Pirate Traits
by Not a DecepticonI've found these 4e feats made with Merry pirates in mind so I'll drop here a quick conversion of them to a more 5e ruleset.
Traits
Expert Sailor
You have an advantage to any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship.
If any effect would move you against your will, you can decrease the distance of this move by 5 feet.
You gain +2 bonus to initiative rolls. When aboard a ship, this bonus increases to +6Honor Among Thieves
You gain an advantage on saving throws against being charmed. Whenever being charmed would cause you to break your word, you can repeat the saving throw.
You have proficiency with Deception skill.Swashbuckler
You gain proficiency with rapiers and light crossbows and you add +2 to damage rolls for attacks made with them.
You gain +1 bonus to Initiative and Armor class while wearing light or no armorSea Wizard
When you take this feat choose one type of damage: cold, lightning, thunder. Once this choice is made it can not be changed.
All your spells that deal damage deal an additional 1 point of damage of the chosen type.
Whenever you deal damage with a spell you can choose to make all creatures dealt damage make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.
Whenever you miss on a spell attack roll or a creature makes a saving throw against your spell that would deal and is dealt no damage, you can deal it a damage of the chosen type equal to your Spellcasting Ability modifier. Once you use this feature you cannot use it again until you finish a short or long rest.Grizzled Captain
You gain an advantage on Intimidation checks
All allied creatures within 10 feet of you gain +1 bonus on Initiative, attack, and damage rolls. this bonus increases to +2 when on a ship.
Whenever an allied creature within 15 feet of you scores a critical hit, you may move 5 feet without provoking opportunity attacks