"The wind and the waves may be fierce, but with my trusty weapons at my side, I fear nothing. A master of arms on an airship is not just a fighter, but a defender of the ship and its crew. I keep the weapons sharp, the powder dry, and ensure that all who come against us will meet the full force of our might." - Tallux Skullreaver, Master at arms aboard the DLN Radiant DawnThe Master at Arms is often the most skilled warrior on the crew. They are responsible for training the crew in hand to hand combat. They also lead the ship’s boarding parties and hunting parties when they are necessary. The Master at Arms position is not always a separate position on every vessel and often these responsibilities fall to the first mate. As such, when the Master at Arms position is filled on a ship, they take orders from and report to the first mate. The best Master at arms generally have high Constitution and either Strength or Dexterity scores and proficiency with the Acrobatics or Athletics skills.
Role Proficiency: The boarding party commander can add their proficiency bonus to skill checks made that involve rope, chain, or hooks. (I.E. Swinging on ropes, restraining things with a chain, catching a ledge with a hook.) If the commander is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus. Boarding Adept: When you accept this role at tier 1, a life of sailing has given you considerable expertise when it comes to boarding ships, and rope is almost an extension of yourself. You gain a climb speed equal to your land speed, and proficiency in Athletics. You cannot be put at a disadvantage on any checks made to board a ship. Monkey's Dodge: Additionally at tier 1, if you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely. You’re moved 5 feet away from the source of damage. At 10th level, you take half the damage if it’s equal to or greater than half the damage inflicted. Dodge on a natural 19. You’re moved 10 feet away from the source of damage. Once you use this feature, you can’t use it again until after you complete a long rest. Dueling Ace: Starting at tier 2, any time you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. All subsequent melee and ranged attacks, including targeted spell attacks, you make against a target you are dueling deal an extra 1d6 in damage. If a target you’re dueling takes any action except moving that does not target themselves or you, your targeted attacks against them get advantage on your next turn and you deal bonus damage equal to your proficiency bonus per hit. If you’re dueling and you attempt to attack another target, you immediately stop dueling the prior target. The dueling die changes to 1d8 at 8th level, 1d10 at 11th and 1d12 at 17th. Dueling ends if you or the target are put into a dying state, rendered unconscious, or restrained. Intimidating Pressence: Additionally at tier 2, when engaged in melee combat you may choose to make an Intimidation check as a bonus action. On success you can use your intimidating appearance or insults to frighten your current target. Until the start of your next turn your target disadvantage on all attack rolls made against you. Once you use this feature, you can’t use it again until after you complete a long rest. Grog Master: Starting at tier 3, years of heavy drinking has left you hardy and resilient to the effects of poisons in your bloodstream. You have advantage on saving throws vs poisons. Hot Pursuit: Additionally at tier 3, if your foe retreats, you stay on their heels, moving through the path made by their escape. When a target within 10 feet of you that you’re dueling takes the disengage action, you may use your reaction to move up to your target's movement speed to keep up with your target. You must use this movement to stay as close to your target as possible, you cannot move through opponents, you do not incur attacks of opportunity when you move this way, you do not set off traps, and other creatures cannot gain advantage against you for flanking or surrounding you until the end of your next turn. Once you use this feature, you can’t use it again until after you complete a long rest. Certain Death: Beginning at tier 4, as you feel the cold approach of death, your adrenaline pumps, your focus narrows, and you both know one of you won't be coming out of this alive. If you are below 1/3 of your maximum health, any enemy you are dueling takes double the bonus dueling damage from your attacks, they cannot gain advantage against you, and your attacks against them cannot be at a disadvantage. Neither your target nor you may take reactions against any targets but each other. Should the enemy you're dueling die or begin dying, dueling immediately ends, you regain HP equal to your class level, and if you were the one that put them into that state, you regain an additional 5 HP. Once you use this feature, you must finish a short or long rest before you can use it again. Once you use this role feature, you can’t use it again for seven days. Belay That! Also at tier 4, when a creature within 30 feet of you that you have line of sight on takes an action, you may use your reaction to make a melee or ranged attack, including targeted spell attacks (as appropriate) against that creature. On a hit, the creature takes no damage or status effects, but their action is spent without having taken effect. Once you use this feature, you must finish a short or long rest before you can use it again.
Character Level | Role Proficiency |
---|---|
1st | Boarding Adept, Monkey's Dodge |
5th | Dueling Ace, Intimidating Presence |
11th | Grog Master, Hot Pursuit |
17th | Certain Death, Belay That! |