Spellcasting. The mage is a 15th-level spellcaster that uses charisma as its spellcasting ability (spell save DC 8+5+cha). The spellcaster knows the following spells from the warlock's spell list:
Cantrips (at will): eldritch blast, and thunder clap
1st Level (0): witch bolt, and thunderwave
2nd Level (2): gust of wind, invisibility, and mind spike
3rd level (2): sleet storm, and tidal wave
4th level (3): control water, and Evard's Black Tentacles
5th level (4): Cone of Cold
His mask is his Arcane focus.
Features. The Captain made a pact with an otherworldly entity from the depths of the ocean. He has the following Abilities:
Grasp of the Deep
Fathomless Soul
Guardian Grasp
Devouring Maw
Repelling Blast
Mask of Many Faces
Pact of the Blade
Elemental Adept
Spell Sniper
Multi Attack
Pact of the Blade. Use an action to create a pact weapon. This can be a different melee weapon every time you use it. You're proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The weapon disappears if it's more than 5 feet away from you for a minute, or if you dismiss it (not an action). The Captain's preferred weapon is a Cutlass (1d6 slashing)
Grasp of the Deep. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once),
Guardian Grasp. The tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.
Devouring Maw. You can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 4d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain 15 temporary hit points.
Description
The Captain hunts for his betrayer day and night using his magical senses granted by his mask. The captain is a tall man muscular man who seems to have never aged a day. Nobody knows what his face looks like, for it is always covered with a haunting mask. The mask is lined with gold and has intricate patterns the streak across smooth black ivory surface of the mask. The eye and mouth holes are hollow, with no apparent other side. Few people know when they actually meet the captain. He disguises his appearance to be that of familiar friendly folk around towns, gaining intel, before burning the town down during one of his infamous raids. There have also been reports of mysterious men (the captain or his cronies, nobody lives to tell) interrogating people across the lands for any word of a man named Theo.
Whenever someone wheres a pirate mask, the entire party must roll a d20. If any one party member rolls a nat 1, then the mask wearer sees the captain. After the third captain vision, then the party may encounter the captain. It is ultimately up to the DM, however, to choose when the party is ready to face him.
1st vision: As you slip on your mask, you hear an eerie sea shanty playing behind you. You turn around to see your party members gone, and in the far distance, you see a mighty sea vessel. On the bow of the boat, you see the shadow of a man. His face glows black and gold, and from what you can tell, it seems he is making eye contact with you. From the ground, you feel a massive tremor, as from behind the ship, you see the single eye of a gargantuan beast emerge. You take off the mask before you see anymore. The ship is gone, but your growing fear is not. Take 1d4 narcotic damage You're now frightened for 15 minutes
2nd vision: As you slip on the mask, you can see a faint light in the distance. A dark silhouette of a man stands there, wearing a glowing black and gold mask, similar to yours. The man points to you with a glowing dark blue sword as a dozens more men appear behind him, all wearing a similar mask, glowing in the ever growing darkness. The men draw their bows and launch of volley of flaming arrows towards you. You quickly take off your mask to find one of their arrows lodged in your shoulder. Take 1d8 fire damage. You are now frightened for 30 minutes.
3rd vision: As you slip on the mask, a heavy rain begins to fall as a loud thunder cracks in the distance. You turn to face the party. The entire party is also wearing the mask. They tackle you and pin you the ground. With your face in the mud, you hear large footsteps approach, splashing in the mud. You feel your hair pulled as you're forced to look up. A tall, muscular, glowing man wearing a black and gold mask similar to yours is holding your head up and making intense eye contact. His mask's eye holes don't seem to be real eye holes, instead they are hollow holes that lead to an ever growing darkness, with seemingly no end. He gets very close to you, and says, " At last I have found you Theo." His voice is deep and powerful. Your party chants " Aye Aye!" You can feel tears run down your cheeks. "Ironic, how my greatest treasure, is one of my own creation." In his open hand, a glowing dark blue cutlass forms in his hands, he raises it. But before he could bring it down on you, your mask comes off, and [insert party member name] is crouched in front of you, (s)he tosses the mask aside. Take 1d12 narcotic damage. You are now frightened until your next long rest. The captain knows where you are.
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