Base Class: Fighter
"The fault lies with me? What fault? I daresay it's all because of you!"
- Ishmael, Captain of the Pequod Whaling Ship
You’ve stared into the rolling black eyes of leviathans and laughed. You’ve braved tempests that splintered lesser ships, and led men through salt-scoured hell for weeks at a time in pursuit of beasts the size of mountains. You were forged on the creaking timbers of a whaling ship, baptized by blood, brine, and madness. The sea took your fear, your mercy, and maybe your sanity — but it left you with purpose. Since then, you've taken to the land to continue this blind obsession with hunting big creatures, and showing these landlubbers what a REAL fighter looks like.
Level 3
Whaling ship Captain: While controlling a sea vessel, the entire ship's AC, hit bonus, and travel pace (in miles/hour) is increased by your proficiency bonus, and all actions performed by officers of the ship are increased by your proficiency bonus. Also, when making a Mutiny check, the check is not reduced by more than 1 by a poor crew quality score.
GasHarpoon: You gain proficiency in Harpoons and Spears, and when taking this subclass, you acquire a Barbed Harpoon with a small vial of Magic Gel that can heat up the spear when conditions are met. This harpoon is a magic +1 item (use spear stats).
At level 7, your harpoon becomes a +2 magic item instead.
At level 12, your Harpoon and Spear attacks gain an extended crit range (19-20).
At level 15, your harpoon becomes a +3 magic item instead.
Superheated Harpoon: After killing a creature with your Harpoon, the Gel makes your Harpoon become superheated for 1d4 rounds, dealing an extra 1d6 Fire damage on a hit.
At level 7, your harpoon becomes superheated for 1d6 rounds instead.
At level 12, the extra fire damage is increased to 2d6.
At level 15, your harpoon becomes superheated for 2d4 rounds instead, and you gain an extra attack as a bonus action while superheated.
Level 7
CHA! MAGANERA!: As a reaction to an attack on you, you can shout at an ally (NOW! PROTECT ME!) to have that ally within movement range choose to take the attack instead; their AC is increased by 1d4 + your proficiency bonus. If no allies can redirect the attack, or are unwilling to redirect it, your AC increases by 1d4 until the end of the current creature's turn.
At level 12, when redirecting an attack to an ally, that ally gains Temp HP equal to your proficiency bonus + your charisma modifier; this Temp HP lasts until the end of the ally's turn.
At level 15, when redirecting an attack to an ally, that ally gains Temp HP equal to 2x(your proficiency + your charisma modifier), the redirect AC bonus is increased to 1d6 + your proficiency bonus, and your AC increases by 1d4 + your proficiency bonus if no allies can redirect the attack.
Assist attack: When rolling maximum damage or landing a critical hit with your harpoon, an ally within movement range or with a ranged weapon gets a free attack on the creature you hit, if the creature dies before the Assist attack is used, the attack is redirected to a creature the Assist attack ally chooses, the same restrictions apply. Only one assist attack can be triggered per attack, and assist attacks cannot trigger other assist attacks.
At level 12, the Assist attack also triggers when rolling minimum damage once per round, and Assist attacks have their hit bonus increased by your Proficiency bonus.
At level 15, up to 2 allies can gain the Assist Attack instead of one.
At level 18, Allies have their movement speed doubled for Assist Attack targeting.
Snagharpoon: You gain the ability to tie a rope to your harpoon, allowing you to use it for a Ranged weapon attack (20/100 ft range). On a successful ranged hit, you can make a strength roll to pull the hit creature (strength check result +10, rounded to the nearest 5) feet towards you. If the total distance of the pull is less than 20 feet, the pull fails.
Level 12
HARPOONERS! TO YOUR STATIONS!: As an action, you can give all allies with a 40 x 40 sphere centered on yourself a bonus to their next roll equal to your Charisma modifier.
You can use this ability 2 times per short rest.
At level 15, the roll bonus is now (your charisma modifier + your proficiency bonus).
Harpoon of Obsession: The first creature that you hit or that hits you in a fight becomes your "Obsession." You deal +2 damage against your Obsession, and your Obsession does not gain its hit bonus against characters other than you. When your Obsession is killed or incapacitated, your Superheated state lasts its maximum duration, and you heal equal to the amount of damage dealt in the finishing blow. After your Obsession is dead, the next creature that hits you or that you hit becomes your Obsession. You can only have one Obsession at a time.
You must be conscious to change your Obsession.
At level 15, you deal +4 damage to your Obsession instead.
Level 15
The Fault Lies with You!: You can replace an attack with Gaslighting a creature; you and the target must make a Charisma (Intimidation or Deception) contest, with the target being immune to this effect for the rest of the combat encounter if you lose. The target's hit bonuses being set to -2 for the rest of the combat encounter if you win. This ability can only be used twice per encounter and does not affect creatures that cannot hear, but you do not need to share a language with the target.
Overheated Harpoon: When killing a creature during a Superheated state, your harpoon becomes overheated. When overheated, your bonus fire damage increases to 4d6, and landing a melee strike causes a small explosion of fire once per turn, dealing 1d6 fire damage to enemies within 10 Feet of the strike.
At level 18, Overheated explosion fire damage is increased to 2d6.
Level 18
I AM THE CAPTAIN OF THIS SHIP!: All allies within 60 feet of you gain an extra damage dice on all attacks(1d4 -> 2d4, 4d8 -> 5d8, etc), your harpoon deals +1d6 damage (+1d8 while Versatile), all allies have a +1 to hit against your Obsession, Assisted Attacks gain a +2 to hit, and all piercing & slashing attacks you or your allies make cause Bleeding* for 2 rounds.
Dangerous and Durable: You gain resistance to Piercing and cold damage, and your attacks bypass Fire and Piercing damage resistances. Also, you cannot be charmed or frightened while wielding your harpoon.
Optional Level 20 Feature:
Strength of a Levathan Hunter: You can choose to either gain 2 Feats or to increase your Ability scores by 6 to a max of 25; you can spread the improvements however you want, but one stat cannot be increased by more than 3.
*Bleeding: Creatures with bleeding take 1d4 [typeless] damage after every attack they make. Bleeding damage cannot benefit from Crits. Constructs, Undead, and other creatures that your DM decides do not take damage from Bleeding, instead, they take an extra 1d6 damage on application.
Level 3 Abilities
Whaling ship Captain: While controlling a sea vessel, the entire ship's AC, hit bonus, and travel pace (in miles/hour) is increased by your proficiency bonus, and all actions performed by officers of the ship are increased by your proficiency bonus. Also, when making a Mutiny check, the check is not reduced by more than 1 by a poor crew quality score.
GasHarpoon: You gain proficiency in Harpoons and Spears, and when taking this subclass, you acquire a Barbed Harpoon with a small vial of Magic Gel that can heat up the spear when conditions are met. This harpoon is a magic +1 item (use spear stats).
At level 7, your harpoon becomes a +2 magic item instead.
At level 12, your Harpoon and Spear attacks gain an extended crit range (19-20).
At level 15, your harpoon becomes a +3 magic item instead.
Superheated Harpoon: After killing a creature with your Harpoon, the Gel makes your Harpoon become superheated for 1d4 rounds, dealing an extra 1d6 Fire damage on a hit.
At level 7, your harpoon becomes superheated for 1d6 rounds instead.
At level 12, the extra fire damage is increased to 2d6.
At level 15, your harpoon becomes superheated for 2d4 rounds instead, and you gain an extra attack as a bonus action while superheated.
Level 7 Abilities
CHA! MAGANERA!: As a reaction to an attack on you, you can shout at an ally (NOW! PROTECT ME!) to have that ally within movement range choose to take the attack instead; their AC is increased by 1d4 + your proficiency bonus. If no allies can redirect the attack, or are unwilling to redirect it, your AC increases by 1d4 until the end of the current creature's turn.
At level 12, when redirecting an attack to an ally, that ally gains Temp HP equal to your proficiency bonus + your charisma modifier; this Temp HP lasts until the end of the ally's turn.
At level 15, when redirecting an attack to an ally, that ally gains Temp HP equal to 2x(your proficiency + your charisma modifier), the redirect AC bonus is increased to 1d6 + your proficiency bonus, and your AC increases by 1d4 + your proficiency bonus if no allies can redirect the attack.
Assist attack: When rolling maximum damage or landing a critical hit with your harpoon, an ally within movement range or with a ranged weapon gets a free attack on the creature you hit, if the creature dies before the Assist attack is used, the attack is redirected to a creature the Assist attack ally chooses, the same restrictions apply. Only one assist attack can be triggered per attack, and assist attacks cannot trigger other assist attacks.
At level 12, the Assist attack also triggers when rolling minimum damage once per round, and Assist attacks have their hit bonus increased by your Proficiency bonus.
At level 15, up to 2 allies can gain the Assist Attack instead of one.
At level 18, Allies have their movement speed doubled for Assist Attack targeting.
Snagharpoon: You gain the ability to tie a rope to your harpoon, allowing you to use it for a Ranged weapon attack (20/100 ft range). On a successful ranged hit, you can make a strength roll to pull the hit creature (strength check result +10, rounded to the nearest 5) feet towards you. If the total distance of the pull is less than 20 feet, the pull fails.
Level 12 Abilities
(This was forced to be placed at level 10, but these are only given at level 12)
HARPOONERS! TO YOUR STATIONS!: As an action, you can give all allies with a 40 x 40 sphere centered on yourself a bonus to their next roll equal to your Charisma modifier.
You can use this ability 2 times per short rest.
At level 15, the roll bonus is now (your charisma modifier + your proficiency bonus).
Harpoon of Obsession: The first creature that you hit or that hits you in a fight becomes your "Obsession." You deal +2 damage against your Obsession, and your Obsession does not gain its hit bonus against characters other than you. When your Obsession is killed or incapacitated, your Superheated state lasts its maximum duration, and you heal equal to the amount of damage dealt in the finishing blow. After your Obsession is dead, the next creature that hits you or that you hit becomes your Obsession. You can only have one Obsession at a time.
You must be conscious to change your Obsession.
At level 15, you deal +4 damage to your Obsession instead.
Level 15 Abilities
The Fault Lies with You!: You can replace an attack with Gaslighting a creature; you and the target must make a Charisma contest, with the target being immune to this effect for the rest of the combat encounter if you lose, and the target's hit bonuses being set to -2 for the rest of the combat encounter if you win. This ability can only be used twice per encounter and does not affect creatures that cannot hear, but you do not need to share a language with the target.
Overheated Harpoon: When killing a creature during a Superheated state, your harpoon becomes overheated. When overheated, your bonus fire damage increases to 4d6, and landing a melee strike causes a small explosion of fire once per turn, dealing 1d6 fire damage to enemies within 10 Feet of the strike.
At level 18, Overheated explosion fire damage is increased to 2d6.
Capstone abilities
I AM THE CAPTAIN OF THIS SHIP!: All allies within 60 feet of you gain an extra damage dice on all attacks(1d4 -> 2d4, 4d8 -> 5d8, etc), your harpoon deals +1d6 damage (+1d8 while Versatile), all allies have a +1 to hit against your Obsession, Assisted Attacks gain a +2 to hit, and all piercing & slashing attacks you or your allies make cause Bleeding* for 2 rounds.
Dangerous and Durable: You gain resistance to Piercing and cold damage, and your attacks bypass Fire and Piercing damage resistances. Also, you cannot be charmed or frightened while wielding your harpoon.
Optional Level 20 Feature:
Strength of a Levathan Hunter: You can choose to either gain 2 Feats or to increase your Ability scores by 6 to a max of 25; you can spread the improvements however you want, but one stat cannot be increased by more than 3.
*Bleeding: Creatures with bleeding take 1d4 [typeless] damage after every attack they make. Bleeding damage cannot benefit from Crits. Constructs, Undead, and other creatures that your DM decides do not take damage from Bleeding, instead, they take an extra 1d6 damage on application.
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