Sky Pirate Conclave (Homebrew)
Hit Points
Hit Dice: d4 per Sky Pirate Conclave (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Called by explorers "The New Frontier", the distant skies have been opened by the development of airship technology, and when the sky is no longer the limit, a new breed of explorer arises. Called sky-pirates to lump the bold adventurers with the ruthless bandit, rangers who make the heavens their territory frequently follow this archetype. Master pilots and gallant swashbucklers, rangers of this archetype know the cloud and sky as traditional rangers know forest and field.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with sky vehicles. You also gain proficiency with sidearms.
Debonair Flare
Starting at 3rd level when you choose this archetype, you can use Charisma instead of Wisdom as your spellcasting ability for Ranger spells.
Freehand Marksman
Also at 3rd level when you choose this archetype, you are a master at mixing blades and firearms. When you use your action to make an attack with a rapier or a melee weapon with the light property, you can use your bonus action to make an attack with a light sidearm in your offhand. You don't add an ability modifier to the damage of this attack, unless the modifier is negative. Once you reach 7th level, you can make two ranged weapon attacks as part of the bonus action from this feature, instead of one.
Shipman's Footing
Starting at 7th level, you are well adapted to the buck and sway of an airship in flight, and to taking advantage of others' unease. You ignore difficult terrain caused by moving ground, and you have advantage on saving throws against being moved against your will or knocked prone. In addition, when a creature within 30 feet of you that you can see is knocked prone, you can use your reaction to make an attack roll against that creature. You do not suffer disadvantage for the creature being prone if you are making a ranged weapon attack.
Master Pilot
At 11th level, your ship is like an extension of yourself, granting you superb control over it. When you are piloting an airship, its base movement speed increases by 10 mph, and any siege weapon attached to the ship has advantage on attack rolls against other airships. Airships you pilot have evasion. If it makes a Dexterity saving throw which would half the damage of an effect on a success, it instead takes half damage on a failure, and no damage on a success. In addition, if an airship you are piloting would be hit by an attack, you can use your reaction to dodge. The damage of the attack is reduced by 1d10 x your Dexterity modifier (a minimum of 1).
Swashbuckler's Fireworks
Beginning at 15th level, you master vicious attacks with your pistols. When you would make two more weapon attacks with a firearm as part of the same action or bonus action, you can choose to forgo your usual attacks for that action to release a fiery barrage. Each creature in a 15-foot cone centered on you must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). A creature takes the weapon's usual damage plus an additional 3d6 fire damage on a failed save, or half as much damage on a success. Each time you use this action, it consumes 5 rounds of the correct ammunition for your firearm.