Pirates

How to Play a Pirate in D&D 5e

Often portrayed as fearsome yet likable antiheroes, pirates are typically seen as ruthless scoundrels motivated by more than just money. They challenge the social system that beat down the lower class. The history of pirates, their tactics, and the legends surrounding them all make for compelling and engaging roleplay and character builds in tabletop roleplaying games. 

Though we often discuss pirates as romanticized in movies, I’ll try to keep my tone open toward pirates of all backgrounds. However, I’ll primarily speak of pirates in the Golden Age who focused less on human trafficking and more on plundering for booty. Examples of pirates I’m going to stay away from including Vikings, slave traders, privateers, and buccaneers.

Nevertheless, for as long as the waters have been used for commerce, pirates have plundered, so a player could easily transform what will be read below into their desired character without utilizing the tropes of the usual pirate personality and aesthetic.

In this article, we’re going to explore several possible motivations, characteristics, mannerisms, tactics, and character builds for playing a pirate in your Dungeons and Dragons 5th edition campaign.

Note: The bulk of this information comes from Marcus Rediker’s Villains of All Nations : Atlantic Pirates in the Golden Age (2004.) 

Is a Pirate Build Right for Me?

Surprisingly, throughout history, there have been a myriad of motivations for and methods of being a pirate, and often that lifestyle was short-lived due to its high risk. While a player may wish to play as an employed pirate in a maritime adventure, a player could easily play a former pirate who favors those personality traits and tactics, or perhaps a player could transform a pirate’s methods onto a land-faring setting.

Regardless if a player is engaged in a nautical theme or a typical fantasy adventure, they can easily use a pirate build to fit their needs. 

Motivations for Becoming a Pirate

Better Quality of Life

In the socioeconomic era of pirates, classism robbed many unfortunate souls of a good quality of life. Lower-class men employed in the navy suffered from notoriously oppressive working conditions and severe discipline, often denied nutritious and sufficient food, a worthwhile wage, and time off to heal from disease onboard. Not to mention, when “wars ceased, sailors faced either remaining idle or making smaller wages” (Rediker).

Major motivations that convinced sailors to begin a life of piracy were the high reward and lootshare (a living wage), better quality nutritious food and alcohols (often split equally), an understanding of equality onboard, and the chance to dig at the proletarian establishment that oppressed them.

Loot and High Reward

Though not many pirates had such honorable reasons as disrupting classism, economic inequality was greatly at the root of most pirate’s motivations. While employed by the navy, sailors received scant wages that hardly covered their living costs back home. Also, naval contracts were lengthy and impossible to get out of. 

By joining a pirate crew or being liberated from your naval ship’s hierarchy through mutiny or a pirate attack, sailors would often gladly join or form pirate crews. With a hefty split of loot from each ship they conquered, pirates “were creatures of incentives” who were highly motivated by reward. 

Even skilled workers like carpenters and doctors would elect to work for a pirate crew for the higher pay. Legally-hired crews like Privateers (state-ordered pirates) and Buccaneers may have been disappointed with the lack of lootshare and thus turned to piracy.

Forced to Work for a Pirate Ship

With the great risk associated with becoming a pirate and the high turnover rate due to the possibility of death or capture, pirate captains often found they needed more crew. When they conquered a ship, they would often allow the crew to decide if they would rather die or work on the pirate ship. This was often seen as an evil necessity by pirate captains.

Revenge against the System

Piracy was a rebellion against an oppressive upper class, unfair merchants, cruel naval captains, and the puristic (though often oppressive or hypocritical) domination of religion. People were imprisoned, cheated, beaten, and abused simply for being born into squalor conditions and doing what they could to survive. 

Hoping to escape the system that hurt them, people turned to piracy, which adopted an air of egalitarian collectivism. Pirates thus often subverted ideas of Christianity popular at the time and took on the looks of fearsome godless heathens. They would also often free slaves from ships they encountered as a humane recognition of relieving the oppressed.

Characteristics, Mannerisms, and Tactics,

When one thinks of notorious pirates, chances are the formidable images of Blackbeard, Captain Morgan, or Barbarossa are conjured for their fierce terror, relentless tactics, and cold-blooded ruthlessness. These shared characteristics weren’t coincidental, either. Pirates found it far easier to display tactics of terror based on their reputation to plunder ships without actually having to fight. 

Of course, pirates had to establish this reputation in the first place. Sailors quickly learned that if they defended their ship against pirates and lost anyway, there was a greater chance they’d be tortured and slowly killed.  

Though the destruction of property was often a byproduct of piracy, captains didn’t have the luxury of building their dream ship. Vessels were acquired by commandeering, and sailor crews were converted to piracy (with the alternative being near-certain death). Ideally, the perfect target was one with more cargo than crew, lightly armed and without a convoy, and typically out in less-traversed waters.

For quick and lonely vessels, pirates would fly a friendly flag to trick the cargo ship into approaching, then commandeer it. For heavily-armored or military vessels, pirates would resort to terror tactics like flying their ominous flag, shooting materials like glass and scrap lead, and catapulting red-hot sand onto opposing crew to coerce surrender without a battle. Often, ships that surrendered quickly could bribe a pirate crew to let them leave with their lives and ship intact. 

Because of this high-risk lawless lifestyle, pirates understood and embraced the possibility of death at the hands of the law or in pursuit of their dangerous trade. The newfound democratic freedom and respect pirates found on the seas, along with the great reward for risk, naturally generated a “multicultural, multiracial, and multinational social order” (Rediker).

Superstitious by nature, women were often disallowed from sailing onboard, but there are many examples of successful female pirates to subvert this trope. Other sailor and pirate superstitions involve whistling to bring on the wind, seeing signs by the color of the sky, bringing misfortune by renaming ships, generating supernatural guidance via one’s tattoos, warding off bad luck by using odd numbers, and avoiding certain words. New Zealand’s Maritime Museum website has a grand list of other superstitions that would be intriguing to incorporate into one’s roleplay.

Best Pirate Subclasses in Each 5e RAW Class

I’ve chosen one subclass from each class that I think would fit a pirate build best. Each subclass listed below was selected for their roleplayability as a pirate, their effectiveness in sea combat, and their canonical synergy with sea adventures. 

Artificer: Artillerist (Eberron: Rising from the Last War)

Every fearsome pirate ship should be equipped with sufficient cannons. With proficiencies in tools and a specialty in crafting, an Artificer already makes a great on-site technician for repairs or a handy inventor for gadgets that make piracy more efficient (and will likely receive a higher share of the booty for holding these jobs). Taking the Artillerist subclass puts the icing on the cake, as they can set up their own mobile cannon under their command. Plus, the Artillerist specifically has access to a handful of useful spells like Thunderwave, Scorching Ray, Fireball (for the ship you wish to burn to the ground), Wind Wall, Ice Storm, and more.

Barbarian: Path of the Storm Herald 

As a muscle-laden brute, heavy-lifting and rope-pulling on a ship seem like the bread and butter of a Barbarian. Any pirate captain would be lucky to have a Barbarian sailor, and any crew would follow the capable leadership of a Barbarian captain. Choose the Path of the Storm Herald for even more pirate synergy. Tapping into primal magic, a Storm Herald Barbarian would be a terrifying sight for sea-trapped sailors as a walking storm. Also, at 6th level, this subclass gains water-breathing and a swimming speed—great for surviving on the tumultuous seas.

Bard: College of Swords

Between leading sea shanties, recording epic tales, and providing pastime entertainment, a Bard would make an excellent pirate. Often portrayed as a scoundrel, a Bard may seek extreme adventure but will definitely be handy on-board with the Jack of All Trades feature. Plus, with sword fighting as an archetypical fighting style of pirates, the Bard College of Swords offers a variety of combat capabilities that allows them to hold their own and bolster their crew.

Cleric: Tempest Domain (Player’s Handbook)

While pirates are often known for their godlessness, pirates may serve a deity who patrons their sailing voyages. Clerics of the tempest gods tend to evoke fear, and access weather-altering spells like Fog Cloud, Gust of Wind, Call Lightning, Sleet Storm, Control Water, Ice Storm, and Destructive Wave—all helpful in sailing or battle. Choose spells that help most with sailing and on-deck duties, as well as addressing the challenges faced on long sea-voyages (spoiled food, damaged ship parts, high tempers and low morale, and so forth).

Druid: Circle of Stars (Tasha’s Cauldron of Everything)

At-one with the surrounding seascape, a Druid makes for a more peaceful pirate option, but it would be incredibly effective nonetheless, especially as a Circle of Stars Druid. Within their blood are aeons of star tracking and cosmic lore. These Druids use a Star Map as their spellcasting focus, they receive guidance through their Cosmic Omen, and they have the capabilities to transform into animals to scout around. Not only would a crew pay heavenly for such a navigator, a Circle of Stars Druid would make an ideal captain.

Fighter: Battle Master

Skillful in combat, a Fighter is an excellent choice for a pirate. Pair this with Maneuvers as a Battle Master, and you’ve got a spry and nimble strategist. Choose maneuvers to suit on-ship combat: Bait and Switch, Evasive Footwork, Grappling Strike, Maneuvering Attack, Parry, Pushing Attack, Riposte, Sweeping Attack, or Trip Attack. Though you’ll look more like a swashbuckler in combat, you’ll retain the robust features of a Fighter: Extra Attack, Second Wind, Action Surge, and so forth. Optionally, choose maneuvers that a Captain would utilize for commanding their crew: Commander’s Strike, Commanding Presence, Goading Attack, Menacing Attack, Rally, or Tactical Assessment. As a Battle Master, you’ll have the upper hand in combat.

Monk: Way of the Drunken Master (Xanathar’s Guide to Everything)

As a staple among pirates and coveted plunder, alcohol was not only enjoyed, but an important means of rehydration and vitamins when all the liquid around was undrinkable seawater. Thus, it would be apropos to choose the Way of the Drunken Master Monk: a capable sailor skilled in hand-to-hand combat who plays the fool to gain the upper hand. With proficiencies in turning perishables into a safe, long-lasting drink, this character may already be an asset on a ship. Plus, with Tipsy Sway’s maneuverability and a pirate’s Drunkard Luck, this is a sea-worthy choice.

Paladin: Oath of Vengeance (Player’s Handbook)

Guided by a desire for retribution against the oppressive, a Paladin who takes an Oath of Vengeance fits the archetype of pirates who desire to fight against the establishments that push them to piracy. This Order sees the oppression of the poor by the navy or upper-class as the truest evil to be eradicated. This build would make a successful captain who guides their avenging crew to success, taking plunder from the strong and giving to the weak, like a pirate Robin Hood. An entire fleet of pirates may abide by this Order, or code, as most pirate ships drew up contracts for their code of conduct anyhow. Though Paladins are unconventional for a pirate build, this particular subclass can work beautifully for this trope.

Ranger: Beast Master Conclave (Player’s Handbook)

Skilled in nature with a favored terrain, a Ranger is a worthy sea-faring choice. Rangers are capable explorers who could easily find a navigator job with any crew, employing basic Ranger Spells to provide onboard utility and the ability to navigate the oceans. With the Beast Master Conclave, a Ranger could send out their beast companion to scout from high above or warn of rocky waters below. Plus, imagine the surprise to a foe ship when a giant crab attacks their vessel.

Rogue: Swashbuckler (Xanathar’s Guide to Everything)

This build is made for piracy. Not only do Rogues get a myriad of handy skills, proficiencies, and some expertise right at the bat, a Swashbuckler is the perfect on-ship sword fighter who can dart around the deck while swiping with their rapier. Pirates often belong to this archetype, and it’s not hard to guess why. Choose this class and archetype if you want an easy-to-roleplay suave and graceful pirate.

Sorcerer: Storm Sorcery (Xanathar’s Guide to Everything)

Though Sorcerers probably wouldn’t make great ropesmen, a pirate ship would do well to keep a Storm Sorcerer on hand. Incidentally, the very description of this archetype states that “Storm Sorcerers are invaluable members of a ship’s crew.” Guiding their ship by controlling the weather, the Storm Sorcerer is ideal for fending off threats on—or in— the water. By level 6, this subclass can stop rainfall in a 20-feet radius, change the wind direction, and access many languages known by aquatic species. This class may be your best go-to for a magic-casting pirate.

Warlock: The Fathomless (Tasha’s Cauldron of Everything)

Taking the trope of terrifying to the extreme, a Warlock who pacts with The Fathomless heeds the beckoning of the depths of the sea. With a repository of several weather-and-water-controlling spells, this Warlock provides important utility for their ships. Plus, at first level, they can summon spectral tentacles akin to a mortifying sea monster. With a heft swimming speed and ability to breathe underwater, a Warlock can speak to any creature while both are submerged. Finally, at level 14, you can teleport yourself and 5 companions in a whirl of tentacles up to 30 feet away, like onto a nearby ship for stealthy and unexpected commandeering. This build would make the ideal menacing pirate captain.

Wizard: School of Necromancy

A strength-deficient Wizard is a bit precarious to have on a pirate ship, in my opinion, but as a tool for conquering the seas, a Wizard could be a well-hidden asset. Nevertheless, one particular Wizard subclass has the upper hand when it comes to running a ship. Did you have a costly ship battle that left your crew worse for wear? Raise the dead for free energy-efficient labor! Do you find yourself dissatisfied with your meager portions of plunder? You don’t have to pay skeletons! Or, you can hire out your crew of skeletons for a greater share. For more ideas on how to use your undead army, read my Necromancy article here.

Want Multiclassing Ideas?

For Multiclass Pirate builds using RAW, check out my article here.

Conclusion

Overall, a pirate doesn’t have to fall into the typical tropes we’re all familiar with. Based on a character’s motivations and class, a character could effectively and synergistically fill any role upon a pirate ship. 

Best Classes for Pirate Builds in D&D 5e

  • Artificer: Artillerist
  • Barbarian: Path of the Storm Herald
  • Bard: College of Swords
  • Cleric: Tempest Domain
  • Druid: Circle of Stars
  • Fighter: Battle Master
  • Monk: Way of the Drunken Master
  • Paladin: Oath of Vengeance
  • Ranger: Beast Master Conclave
  • Rogue: Swashbuckler
  • Sorcerer: Storm Sorcery
  • Warlock: The Fathomless
  • Wizard: School of Necromancy

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