Base Class: Warlock
You have made a deal with Admiral Dirk Price, the Captain of The Eclipse and Admiral of his fleet known as The Astronomy Domine. You found yourself for any multitude of reasons in the captains cabin of the legendary ship, The Eclipse. In a ledger made of human skin and a binding of ribs, you signed your name in blood under a page labeled Agents, and offered a lock of hair or another small trinket from your body, which was promptly put into a vial and stowed away in a safe by the cruel captain.
Maybe you were ambitious enough to seek out The Eclipse and talked your way into a slice of the strange magic the ship can offer to one who would choose to claim it. Maybe you owed gold and blood, and yet had none to spare. Desperate and forlorn The Eclipse found you, and The Admiral offered you absolution from your problems, through power. Regardless of what trick of fate drew you onto that accursed ship, an unnatural mists rolling in was the first sign of its approach.
The price of your power is negotiable, however the easiest deal to strike is for the recipient to serve an unnatural sentence as one of the green eyed crewmen that serves aboard The Eclipse. For every year spent wielding the power The Eclipse grants you, is a year your soul will serve behind the mast once you die.
Expanded Spell List
The Eclipse 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.
Fiend Expanded Spells
| Spell Level | 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 |
Gift of The Deep Trawler
Starting at 1st level, you gain a swim speed equal to your walking speed, and can breathe under water
Seeking Mists
Starting at 1st level you can ignore cover for any spell attack roll you make on that turn. You can do this a number of times equal to your Charisma Modifier.
Mist Walk
Starting at 6th level, you can call on your patron to imbue you with the power of it's protective mists. You gain the ability to cast Gaseous Form, however the spell is not considered concentration for you, and you can cast spells while in the gaseous form. you only gain these benefits when you cast the spell in this way.
Once you use this feature, you can’t use it again until you finish a long rest.
Voyage Through The Deep
Starting at 10th level, once per long rest, you instantly transport you and up to eight willing creatures of your choice that you can see within 10 feet of you, to a destination you select within 100 miles. You must concentrate on where you want to go for 10 minutes before the transportation occurs.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
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