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Marauder Duelist

In the tempestuous world of Alavir, where the line between hero and villain is as thin as a cutlass edge, the Marauders emerge as a force to be reckoned with. These Duelists are not mere swordsmen; they are the embodiment of the untamed sea and the relentless storm, a fusion of Viking valor and Pirate cunning. With their Corsair's Edge, they strike with the swiftness of a tidal wave, their Charisma fueling their initiative, their agility unmatched on both land and sea.


Born from the traditions of seafaring warriors and treasure-seeking buccaneers, Marauders are masters of intimidation and sleight of hand. Their Sea Reaver skills make them formidable in social confrontations, their words as sharp as their blades. Yet, it is their combat prowess that sets them apart. With Cheap Shot, they blend the art of thievery with deadly strikes, their sleight of hand enabling extra attacks that catch enemies off guard.


As they ascend in power, their Tenacious spirit makes them almost invincible, healing from the very wounds they inflict upon their foes. Their fortitude becomes unbreakable, a testament to countless battles and storms weathered. But it is at the pinnacle of their mastery, they unlock Stormraider's Fury, a technique so devastating that it can only be described as a tempest incarnate. With each swing of their weapon, they unleash the fury of the storm, their blades crackling with thunderous might. A critical hit is not just a strike; it is a cataclysm, a bolt of lightning that shatters both armor and resolve.


Marauders are not just fighters; they are legends. Their names are whispered in taverns and feared on battlefields. They are the storm that guards the sea, the thunder that echoes through the mountains, the heroes that rise when darkness descends. In a world teetering on the brink of chaos, the Marauders stand unyielding, their blades singing the songs of storms and freedom.

Marauder Duelist Features

Level 1

Corsair's Edge

At 1st level, you can add your Charisma modifier to initiative rolls. You also, gain a climbing and swimming speed equal to your walking speed. Gain a bonus to attack and damage rolls equal to 3.


When you cast a spell, you can make a Sleight of Hand or Intimidation skill check (once per round).


This feature’s damage increases by 3 when you reach 6th level (6), 10th level (9), 14th level (12), and 18th level (15).

Level 3

Sea Reaver

At 3rd level, you gain proficiency in Charisma saving throws, Sleight of Hand, and Intimidation skill checks.

Your Sleight of Hand and Intimidation skill checks become Expertise at level 11.

Level 7

Cheap Shot

At 7th level, when you succeed on a sleight of hand check, you can make one additional attack as part of that skill check. In addition, you can use melee attacks as part of your sleight of hand skill checks.

Level 11

Tenacious

At 11th level, when you hit a creature with an attack roll you heal for half the damage dealt. In addition, you have advantage in Fortitude (Constitution and Strength) saving throws.

Level 15

Stormraider's Fury

At 15th level, As part of you attack action - Once per turn - You can imbue your weapons with 8d12 Thunder damage. If you critically hit with a weapon infused, you may roll your weapons damage as normal but roll 12d12 Thunder Damage.


You gain advantage in Constitution Saving Throws, and you are immune to the Stunned and Paralyzed Condition.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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