```metadata title: The Corsarian Sector description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-40px # The Corsarian Sector ## Ariadne's Codex of Strings ___ }} {{banner HOMEBREW}} {{footnote Space Pirates to populate your Astral Plane! }} ![background image](https://media.discordapp.net/attachments/1105488303710543923/1160288292370133072/tomfarlane_a_pirate_from_space_science_fiction_in_the_style_of__1eaf6deb-4f32-4662-9c14-fee42e856359.png?ex=654fcd2e&is=653d582e&hm=725ea0c36f2d8c24b218a0c37015c7fd84da159522cd1adc62bdc58989d3e150&=&width=3000&height=4000){position:absolute,top:-0px,left:-20px,height:120%} ![background image](https://media.discordapp.net/attachments/1105488303710543923/1160288292370133072/tomfarlane_a_pirate_from_space_science_fiction_in_the_style_of__1eaf6deb-4f32-4662-9c14-fee42e856359.png?ex=654fcd2e&is=653d582e&hm=725ea0c36f2d8c24b218a0c37015c7fd84da159522cd1adc62bdc58989d3e150&=&width=3000&height=4000){position:absolute,bottom:-300px,left:-20px,height:120%} \page {{position:relative,top:-15px ## The Corsarian Sector : All of those who find themselves under the illustrious administration of the Pirate Factions, willingly or no, are considered *corsarians*, as the inhabitants of the so-called "free" part of the Gyreon Cluster are named. : Living and working in this region is does not mean one is a pirate, smuggler, or anything of the like. It could simply be that you do not have the means to leave, or that you prefer more... flexible laws, for whatever reason. : ### Rule of Might The *Code of the Factions*, an agreement forged decades ago by the major forces of the Corsarian Sector, acts as a vague guide for the rules that must be followed in pirate space. Different captains and warlords follow them with varying degrees of meticulosity, with many preferring to bend the letter of the law to their favor. : In practice, the Pirate Code is only meant to somewhat control the ambition of upstarts who lack the strength to make their own rules. If every freelancer with a dozen crewmen and a semi-functional ship went around raiding, business would be complicated. The Code gives a means to persecute such desperados, and maintain the immensely profitable impulse trade. : ### Of Impulse Impulse trade has made many pirate captains immensely wealthy, but they're still all at odds internally, bleeding each other's fleets whenever the chance presents itself. This begs the question: how have they not been conquered by a more united enemy like the Gaard, in all this time? Well, nothing quite knits a band of drug-dealing outlaws like the prospect of being executed, or worse yet, losing their business. : Most pirates prefer not to consume the stuff themselves, as they know how addictive it is, and how dangerous its withdrawal symptoms. But if an intelligence or memory boost would save their lives... who knows? Many have gotten hooked after such situations arose. : ### In Defense of the Corsairs... So long as you don't meddle with their business and they are not in the mood to mindlessly pillage, the pirates will mostly leave the inhabitants of the Corsarian sector well alone. They don't want an uprising in their turf, so they would rather not alienate civilians, lest they change allegiance to the Gaard. : In a certain way, this competition has made it so both the Gaard and the Pirate Factions treat civilians with at least some respect, the Gaard being the preferred governments of those who value security, and the Pirate Factions of those who value freedom. }} {{imageMaskEdge4,--offset:5%,--rotation:270 ![](https://media.discordapp.net/attachments/1105488303710543923/1161792903048347730/tomfarlane_a_space_pirate_in_the_style_of_a_dungeons_and_dragon_c5e86137-e1b9-44e5-9e0f-5703be35267b.png?ex=653996f5&is=652721f5&hm=daae35cb38d612f93b13e36b92d16c654bd279726dd15aff9d750677dc89a255&=&width=1000&height=2002){height:120%,left:320px,} }} {{watercolor5,top:37px,left:-45px,width:550px,background-color:gray,opacity:40%,}} {{watercolor5,top:530px,left:-48px,width:550px,background-color:white,opacity:100%,transform:scaleX(-1)}} {{pageNumber,auto}} {{footnote The Corsarian Sector}} \page ##### Freelance Scavengers & Refiners Like river gold and sunken treasures attract fortune seekers in the material plane, fields of Mauve Poppies attract them in the Nova Cluster -- some of them even daring to dream of finding a legendary Eminent Wisp, somehow not being killed for it by a band of roving pirates or self-righteous Gaardmen, selling it to a mage or ancient dragon for twenty thousand gold coins, and never having to work another day in their lives. : Such dreams are ridiculous, of course. But they do find meteoric ores, poppies, and old artifacts from time to time. If they are clever enough, they may get wealthy enough to establish their very own base and astral store in the cluster, making deals for protection with pirates or Gaard commanders. {{monster,frame,position:relative,top:10px ## Freelance Starminer *Medium humanoid, lawful neutral* ___ **Armor Class** :: 16 (Astral Suit) **Hit Points** :: 14 (3d6 + 3) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|12 (+1)|13 (+1)|11 (-)|14 (+2)|13 (+1)| ___ **Skills** :: Athletics +4, Perception +4, Sleight of Hand +3 **Senses** :: Darkvision 120ft. **Languages** :: Common, Primordial and one other language **Challenge** :: 1 (200 XP) ___ ***Ferocious Greed.*** The Freelance Starminer has advantage on attack rolls against creatures that have stolen valuables from it. : ***Filtration Suit.*** The Freelance Starminer has advantage on rolls to resist cloud-based effects, such as those created by the *Slow* or *Stinking Cloud* spells. : ***Treasure Seeker.*** The Freelance Starminer has advantage on Intelligence (investigation) and Dexterity (sleight of hand) checks made to find or steal treasure. ### Actions ***Freelancer's Melter.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 2) bludgeoning damage and 6 (1d10) fire damage. ### Reactions ***Trick Escape (1/day).*** As a reaction after taking damage that brings the Freelance Starminer below half its maximum hitpoints, it can immediately teleport to a place it can see within 30 feet, leaving its Astral Suit behind, making it lose its *Filtration Suit* feature, and dropping its A.C to 12. : The Astral Suit explodes 1d4 rounds after the teleportation, casting the *fireball* spell centered on itself (spell save DC 12). }} \column :::::::::::::::::::::::::: {{descriptive ##### From "Coinseeker's Planar Guide", Entry 23 Hey, we all gotta start somewhere, don't we? I remember hustling in the streets, making counterfeit magical keys... living on the streets. It's like they say, the first billion is the hardest! Still, even if you want to live the freelancer's life, perhaps a pirate-infested astral expanse is not the best choice? But I won't judge my fellow entrepreneurs, of course. : If you are looking to make some quick coin in the Nova Cluster, remember that asteroids are teeming with unrefined metals and other goodness. Stay clear of ruins and other over-saturated markets, unless you want to be the victim of a... hostile takeover, let's say. : That is not a metaphor for murder, no. Only the Gaard would execute you. The pirates will make you sign a magical contract, and add you to their legions of enslaved workers. A sad fate for would-be freelancers. : **--Runo Fylsworth, Threadmaster of Finance** }} #### Astral Suit *Half-Plate Armor, Uncommon (requires attunement)* : There are many nebulous clouds making their way through the Astral Sea, and some of them are toxic like basilisk tears. This suit protects you from them, and from other environmental dangers. : While attuned to this armor, you have advantage to resist cloud-based effects, such as those created by the *Slow* or *Stinking Cloud spells*. Additionally, fire, lightning and acid damage that you take from individual attacks is reduced by 3. ![freelancer](https://media.discordapp.net/attachments/1105918269992480819/1163537742102278194/tomfarlane_a_flamethrower_armor_as_a_dungeons_and_dragons_item__77d3d537-d4b3-4de9-9682-a7afd6be166e.png?ex=653feff7&is=652d7af7&hm=7298d755916c9801e0829263c48346f770447693bd2ba89a40c7775915beda8e&=) {width:595px,position:absolute,top:-10px,right:-40px,transform:scaleX(-1)} {{watercolor12,top:930px,left:-100px,width:750px,background-color:orange,opacity:80%}} {{watercolor8,top:20px,left:390px,width:350px,background-color:orange,opacity:70%,transform:scaleY(-)}} {{pageNumber,auto}} {{footnote The Eminent Star: Freelance Starminer}} \page {{position:relative,right:15px,top:-15px ##### Men-at-Arms From Far and Wide : One can safely assume that everyone in the cluster, excepting natives, is a person of certain power, renown or wealth. After all, it isn't easy to get into the Astral Sea, and that's not even considering the trip to Gyreon itself. Those that are called "grunts" here could easily dispatch a dozen common thugs from the material plane. : Corsarian Grunts are often either young and very ambitious, or old veterans looking for a challenge. None of them are your regular bandit bottom feeder. :: {{note,background-color:gainsboro ##### Threadnotes: Planar Fugitives Say you need to disappear, go somewhere really far away. Perhaps you pissed off the wrong people. Perhaps you want a fresh start, perhaps you stole something that is attracting too much attention... : Well, fret not! The Pirate Factions have agents across many planes that are constantly recruiting new members for their organization, complete with a relocation to the faraway Nova Cluster. They don't even charge for the plane shift! : But... they do require you to sign a magical contract binding you to their service for a rather long amount of time. The Astral Sea is a prison with prettier views, at least. }} }} {{imageMaskCorner12,--offsetX:-46%,--offsetY:-35%,--rotation:-10 ![](https://media.discordapp.net/attachments/1105488303710543923/1161796515459760138/tomfarlane_a_space_pirate_in_the_style_of_a_dungeons_and_dragon_0f914bdd-1b89-429f-a9c2-2062c7bd1ada.png?ex=65399a52&is=65272552&hm=53c4ff6a10485e201194b9d3affe6c39a94b0b1d19b70bb84d77dc1b2d0606d7&=&width=1002&height=1002){height:70%,position:relative,top:440px,right:190px} }} \column {{monster,frame,position:relative,top:-15px,right:-10px ## Corsarian Grunt *Medium humanoid (any race), lawful neutral* ___ **Armor Class** :: 12 (natural armor) **Hit Points** :: 71 (13d8 + 13) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |11 (-)|18 (+4)|13 (+1)|14 (+2)|11 (-)|13 (+1)| ___ **Saving Throws** :: Dex +6, Int +4 **Skills** :: Stealth +6, Sleight of Hand +6 **Senses** :: depends on their race **Languages** :: common, primordial and one other language **Challenge** :: 4 (1,100 XP) ___ ***Opportunist.*** The Corsarian Grunt makes opportunity attacks at advantage, and their critical range for such attacks is increased to 19-20. : ***Flare Master.*** The Corsarian Grunt can reload a firearm as a bonus action instead of an action on their turn. : ***Quickdraw (1/day).*** When the Corsarian Grunt rolls initiative, they can choose to shift their own initiative count up by one spot, surpassing the nearest contender. : ***Shootout Regular.*** The Corsarian Grunt benefits more from having cover than other, more inexperienced combatants. They gain +3 to their A.C and Dexterity saving throws instead of +2 when behind half-cover, and +6 instead of +5 when behind three-quarters cover. : ### Actions ***Multiattack.*** The Corsarian Grunt makes two attacks using their *dagger* or *flare thrower*. They can choose if they make two identical attacks or one of each. : ***Dagger.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d4 + 4) slashing damage. : ***Flare Thrower.*** *Ranged Weapon Attack:* +6 to hit, range 120ft., one target. *Hit* 10 (1d10+4) fire damage. : ***Hipfire (recharge 5-6).*** The Corsarian Grunt makes six *Flare Thrower* attacks against creatures within 10 feet of a point within range. Hipfire attacks are always made at disadvantage. : ### Bonus Actions ***Cunning Action.*** The Corsarian Grunt can use this bonus action to *dash*, *hide* or *disengage*. ### Reactions ***Rascal's Retreat.*** When a creature moves within 5 feet of the Corsarian Grunt, they can immediately use their reaction to roll back 5 feet and make an opportunity attack with their *Flare Thrower* against the creature that triggered this reaction. : If the attack hits, the creature has disadvantage to hit the Corsarian Grunt with melee attacks until the end of their turn. }} {{watercolor4,top:-40px,left:650px,width:300px,background-color:white,opacity:100%}} {{watercolor3,top:750px,left:630px,width:300px,background-color:gray,opacity:100%}} {{pageNumber,auto}} {{footnote The Corsarian Sector}} \page {{monster,frame,position:relative,top:-35px,right:-0px ## Corsarian Quartermaster *Medium humanoid (any race), lawful neutral* ___ **Armor Class** :: 12 (natural armor) **Hit Points** :: 113 (15d8 + 45) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|12 (+1)|16 (+3)|13 (+1)|15 (+2)|18 (+4)| ___ **Saving Throws** :: Str +8, Cha +7 **Skills** :: Intimidation +10, Athletics +8 **Condition Immunities** :: charmed, frightened **Senses** :: depends on race **Languages** :: common, primordial and one other language **Challenge** :: 7 (2,900 XP) ___ ***Inventory of Command.*** The Corsarian Quartermaster is attuned to a *Quartermaster's Beret* magic item and benefits from all its features. : ***Close And Personal.*** Creatures provoke opportunity attacks from the Corsarian Quartermaster even if they take the disengage action before leaving its reach or their movement wouldn't normally provoke opportunity attacks (such as with the *flyby* monster feature). Additionally, when the Quartermaster hits with an opportunity attack, the target's speed is reduced to 0 until the start of their next turn. : ***Evil Eyed.*** Rolls made to resist being *frightened* by the Quartermaster are made at disadvantage. : ***Combat Doctrine.*** Allies within 20 feet of the Quartermaster benefit from a +1 bonus to their ranged weapon attack rolls. ### Actions ***Multiattack.*** The Corsarian Quartermaster makes three attacks: two with its scimitar, and one with its pocket pistol. It can replace the pistol attack with a use of its *Stickhand Grenade*, if available. : ***Scimitar.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d6 + 5) slashing damage : ***Pocket Pistol.*** *Ranged Weapon Attack:* +4 to hit, range 120/240ft., one target. *Hit* 6 (1d8 + 1) piercing damage : ***Coordinated Fire (recharge 5-6).*** The Corsarian beckons up to three allies within 15 feet of it to attack a target within their range. They can use their reaction to make a single ranged weapon attack against the designated target. : ***Stickhand Grenade (3/day).*** The Corsarian Quartermaster launches a black powder explosive at a point within 60 feet of him, which explodes upon contact. Creatures within 15 feet of that point must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) thunder damage on a failed save, or half as much on a successful one. ### Bonus Actions ***Intimidate.*** The Quartermaster barks a threat or casts a foul gaze upon a creature within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be *frightened* of the Quartermaster. While frightened in this way, the Quartermaster adds their Charisma modifier to damage rolls made against them. }} \column {{position:relative,right:330px,top:-15px ##### Masters of Discipline A quartermaster's task is extremely difficult: to discipline the undisciplined, to turn a roving band of plunder-hungry pirates into a cohesive team capable of facing the flares of the Mauve Gaard. Strong willed and more than capable of intimidation, these corsarians lead their outlaw crews with a mixture of inspiring example, fear, and utmost respect. : Despite all their strength of character, they're still a brutal bunch. Expect no mercy from them. : #### Quartermaster's Beret *Wondrous Item, Uncommon (requires attunement)* : This gray piece of head clothing is a symbol of authority in the Corsarian Sector, reminding even the most chaotic of outlaws that rules and discipline are not optional. Not in sight of those who carry the Quartermaster's title, and its customary beret. : You have a +2 bonus to intimidation checks while wearing this beret, doubled to +4 against creatures of chaotic alignment. Additionally, you can cast the *command* spell (spell save DC 13) without expending components using this item. Once you use this ability, you cannot do so again until you finish a short rest. }} {{imageMaskCorner1,--offsetX:30%,--offsetY:-25%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539299815989330/1161675880028979240/tomfarlane_a_pirate_from_space_science_fiction_in_the_style_of__7c5af785-83a1-40c6-85d2-9268fb23a214.png?ex=653929f8&is=6526b4f8&hm=3e88806db327a7e1bee3d22b0162dc13d125b011159c9d95c50d37610b6422d7&=&width=2000&height=3002){height:75%,right:-60px,top:500px} }} {{imageMaskCorner9,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539299815989330/1161675880028979240/tomfarlane_a_pirate_from_space_science_fiction_in_the_style_of__7c5af785-83a1-40c6-85d2-9268fb23a214.png?ex=653929f8&is=6526b4f8&hm=3e88806db327a7e1bee3d22b0162dc13d125b011159c9d95c50d37610b6422d7&=&width=2000&height=3002){height:75%,right:-60px,top:500px} }} {{pageNumber,auto}} {{footnote The Corsarian Sector}} \page {{imageMaskEdge5,--offset:25%,--rotation:200 ![](https://media.discordapp.net/attachments/1105488303710543923/1162045886436741130/tomfarlane_a_pirate_hoard_of_magical_items_gold_and_gems_in_the_06ba072d-4f1c-468d-a3bd-2a8e22e9da1d.png?ex=653a8291&is=65280d91&hm=27d7714c95c583d9f5e02387eab2c81646edc54da2b6fe8715c25fe40863189e&=&width=900&height=1352){height:117%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:25%,--rotation:140 ![](https://media.discordapp.net/attachments/1105488303710543923/1162045886436741130/tomfarlane_a_pirate_hoard_of_magical_items_gold_and_gems_in_the_06ba072d-4f1c-468d-a3bd-2a8e22e9da1d.png?ex=653a8291&is=65280d91&hm=27d7714c95c583d9f5e02387eab2c81646edc54da2b6fe8715c25fe40863189e&=&width=900&height=1352){height:117%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:20%,--rotation:76 ![](https://media.discordapp.net/attachments/1105488303710543923/1162045886436741130/tomfarlane_a_pirate_hoard_of_magical_items_gold_and_gems_in_the_06ba072d-4f1c-468d-a3bd-2a8e22e9da1d.png?ex=653a8291&is=65280d91&hm=27d7714c95c583d9f5e02387eab2c81646edc54da2b6fe8715c25fe40863189e&=&width=900&height=1352){height:117%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:18%,--rotation:273 ![](https://media.discordapp.net/attachments/1105488303710543923/1162045886436741130/tomfarlane_a_pirate_hoard_of_magical_items_gold_and_gems_in_the_06ba072d-4f1c-468d-a3bd-2a8e22e9da1d.png?ex=653a8291&is=65280d91&hm=27d7714c95c583d9f5e02387eab2c81646edc54da2b6fe8715c25fe40863189e&=&width=900&height=1352){height:117%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:15%,--rotation:360 ![](https://media.discordapp.net/attachments/1105488303710543923/1162045886436741130/tomfarlane_a_pirate_hoard_of_magical_items_gold_and_gems_in_the_06ba072d-4f1c-468d-a3bd-2a8e22e9da1d.png?ex=653a8291&is=65280d91&hm=27d7714c95c583d9f5e02387eab2c81646edc54da2b6fe8715c25fe40863189e&=&width=900&height=1352){height:117%,top:0px,left:00px} }} {{position:relative,top:255px,left:160px,text-align:center # Troves of Piracy }} {{position:relative,top:255px,left:160px,text-align:center *The Corsarians' Horde* : Whether through sheer finder's luck or straightforward plundering, the Pirate Factions have come across many objects of arcane power. Some of them they kept as they were, too mighty to be meddled with. Others they modify extensively to suit their nefarious purposes. And a few of them they even make themselves, from scratch... : Well, one does not live for centuries around the Eminent Star without picking up some arcane knowledge, it would seem. It'd be a mistake to underestimate them as simple swashbucklers and bandits, as any of them could randomly pull out a queer tube from their back pocket and disintegrate you with it. : Isn't the Astral Sea just swell? }} {{pageNumber,auto}} {{footnote Troves of Piracy}} \page ![chumbo](https://media.discordapp.net/attachments/1105918269992480819/1162086708494471310/tomfarlane_a_gun_as_a_dungeons_and_dragons_item_dnd_fantasy_art_6eaadefa-6dc5-4f9d-b0e7-dad5e9e2736a-transformed_1.png?ex=653aa895&is=65283395&hm=4a001e68e0c43847a1e049ab6b6c6e20971213390e9f4928a3a66b6d7a3b1080&=) {position:absolute,top:220px,right:440px,width:350px,mix-blend-mode:,transform:rotate(15deg)} {{watercolor8,top:140px,left:100px,width:300px,background-color:gray,opacity:80%}} {{position:relative,top:-25px #### Dame Eleanor's Flare *Weapon (Pistol), Rare (requires attunement)* : An old school piece, this classic firearm is an emblem of the Golden Age of Astral Piracy, the illustrious time in the Nova Cluster when the Code was more or less respected. This one was owned by Dame Eleanor Schultz, a pirate captain of legendary status. : You have a +2 to hit and damage rolls using this weapon. Additionally, you can choose to *quickdraw* while attuned to it, granting yourself advantage in an initiative roll. When you *quickdraw*, you must use your first action in combat to attack with this weapon. }} :::::::::::::::: #### Parchment of the Wayfarer *Wondrous item, Very Rare (requires attunement)* : To the casual observer, this may seem nothing more than a dry, old piece of paper. However, when the command words "Ahrym Eleian" are spoken, it instantly re-draws itself to represent an area 50 miles around its current position. : Once between long rests, a creature attuned to this parchment can create an *arcane eye* that appears at a place of their choice within the surface represented in the current map. Places shrouded from divination effects appear as blank space in the map, and cannot be targeted by its special arcane eye. ![Mapinson crusoe](https://media.discordapp.net/attachments/1105918269992480819/1162084831858003989/tomfarlane_a_GPS_map_as_a_dungeons_and_dragons_item_watercolor__bab433cc-a344-45c6-b95d-8f09cc2e68b9-transformed.png?ex=653aa6d6&is=652831d6&hm=0ea268abcc284604de268571b61af74de5dae474b063e757e00ed3484e27be53&=&width=676&height=676) {position:absolute,top:718px,right:440px,width:300px,transform:rotate(-3deg)} {{watercolor1,top:620px,left:-25px,width:470px,background-color:white,opacity:70%}} {{pageNumber,auto}} \column {{position:relative,top:-30px #### Burstfire Hoversack *Wondrous Item, Legendary (requires attunement)* : Many inventors, unsatisfied with the psionic movement of the Astral Sea, have invented devices to help the navigate the silvery expanse with greater haste. The Burstfire Hoversack is one of the most... insane attempts at this noble objective. : This sleek jetpack is made of beige metal and imbued with powerful and explosive arcane energy. When worn, it binds seamlessly to the user's back, with two ethereal flames that spark with blue and purple energy, giving off a faint hum. These do not burn the wearer, however. Its design is a contrived blend of artifice and magic, with glyphs and runes etched chaotically in its inner plates. ::::::::::::::::::::::::::::: The Burstfire Hoversack grants a creature that is attuned to it a flying speed of 60 feet. Additionally, it has 10 charges, which can be expended to create the following effects: : **Boom Barrage (5 charges)** As an action, the wearer can unleash a barrage of five arcane missiles from the jetpack. Each missile targets a point within 120 feet. Creatures within 10 feet of those points must make a DC 20 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much on a successful one. : **Overclocked Thrusters (3 charges):** As a bonus action, the wearer can activate the jetpack's overdrive, doubling their flying speed to 120 feet for up to 10 minutes. : **Evasive Maneuvers (2 charges).** As a reaction to being targeted by a spell or ranged attack, the wearer can use the jetpack's energy to make a quick evasive maneuver. The wearer gains advantage on the saving throw or a +5 bonus to AC against the triggering attack. }} ![jetpack](https://media.discordapp.net/attachments/1105918269992480819/1162089411173945474/tomfarlane_a_jetpack_as_a_dungeons_and_dragons_item_dnd_fantasy_81321980-13a0-49a0-8991-7a37f542a34a-transformed.png?ex=653aab1a&is=6528361a&hm=a73eeae8d5c348c1fae00f0dd6d153ef50e6e838835d43a1f65a90b44b37ff50&=) {position:absolute,top:265px,right:35px,width:400px,transform:rotate(-135deg),mix-blend-mode:multipl} {{watercolor2,top:-370px,left:500px,width:600px,background-color:darkred,opacity:50%,transform:rotate(7}} {{pageNumber,auto}} \page {{position:relative,top:-10px ##### The Feared Enforcers : When the Code of the Factions was established {{width:40px}} many decades ago, its signatories knew very {{width:50px}}well there would be those who tried to bend it, {{width:40px}}ignore it, or otherwise disrespect their great {{width:40px}} milestone of an agreement: a constitution for pirates and outlaws. And they prepared countermeasures. : The Corsarian Terminators are a living relic of {{width:40px}} that era, one of greater understanding between {{width:40px}}the dozens of corsarian factions. They {{width:60px}} wander the Corsarian Sector with only one {{width:40px}} purpose: to act as judge, jury and {{width:60px}} executioner of those who break the {{width:90px}} Code. Most of them have been {{width:90px}}destroyed over the years, either by the {{width:70px}}Mauve Gaard or by pirate upstarts. : But the strongest of them remain, {{width:70px}} wandering mindlessly, observing and {{width:50px}}computing all they see through those dead {{width:40px}} machine eyes. Judging. Killing. }} ::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:-70px ## Corsarian Terminator *Medium construct, lawful neutral* ___ **Armor Class** :: 22 (livign metal) **Hit Points** :: 238 (25d8 + 125) **Speed** :: 40 ft., fly 80 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|22 (+6)|20 (+5)|22 (+6)|16 (+4)|11 (--)| ___ **Saving Throws** :: Str +11, Dex +12, Int +12 **Skills** :: perception +10, investigation +12, **Damage Resistances** :: piercing, slashing and bludgeoning from nonmagical attacks **Damage Immunities** :: poison, psychic **Condition Immunities** :: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** :: darkvision 240 feet, tremorsense 60 feet **Languages** :: understands all but speaks in common only **Challenge** :: 19 (22,000 XP) ___ ***Legendary Resistance (3/day).*** When the Corsarian Terminator fails a saving throw, it can choose to succeed instead. : ***Eminent Overload.*** If the Corsarian Terminator consumes an Eminent Wisp, it immediately heals for 50 hitpoints. : ***Enforcer's Clauses.*** At the start of each of its turns, the Corsarian Terminator chooses one of the following options to boost itself for the round: : *Finder:* The Terminator gains 30 feet of truesight and can cast the *Locate Creature* spell at will, requiring no components. : *Judge:* The Terminator gains a +4 bonus to its Strength score, and an area 120 feet around it becomes warded from incoming or outgoing teleportation of any kind. : *Terminator:* The Terminator can make one extra attack when using its *Multiattack* action, and its *Living Metal* trait heals it for 15 hitpoints instead of 10 at the start of each of its turns. : ***Immutable Form.*** The Corsarian Terminator is immune to any spell or effect that would alter its form. : ***Living Metal.*** The Corsarian Terminator's body is arcane and self-repairing. When below half its maximum hitpoints, it regains 10 hitpoints at the start of each of its turns. When above this limit, it regains 10 hitpoints per minute until it is fully healed. The Terminator doesn't heal if it took lightning damage in the last round. : The Corsarian Terminator only dies if it starts its turn with 0 hitpoitns and doesn't heal. : ***Eject Head.*** When the Corsarian Terminator takes damage that brings it down to 0 hitpoints, it can choose to detach its head, which is considered a small creature with 30 maximum hitpoints and a flying speed of 120 feet, which acts immediately. The head will attempt to escape danger by any means necessary. : At the start of the Terminator's next turn, the body implodes. Creatures within 60 feet of it must succeed on a DC 20 Strength saving throw or be drawn 30 feet towards the implosion, taking 45 (10d8) force damage if they are within 30 feet of it after being moved. If they are within 10 feet, they are also transported to a random place within the Astral Sea. : Over the course of a week, the head can reform its body thanks to the living metal that conforms it. }} ![terminator](https://media.discordapp.net/attachments/1105918269992480819/1161815517548511242/tomfarlane_a_robot_as_a_space_pirate_fantasy_art_bording_a_ship_68a94b19-be7c-4d59-a74a-934d4986cedb-transformed.png?ex=6539ac04&is=65273704&hm=fbf56082c997d4f79b0453dc75a889ae830f9f89cc68a5b167c701f8d73b5d10&=&width=1850&height=2002) {width:505px,position:absolute,top:0px,right:40px,mix-blend-mode:multiply} {{watercolor4,top:-57px,left:450px,width:500px,background-color:#120077,opacity:80%}} {{footnote The Corsarian Sector}} {{pageNumber,auto}} {{imageMaskEdge5,--offset:39%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1159927031472074782/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532cd3a&is=6520583a&hm=856376eaf98bd4f7ad59e0aec8f5d1e004c4ca9e883e547d0a7bc33cae8a51fd&=&width=2000&height=3002){height:150%,transform:scaleX(-1),mix-blend-mode:multiply,top:860px,right:-50px} }} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ### Actions ***Multiattack.*** The Corsarian Terminator makes three attacks using its *Energy Blade* and *Wrist Mitraille*. Alternatively, it can make a single attack and use its *Eye Beam* action, if available. : ***Energy Blade.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 6) slashing damage and 11 (3d6) lightning damage. : ***Wrist Mitraille.*** *Ranged Weapon Attack:* +12 to hit, range 240ft., one target. *Hit* 23 (5d6 + 6) piercing damage. : ***Eye Beam (recharge 5-6).*** The Corsarian Terminator fires a beam of radiance in a 60 foot long, 5 foot wide line in front of itself. Creatures within that area must make a DC 20 Dexterity saving throw, taking 28 (5d10) fire damage and 28 (5d10) radiant damage on a failed save, or half as much on a successful one. : ### Bonus Actions ***Capture.*** The Corsarian Terminator attempts to grapple a medium or smaller creature within 5 feet of it. If the grapple succeeds, the Corsarian Terminator can immediately move the creature to a place within 5 feet of it to use it as a living shield, potentially granting itself cover against another foe. : ***Steadfast.*** The Corsarian Terminator prepares itself, gaining advantage on Strength, Dexterity, and Constitution saving throws until the start of its next turn. ### Reactions ***Energy Shield (3/day).*** As a reaction when targeted by an attack or damaging spell, the Corsarian Terminator projects an energy shield around itself that can take up to 30 damage before breaking. This shield cannot protect against melee attacks, however, and has vulnerability to lightning damage. ### Legendary Actions *The Corsarian Terminator can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Terminator regains spent legendary actions at the start of its turn.* : ***Jet Thrust.*** The Corsarian Terminator flies 30 feet in a direction of its choosing. If there are medium or smaller creatures in the way, they must succeed on a DC 20 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. : ***Anti-Neural Pulse.*** The Corsarian Terminator emits a short-range electromagnetic pulse. All creatures within 5 feet of it must make a DC 20 Constitution saving throw or be stunned until the end of their next turn. : ***Luminous Flare.*** The Corsarian Terminator emits a surge of blinding light in a 60 feet cone in front of itself. Creatures within that area must make a DC 20 Constitution saving throw or be blinded until the end of their next turn. : ***Deadly Exhaust (Costs 2 Actions).*** The Corsarian Terminator releases a cloud of toxic fumes in a 15 feet diameter sphere arount itself. Creatures that enter the area for the first time in their turn or begin their turn within it must make a DC 20 Constitution saving throw or take 35 (10d6) poison damage. Creatures who fail the save by 5 or more are also *paralyzed* until the end of their turn. : ***Deliver Payload (Costs 3 Actions).*** The Corsarian Terminator flies up to its speed in a direction of its choice before landing. If it flies above another creature over the course of this movement, it can drop an explosive on its position. Creatures within 15 feet of that point must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 18 (5d6) thunder damage on a failed save, or half as much on a successful one. : }} ![terminator](https://media.discordapp.net/attachments/1105918269992480819/1164322375224000593/Remove_background_project_3.png?ex=6542cab6&is=653055b6&hm=b71ae2148606af236f7d9a993e19f4b34bc48000148c10468270d9d4123a359e&=) {width:450px,mix-blend-mode:multipl,position:absolute,top:0px,right:10px} {{watercolor3,top:20px,left:400px,width:500px,background-color:gray,opacity:80%}} {{watercolor2,top:-300px,left:400px,width:500px,background-color:gray,opacity:80%}} {{imageMaskEdge4,--offset:15%,--rotation:105 ![](https://media.discordapp.net/attachments/1105488303710543923/1164328030664138853/tomfarlane_an_asteroid_field_as_a_fantasy_background_concept_ar_c1e02ad7-de21-4213-a7d7-3ca63f16c50b.png?ex=6542cffa&is=65305afa&hm=128633a91a52bc3c0675d216073859ca6b436460d5baae0f5d307ab396cba831&=&width=626&height=626){height:100%} }} {{imageMaskEdge1,--offset:20%,--rotation:65 ![](https://media.discordapp.net/attachments/1105488303710543923/1164328030664138853/tomfarlane_an_asteroid_field_as_a_fantasy_background_concept_ar_c1e02ad7-de21-4213-a7d7-3ca63f16c50b.png?ex=6542cffa&is=65305afa&hm=128633a91a52bc3c0675d216073859ca6b436460d5baae0f5d307ab396cba831&=&width=626&height=626){height:100%,left:px} }} {{imageMaskEdge4,--offset:20%,--rotation:-30 ![](https://media.discordapp.net/attachments/1105488303710543923/1164328030664138853/tomfarlane_an_asteroid_field_as_a_fantasy_background_concept_ar_c1e02ad7-de21-4213-a7d7-3ca63f16c50b.png?ex=6542cffa&is=65305afa&hm=128633a91a52bc3c0675d216073859ca6b436460d5baae0f5d307ab396cba831&=&width=626&height=626){height:100%,left:100p} }} {{pageNumber,auto}} {{footnote The Feared Enforcers}} \page {{backCover}} # That's all, Folks! : We hope you enjoyed this little sourcebook. The Nova Cluster is our fifth entry into this burgeoning universe we call the Codex of Strings. If you want to see more of us, we have a lot more content in our site: www.codexofstrings.com : We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Threadmaster-tier Patrons have climbed through the ranks of our organization, and are the lifeblood of this project: ##### **-- Dakota Hinton** ##### **-- Richard J Shepard III** ##### **-- Asin Samay** ##### **-- René Weiberlenn** ##### **-- Ofearthandiron** : Got any feedback? Ideas? Suggestions? We have an email! How very modern of us... : Reach us at support@codexofstrings.com ___ {{text-align:center,position:relative,top ##### Join us in voting for our next entry! www.patreon.com/codexofstrings }} ![background image](https://media.discordapp.net/attachments/1149849911337173134/1151926837589590037/city_o_string_1.png?width=3000&height=4000){position:absolute,bottom:0,right:-24px,height:100%}