Artificer
Base Class: Artificer

Shipwrights are artificers who specialize in the construction, maintenance, and enhancement of seafaring vessels. Combining traditional craftsmanship with arcane ingenuity, these engineers can construct ships capable of traversing treacherous waters, withstand devastating damage, and harness magical power to achieve feats beyond the capabilities of ordinary vessels.

Note: This subclass uses my campaign's Sailing Rules. Don't use it if you aren't in my campaign.

Level 3: Shipwright Spell List

You add the following spells to the Artificer spell list, allowing you to prepare these spells if you have access to spells of the following levels:

1st: Create or Destroy Water, Unseen Servant
2nd: Gust of Wind, Rope Trick
3rd: Haste, Water Walk
4th: Fabricate, Freedom of Movement
5th: Control Winds, Creation

You gain proficiency with Carpenter's Tools and Water Vehicles.

In addition, you've become skilled at repairing and operating ships. When you cast the Mending cantrip to repair a ship or boat, you restore 1d6 Hit Points to it. You can expend a spell slot when you cast the spell to restore an additional 1d6 Hit Points for each level of the spell slot expended.

Furthermore, you gain a +1 bonus to attack rolls you make using Siege Weapons attached to a ship or boat.

Level 3: Sailor's Blessing

After completing a Long Rest, you can imbue a ship or boat you are aboard with one of the following magical enhancements. The enhancement lasts until you finish another Long Rest or the ship is destroyed.

  • Swift Voyage. The ship's speed increases by 15 miles per hour.
  • Reinforced Hull. The ship gains a bonus to its Armor Class equal to your Intelligence modifier.
  • Empowered Artillery. The ship adds your Intelligence modifier to damage rolls made using Siege Weapons attached to it.
  • Stormproof Vessel. The ship ignores increases to Navigator and Helmsman role DCs caused by nonmagical extreme weather.

Level 5: One-Man Crew

You have learned to operate a ship through ingenuity and engineering rather than relying on a full crew. You can use your Intelligence modifier instead of the ability score normally used when performing a Ship Role.

Additionally, you can fulfill up to two Ship Roles simultaneously.

Level 9: Soulbound Ship

Over the course of a Long Rest, you can bind part of your soul to a single ship or boat, making it your Soulbound Ship. The bond lasts until you dismiss it (no action required).

While your Soulbound Ship is within your presence, you gain the following benefits:

  • Shared Damage. Whenever your Soulbound Ship would take damage, you can choose to take that damage instead. This damage is dealt to you after applying any damage reduction or other effects that would have reduced the damage dealt to the ship.
  • Sailor's Blessing. Your Soulbound Ship can benefit from up to two of your Sailor's Blessings simultaneously.
  • United Crew. Other creatures fulfilling Ship Roles aboard your Soulbound Ship gain a +1 bonus to ability checks they make for their role-specific activities.

Level 15: Smooth Sailing & Clear Skies

You can cast the spell Control Weather once without a spell slot. You can cast it again after completing a Long Rest.

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