You’re skilled in close-quarter fighting, especially in densely packed areas. You take advantage of the crowd, of others’ mistakes, and of opportune moments. Your dirty tactics and dangerous stunts always give you an edge, whether you’re plundering a ship, fighting off trespassers, or brawling in your local tavern.
Deckhand Jostler
Starting at 3rd level, you can use your bonus action to shove Shoving a Creature
Using the Attack action, you can make a special melee attack to try shoving a creature, knocking it prone or pushing it 5 feet away from you. a creature.
Ready for a Row
When you choose this archetype at 3rd level, you add your Strength modifier to your initiative Initiative
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat. rolls.
Brief Distraction
Starting at 9th level, whenever you attempt to shove Shoving a Creature
Using the Attack action, you can make a special melee attack to try shoving a creature, knocking it prone or pushing it 5 feet away from you. a creature, succeed or fail, your movement doesn’t provoke opportunity attacks from that creature until the end of your turn.
Unsavory Exploits
Starting at 13th level, when a creature that has the prone condition tries to use its movement to get up within 5 feet of you, you can use your reaction to make an opportunity attack Opportunity Attack
You can use your reaction to make a melee opportunity attack against a hostile creature that you can see when it moves out of your reach. against that creature.
Dirty Tactics
Beginning on 17th level, when you attack a creature with the prone condition, a roll of 18-20 counts as a critical hit.

