[MENTION=8058]Queenie[/MENTION]
You know, I've been using a sort of fighter / rogue hybrid class (with a few touches for flair) for making NPCs. But maybe it is something that would fit your character? Hadn't thought of that before...lemme do a quick writeup in case you (or anyone else) would like to use it for their character.
"Pirate" fighter/rogue hybrid class
Class Features
As a pirate, you have the following class features.
Hit Points
Hit Dice: 1d10 per pirate level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per pirate level after 1st
Proficiencies
Armor: Light armor
Weapons: Martial weapons
Tools: Choose one from cartographer's tools, navigator's tools, or watercraft
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Level Progression
- Fighting Style, Piratical Proficiency, Thieves' Cant
- Pirate's Cunning Action
- Pirate Archetype
- Ability Score Improvement (or Feat)
- Extra Attack
- Bonus Seafarer Trick
- Pirate Archetype feature
- Ability Score Improvement (or Feat)
- Pirate's Luck
- Pirate Archetype feature
- Extra Attack (2)
- Ability Score Improvement (or Feat)
- Pirate's Luck
- Bonus Seafarer Trick
- Pirate Archetype feature
- Ability Score Improvement (or Feat)
- Improved Cunning Action, Pirate's Luck
- Pirate Archetype feature
- Ability Score Improvement (or Feat)
- Stroke of Luck
Fighting Style
At 1st level you adopt a particular style of fighting as your specialty. Choose one of the following options.
"Archery": You gain a +2 bonus to attack rolls you make with ranged weapons.
Finesse Defense: While you are wielding a finesse weapon, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Piratical Proficiency
At 1st level you may either gain a bonus skill of your choice, or two bonus tool proficiencies of your choice.
Thieves' Cant
At 1st level you learn Thieves' Cant as a language.
Pirate's Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Tumble action.
Pirate Archetype
At 3rd level, choose either the Battle Master fighter archetype (see the PHB) or the
Swashbuckler homebrew archetype. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately, you may select a feat instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Bonus Seafarer Trick
When you reach 6th level, and again at 14th level, choose a bonus Seafarer Trick from the Swashbuckler archetype. Alternately, instead of a Seafarer Trick you may select a Good Fortune without needing to take an Ill Fortune to offset it.
Pirate's Luck
At 9th level add half your proficiency bonus (rounded down) to a saving throw of your choice that you're not proficient in. Do the same for a different saving throw at 13th level, and again at 17th level.
Improved Cunning Action
At 17th level you gain two bonus actions to use with Cunning Action on each of your turns (breaking the normal rules), though you must use each bonus action to perform a different action.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.