Battle Rager
Seeing Red (3/Day)
Battle Rager Level 6
As a reaction to being hit by a melee attack, the follower can make one melee weapon attack against the attacker. The Battle Rager add their CON Modifier to the damage.
Killing Delight (3/Day)
Battle Rager Level 10
Once per turn, when the Battle Rager scores a critical hit or reduces an enemy's hp to 0, they can move up to its movement speed and make a melee weapon attack with advantage.
Not Down Not Out (3/Day)
Battle Rager Level 14
When the Battle Rager has half its hit points or fewer, it has resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks.
End It(2/Day)
Requirements: Battle Rager Level 18
Twice per day when the Battle Rager lands a melee attack roll they may choose to turn it into a critical hit.
Sniper
Next Up
Requirements: Sniper Level 6
As a reaction when their current Tracking Target drops to 0 hit points or below the Sniper may choose a new Tracking target. Additionally they gain +1 to attack and damage rolls against their Tracking target.
Too Close! (3/Day)
Requirements: Sniper Level 10
As a reaction, after being hit or missed by a melee attack, the Sniper may move their movement speed away from the creature in any direction without provoking attacks of opportunity.
Line Em Up (2/Day)
Requirements: Sniper Level 14
As an action the Sniper may cause all creatures in up to a 120ft line to make a DEX Save versus their Save DC (8+ Proficiency + Dex Mod). On a failure they take 6d6 and are knocked prone, or half as much on a success.
Supressing Fire (4/Day)
Requirements: Sniper Level 18
As a reaction to a creature moving within the Sniper's range they may make an attack of opportunity or use their Line Em Up feature.
Medic
First Aid
Requirements: Medic Level 6
The Medic is able to use their Healing Hands feature a number of times equal to their Wisdom Modifier per long rest. Additionally they can expend a use of Healing Hands to cure a Status Condition instead of restoring HP.
Medicine Bag
Requirements: Medic Level 10
The Medic gains access to the following Techniques, and using Wisdom as the technique ability modifier.
At Will: Spare the Dying, Guidance | 1/Day: Bless, Healing Words
Surgical Equipment
Requirements: Medic Level 14
The Medic gains the additional techniques to their Medicine Bag
1/Day: Death Ward, Revivify, Speak with Dead
Not Today (2/Day)
Requirements: Med Level 18
As a reaction to a creature within 60 ft taking damage, the medic may heal them for 3d10+Wis damage.
Weapon Master
Unbreakable Focus
Requirements: Weapon Master Level 6
Your Focused feature increased to 2d4. At level 10 it increased to 3d4, at level 14 4d4, and level 18 5d4.
Spinning Strike (1/Day)
Requirements: Weapon Master Level 10
In place of a weapon attack you make make individual attack rolls against any creatures of your choice within your melee weapon's range of you. On a hit you may deal damage as if it were a normal weapon attack.
Multiattack
Requirements: Weapon Master Level 14
The Weapon Master may attack twice as an action on their turn.
Blood and Sweat
Requirements: Weapon Master Level 18
When the Weapon Master is below half health they gain +3 to attack and damage rolls.
Marine Recruit
Scrub the Decks (2/Day)
Requirements: Marine Recruit Level 6
The Marine Recruit can perform the Help action as a Bonus Action on its turn.
In Your Footsteps
Requirements: Marine Recruit Level 10
During a Long Rest you may teach one Blue Ocean Rank Technique to the Marine Recruit if they would be able to meet the prerequisites (Devil Fruit and Haki Techniques wouldn't be able to be taught) the technique is replaced if you would teach them a new one. They use their own stats for determining attack and Save DC bonuses (STR for Brawl, INT for Special, Save DC = 8+ Proficiency + Stat Mod).
Trained Protocol (1/Day)
Requirements: Marine Recruit Level 14
The Marine Recruit can act as if they were commanded without you using a Bonus Action to command them.
Promotion
Requirements Marine Recruit Level 18
The Marine Recruit gains their own set of Command Die which are 3d6 and refresh on a Long Rest. You may select two Commands for them to choose from that either have no requirements or are Marine Officer required. Their Save DC for Commands is equal to yours.
First Mate
Underhanded Intimidation (2/Day)
Requirements: First Mate Level 6
After making an attack the First Mate can attempt to Shove or Frighten the target. The creature must make a DEX (Shove) or WIS (Frighten) saving throw versus the First Mate's Save DC (8+ Proficiency + CHA MOD) or suffer the effects of the Shove action (if Shove is chosen), or gain a rank of Fear (if Frighten is chosen) on a failure.
Off Balance
Requirements: First Mate Level 10
The First Mate has advantage against a creature that has been shoved or forcibly moved since the beginning of their last turn.
Follow-up
Requirements: First Mate Level 14
A number of times equal to half their proficiency bonus (rounded up), as a reaction, after a creature has been shoved or forcibly moved the First Mate may make a single weapon attack against them if they are within the weapon's range.
Walk the Plank
Requirements First Mate Level 18
When the First Mate shoves a creature they may choose to have them be pushed and knocked prone in a single shove action.
Party Person
Bottom of the Barrel (2/Day)
Requirements: Party Person Level 6
When using a simple restorative the Party Person can choose to not consume it. Once this is done the item cannot be sold.
Shared Sake (2/Day)
Requirements: Party Person Level 10
As a reaction, when an ally within 30 ft of the Party Person takes damage the Party Person can take half of the damage for the ally .
Drunken Vigor (1/Day)
Requirements: Party Person Level 14
When the Party Person uses a restorative they can either grant an additional Bonus Action to the creature that consumed the restorative, or the Party Person gains an additional action on their turn.
Center of Attention
Requirements First Mate Level 18
The Party Person attempts to draw the spotlight. All creature's of their choice within a 15ft radius must make a Charisma Saving Throw Versus the Party Person's Save DC (8+ Proficiency+ CHA MOD) or gain the Taunted condition. The Party Person gains 5 DR versus any attacks made by a creature under this effect. A creature under this effect can repeat the saving throw at the end of each of their turns.