You call out to the spirit of Captain Nadinythil Barra to reign terror upon your enemies. Choose a point you can see within range. The spirits of him, and his long dead crew mates rise in a 60-foot cube centered on that point, and give their all in battle until the spell ends.
All Hands on Deck. The area of the cube becomes crowded with rakish ghostly pirates, and is considered difficult terrain for your enemies.
Vengeful Strike. Choose a point anywhere within the cube. You cannot move this point, and it remains there for the spells duration. At the start of each of your turns, each of your enemies within 15 feet of the point must succeed on a Dexterity saving throw or take 4d6 piercing damage from Captain Nadin’s rapier
Ghostly Confine. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained by grasping spirits until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success
Ruthless Beating. As a bonus action on your turn, you can cause a pirate in the cube to mercilessly beat a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
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9/24/2021 4:40:11 AM
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