Oath of Piracy (5e Subclass)
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Oath of Piracy
You decide to swear your oath to stealing, sailing, and swashbuckling. The Oath of Piracy needs you to be quick and cunning, use your abilities to outsmart and outrun your pursuiters.
Tenets Of Piracy
Never Get Caught. You should always strive to be unnoticed by any prying eyes.
Always Escape. If you do get caught, use your cunning and cleverness to get out.
Charity Or Greed. What you do with your ill-gotten gains is up to you.
Fair Game. Everything from everyone everywhere is fair game.
- Oath Of Piracy Spells
|3rd||Expeditious retreat, fog cloud.|
|5th||Knock, pass without trace.|
|13th||Hallucinatory terrain, phantasmal killer.|
|17th||Far step, passwall|
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options
Dexterous Crew. You present your holy symbol to give you and your allies more agility. Each creature of your choice that you can see gains advantage on any Dexterity ability check. This effect lasts for 1 hour.
Unnoticing Crowd. You present your holy symbol and make the crowd around you not notice you. Each creature within 5 feet of you has disadvantage on Wisdom (perception) and Intelligence (investigation) checks to notice you. This effect lasts for 1 minute.
- Aura Of Speed
Starting at 7th level, you emit a strange aura that hastens you and your allies. You and your allies gain a +10 movement speed and can take the dash action as a bonus action. If an ally leaves this area, their movement bonus stays until the end of their turn. At 18th level, the area increases to 30 feet.
- Master Of Swashbuckling
At 15th level, your swashbuckling and thievery skills have peaked, you gain proficiency with the acrobatics, sleight of hand, and stealth skills. You also gain advantage on any ability check using those skills.
- Monarch Of The Pirates
At 20th level, your skills in the art of piracy can become that of legends. As an action, you can gain the following benefits for 1 minute:
- Your nimbleness allows you to move as fast as possible. Your movement speed doubles, and while taking the dash action, your movement doesn't provoke attacks of opportunity.
- You aim for the vital parts of your target. When you hit a creature with a finesse or ranged weapon attack, you can deal an extra 5d6 damage of the weapon's type. You can only deal this extra damage once per turn.
- Attacks made 10 feet or farther against you have disadvantage as you sway your way across the field.
Once you use this feature again, you can't do so until you finish a long rest.