Base Class: Warlock
You have sworn yourself to a Spectral Captain, the lingering spirit of an ancient seafarer held to the mortal plane by grief at the loss of their crew. Spectral Captains devoted themselves to their crew and their people in life, and they carry that devotion with them in undeath. They fiercely defend ships and coastal villages, unleashing their fury on pirates, monsters from the deep, and beasts from further inland. As spirits of seafarers long dead, Spectral Captains wield the sea's storms and an aura of command to defend those they watch over. Warlocks sworn to Spectral Captains act as silent guardians of the sea, stepping out of the mist to dispatch threats with all the fury of a hurricane, or striding across the waves and banishing a band of pirates with the authority of a true captain. They defend ships and coastal settlements but almost never interact with those they protect, as ghostly and mysterious as those they serve.
Expanded Spell List
The Spectral Captain lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spectral Captain Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Seafarer
Starting at 1st level, you begin to echo aspects of your patron, your body becoming more adapted for life in the sea and the squall.
You have a swimming speed equal to your walking speed and can walk on calm water (still or small waves). Can hold your breath for 10 minutes. You gain proficiency with spears, tridents, and javelins.
Storming Defender
Starting at 6th level, your patron empowers you to defend those in need. Whenever a friendly creature in your line of sight is attacked, you can teleport to the nearest unoccupied space to their attacker and make one attack. On a hit, you deal an additional 2d8 Cold or Lightning damage (your choice) and they are pushed 20 feet away from you by a blast of wind and ocean spray regardless of whether you hit or not.
Once you use this feature twice per short rest.
(At 10th level you may use this feature thrice per short rest, and at 14th level, you may use it four times per short rest.)
Captain's Authority
Starting at 10th level, your patron lends you all the rightful authority and power of a true captain. You gain proficiency on all checks that use CHA and you have advantage on Persuasion and Intimidation checks. Your voice becomes booming and resonant, able to be heard over even the strongest of storms.
Seafarers recognize the authority you carry. You are welcome in any coastal settlement and aboard any ship that is not already your enemy. Any friendly or neutral seafarers you meet will treat you with respect and offer you a place to stay or any information they have to give.
Sea creatures recognize your authority as well. You can command any sea creature with a CR up to half your Warlock level.
You can also mentally direct any seafaring vessel you touch (i.e. Steering, Raising/Lowering sails, Moving ropes, etc...)
Wrath of the Sea
Starting at 14th level, When you hit a creature with an attack, you can use this feature to pummel the target with the fury of the sea. There are three options:
Tidal Wave: A massive wall of water slams into your target, if the target is huge or smaller, it is launched 60ft away from you and takes [roll]4d6[/roll] bludgeoning damage.
Lightning Strike: You summon a massive bolt of lightning to strike your target, the target takes [roll]10d10[/roll] lightning damage and is blinded for 1 turn.
Hurricane Prison: A localized hurricane envelopes the target and batters them with wind and rain. The target is immobilized until the end of your next turn at which point it takes [roll]5d10[/roll] cold damage and[roll]5d10[/roll] bludgeoning damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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4/27/2022 6:16:46 AM
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