Hello, I am looking for a group of 3-5 people for a new game. The main idea would be something on the seas with a pirate vibe, like one piece or pirates of the Carribean.
I would prefer you be in or around EST timezone
We start at level 3
Rolled, point buy or standard array for stats
Anything official or Critical role is ok, I am ok with homebrew as long as I give it the ok
You also get 1 magic item of rareity rare or lower, I would like to check them out too though.
I was thinking something with a pirate theme to it. and as for time I am unsure, ideally from level 3 to 14. but it will likely fall off before that point
This post has potentially manipulated dice roll results.
Ability scores: 101411121312
I have too many ideas for characters with pirate vibes than i could ever play, so applying here is a no-brainer
The concept i had in mind: A sailor on a trading vessel got killed in an incident involving Pirates with some sort of necromantic properties. Maybe ghost pirates even. His soul got captured by the pirates but he somehow got revivied through a somewhat benevolent entity and now tries to find and defeat the pirates to reclaim his soul. mechanically he would be a reborn bloodhunter (ghostslayer) but i'd play him similar to a warlock.
Circle of the Deep-These druids are amoung the few air-breathers who are one with the ocean's mysteries:crushing pressure, unfathomable creatures, and relics of an ancient past. Even those that dwell primarily above the waves find that their connection to the lightless depths gives them gifts that are frightening and unfamilar to surface-dwellers.
Oceanborn: Starting at 2nd level, you have resistance to cold damage, you have a swimming speed equal to your walking speed, and you can breathe water. If you normally breathe water, you gain the ability to breathe air instead, and you gain a walking speed equal to your swimming speed. You can withstand pressure to a depth of 1,000 feet per druid level. When you use your Wild Shape feature, you can transform into the shape of a beast with a swimming speed. Starting at 8th level, you can choose the shape of a beast with a swimming speed and a challenge rating of up to 2. With noises and gestures, you can communicate simple ideas with Small or smaller beasts that have a swimming speed.
Crushing Pressure: At 2nd level, you wield the crushing pressure of the depths. When you hit a Large or smaller creature within 120 feet with a spell attack or a creature fails a saving throw against a spell you cast, you can spend your bonus action to knock the target prone, and its speed is halved until the beginning of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Pearl-Diving Charm: Beginning at 6th level, you can help other people venture into the depths. You gain water breathing as an additional prepared spell. Creatures affected by a water breathing spell that you cast also gain resistance to cold damage, a swimming speed equal to their walking speed, and the ability to withstand pressure to a depth of 6,000 feet. At 14th level, this increases to a depth of 14,000 feet. When you cast water breathing, the spell can’t be dispelled by anyone other than you.
Where Eyeless Things Dwell: Starting at 10th level, you gain blindsight out to a range of 60ft. Furthermore, you can communicate telepathically with any creature you can see within 120ft. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to speak at least one language.
Davy Jones' Locker: beginning at 14th level, when you know a creatues prone with your Crushing Pressure feature, you can also force the target to a Constitution saving throw against your spellcasting DC. On a failed saving throw, the target suffers 5d10 cold damage and is restrained for 1 minute; on a success, it suffers half damage and is not restrained. At the end of each of its turns, the target can attempt a new saving throw; on a success it is no longer restrained. You can use this feature once, and regain the use of it when you finish a long rest. Furthermore, you regain all expened uses of Crushing Pressure when you finish a short or long rest.
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Hello, I am looking for a group of 3-5 people for a new game. The main idea would be something on the seas with a pirate vibe, like one piece or pirates of the Carribean.
I would prefer you be in or around EST timezone
We start at level 3
Rolled, point buy or standard array for stats
Anything official or Critical role is ok, I am ok with homebrew as long as I give it the ok
You also get 1 magic item of rareity rare or lower, I would like to check them out too though.
What type of campaign are you running and for how long?
I was thinking something with a pirate theme to it. and as for time I am unsure, ideally from level 3 to 14. but it will likely fall off before that point
Ability scores: 14 14 12 17 11 11
Feel free to dm me for any questions
ill give it a go! placeholder while i think of a char…
All right, hopefully this game doesn't fall off like our last one
well summer is over- should help some of us!
i will try it out as well. what platform are we using? I have Discord, Roll20 and obviously DnD Beyond
I'd use the avrae bot on discord. so, discord and dndbeyond would be needed.
Ya, now i have school again lol. Yay college
Ability scores: 14 16 11 17 15 15
discord/avrae is good!
Ability scores: 7 13 14 4 13 7
Ability scores: 11 12 15 12 10 14
Latimer Trumador Human cleric 1 : Lost Mines of Phandelver
Ability scores: 10 14 11 12 13 12
I have too many ideas for characters with pirate vibes than i could ever play, so applying here is a no-brainer
The concept i had in mind: A sailor on a trading vessel got killed in an incident involving Pirates with some sort of necromantic properties. Maybe ghost pirates even. His soul got captured by the pirates but he somehow got revivied through a somewhat benevolent entity and now tries to find and defeat the pirates to reclaim his soul. mechanically he would be a reborn bloodhunter (ghostslayer) but i'd play him similar to a warlock.
Magic item would probably be an Oceanic Pepperbox (Exandria)
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
That sounds awesome
Ability scores: 15 16 12 15 9 16
Discord PBP's should have there own sections
Ability scores: 11 13 14 11 12 17
I figured I would write my homebrew class here.
Circle of the Deep-These druids are amoung the few air-breathers who are one with the ocean's mysteries:crushing pressure, unfathomable creatures, and relics of an ancient past. Even those that dwell primarily above the waves find that their connection to the lightless depths gives them gifts that are frightening and unfamilar to surface-dwellers.
Oceanborn: Starting at 2nd level, you have resistance to cold damage, you have a swimming speed equal to your walking speed, and you can breathe water. If you normally breathe water, you gain the ability to breathe air instead, and you gain a walking speed equal to your swimming speed. You can withstand pressure to a depth of 1,000 feet per druid level. When you use your Wild Shape feature, you can transform into the shape of a beast with a swimming speed. Starting at 8th level, you can choose the shape of a beast with a swimming speed and a challenge rating of up to 2.
With noises and gestures, you can communicate simple ideas with Small or smaller beasts that have a swimming speed.
Crushing Pressure: At 2nd level, you wield the crushing pressure of the depths. When you hit a Large or smaller creature within 120 feet with a spell attack or a creature fails a saving throw against a spell you cast, you can spend your bonus action to knock the target prone, and its speed is halved until the beginning of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you
finish a long rest.
Pearl-Diving Charm: Beginning at 6th level, you can help other people venture into the depths. You gain water breathing as an additional prepared spell. Creatures affected by a water breathing spell that you cast also gain resistance to cold damage, a swimming speed equal to their walking speed, and the ability to withstand pressure to a depth of 6,000 feet.
At 14th level, this increases to a depth of 14,000 feet. When you cast water breathing, the spell can’t be dispelled by anyone other than you.
Where Eyeless Things Dwell: Starting at 10th level, you gain blindsight out to a range of 60ft. Furthermore, you can communicate telepathically with any creature you can see within 120ft. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to speak at least one language.
Davy Jones' Locker: beginning at 14th level, when you know a creatues prone with your Crushing Pressure feature, you can also force the target to a Constitution saving throw against your spellcasting DC. On a failed saving throw, the target suffers 5d10 cold damage and is restrained for 1 minute; on a success, it suffers half damage and is not restrained. At the end of each of its turns, the target can attempt a new saving throw; on a success it is no longer restrained. You can use this feature once, and regain the use of it when you finish a long rest. Furthermore, you regain all expened uses of Crushing Pressure when you finish a short or long rest.