TEXT:  
  Artwork by Marty Abbe-Schneider 
  Banners 
  Marshals of all kinds endeavor to be true kings of the 
  battlefield, mastering all of its secrets, and gathering the 
  best men to their side to fight in their armies. To that end, 
  they adopt symbols denoting their command style, values, 
  and skills. 
  Jolly Roger 
  The skulls and crossbones adorning the Banner of the Jolly 
  Roger need no introduction: it means thieves, brigands, 
  treasure, and adventure on the high seas. Moreover, it 
  means a the strong backs of a crew working in unison, 
  piloting a ship from horizon to horizon, under the command 
  of a fierce captain and their first mate. 
  Bonus Proficiencies 
  Starting when you choose this banner at 3rd level, you gain 
  proficiency in the Sailing skill. If you already have 
  proficiency in this skill, you can add twice your proficiency 
  bonus to any ability check you make using it. 
  Maneuver: Double Thrust 
  Starting when you choose this banner at 3rd level, you 
  learn the following maneuver: 
       When you use the Attack action with an finesse weapon 
  on your turn, you can spend one battle die  as a bonus 
  action to make an additional attack with that weapon. This 
  attack adds the battle die, instead of your ability score, to 
  the weapon's damage roll. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fancy Footwork 
  By 7th level, your elegant swordplay lets you place 
  enemies where you want them. Whenever you make an 
  attack roll against a creature of your size or smaller on your 
  turn, you can switch places with them. This movement 
  doesn't provoke opportunity attacks. 
  Unfair Play 
  Beginning at 13th level, both you and your cohort can take 
  the Use an Object action, Hide action, or make a shove 
  attempt as a bonus action. You have advantage on Strength 
  (Athletics) checks you make to push another creature out of 
  a boat. 
  All Hands on Deck 
  By 17th level, your crew works in perfect unison at your 
  directive. You can use your action on your turn to direct 
  each friendly creature within 60 feet that can see or hear 
  you to take an action of your choice, other than the Attack 
  or Cast a Spell actions. A creature can use its reaction to 
  take this action. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Jolly Roger.pdf