Sorcerer
Base Class: Sorcerer

Descended from a legendary pirate captain, the bloodline of these Sorcerers carries the near-mythical power of their ancestors legacy, manifesting the weapons and tools of the bygone Captain. Their bloodline pulses with an ancient, arcane energy that manifests as inky-black tendrils weaving through their veins.

Masters of destruction and manipulation, sorcerers of this bloodline invoke an aura of fear and respect, embodying the untamed spirit of the high seas and the unyielding legacy of their infamous ancestors.

Pirate's Spirit

Starting at Level 1, you are infused by the spirit or a legendary pirate. You gain proficiency in the Intimidation skill and proficiency with Vehicles (Water). Your proficiency bonus is doubled for any ability check you make that uses Intimidation. 

Spells of the High Seas

At 1st Level and when you reach certain levels in this class, you learn additional spells, as shown on the High Seas Magic Table. Each of these spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level          Spells

  • 1st                              Hellish Rebuke
  • 3rd                              Hold Person
  • 5th                              Pirate's Mark* (couldn't find the spell, use Hunter's Mark with double damage for now)
  • 7th                              Compulsion
  • 9th                              Dominate Person

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an enchantment spell from the sorcerer or warlock spell list.

Powder Kegs

Also at 1st level, you learn to use the favourite weapon of many pirates; Gunpowder. Once per long rest, as a bonus action, you can summon a Powder Keg at a point you can see within 30 feet of you.

At later levels, you can spend 2 Sorcery Points to summon additional Powder Kegs. You can only have a number of kegs summoned equal to your Proficiency Bonus. 

A 'Powder Keg' is a small object which has an AC equal to 10+your Spellcasting Ability Modifier, hit points equal to 5 times your Sorcerer Level, immunity to Psychic and Poison damage and vulnerability to Fire damage. If a keg is destroyed by any means other than fire damage, it disappears without any effect. All attacks you make against these kegs automatically succeed.

Whenever a Powder Keg is hit by Fire Damage, you can choose to have it explode (no action required), if it is reduced to 0 hit points by Fire Damage, it explodes automatically. A Powder Keg explodes in a 10-foot radius, detonating any of your Kegs within the area. A creature within a Keg's explosion must make a Dexterity Saving Throw against your Spell Save DC, taking 3d6 Fire damage and being knocked Prone on a failed save, or half as much damage with no additional effects on a successful one. 

The Powder Keg's damage increases to 4d6 at 6th level and 5d6 at 14th level.

Smoke and Shadow

Beginning at 6th level, you can use your Powder Kegs to obscure your movement and strike from the smoke. Whenever a keg explodes, you can use your Reaction to spend one Sorcery Point to create a cloud of smoke within the keg's explosion radius that lasts until the end of your next turn. The area becomes heavily obscured for creatures other than you.

Powder in the Veins

By 14th level, the piratical bloodline you carry has begun to manifest tools and weapons from within you on its own. Spectral fuses grow from your hair and out of your clothes, leaving a constant haze of smoke around you. 

- You have immunity to Fire damage from your own spells and abilities.

- Whenever a creature damages you with a melee attack, you can use your reaction and spend 1 Sorcery Point to detonate the blackpowder coursing through your body. An explosion emanates in 5 foot radius from you (you take no damage). Each creature within that radius must make a Dexterity saving throw against your Spell Save DC, taking 3d6 Fire damage on a failed save or half as much on a successful one. This explosion also detonates any of your Powder Kegs caught in the blast. 

Dead Man's Ship

At 18th level, you can use your action to summon a spectral duplicate of your ancestor's ship, bearing countless cannons to cover the land in explosions. Choose up to 6 points within 1000 feet. A Powder Keg originates at each point and instantly detonates. Creatures within the keg's areas have disadvantage on saving throws against these explosions, and the kegs deal double damage to structures and objects. 

Once you've used this feature, you can't do so again until you finish a long rest.

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