Base Class: Warlock
The Deckromancer is a Warlock whose patron is the Drowned Admiral, a spectral echo of sailors lost to the deep or the endless fleet of the afterlife. In return for their pact, the Deckromancer gains the Phantom Vessel — a ghostly ship that hovers at their side as a toy-sized companion, but can expand into a full spectral ship as their power grows.
At first, the Phantom Vessel appears as a miniature rowboat, complete with a tiny ghost cannon. As the Deckromancer gains levels, the ship evolves — first into a longboat, then a warship, and finally into a ghostly galleon capable of traversing seas, land, skies, and even the Astral Plane. The Vessel serves as both a combat ally (with spectral cannons, rigging snares, and ghostly crew) and a mobile base (carrying passengers and supplies with unique overload rules).
The Deckromancer stands at the helm of spectral power, blending necromancy, storm-calling, and naval might into a haunting presence that commands both the living and the drowned.
Phantom Vessel
At 1st level, your patron grants you a Phantom Vessel, a spectral ship bound to your soul.
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Companion Form (Toy Ship): A ghostly model rowboat (never larger than a dog) hovers beside you. It has a single small cannon at the bow, oars that paddle on their own, and creaks faintly as it drifts in midair. This form is purely yours, always present unless dismissed.
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Base Form (Rowboat): As a bonus action, you may expand the Vessel into a spectral rowboat capable of carrying passengers and cargo.
Spectral Cannon. As a bonus action, you command the Vessel to fire on a target within 30 feet. Make a ranged spell attack using your Warlock spell attack bonus. On a hit, the target takes 1d8 force damage. This damage increases as you gain levels in this class.
Carrying Capacity – Rowboat
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Normal Load: You + 2 Medium creatures (200 lbs). Moves at full speed.
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Overload: Up to 4 Medium creatures (400 lbs). Moves at half speed.
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Maximum Overload: Hovers in place but cannot move itself. It can still be pushed or towed by 1 Large creature or 4 Medium creatures.
Your Phantom Vessel counts as a class feature companion: it acts on your initiative, vanishes if reduced to 0 hit points, and reforms after a short or long rest.
spells
Your pact with the Drowned Admiral grants you access to an expanded list of spells. These spells are added to the Warlock spell list for you, and you can choose them as you gain Warlock spells.
Deckromancer Expanded Spells
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3rd Level: Fog Cloud, Thunderwave
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5th Level: Misty Step, Gust of Wind
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7th Level: Tidal Wave, Spirit Guardians
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9th Level: Control Water, Phantasmal Killer
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11th Level: Maelstrom, Wall of Force
Crew of the Drowned
At 6th level, your Phantom Vessel expands into a longboat and manifests a ghostly crew.
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Companion Form (Toy Ship): Your vessel now resembles a toy-model longboat, still no larger than a dog. It has two glowing side cannons, and tiny spectral crew figurines bustle about its deck.
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Base Form (Longboat): Expands into a spectral longboat capable of carrying passengers and supplies.
Crew Strike. Once per turn, when you or an ally within 10 feet of the Vessel deals damage, ghostly crew lash out, adding necrotic damage equal to your Charisma modifier.
Spectral Cannon. The Vessel’s cannon improves to 2d8 force or thunder damage (range 30 ft).
Carrying Capacity – Longboat
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Normal: You + 4 Medium creatures (500 lbs). Moves on its own.
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Overload: 8 Medium creatures (1,000 lbs). Moves at half speed.
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Maximum Overload: Hovers but cannot move itself. Requires towing by 1 Huge creature or 6 Medium creatures.
Tidebound Vessel
At 10th level, your Phantom Vessel becomes a warship, capable of traversing any terrain — sailing seas, gliding across land, or hovering 20 ft above the ground.
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Companion Form (Toy Ship): Appears as a ghostly toy-model warship, sails of mist unfurled, rigging swaying, and multiple tiny glowing cannons.
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Base Form (Warship): Expands into a spectral warship that can carry more passengers and supplies.
Spectral Cannon. The Vessel’s cannon improves to 3d8 thunder or necrotic damage with a 60 ft range.
Aura of the Storm. While you and your allies are within 10 feet of the Vessel, you all gain resistance to cold and lightning damage.
Carrying Capacity – Warship
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Normal: 8 Medium creatures (2,000 lbs). Moves on its own.
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Overload: 16 Medium creatures (4,000 lbs). Moves at half speed.
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Maximum Overload: Hovers but cannot move itself. Requires towing by 2 Huge creatures, or 8 Medium creatures with rigging.
Ghost Armada
At 14th level, your Phantom Vessel becomes a galleon, herald of your patron’s drowned fleet.
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Companion Form (Toy Ship): Appears as a majestic toy-model galleon, lanterns glowing, tiny spectral crew bustling about. Occasionally, miniature ghost ships flicker in formation around it.
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Base Form (Galleon): Expands into a full spectral galleon, complete with cabins, flags, and a ghostly captain’s quarters.
Spectral Cannon. The Vessel’s cannon improves to 4d8 thunder or necrotic damage with a 90 ft range. Once per turn when you cast a Warlock spell, the cannon also fires automatically at a target within range.
Ghost Fleet Manifest (1/long rest). As an action, you summon your ghost fleet for 1 minute:
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Enemies in a 30 ft aura take 2d8 necrotic damage at the start of their turn.
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Allies in the aura gain advantage on saving throws against being frightened or charmed.
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Once per turn when you cast a Warlock spell, spectral cannons fire at a target within 60 ft for 4d10 thunder damage (Dex save for half).
Planar Travel. Your galleon can now traverse seas, skies, and even the Astral Plane.
Carrying Capacity – Galleon
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Normal: 20 Medium creatures (10,000 lbs). Moves on its own.
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Overload: 40 Medium creatures (20,000 lbs). Moves at half speed.
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Maximum Overload: Hovers but cannot move itself. Requires towing by an Ancient creature (dragon, titan) or 12+ Medium creatures with magical aid.
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