Fighter
Base Class: Fighter

Your connection to the Island's magic empowers a ship or manifests a creature of the deep. As your powers grow, your ship or companion grows as well, blossoming from a small dinghy or small infant beast, to an enormous sentient ship or a fully-grown sea monster. Along the way, you become increasingly salty with brine.

 

 

Brinetongue

The smell of brine crowds your nostrils. Your connection to the sea grants you an understanding and empowers your presence. You gain the following benefits:
Thaumaturgy. You learn the thaumaturgy cantrip, which is a fighter spell for you.
Tongue of the Sea. You learn to speak, read, and write Aquan.

Marine Companion

As an action, you can magically summon the ship or creature that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. If it is a ship, it is not functional unless capable of terrestrial travel. If it is a creature, it can breathe on land. 

The ship or creature is friendly to you and your companions, and it obeys your commands. See its game statistics in the Drake Warden's Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the ship or creature, choose a damage type listed in the Draconic Essence trait. You can determine the cosmetic characteristics of the ship or creature, such as what kind of creature it is, what kind of ship it is, and their appearances; your choice has no effect on its game statistics.

You and your companion or ship have the following: Waterbreathing, a Swim Speed equal to your Move Speed, and Darkvision to a range of 30ft.

In combat, the ship or creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ship or creature can take any action of its choice, not just Dodge.

The ship or creature remains until it is reduced to 0 hit points, until you use this feature to summon it again, or until you die. Anything the ship or creature was wearing or carrying is taken with it when the ship or creature returns to its home.

Once you summon the ship or creature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Warlock spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Warlock spell list.

When you reach Fighter level 10, you learn another Warlock cantrip of your choice.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Bond of Blood and Sea

The bond you share with your ship or creature intensifies, protecting you and stoking the their fury. When you summon them, they gain a flying speed equal to their swimming speed.

In addition, while your ship or creature is summoned, you and the them gain the following benefits:

Marine Mount. The creature or ship grows to Medium Size. Reflecting your special bond, you can use the creature as a mount if your size is Medium or smaller. While you are riding your creature, it can’t use the flying speed of this feature.

Sterner Stuff. The ship or creature's "Bite" attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the ship or creature's Draconic Essence.

In addition, you gain the following benefit:

Ambidextrous. You can wield two main hand weapons at a time.

Feel That Sea Air!

As an action, you can exhale a 30-foot cone of damaging breath or cause your ship or creature to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your companion's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Maritime Miracle

Your bond to your ship or creature reaches the pinnacle of its power. While your ship or creature is summoned, you both gain the following benefits:

Empowered Bite. Your companion or ship's "Bite" attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

Large Ship or Creature. The ship or creature grows to Large size. When you ride your ship or creature, it is no longer prohibited from using the flying speed of Bond of Blood and Sea. At level 20, your ship or creature become Huge. Talk to your DM about any further growth opportunities and what they might require.

Reflexive Resistance. When either of you takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or them resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rhythmic Casting

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Warlock spells that has a casting time of an action.

 

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