At 3rd level you have mastered the basics of being a mariner. You gain the Mariner fighting style as the Fighter and proficentcy with the Rapier and Gunblade. Also as a bonus action on your turn you may take the dash action. You may use this a number of times per day equal to 1/2 of your proficentcy bonus (rounded down). These skills come from years of “Sailor Training”.
At 7th level you learn Thieves Cant as the [[Rogue] and gain advantage on all sleight of hand checks to hide weapons on your person stemming from many years of “negotiations”. You also gain proficentcy with a set of tools of your choice.
At 11th level you have quicker reflexes than most when your clip is empty. When you fire the last shot out of your clip or fire a weapon with the loading property, you may as a bonus action use the firearm as an improvised thrown weapon with which you are proficent. The improvised weapon deals 1d8 blugeoning damage on a hit. After throwing the weapon you may immediately draw a pistol and take a shot with it at the same target. You may use this a number of times per day equal to your DEX modifer.
Master of Ocean Cruelty:
At 15th level your Grit has evolved to Cruelty Shots, learning from the most Cruel of all things, the Ocean. When you use your Grit feature, you may choose from amoung the following choices as well.
- Sea Salt Shell: Your ammo has been coated with sea salt causing massive pain inside wounds. When you land a shot with Sea Salt it deals an extra 2d6 Necrotic damage for 3 rounds after.
- Chain Shot: You have put a small chain between 2 pieces of ammo. On a hit it deals double damage and the enemy must make a CON saving throw vs (8+ Proficentcy + DEX mod), on a failed save they are stunned for 1d4 rounds.
- Black Eye: When you successfully hit an enemy they must make a CON saving throw vs (8+ Proficentcy + DEX mod), on a failed save they are blinded for 1d4 rounds and take 3d4 bleeding damage for the duration.