Base Class: Warlock
You have entered into the service of a captain of the damned, a being who roams seas marauding upon a deathless vessel. This entity may be one of undeath, cursed to exist in half life forever, endlessly sailing the seas in search of more unfortunate souls to join them. Perhaps they are fiendish, bound to a hellish ship that sails on lakes of fire deep within the hells. Or maybe they are fey, tricked into an eternal duty upon a ferry of the damned, captaining its crew into the beyond. Regardless of their true nature, you have signed their code of the damned and bound yourself in eventual service upon their vessel. You may have been forced into signing to save yourself from a marooning or death by drowning, or tricked with promises only a cursed pirate captain would make. In return they lend you a whisper of their knowledge and power at sea, and even the might of their crew. You now feel the draw of the waves and the treasures that lie beyond. It’s a pirates life after all, and a pirates death too…
Magic of the Damned
1st Level Captain of the Damned Feature
The Captain of the Damned 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.
Damned Spells
| Spell Level | Spells |
|---|---|
| 1st | Fog Cloud, Shield |
| 2nd | Gust of Wind, Mariner’s Blight |
| 3rd | Animate Dead, Sleet Storm |
| 4th | Death Ward, Secret Chest |
| 5th | Dead Men Tell No Tales, Raise Dead |
Bound to Service
1st Level Captain of the Damned Feature
As part of your pact with the Captain of the Damned you have been bound to service, filling you with the power required of your eventual station on the ethereal vessel of the damned. You gain proficiency with medium armour, shields, martial weapons and firearms, as well as water vehicles. Additionally you may select one fighting style, using those listed in the Fighter class.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Souls Before the Mast
1st Level Captain of the Damned Feature
You can capture the souls of the damned, temporarily forcing their ethereal remains into the service of both you and your patron. When a humanoid dies within 30 feet of you, you can force it to make a Charisma saving throw against your spell save DC as a reaction, magically enthralling its soul to serve you if it fails, turning into a Cursed Crewmate. While in your service the cursed crewmate acts as if it were summoned by the unseen servant spell with the following changes:
- It gains a number of temporary HP equal to 3 times your warlock level.
- It appears as a ghostly pirate version of itself, ethereal yet partially visible.
- It can be commanded to take the help action, and can be moved up to 30 feet rather than 15.
- You can command up to three souls at a time with your bonus action, rather than just one.
You can capture up to three souls in this way, which remain in your service until reduced to 0 hp. After which their souls fade onward to the Seas of the Dead, where they may serve your patron further.
Part of the Ship
6th Level Captain of the Damned Feature
You are one with the ships you venture upon, their very nature warped by your patron to aid your work aboard them. You may add a bonus to any ability checks made whilst aboard a ship, equal you your charisma modifier.
Part of the Crew
6th Level Captain of the Damned Feature
You are one with the cursed crew, and may strike out from their positions when in battle. Once per turn when you make a spell attack or take the attack action, that attack or spell can originate from the space of one of your cursed crewmates. Doing so expends the soul, which is freed from your service immediately afterward, disappearing. If the spell or attack hits you may add a bonus to the damage equal to your warlock level, this bonus is force damage.
Cursed Quartermaster
10th Level Captain of the Damned Feature
Once per day as an action you may temporarily summon forth those in service aboard your patrons ship. Three of these damned sailors manifest in an unoccupied space that you can see within 30 feet of you, and last for 1 minute or until reduced to 0 hit points. They use the Sailor of the Damned statblock provided at the end of this subclass. The Sailors of the Damned are allies to you and your companions. In combat, they share your initiative count, taking their turn immediately before or after yours. They obey your verbal commands (no action required by you). If you don’t issue any, They take the Dodge action and use their move to avoid danger. If you fall unconscious they will encircle you and defend you until they disappear.
SAILOR OF THE DAMNED
Medium Undead
Armor Class 12 + Your Proficiency Bonus
Hit Points 20 + three times your warlock level
Speed 30 ft., swim 30 ft.
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages speaks the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Dab Hand. You can add your proficiency bonus to any ability check or saving throw the SoD makes.
Turn Resistance. The SoD has advantage on any saving throws against any effect that turns undead.
Mobbed. If the SoD hits a target with a melee attack whilst you or another SoD is within 5 feet of the target, the target takes an extra 1d6 force damage. If the target is a medium or smaller creature, it must succeed on a Strength saving throw against your spell save DC or have its speed reduced to 0 feet until the end of its next turn.
Actions_________________________________________________________________________________
Cursed Cutlass. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 13 (1d8 + 3) force damage.
Eldritch Flintlock. Ranged Weapon Attack: your spell attack modifier to hit, range 120 ft., one target. Hit: 13 (1d8) force damage.
Give no Quarter
14th Level Captain of the Damned Feature
You can open a briny portal to the deck of your patrons vessel, momentarily allowing the full might of the ghastly crew of the damned to spill forth upon the battlefield. As an action, choose a point you can see within 120 feet. All creatures of your choosing within a 30 feet radius sphere of that point must make a Dexterity save against your spell save DC, or take 5d8 slashing damage and fall prone as a ghostly pirate crew violently surges through their space. On a successful save they take half damage and don’t fall prone. Once you use this feature, you can’t use it again until you finish a long rest or until you expend a warlock spell slot to do so.
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