Base Class: Warlock
You have forged a pact with a cursed vessel — a ghostly ship that aimlessly travels the seas, crewed and captained by lost souls that have been cursed into spending the rest of eternity aboard the ship. Living sailors see such ships as bad omens or harbingers of sure doom, as they cannot be sunk and often sail in the pursuit of adding more souls to its crew.
As a warlock of the Ghost Ship, you may be a member of the cursed crew sent alone on a mission, a stowaway that picked the wrong vessel, or a sailor who was saved from a watery grave. Either way, the souls of the crew and their captain follow you everywhere — and the spectral ship itself is the source of your magic.
Expanded Spell List
The Ghost Ship lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Ghost Ship Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Part of the Crew
Beginning at 1st level, your connection to the Ghost Ship has manifested, causing you to gain some of the traits and knowledge of its ghostly crew. You have a swimming speed equal to your walking speed and no longer need to breathe to survive. You also gain proficiency with Navigator's tools and Vehicles (Water).
Manifest Vessel
Also at 1st level, you can manifest spectral, mist-edged fragments of the Ghost Ship in combat, crewed by ethereal spirits with wispy skeletons and translucent flesh. As an action, you can manifest a part of the ship for 1 minute, until you are killed or until you use this feature again. When you do so, choose one of the following effects:
Crow's Nest. You manifest a spectral crow’s nest, with a single undead lookout on top. The crow’s nest appears above you and follows you for the duration. As long as you’re not deafened, you know the exact location of any creatures within 120 feet of you, no matter if they’re hidden or invisible.
Tangled Rigging. You manifest spectral rigging, which lashes out at up to three creatures of your choice within 30 feet of you. Each target must make a Dexterity saving throw. On a failed save, a creature is restrained by the ropes for the duration. A restrained creature can use its action on its turn to make a Strength (Athletics) check against your spell save DC, freeing itself on a success.
Stolen Gusts. You manifest frayed and spectral sails, which steal the winds blowing through the sails of your enemies. Your speed increases by 10 feet, and each creature of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature has their speed reduced by 10 feet for the duration.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Brume Gaze
At 6th level, your connection to your patron grants you the ability to survive and navigate any sea, no matter the climate. You gain resistance to cold damage. Moreover, you ignore the effects of lightly obscured areas caused by weather phenomena, whether magical or non-magical in nature, such as rain, fog or snowfall. In addition, while within an area that is heavily obscured by such phenomena, you can see as normal out to a distance of 30 feet.
Captain’s Orders
At 10th level, you can take on the visage and authority of the Ghost Ship’s dreadful captain. As a bonus action, you can call out to a friendly creature of your choice within 30 feet of you. If the creature can hear you, it can immediately use its reaction to make a single melee attack; or to take the Dash, [Tooltip Not Found] or Help actions.
You can use this feature a number of times equal to your Charisma modifier per long rest.
All Hands On Deck
At 14th level, you can summon the entire crew to fight at your side. As an action, you conjure the Ghost Ship's cursed crew in a space you can see within 60 feet of you. The crew is friendly to you and your companions, and uses the Cursed Crew statblock. When it appears, it rolls its own initiative and has its own turns. The crew can move and use its reaction on its own but the only action it takes on its turn is the Dodge action, unless you command it to take another action (requires no action by you). That action can be one in its statblock or some other action. The crew lasts 1 hour, until you dismiss it as a bonus action, until it is reduced to 0 hit points, or until you are killed.
You can use this feature once per long rest.
Cursed Crew
Gargantuan horde of Medium undead
Armor Class 15 (natural armor)
Hit Points 10 + six times your warlock level
Speed 30 ft.
Damage Immunities poison damage
Condition Immunities charmed, exhaustion, poisoned, frightened, grappled, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Crew's Bond. The crew can add your proficiency bonus (PB) to any saving throws it makes.
Horde. The crew can occupy another creature's space and vice versa, and the can move through any opening large enough for a Medium sized skeleton.
Turn Resistance. The crew has advantage on saving throws against any effects that turn undead.
Cursed Sailors. The crew doesn't need to breathe and can move through water unhindered. Being underwater also doesn't impose disadvantage on their weapon attacks.
Actions
Multiattack. The crew makes four attacks with their pistols or cutlasses, or two attacks if the crew has half its hit points or less.
Cutlass. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
Pistol. Ranged Weapon Attack: your spell attack modifier to hit, range 30/90 ft., one target. Hit: 1d8 + PB piercing damage.
Haunted Gundeck. The crew manifests the spectral fragment of their gundeck and point their cannons at a space you can see within 100 feet. Each creature within 10 feet of that spot must make a Dexterity saving throw against your warlock spell save DC or take 8d6 fire damage, or 4d6 fire damage if the crew has half its hit points or fewer. On a successful save, a creature takes half damage.
Previous Versions
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7/28/2023 8:52:06 PM
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