pirate Features

LevelFeatures
3rdPirate Combat, Pirate’s Life
7thSpectral Crewmate
10thImproved Pirate Combat
15thBloodthirsty
18thSpectral Cannon

Pirate Combat
(3rd-level Spectral Pirate feature)

When you choose this archetype at 3rd level, you learn manoeuvres that are fuelled by special dice called superiority dice.

Pirate Maneuvers. You learn three pirate maneuvers of your choice, which are detailed under “Pirate Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

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 rest.

You gain another superiority die at 7th level and one more at 15th level.

Pirate’s Life
(3rd-level Spectral Pirate feature)

At level 3 you gain proficiency in vehicles (aquatic).

Pirate Manoeuvres:

Wall Shove: When you make a successful shove attack against a creature, you may roll a superiority die and deal that much bludgeoning damage. If the shove would push them into a large, solid surface such as a wall or crate the target is also knocked prone.

Spectral Pistol: Make a ranged weapon attack against a creature within 100ft and add a superiority dice to the attack roll. If you hit, the target takes 2d8 cold damage and is Incapacitated until the end of it’s next turn.

Improvised Escape: As a bonus action, you can summon a spectral rope that pulls you to safety. Roll your superiority die and times the result by 5. You may move to any space within this distance without provoking opportunity attacks.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Fighting Dirty: As a bonus action, choose a creature within 5ft of you and make a slight of hand check vs their perception check. Roll a superiority die and add the result to your check. If you succeed, the target creature is blinded until the end of their turn.

Improvised Attack: When you make an attack with an improvised weapon, you may roll a superiority die and add the result to the damage. If you do so, add your proficency bonus to the attack roll.

Fast Hands: You may expend a superiority die to replace your bonus action with a second action or vice versa.

Spectral Crewmate
(7th-level Spectral Pirate feature)

At level 7 you learn to manifest a spectral ally thanks to your connection with your chosen Pirate Lord. As a bonus action you can summon the following creature (based on your faction).

The creature acts immediately after you and follows your orders as closely as it can. After 4 rounds the creature disappears and this feature cannot be used again until you complete a long rest.

The stats of the creatures can be found below (click on the image to download the stat block).

Improved Pirate Combat
(10th-level Spectral Pirate feature)

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Bloodthirsty
(15th-level Spectral Pirate feature)

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain two superiority die.

Spectral Cannon
(18th-level Spectral Pirate feature)

At level 18 you learn to manifest a stationary spectral cannon. As a bonus action, you can summon the Cannon and while wielding the Cannon, you can use your action to make a Cannon attack. While wielding the cannon your movement speed is 0. The Cannon lasts for 3 rounds and disappears at the end of your turn on the third round, however, it can be dismissed early as a free action.

Cannon: Ranged Weapon Attack: +10 to hit, range 250/600 ft., one target. Hit: 30 (6d10) fire damage. The cannon deals double damage to objects and structures.

Final Thoughts

Thanks for reading! I wanted this archetype to be a thematic replacement for the Battlemaster archetype and I think I’ve achieved that. I took some of the official manoeuvres that felt ‘pirate-y’ and then added some fun new options to really lean into the Spectral Pirate theme! I hope you consider this class for your own games! If you want to see the creative process live you can join me and the community on Twitch or Discord.

Thank you for reading and may your next session be filled with glory!

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