Corsair ~ Novel Class

Corsair1.pngIn the boundless realms of Sayarii, where the sail rules the sand, sea and sky the Corsair stands as a master of all terrains. Whether navigating the ever-changing winds above, the shifting sands below, or the unpredictable currents of the sea, a Corsair is the linchpin of any expedition. With a keen eye for navigation, an unbreakable bond with their crew, and a sword arm trained for the chaos of elemental combat, the Corsair is the epitome of versatility and skill.


As a Corsair, you may find yourself as a Marine, specializing in the art of nautical warfare; a Navigator, charting the unexplored expanses of Sayarii; a Sailmaster, in tune with the wind, tides, and even the flow of sand; or a Master-in-Line, commanding the respect and morale of your crew. The path of the Corsair is as limitless as the skies, as deep as the oceans, and as expansive as the Sayarii'an deserts.


Corsairs are not just sailors; they are elemental champions, equally adept at mastering the skies in their Cadence Windrunners, conquering the deserts in the rugged Jahazi Sandskiffs, and ruling the seas in traditional sailing vessels. Whether it's a Kelpri Corsair deftly navigating a windrunner through a skyward storm or a seasoned veteran leading a crew across the treacherous sands of the Bara Kusini, Corsairs are the epitome of elemental mastery.

Class Details

The Elemental Vanguard

corsair2.pngAt the helm, a seasoned captain scans the horizon as her vessel—be it a ship, a sandskiff, or windrunner—cuts through the elemental landscape. With a swift command, the sails adjust, and the craft gains speed, racing toward an uncharted destination.

In the dark hours after midnight, A Kelpri marine silently swings out from the rigging, landing gracefully on the deck of an opposing vessel. With a flourish of his scimitar, a foe is disarmed, and a signal is given for the crew to board, whether they are on the high seas, the shifting sands, or the boundless sky.

From a crow's nest, a keen-eyed navigator spots an approaching fleet through his spyglass. Tactical commands are barked, and the vessel maneuvers into a favorable position, cannons at the ready for a devastating barrage.

Navigating the ever-changing elements of water, sand, and sky, Corsairs are masters of movement and combat in these fluid landscapes. They are the captains, the navigators, and the warriors who thrive where others falter, be it on the ocean's surface, the desert's expanse, or the sky's limitless bounds.

Masters of the Elements

Corsairs are elemental tacticians, specializing in manipulating their environment to outwit and outmaneuver their foes. Their skill sets are as diverse as the terrains they traverse, honed to perfection through rigorous training and real-world experience.

Commanders and Crew

A Corsair's true strength lies in their ability to lead and inspire. Whether part of a pirate crew, a merchant fleet, or an explorer's caravan, they are often the glue that holds a group together. Their leadership abilities can turn the tide of battle, boost the morale of their crew, and make their vessel an extension of their will.

Versatile Adventurers

Corsairs are as adaptable as they are daring. While many find their calling on ships—be they waterborne, airborne, or designed for the desert—they are equally at home in bustling port cities or remote outposts. Their skills make them invaluable members of any adventuring party, bringing a unique blend of combat prowess, tactical acumen, and elemental mastery to the table.

Creating a Corsair

When creating your Corsair character, consider their background and motivations. Were you trained in a naval academy, or did you learn the ropes as a deckhand on a merchant ship? Have you always felt the call of the sail, or are you seeking revenge against a pirate lord who wronged you? Your choices will shape your abilities and your role in the adventures to come.

Quick Build

To quickly create a Corsair, prioritize your Dexterity score, balanced with Intelligence, Wisdom and Charisma, depending on your focus, are you cut out for Command? Choose the Sailor, Merchant-Marine, or Pirate background for added flavor.

The Corsair Table

Class Features

Hit Points

  • Hit Dice: 1d10 per Corsair level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Corsair level after 1st
     

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Navigation tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Navigation (Wis), Seamanship (Int), Acrobatics (Dex), and Command (Cha)
     

Equipment

Grappling Hook
Ziraya1.jpgZiraya Harness

The ziraya is a multifaceted item, deeply ingrained in the lives and traditions of Corsairs from various backgrounds. Primarily serving as a safety harness, its much more; it's a symbol of community, identity, bonds, trust, and even love. The ziraya is a tradition of the Seaborn whose function, custom and symbolism was inherited by the Corsairs, for whom Seaborn make up a formidable percentage of the ranks. 

  • Material: Layers of wrapped fabric around the waist and legs, with a (minimum) metal ring attached at the front and back, some ziraya host up to 9 rings, though some of these may be decorative.
  • Function: Primarily serves as a safety harness for Corsairs during their elemental voyages.
  • Cultural Significance:
    • Identity Marker: The ziraya is worn as a mark of identity among Corsairs, serving both a functional and symbolic role. In fact a symbolic non-functional forms of the harness called Zawadiya are often worn in formal social settings to signify membership, and denote rank in the corsair community. Sayarii Navies use ziraya to signify rank and post. The ziraya is the mark of a professional corsair, be it navy, merchant or pirate alike.   
    • Diverse Traditions: Different styles and wraps exist, reflecting the cultural backgrounds of various groups. For example, the Seaborn have their own unique style, as do the Kelpri and Mchanga Pwanii Corsairs.
    • Marital Tradition: Another seaborn tradition, the ziraya also plays a role in Corsair wedding ceremonies. Couples are bound together with a ship's safety chain or a symbolic representation of it during their first dance, signifying their union and shared journey ahead.
       

Tactical Insight

1st-level Corsair feature

During ship-to-ship combat, your keen understanding of naval tactics comes to the fore. As a bonus action, you can assess the battlefield and confer with your crew, granting the following benefits when aboard a sailing vessel:

Initiative Bonus: In any ship-to-ship combat session, when announced, your vessels crew gains a +1 bonus to initiative rolls. This bonus is cumulative for each Corsair aboard, up to a maximum of +5. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

corsair3.pngNautical Prowess

2nd-level Corsair feature

Your mastery of naval tactics and combat allows you to push beyond your normal limits for a brief moment:

Extra Ship Action: You can take an additional ship action that could be used for adjusting sails, changing the rudder position, or any other action related to controlling or repairing the ship. This action can be combined with the actions of other crew members to achieve more complex maneuvers.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn.

Nautical Disciplines

At 3rd level, you choose a discipline that embodies your role and expertise within the crew. Choose Marine, Master Navigator, Sailmaster, or Master-in-Line, all detailed at the end of the class description. The discipline you select shapes your abilities and grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Sea Legs

5th-level Corsair feature

Your extensive experience on ships has honed your agility and ability to navigate the hazards of a ship's deck with ease. You gain the following benefits:

Sure-Footed: While on a ship, you ignore the penalties associated with difficult terrain and gain advantage on Dexterity saving throws. This allows you to maintain your normal movement speed even in challenging conditions.

Rope Swing: As a bonus action while on a ship, you can use a grappling hook, ropes, rigging, or similar fixtures to swing to a different point on the ship within your movement speed. This movement doesn't provoke opportunity attacks and must end on a solid surface, or overboard/fall.

Shipmaster's Call

9th-level Corsair feature

As a seasoned leader at sea, your voice and commands inspire your crew to push beyond their limits. You can use this feature to grant a morale boost to your crew members. When you do so, choose a number of crew members within sight up to your Charisma modifier (minimum of one). Each of those crew members gains an inspiration die, a d6.

Once within the next 10 minutes, the crew member can roll the inspiration die and add the number rolled to one ability check, attack roll, or saving throw they make. The crew member can wait until after they roll the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

The Shipmaster's Call die changes when you reach certain levels in this class. The die becomes a d8 at 12th level, a d10 at 16th level, and a d12 at 20th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Style

As a Corsair, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling
When you are wielding a melee weapon in one hand and no other weapons or shield, you gain a +2 bonus to damage rolls with that weapon.

Gunner
You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. Additionally, you can craft ammunition at half the cost and repair damaged firearms.

Elemental Mastery
Choose one elemental type (water, sand, or sky). You gain a +1 bonus to attack rolls and damage rolls when fighting in your chosen environment.

Vessel Combat
When on a vessel (ship, sand skiff, or airship), you gain a +1 bonus to attack rolls and AC, and advantage using deck mounted ballista and cannons. 

Naval Disciplines

Marine

The Marine Discipline is tailored for Corsairs who specialize in elemental combat, be it on the high seas, the roaring winds of the sky, or the shifting sands of the . These warriors are the first to engage  in elemental ship-to-ship combat, boarding actions across sea, sand and the void of sky. Skilled in close-quarters combat, they navigate the unpredictable conditions of these elemental battlefields with unparalleled agility and poise. Their resilience is the stuff of legends, often turning the tide of battle simply by their presence. A Marine is not just a fighter; they are a symbol of the indomitable spirit of elemental mastery, inspiring courage in their crew and striking fear into the hearts of their enemies.

Marine's Grit (3rd Level)
  • Gain proficiency in Constitution saving throws.
  • You can use Second Wind as a bonus action on your turn to regain hit points equal to 1d10 + your Corsair level. Once you use this feature, you must finish a short or long rest before you can use it again.
     
Boarding Specialist (7th Level)
  • Gain advantage on Acrobatics checks for climbing and boarding checks.
  • When you successfully board an enemy ship, you can make a melee attack as a bonus action. This is inspired by the Fighter's Action Surge but limited to specific condition
     
Additional Fighting Style (10th Level)

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling
When you are wielding a melee weapon in one hand and no other weapons or shield, you gain a +2 bonus to damage rolls with that weapon.

Gunner
You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. Additionally, you can craft ammunition at half the cost and repair damaged firearms.

Elemental Mastery
Choose one elemental type (water, sand, or sky). You gain a +1 bonus to attack rolls and damage rolls when fighting in your chosen environment.

Vessel Combat
When on a vessel (ship, sand skiff, or airship), you gain a +1 bonus to attack rolls and AC.

Marine's Valor (15th Level)
  • When you or an ally within 10 feet is subjected to an effect that allows a saving throw, you can use your reaction to grant advantage on that saving throw. 
     
Master of Boarding (18th Level)
  • When boarding an enemy ship, you and allies within 30 feet can't be slowed by difficult terrain and have advantage on the first attack roll during the boarding action.

Navigator

Corsairs who follow the Navigator discipline are the intellectual backbone of any crew. With an uncanny ability to read maps, understand celestial cues, and sense elemental currents, they guide the ship through the most treacherous of terrains. While Sailmasters focus on sails, speed, and tack, Master Navigators are experts in cartography, landmarks, and intuitive location sensing.

Intuitive Cartographer (3rd-level) 
  • You gain proficiency in Wisdom Saving Throws
  • You gain advantage on Navigation checks and can add twice your Wisdom modifier to these checks. Your innate sense of location and understanding of maps make you an invaluable asset for navigation.
     
Shipwright's Expertise (7th-level)
  • You gain advantage on checks related to ship repair and maintenance. Your role complements that of the Sailmaster, focusing on the structural integrity of the ship.
     
Knot Mastery (10th-level)
  • You can perform an additional ship action in a round. Whether steering, adjusting a line, or trimming a sail, you can do it with exceptional speed and efficiency.
     
Master of Tides (15th-level)
  • You can use your action to give your crew advantage on any ship-related checks for a limited time. Your commands resonate with the crew, boosting their performance in crucial moments.
  • When at the helm, your piloting skills make your ship harder to hit, +2 to the ships AC when you are actively at the helm, and any enemies attempting to board, make boarding checks at disadvantage. 
     
Combat Savvy (18th-level)
  • You gain a bonus (proficiency bonus) to your AC and attack rolls while on a ship. Your understanding of the ship's movement allows you to anticipate enemy actions, making you a formidable opponent in ship-to-ship combat.
  • When you successfully board an enemy ship, you can make a melee attack as a bonus action. This is inspired by the Fighter's Action Surge but limited to specific conditions (can not be used in conjunction with Rope Swing).
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Sailmaster

Sailmasters are the elemental virtuosos of the Corsair fleet, equally adept at harnessing the winds above, the currents below, and the shifting sands of the desert. With an innate ability to read the ever-changing elements, Sailmasters optimize sails and navigate through elemental landscapes that would confound lesser sailors. Their expertise isn't limited to navigation; they're also proficient in rapid elemental vessel repairs, intricate maneuvers, and uplifting crew morale. A Sailmaster is more than just a sailor; they are the elemental keystone of the ship, guiding it through diverse challenges and ensuring the crew's spirits soar as high as the winds they chase.

3rd Level: Wind Whisperer

The Sailmaster gains an uncanny ability to read the wind and adjust the sails for optimal angles.

  • Effect: You enable the ship to improve its angle into the wind by +5%, from the default 45-degree angle. This bonus is accumulative up to a maximum angle of 30 degrees for the entire crew.
     
7th Level: Hull Mender

The Sailmaster can perform quick but effective repairs on the ship.

  • Effect: As an action, you can repair a section of the ship, restoring hit points equal to your Corsair level + your Intelligence modifier + 1d10. This feature can be used the number of time to your proficiency bonus. A long rest is required to reset.
     
10th Level: Master of Sails

The Sailmaster can command the crew to perform an anchor turn in a single turn.

  • Effect: As a bonus action, you can command the crew to perform an anchor turn, stopping the ship suddenly and swinging it up to 180 degrees. This action ends with the ship stalled but ready to move again at the beginning of the next turn. This maneuver normally takes at least two rounds and requires crew member actions at the helm, anchor, and at least half of the main sheets.
     
15th Level: Morale Booster

The Sailmaster can boost the crew's morale, making them more effective.

  • Effect: As an action, you can inspire your crew. For the next 10 minutes, all crew members gain a d6 inspiration die that can be added to any ability check or saving throw. This feature can be used a number of times equal to your Charisma modifier and recharges after a long rest.
     
18th Level: Elemental Captain

The Sailmaster's presence alone can guide the ship through elemental challenges.

  • Effect: While you are on the ship, it gains a +2 bonus to all saving throws against elemental hazards (storms, whirlpools, sandstorms, etc.). Additionally,you enable the ship to improve its angle into the wind by and additional +5%, from the default 45-degree angle. This bonus is accumulative up to a maximum angle of 30 degrees for the entire crew.

Master-in-Line

3rd Level: Chain of Command

The Master-in-Line can rally the crew for a quick morale boost.

  • Effect: As a bonus action, you can inspire your crew, granting them a d4 that can be added to one ability check or attack roll of their choice for the next turn. This feature can be used once per short or long rest.
     
7th Level: Tactical Navigator

The Master-in-Line can make quick but effective decisions in high-pressure situations.

  • Effect: As an action, you can grant advantage to your crew on their next vessel-related check within the next minute. This feature can be used once per short or long rest.
     
  • 10th Level: Combat Versatility

    The Master-in-Line gains additional combat prowess, you can choose a second option from the Fighting Style class feature.

  • Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.

    Dueling
    When you are wielding a melee weapon in one hand and no other weapons or shield, you gain a +2 bonus to damage rolls with that weapon.

    Gunner
    You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. Additionally, you can craft ammunition at half the cost and repair damaged firearms.

    Elemental Mastery
    Choose one elemental type (water, sand, or sky). You gain a +1 bonus to attack rolls and damage rolls when fighting in your chosen environment.

    Vessel Combat
    When on a vessel (ship, sand skiff, or airship), you gain a +1 bonus to attack rolls and AC.

15th Level: Elemental Tactician

The Master-in-Line can command more efficient adjustments to the sails for better elemental navigation.

  • Effect: You enable the ship to improve its angle into the wind by +5%, from the default 45-degree angle. This bonus is accumulative up to a maximum angle of 30 degrees for the entire crew.
     
18th Level: Master's Command

The Master-in-Line can issue a command that maximizes the crew's efficiency in a critical moment.

  • Effect: As an action, you can issue a command that allows the entire crew to perform two ship actions in a single turn. This feature can be used once per long rest.