Primal Path - Dread Pirate

Many thugs and cutthroats claim the title of 'pirate' but few take it to true mastery. Barbarians who follow the path of the Dread Pirate are the pinnacle of high seas larceny.

Some dread pirates are the worst monsters the seas have ever seen, while others minimise bloodshed and even - perhaps - hold to a code of honour, perhaps realising that they can earn more by taking defeated foes as crew than as corpses. These branching paths lead the dread pirates down different roads, but either road hopefully leads to the same place: King (or Queen) of the Pirates.

Dis/Honour

At 3rd level you choose whether you wish to be an honourable or dishonourable pirate, which affects this feature and others you gain from this subclass. Once chosen, it cannot be changed except with DM approval, such as from a significant story moment.

Rallying Cry

From 3rd level, honourable pirates that activate rage unleash a rallying cry to their allies. You and they (so long as they can hear you) gain a +1 bonus to attack and weapon damage rolls so long as you remain raging.

Cruel Cut

From 3rd level, dishonourable pirates deal an additional 1d8 damage once per turn whenever you hit a creature while Raging.

Seaman

Also at 3rd level you choose one of the following training paths:-

  • You gain proficiency with Navigator's Tools and a climb speed equal to your walking speed.
  • You gain Vehicles (Water) proficiency and a swim speed equal to your walking speed.

Whenever you gain a new level in this class you can choose to change your proficiency and chosen speed to the other option.

In addition, whenever you are wielding only a one-handed weapon in one hand and not wearing a shield, you have +2 to your armour class. This bonus is not lost if you use your spare hand to grapple another creature.

Heartening Cry

From 6th level, honourable pirates' Rallying Cry also grants an increase to saving throws against the Charmed and Frightened conditions equal to your Rage damage bonus.

Scourge of the Seas

From 6th level, dishonourable pirates Cruel Cut now also reduces the target's next saving throw by an amount equal to your Rage damage bonus. This lasts until the start of your next turn.

Spare or Slay

Also from 6th level, you gain the ability to restore your Rages by following your pirate path.


Honourable pirates who stabilise an enemy creature that is reduced to 0HP regain one use of their Rage feature. They may also stabilise creatures in place of an attack, instead of as an action, they add their rage damage bonus to the Medicine ability check, and doing so counts as making an attack to maintain their rage.


Dishonourable pirates who execute an enemy creature that is at 0HP regain one use of their Rage feature.

Luck of the Wind

Honourable pirates are blessed by the seas. From 10th level whenever you roll a d20, you can choose to reroll it. You may use this once, refreshing whenever you activate Rage, or on a short or long rest.

Fight Until You're Dead

Dishonourable pirates "inspire" their allies to press on. From 10th level, whenever they would be reduced to 0 hit points, the Dread Pirate can use their reaction to berate their failures. The creature does not fall unconscious at 0 hit points, but continues to make death saving throws as normal until they either regain hit points or dies. If they stabilise due to three passed death saving throws, they fall unconscious.

Fight Unil You're Dead can be used once, refreshing whenever you activate Rage, or on short or long rest.

Crowded Deck

Also from 10th level, the Dread Pirate no longer has reduced movement speed for moving through an ally's occupied space, as they're able to slip around them unhindered.

Pirate King/Queen

From 14th level, you are hailed as one who is, or will become the King/Queen of the pirates. Sailors and other salty sea dogs flock to you, willingly joining your crew for no reason other than to sail beneath your flag and - hopefully - earn a portion of your plunder.

This should functionally allow you to replace perished sailors on your ships at no cost or effort, so long as you return to a populated port. At your DM's discretion it might help you attract notable pirates to your cause...or to take your throne.

Also, you become immune to the negative effects of alcohol.

Fire All Guns!

Also from 14th level, honourable pirates that critically strike or reduce a creature to 0HP urge their allies to action. Friendly creatures within 60ft who can see the dread pirate can use their reaction to either make one weapon attack or cast a cantrip. Cantrips cast in this way do not receive damage scaling based off of the character's level.

Demoralising Crush

Also from 14th level, dishonourable pirates that critically strike or reduce a creature to 0HP strike fear into the hearts of their enemies. Hostile creatures within 60ft who can see the dread pirate must make a wisdom saving throw (DC8 + your proficiency bonus + your strength modifier) or be Frightened of you until the end of your next turn.

Creatures who fail their saving throw that have hit points equal to or less than your barbarian level die as they are overwhelmed by fear.