Warlock
Base Class: Warlock

You have forged a pact with a spacefaring vessel — a ran ship that aimlessly travels the seas of space, crewed and captained by automatons that are programmed into spending the rest of eternity serving aboard the ship. Spacefarers see such ships as bad omens or harbingers of sure doom, as they cannot be taken and often sail in the pursuit of salvaging more technology to its crew.

As a warlock of the Starship, you have found some way to make the onboard systems identify you as one of the crew. The starship keeps track of you and as your patronage grows, so does your rank, able to use it's source of power in battle.

Expanded Spell List

The starship 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. Your 9th level mystic arcanum can be invulnerability.

Starship Expanded Spells

Spell Level Spells
1st bane, shield
2nd web, scorching ray
3rd fireball, slow
4th storm sphere, elemental bane
5th wall of force, hold monster

Crew Ensign

Beginning at 1st level, your connection to the Starship has manifested, causing you to gain some of the traits and knowledge of its construct crew. You have a swimming speed equal to your walking speed and no longer need to breathe to survive, living just fine in the vacuums of space, and you learn how to adapt to zero gravity but you are not immune to harmful effects such as radiation from a sun or harmful nebula gases. Being weightless doesn't give you disadvantage on any of your melee attack rolls. You also gain proficiency with Navigator's tools and Vehicles (Space).

Battlestations

Also at 1st level, you can manifest spectral, cybernetic fragments of the starship in combat, crewed by constructs. 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 nanite constructed crow’s nest, with a single construct lookout on top. The crow’s nest appears above you and follows you for the duration. Creatures make stealth checks at disadvantage against your spell save dc when hiding or if they're taking the hide action. 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, if they fail.

Cable Rigging. You manifest circuit cable 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 cables 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.

Magnetic Engines. You manifest a magnetic jet engine on your back, which steal the energy flowing through the powers of your enemies. Your speed increases by 10 feet, and each creature of your choice within 30 feet of you must make a Strength 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.

Proton Gaze

At 6th level, your connection to your patron grants you the ability to survive and navigate any enviorment, no matter the hazards. 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 starship’s dead captain. As a bonus action, you can call out to a friendly creature of your choice within 30 feet of you and give Captain's Orders. If the creature can hear you, it can immediately make a single melee or ranged attack, or cast a cantrip using their reaction. Alternatively, they can also take the Dash action with movement, Use an Object, or Help actions without using their reaction. You can use this feature a number of times equal to your Charisma modifier per long rest.

Your starship now lets you interrupt spellcasting with ease with it's superior technology, allowing you to cast Counterspell without a pact slot or spell slot as long as you are at full hp in an ability called Signal Jamming. You can use this feature a number of times equal to 1 + your Charisma modifier. You still need to pass the spellcasting check to succeed. When you finish a long rest, you regain all expended uses.

All Hands On Deck

At 14th level, you can summon the ship's weapon's to fight alongside you. As an action, you conjure the starship's weapon to attack a target by expending a pact slot or mystic arcanum. These weapons work with pact of the blade and the extra attack eldritch invocation. They use your spell attack and spell save dc roll, are considered magical weapons, work with boons and feats that apply to melee and ranged weapons, and only last for the instant you make that attack.

Phazon Fire. Ranged Weapon Attack: (spell attack) to hit, range 600/2,400 ft., one target. Hit: 4d10 magical force damage per level of pact slot or arcanum expended per attack. This weapon does not work with extra attacks.

Tractor Beam. Ranged Weapon Attack: (spell attack) to hit, range 120/480 ft., one target. Hit: 11 (2d10) magical piercing damage, and the target is grappled (escape DC your spell save). Until the grapple ends, the target's speed is halved, are under the effects of the Slow spell, and it can't move farther away from you.

Forward Ram. Melee Weapon Attack: (Spell attack) to hit, reach 5 ft., one target. Hit: 16 (3d10) magical bludgeoning damage. Does x10 damage to objects and constructs, pushing them 15ft distance if they are size gargantuan or smaller.

Magnetic Clamp. Melee Weapon Attack: (spell attack) to hit, reach 20 ft., one target. Hit: 11 (2d10) magical bludgeoning damage. If the target is a Huge or Smaller creature, it is also grappled (escape spell save DC). Until the grapple ends, the creature takes 45 (8d10) magical bludgeoning damage at the start of each of its turns and is restrained.

Finally, the starship finds you valuable enough to protect. As long as you half at least half of your HP (not including temporary hit points), your Signal Jamming feature lets you now cast shield and counterspell using no pact slots or spell slots. You can use this feature a number of times equal to 1 + your Charisma modifier. You still need to pass the spellcasting check to succeed on counterspell checks. When you finish a long rest, you regain all expended uses.

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