CORSAIR MAGE
Corsair Mages are storm‑tuned spellblades who blend swift footwork, arcane momentum, and lightning‑charged strikes. They are half‑casters who gain magical power by moving across the battlefield, building Tempest Momentum as they fight.
Hit Die: d8
Primary Ability: Dexterity or Charisma (choose at character creation)
Saving Throws: Dexterity, Charisma
Armor: Light armor
Weapons: Simple weapons, scimitars, cutlasses, shortswords, crossbows
Tools: Navigator’s tools
Spellcasting: Half-caster (ranger progression), Dex or Cha-based
Unique Resource: Tempest Momentum
CLASS FEATURES
Level 1
Tempest Momentum
Storm Footwork
Spellcasting
Level 2
Stormstep
Corsair Path (subclass)
Level 3
Momentum Surge
Level 4
Ability Score Improvement
Level 5
Extra Attack
Arcane Riposte
Level 6
Storm Instinct
Level 7
Subclass Feature
Level 8
Ability Score Improvement
Level 9
Momentum Threshold (max charges increases)
Level 10
Storm Infusion
Level 11
Improved Arcane Riposte
Level 12
Ability Score Improvement
Level 13
Momentum Threshold (max charges increases)
Level 14
Subclass Feature
Level 15
Tempest Flow
Level 16
Ability Score Improvement
Level 17
Momentum Threshold (max charges increases)
Level 18
Storm Mastery
Level 19
Ability Score Improvement
Level 20
Avatar of the Tempest
TEMPEST MOMENTUM
You generate magical momentum by moving.
You gain 1 Momentum Charge each turn in which you move at least 10 feet.
You can only gain 1 charge per turn.
You can hold a maximum of 3 charges at early levels.
Your maximum increases at levels 9, 13, and 17.
You may spend Momentum Charges for the following effects:
• Add 1d6 lightning damage to a weapon attack
• Increase your movement speed by 10 feet until end of turn
• Gain +1 AC until the start of your next turn
You lose all charges when you finish a short or long rest.
STORM FOOTWORK
You gain proficiency in Acrobatics.
You have advantage on checks to keep balance on unstable surfaces such as ship decks, rigging, or wet terrain.
SPELLCASTING
You gain spellcasting at level 1.
You use Dexterity or Charisma (your choice) as your spellcasting ability.
You follow half-caster progression similar to a Ranger.
STORMSTEP
At level 2, you may Dash as a bonus action.
When you Dash, choose one creature you move within 5 feet of. That creature takes 1d6 lightning damage.
This damage becomes 2d6 at level 11.
MOMENTUM SURGE
At level 3, when you roll initiative and have no Momentum Charges, you gain 1 charge.
EXTRA ATTACK
You can attack twice when you take the Attack action.
ARCANE RIPOSTE
At level 5, when a creature misses you with an attack, you may cast a cantrip as a reaction.
You may use this a number of times equal to your proficiency bonus per long rest.
At level 11, you may cast a leveled spell of 1st level instead of a cantrip.
STORM INSTINCT
You have advantage on Dexterity saving throws against effects that deal lightning or thunder damage.
MOMENTUM THRESHOLD
Your maximum Momentum Charges increases:
Level 9: 4 charges
Level 13: 5 charges
Level 17: 6 charges
STORM INFUSION
Your weapon attacks count as magical for the purpose of overcoming resistance.
TEMPEST FLOW
At level 15, when you spend a Momentum Charge, you may immediately move 5 feet without provoking opportunity attacks.
STORM MASTERY
You gain resistance to lightning and thunder damage.
AVATAR OF THE TEMPEST
For 1 minute, you become a living storm.
Effects:
• Movement speed +20 feet
• You may Dash as a free action once per turn
• Your weapon attacks deal an extra 1d10 lightning damage
• You may cast Thunderwave once without expending a spell slot
Once per long rest.
CORSAIR PATHS
Choose one at level 2.
PATH OF THE TEMPEST RAIDER
High mobility, lightning blades, chain-dash attacks.
Level 2 Feature
Storm Dash: When you Dash, you may teleport 5 feet instead of moving normally.
Level 7 Feature
Lightning Step: Your movement speed increases by 10 feet.
Level 14 Feature
Chain Dash: When you Dash, you may Dash again as a bonus action. Once per short rest.
PATH OF THE GALE TRICKSTER
Illusion magic, misdirection, fog-craft, stealth.
Level 2 Feature
Mist Veil: When you spend a Momentum Charge, you become lightly obscured until the start of your next turn.
Level 7 Feature
Gale Mirage: You may cast Mirror Image once per long rest.
Level 14 Feature
Fog Cloak: You may become invisible for 1 round when you spend a Momentum Charge. Once per short rest.
PATH OF THE THUNDER CORSAIR
Thunder blasts, shockwaves, ship-destroying magic.
Level 2 Feature
Thunder Slash: When you hit with a melee attack, you may deal an extra 1d4 thunder damage.
Level 7 Feature
Shock Pulse: As an action, deal 2d6 thunder damage to all creatures within 10 feet. Once per short rest.
Level 14 Feature
Thunderburst: When you reduce a creature to 0 hit points, you may create a 10-foot-radius thunder explosion dealing 3d6 thunder damage. Once per long rest.