Adventures in The Spiral

A Pirate 101 Augment for DnD 5e


Journey into the mysterious realms of the spiral, where legends are made.

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PART 1 | The Spiral

A Short History The Spiral

Many Years Ago…

The Great Explorer, Marco Pollo, sailed the great sky and mapped the world we now know as the spiral. He paved portal bridges between the worlds, allowing for quick travel, movement, and eventually, colonization. The Four Great Powers in the Spiral, Valencia, Monquista, Polaris, and Marleybone, quickly moved to claim this new world for themselves.

Competing colonial interests led to tension between the great powers, and then to war. Polaris, led by Emperor Napoleguin, launched a great war against Marleybone, Valencia, and Monquista. Every other realm in the Spiral soon found themselves drawn into the conflict as allies, mercenaries, or battlefields. Napoleguin’s military genius and strong navy brought the Spiral to its knees - his victory seemed assured, but Marleybone’s staunch resolve and Valencia’s new clockwork Armada finally defeated him.

The war and its aftermath was a wild, lawless time in the Skyways. Colonies, cut off from their owners, collapsed into anarchy or fell to hostile raiders. Mercenary ship captains constantly switched allegiances, fighting for Marleybone this week and Polaris the next, switching flags whenever the winds of profit and fortune changed. In time, some of these captains refused to follow any nation - they saw the ships of every side as prizes waiting to be pillaged. The first Pirates were born.

Now Pirates rule the skyways, far from the colonial grip of the Old World. Those called by fate find their fortune on the open sky.

 

 

Creating A Character, Combat, And Other Changes.

Skills, Abilities, Talents

In the original Companion Battler, Turn Based RPG Pirate101, or CBTBRPGP101, characters would use their skills, (Stat bonuses), Abilites, (Unique Attacks and Spells used in battle), And Talents (Passive Proc Chain Modifiers), to rule the high seas. These have been adapted in mutiple ways to fit the 5e system. With P101’s gameplay being incredibly reliant on one’s talent trees, and automatic proc chains, combat in this augment has been shifted to match that. You will do much more damage, kill things quicker, and sometimes, if you play your cards right, obliterate a wave of enemies without ever taking an action as you progress through your levels.

About Those Abilities

With every character in P101 having access to abilties, most every class in this augment is some form of caster. Some classes however, are still mostly martial fighters. Just embellished with special abilities similar to spells with limited uses, like spells. (They are spells). It should be noted for those who aren’t fans of casting spells, you won’t see a Bucaneer preparing a spell list, starting a ritual, or doing any vocal incantation other than the occasional “AVAST!” and “YARGH! any time soon.

It’s Hot Out Here

One thing from P101 that we’ve adpated for this augment is the way you attack enemies. Most enemies will be damageable, with reasonable AC’s but higher health pools. (At least on monsters and enemies who are meant to pose a challenge.)

All The Hits

Another system from P101, that I particularly loved, was the hit system. Originally the system for critting an enemy was more varied, instead of an all or nothing approach. This was the first mechanic that convinced me to create a P101 Augment. Here’s a quick breakdown of the New Crit System.

The Hit Crit System

Unlike traditional 5e, The Hit Crit System (Patent Pending) is more forgiving, and rewards players who hit crazy attack numbers, but miss that elusive nat 20.

Super Hit:Beating an enemy’s AC by +3 will result in a Super Hit, which adds an extra d6 to your damage roll.

Mega Hit: Beating an enemy’s AC by +5 will result in a Super Hit, which adds an extra 2d6 to your damage roll.

Epic Hit: Getting a Natural 20, or beating an enemy AC by 7, results in an Epic Hit, Doubling the original dice rolled for damage, and adding 2d6.

Off The Chain

Along with the extra oomph of the Super, Mega and Epic Hits, sometimes, depending on your class, achieving these hits will activate other Talens. Super, Mega, and Epic hits are the easiest way to start proc chains at lower levels. When you achieve one of these, make sure you arent forgetting any talents hiding away at the back of your Character Sheet.

Lights And Camera Required

On a turn in this augnment for 5e, you have a few more options with what to do. You have two actions available to you, along with your bonus action. However, only one of those actions, unless otherwise specificied, can be an attack or spell attack.

For example,

a Privateer could Rouse his teammates for some HP at the start of his turn, and also attack the Cutthroat running towards him. We’ve made this change to better reflect the system in P101, and so that you can use some classes to the fullest.

Some classes have access to damage boosting or special martial attacks. These count as one action.

Traps, Snares, or Obstacles do not count as attacks.

 

 

A Note About The Skyways

Youd be shocked at what you can find even in the skyways by the bigger cities. There’s just too much space. There aint’t one man, or country for that matter, that could have it all.”- Prospector Zeke

The Spiral is made up of countries, who control great territories called Skyways. Think of countries like giang archipelagos in the ocean, but there’s no ocean. Where an ocean would be, there is sky. There’s currents, wildlife, and stormy weather just like the ocean, but there is no water. Skyways are huge, some being weeks long journeys across. This doesn’t prevent lakes, swamps, mountains, rivers, canyons, or any other kind of landscape from existing, the only thing in the Spiral that does not exist is an ocean. So when out on the Skyway, try not fall off the side.

 

 

The Spiral:

And its people


 

 

Valencia, Land of Clockwork

“Sometimes at night you can hear it. The groaning of wood against metal, the constant ticking. All you can do is close your eyes and pray it passes by.” -Morgain Lafitte’

A proud people, nevermore

The Artists and scientists of Valencia have long since been renown for their intricate work and advancements. But for many years now, their country is being torn apart, and the Spiral with it. The Clockwork armada once created to defend them, has taken control and is rapidly expanding. Their homes and cities slowly decaying while under the crushing and watching eye of the Clockwork Soldiers.

VALENTIAN BACKGROUNDS

Adventurers who hail from the marble halls of the Valencian country, have several available backgrounds to choose from.

Artisan crafstman

You spent many years apprenticed to a master, learning the tools and trade of the Clockmaking profression of your people.

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Skill Proficiencies: Insight, History

Tool Proficiencies: One set of Artisan Tools

:Languages: One of your choosing

: Equipment: A set of Artisan’s Tools, a set of Worker’s Clothes, a Small Pouch of crafting materials, and a handcrafted watch worth 50GP.

Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence.

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One Type Of Gaming Set

:Languages: One of your choosing

: Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp.

 

 

Valencia, Continued

Inheritor

You are the heir to something of great value – not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you – by force, if need be.

Skill Proficiencies: Survival, Plus one from Arcana, History, or Religion

Tool Proficiencies: One set of Artisan’s Tools,

:Languages: One of your choosing

: Equipment: Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15gp.

Faction Agent

For many years, you have served the intrests of another. A collective that you belong to has chosen you as their agent, either in public, or otherwise, and you work to do your best to further the intrests of your fellow faction members.

Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction.

Tool Proficiencies: None

Languages: Two of your choice.

Equipment: The badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp

Clockmaker

You spent your youth in the trade shops of the clockwork district, which has give you insider knowledge about the inner workings of the Clockwork soldiers and their machinery.

Skill Proficiencies: History, Insight

Tool Proficiencies: One Type of Artisans Tool’s, Tinker’s Tools

:Languages: None

: Equipment: A set of fine clothes, A set of Artisan’s Tools, a Set of Tinker’s Tools, and a purse containing 25gp.

Feature: You gain proficiency in checks regarding the phsyical workings of modern mechanical structures, and checks regarding the Clockwork Soldier Armada.

 

 

Polaris, Land Of Ice and Cannon

“The Cold comes in slowly it does. Gnaws at your bones until your nothing but ice. Does that scare ye pirate?” -Mordekai

Of Cold And Steel

The people of Polaris have long hidden away in the cold dark of their homeland. Military Might, strategy, and business, were long the greatest tenets of the Polarian people. Since the war, they have slowly descended into civil war and chaos. The fractured government of Polaris has little control of it’s greater territories, and many have left seeking a new life of adventure on the spiral.

Polarian Backgrounds

Adventurers who hail from the frigid swaths of the Polarian country, have several available backgrounds to choose from.

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies: Athletics, Survival.

Tool Proficiencies: One type of musical instrument

Languages: One of your choice.

Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10gp

Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield.

Skill Proficiencies: Athletics, Survival.

Tool Proficiencies: One type of gaming set, Vehilces (Sea)

Languages: One of your choice.

Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes, and a pouch containing 10gp

 

 

Polaris, Continued

Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.

Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival

Tool Proficiencies: None

Languages: Choose two languages

Equipment: A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.

Ice Road Smuggler

To you, the only thing between legal trade and illegal trade is a piece of paper or an agreement between lying men. You spent your life learning the passages and caverns of the ice, and the greater Skyway, to your benefit.

Skill Proficiencies: Perception, Stealth

Tool Proficiencies: Forgery Kit

Languages: Choose one Racial Language

Equipment: A forgery kit, a set of common clothes, and a pouch containing 5g, and a map of the local smuggling route of your homeland.

Feature: You have expert knowledge in shipping routes, trade, or criminal activity in Polaris and the Spiral. You gare in export in the illegal shipping of contraband, and where to procure, sell or trade these items.

 

 

Monquista, Land

Of Fortune

What is to be said about Monquista? They never seem to stop fighting one another, all they care about is money, and everytime I visit there’s someone i’ve never heard of in charge. Truth is, I think i’m starting to see the allure.”- Bonnie Anne

Riches Gained, Riches Lost

For many years, Monquista existed as no more than a small, midlevel wealth country with a tight monarchy and a poor people. But the wealth they found in the Jungles of the Skull Island Skyway changed the fate of their country forever.

Monquistan Backgrounds

Adventurers from the dry capitol of Monquista, or the wet jungles of a colony, have several backrounds to choose from.

Archeologist

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

Skill Proficiencies: History, Survival

Tool Proficiencies: Cartographer’s tools or navigator’s tools

Languages: One of your choice

Equipment:A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp

House Agent

You have sworn fealty to a Noble Monquistan house. You’re likely a member of one of the house’s influential families; otherwise you’re an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative.

Skill Proficiencies: Investigation, Persuasion

Tool Proficiencies: Two proficiencies from the House Tool Proficiencies table

Languages: None

Equipment: A set of fine clothes, the signet ring of your house, identification papers, and a purse containing 20gp

Hermit

ou lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Herbalism kit

Languages: One of your choice

Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

 

 

Monquista, Continued

Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder

Skill Proficiencies: Deception, Stealth

Tool Proficiencies: Forger’s kit

Languages: Two of your choosing

Equipment: A breifcase of papers and the tools to forge them, signet rings of noble houses of Monsquista, and a pouch containing 50gp

Monquistan Merchant

Before becoming an adventurer, you were a successful merchant from Monquista. Your family operated warehouses, organized caravans, managed stores, or owned a ship, and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into Puerto Mico, or they export fine cloth, faceted gems, fine furs, or Bottle’s of Yum, the drink of life. Regardless, you’ve largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: Vehicles (Sea)

Languages: One of your choice

Equipment: A set of fine clothes, a signet ring, a letter of introduction from your family’s trading house, and a purse containing 25gp

Feature: You have intricate knowledge of open markets, business deals, and trade. You have a network of former associates who can help you, for a fee of course.

 

 

Marleybone, Land of Powder

“I asked a royal marine once if he’d pick between his family and his flag. He told me there wasn’t a difference.” - The Commodore

The Banner That Never Falls

One of the great naval powers of the Spiral, Marleybone is a thriving center of industry and innovation. The center of a mercantile empire, Marleybone has colonies in Skull Island, Darkmoor, Krokotopia, and Zafaria, and their trading companies sail the entire Spiral.

Marleybone Backgrounds

Adventurers from the cobblestone streets of Marleybone, or one of its colonies, have several backgrounds to choose from.

Marine

You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: Vehicles (land & water)

Languages: None

Equipment: Equipment: A dagger that belonged to a fallen comrade, a folded rag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a pouch containing 10gp

Smuggler

On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master’s oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.

Skill Proficiencies: Athletics, Deception

Tool Proficiencies: Vehicles (water), Thieve’s Tools

Languages: None

Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp

Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Navigator’s tools, vehicles (water)

Languages: None

Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10gp

 

 

Marleybone, Continued

Watcher’s Eye

You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

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Skill Proficiencies: Athletics, Insight

Tool Proficiencies: None

Languages: Two of your choice

Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10gp

Royal Marine

A soldier of the highest order, you’ve sailed the skyway, took towns and beaches, and done it all in the name of the crown. Trained with all manner of weapons, and all manner of tactics, you are a soldier like no other.

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: Gaming Set of your choice

Languages: None

Equipment: A dagger, An Explorer’s Pack, a Harpoon with rope, and Pouch of 15gp

Feature: Your experience with seafaring vessels rivals only your knowledge of your rifle. You have an intimate knowledge of military history and different factions, and their logistics.

 

 

MooShu, Land of Blooms

“Met a warrior from MooShu once. Watched him carve a ship in two. He didn’t even draw his sword.” -Captain Avery

The Quiet and Open Grave

The land of Mooshu is one of the oldest, and most mysterious, lands in all the Spiral. Warriors of legend, Artisan Craftsmen, and Great Philosophers has long since lived in solitude from the outside powers, keeping it people, and it’s secrets, to itself.

MooShu Backgrounds

Adventurers from the bamboo forests and stone mountains of Mooshu have several backgrounds to choose from.

Far Traveler

Almost all of the common people and other folk that one might encounter in the Spiral or elsewhere have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

You aren’t one of those folk.

You are from a distant place, one so remote that few of the common folk in the Skull Island Skyway realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of The Spiral for your own reasons, which you might or might not choose to share.

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.

Skill Proficiencies: Insight, Perception

Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland

Languages: Any one of your choice

Equipment: One set of traveler’s clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10gp in the style of your homeland’s craftsmanship, and a pouch containing 5gp

Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies: Arcana, History

Tool Proficiencies: None

Languages: Two of your choice

Equipment: A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: One type of artisan’s tools, vehicles (Sea)

Languages: Two of your choice

Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10gp

 

 

MooShu, Continued

Bounty Hunter

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools

Languages: Two of your choice

Equipment: A set of clothes appropriate to your duties and a pouch containing 20gp

Ronin

Once distinguished and honorable, now fallen from grace. A warrior with no master, a sword with no banner. You wander the Spiral with nothing to your name but your skill, wits, and whatever gold you can earn by your own hand.

Skill Proficiencies: Pick three from Nature, Survival, Medicine, Intimidation, Stealth, and Insight

Tool Proficiencies: Caligrapher’s Tools

Languages: One of your choice

Equipment: A old set of armor and clothes of your house, a Caligraphy set, two bags of ball bearings and a pouch of 25gp.

Feature: You still have several connections to your MooShu heritage, making you friendly to most MooShu you find outside of Mooshu itself.

 

 

Skull Island, Land of Pirates

“A pirate isn’t a man, Or a ship. A pirate is a force of nature, a revolution, an idea. A Pirate is a moment that sneaks up on you in the night. And trust me, you’ll never see it coming.” -Ol’ Fish Eye

 

 

Skull Island, Land of Pirates

“There isn’t a man alive who hasn’t dreamed of it once.”- Captain Gunn

The People’s Democracy

The Skull Island Skyway has long been called a den of theives, brigands, and killers. But for some time now, there are those who live in the skyway who simply wish to live peaceful lives, raise families, and build a real community. Avery’s Court, for example, is emerging as a true unified power in the skyway, even if it still swarms with the uncouth.

Skull Island Backgrounds

Adventurers from the dense jungles and colonial towns of Skull Island have several backgrounds to choose from.

Shipwright

You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.

Skill Proficiencies: History, Perception

Tool Proficiencies: Carpenter’s tools, Vehicles (water)

Languages: None

Equipment: A set of well-loved carpenter’s tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler’s clothes, and a leather pouch with 10 gp

Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

Skill Proficiencies: Choose two from Intimidation, Survival, Athletics

Tool Proficiencies: Choice of one gaming set

Languages: None

Equipment: A dagger from a treasure long since looted, a horn of powder, A set of Traveller’s Clothes, and a pouch of 25g

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth

Tool Proficiencies: One type of gaming set, thieves’ tools

Languages: None

Equipment: A crowbar, a grappling hook, a set of dark common clothes including a hood, and a pouch containing 15gp

 

 

Skull Island, Continued

Gambler

All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.

Skill Proficiencies: Deception, Insight

Tool Proficiencies: One gaming set

Languages: One of your choice

Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp.

Gunnery Sergeant

You spent your life raised on the high seas, and the walls, of the skull island skyway, defending your home from any who wish it harm. Cannon are your preferred love language, and powder is in your blood.

Skill Proficiencies: Sleight of hand, Athletics

Tool Proficiencies: One gaming set, Smith’s Tools

Languages: None

Equipment: One gaming set, a horn of powder, a bronze compass, a uniform of your company or army, and a pouch with 5sp.

Feature: Your experience with cannon rivals few. You know the inner workings of explosives, firearms, seige equipment, and naval fortifications.

cat warrior

 

 

Dragonspyre, Land of Flame

“Ain’t nothin out there but fire-and-brimstone brother. Chunk of coal on a dying fire. Or so they say.”- Buffalo Bill

Black Rock, Red Flame

Not much is to be said about Dragonspyre. For many a pirate, it is simply an interchange, a stopping point in between hops in the spiral. But some speak of dark ruins, ancient dungeons, and mysterious peoples. It’s unknown if anyone even comes from Dragonspyre, but there is something there to be found.

Dragonspyre Backgrounds

As Dragonspyre has no culture or government, Adventurers from its molten shores are free to choose any background that suits them. As tradition, there is one custom background for those from the Dragonspyre skyway.

Spyrewatch

The dark towers and caverns of the Dragonspyre once held great numbers of peoples. Time has left those people behind. You are amongst a number of very few, those tasked by some greater power, calling from within, to watch over the ruins of the Spyre, waiting for the day that you endlessly prepare for to arrive.

Skill Proficiencies: Survival, Athletics

Tool Proficiencies: Woodcarver’s Tools

Languages: Draconic

Equipment: A map of a Dungeon you have explored in the Dragonspyre, a Cloak with a symbol of a Great Wyrm on it, A dungeoneer’s Pack, 50ft of rope.

Feature: Your solitude in the rough terrain and dangerous conditions of Spyrewatch have left you hardened. You are able to surive out in the wilds with little food and can move in rough terrain as if it were normal.

 

 

Cool Ranch, Land of Sunsets

“Spent a couple years out in Cool Ranch. Did a little pannin’, a little cowboyin’. Those sunsets never get old. And I never did get the sand out of my boots.”- Captain Gunn

The Sands That Cover All

If there is a bright center to the Spiral, Cool Ranch is the realm it is farthest from. Scattered across the dry wastes of cool ranch, past the abandoned mines and ghost towns of days past, live pockets of people. Cool Ranch has long been considered a wild place, even for the Spiral. Its’ size dwarfs even the largest of the countries, being the largest by almost two times. It takes a three week journey to get from the farthest reaches of Cool Ranch. The people here have evolved to thrive in such conditions.

Cool Ranch Backgrounds

Adventurers from the dry sands and ghostly towns of Cool Ranch have several backgrounds to choose from.

Cowboy

You spent your life raised on the ranch, herding animals, training horses, with an iron on your waist. Cowboys have become a figure of special significance and legend. Some have chosen to be outlaws and gunslingers, choosing to make their money rustling livestock and robbing banks and caravans. Due to these criminals, many Cowboys find themselves pulling security duty, patrolling the land and defending the herd from theft, or chasing down rustlers or bandits who have stolen from them.

Skill Proficiencies: Animal Handling and Survival

Tool Proficiencies: Vehicles(land) and Harmonica (or other musical instrument)

Languages: One of your choice

Equipment: Wrangler’s Pack, a set of traveler’s clothes, a good luck trinket, harmonica (or other musical instrument), small satchel containing 15gp.

Jack Of All Trades

You were raised as a second set of hands for some working person in Cool Ranch, which is many. Maybe on a caravan, or in a tavern, you learned your way around tools. You find any work almost anywhere. With your broad knowledge and flexibility with almost any tools or instruments, people want to hire you without a doubt. You’re an all-rounder that can survive either ways in the civilization or in the wild.

Skill Proficiencies: Performance, Persuasion

Tool Proficiencies: two artisan’s tools of your choice

Languages: None

Equipment: A set of artisan’s tools of your choice, a scroll case with several parchments of technical drawings and manuals, a set of traveler’s clothes, and a belt pouch containing 15 gp.

Armed Escort

Your family, or you, has ties to merchants and other such entities who hire your services to deliver goods of all sorts to the far reaches of the realm. You take full responsibility of the transportation and security of the merchandise, with which you always stake your reputation and honor on the line. You have traveled to many places, high and low. Delivery is done during day and night may it be rain or shine.

Skill Proficiencies: Survival and Persuasion

Tool Proficiencies: Vehicle (Land)

Languages: One of your choice

Equipment: A set of traveler’s clothes, a hooded lantern, 2 oil flasks, a leather case with a few drawn road maps, and a belt pouch containing 10 gp

 

 

Cool Ranch, Continued

Marshal

You have sworn an oath to enforce the law. You are given more or less free reign to manage judiciary operations within a wide swath of territory and use whatever level of force you deem reasonable. The Cool Ranch won’t be a wildland forever, you’ll see to that.

Skill Proficiencies: Intimidation, Investigation

Tool Proficiencies: Calligrapher’s tools.

Languages: One of your choice

Equipment: Set of common clothes, manacles, Stetson, tin star, wallet containing 10 GP

Gunman

Dark canyons, sun rising over the edge. The perfect shot, the perfect moment. Gunmen live for the race, the cat and mouse with the lawmen, bullets whipping by your head. Adrenaline Junkie, you get your kicks the only way you know how. 10 steps at a time.

Skill Proficiencies: Intimidation, Sleight of hand

Tool Proficiencies: Smith’s Tools, Tinker’s Tools

Languages: None

Equipment: Set of common clothes, Set of tinker’s tools, Set of Smith’s tools , Stetson, A package of cigarettes, a wallet with 3gp.

Feature: Your Years of skrimishes with lawmen and other criminal orginizations has given you an indepth knowledge of both entities. You know their tactics, and weaknesses

 

 

Aquila, Land Of Sky

“Aquila’s got a lot to hide. Lotta skeletons in that country wide closet. Lotta gold too. Just gotta climb higher than God ever made you to if you want to get any of it.”- John Remmington

Where The Stone Meets the Heavens

Aquila is land of Eagles, and it’s geography reflects that. Gigantic, virtually unscalable mountains, plains and forests that never end and gorges and canyons so deep they take days to fall down. The formerly titanic military power has split into small city-states, ruled by one emperor, yet many live so far from the seat of power that they live virtually completely liberated lives.

Aquila Backgrounds

Adventurers from the grassy plains and massive mountain ranges of Aquila have many background options to choose from.

Nomad

You were born on the great plains, and your caravan spent mere minutes at that place until you moved again. Such has been your life as long as you can remember. Constantly moving, always changing, such is the way of the Nomad.

Skill Proficiencies: Nature, Survival

Tool Proficiencies: A musical instrument of your choice

Languages: One of your choice

Equipment: A bedroll, a set of traveler’s clothes, a blanket, an ink pen and vial of ink, a journal of your previous travels, a trinket from your travels, and a belt pouch containing 5 gold.

Wayfinder Guildsman

The Wayfinder guild consists of small gathering points scattered across the land where its members usually take on jobs being scouts, guards, and traders. While the guild doesn’t have a large presence in any city or town, the guild does have a presence in most places that have a good amount of trade.

Skill Proficiencies: Investigation, Survival

Tool Proficiencies: Vehicles (Land)

Languages: One of your choice

Equipment: A hourglass, signal whistle, a local map of the area, a set of common clothes with a guild insignia, and a pouch containing 10 gp

Messenger

As you grew, you were one to rely on. Information was entrusted to you, and as time moved on you became a valued member of a guild or family messenger. Such a title is meaningful in days like these, where many a messenger falls in the eyes of a pirate.

Skill Proficiencies: Insight, Survival

Tool Proficiencies: Navigator’s tools

Languages: One of your choice

Equipment: A Satchel, A map of your local state, 10 pieces of paper, 5 ink bottles, travelers clothes, 10gp and the crest of your previous employer.

 

 

Aquila, Continued

Runaway

Maybe you grew up in a nobles home, maybe you were just a well off family. Maybe your family has been in a trade for generations. But you’re not having it. You don’t want your path carved for you. You want to carve your own path. So you’ve run away from home. You’ve run away from everything you knew.

Skill Proficiencies: Insight, History

Tool Proficiencies: Artisan’s Tool of your choice

Languages: One of your choice

Equipment: A set of travelers clothes, A set of artistan’s tools, one keepsake from the family you left, and a belt pouch containing 15 gp

Gatekeeper

Like your family before you, you watch over a gate portal, an ancient relic reactivated to unite kingdoms. Your’s may be in the center of a village, or like many, lost in the ruins of a city gone ages ago. But you continue your watch, as you will forevermore.

Skill Proficiencies: Survival, History

Tool Proficiencies: Musical Instrument of your choice, Tinker’s Tools

Languages: None

Equipment: A set of travelers clothes, A musical instrument, a set of tinker’s tools, 50 feet of rope, a sleeping bag, a keystone from your gate portal.

Feature: You have an intimate knowledge of the Gate portal system, and using your keystone one allows you one free use of a gateportal each day.

 

 

Classes


 

 

Buccaneer


 

 

Buccaneer

Bold and Furious

“The sand of the gladiator pit started to settle. The Hammerhead stood tall over dozens of stray bodies, greataxe in hand, covered in blood. Cuts on his body dripped slowly as he readjusted his grip. The gates of the pit opened its maw wide, its dark shadows concealing the next great terror he would face. A massive beast crawled its way into the arena, hulking like a titan. He did not move, he did not quiver, he did not run. His gaze met the beasts’, for he knew the battle was already won.” An excerpt from the tales of the great warrior Mordekai, of his victories in the gladiator pits of Monquista.

Buccaneers are almost always found at the forefront of battle, enemies on all sides. They are the heart of the battle, a wave of force, turning the tides of battle single handedly. A Master Buccaneer is not a man but an army, conquering all who stand in their path.

Bucaneer
Level Proficiency Bonus Features Rages —Rage Damage —
1st +2 Rage, Kraken’s Coils 2 2
2nd +2 Unarmored Defense, Reckless attack 2 2
3rd +2 Body Training (Subclass) 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra attack, Turn The Tide 3 2
6th +3 Subclass feature 4 2
7th +3 Shark’s Fury, Mighty Charge 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Turn the Tide 2 4 3
10th +4 Subclass Feature 4 3
11th +4 Repel Boarders 4 3
12th +4 Ability Score Improvement 5 3
13th +5 Triton’s Song 5 3
14th +5 Subclass Feature 5 3
15th +5 Highland Charge 5 4
16th +5 Turn The Tide 3 5 4
17th +6 The Reaper’s Hammer 6 4
18th +6 Repeal Boarders 2 6 4
19th +6 Subclass Feature 6 4
20th +6 Leviathan’s Might Unlimited 4

Class Features

As a Bucaneer, you gain the following class features

Hit Points

Hit Dice:
1d12 per Bucaneer level
Hit Points at 1st Level:
12 + your Constitution modifier
Hit Points at Higher Levels:
1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor:
Light Armor, Medium Armor, Shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Spellcasting Ability

Spell save DC
= 8 + your proficiency bonus + your Strength modifier
Spell attack modifier
= your proficiency bonus + your Strength modifier

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) (a) a greataxe or (b) any martial melee weapon
  • (a) Boarding Cutlass or (b) any simple melee weapon
  • an explorer’s pack and four Pistolas

 

 

Buccaneer, Continued

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Kraken’s Coils

Your experience in combat gives you a natural advantage in hand to hand combat. You have advantage on Atheletic’s Checks to make or maintain a grapple. Additonally, You can throw grappled enemies as a bonus action. If a thrown enemy collides with an obstacle, they take 1d6+ Your Strength Modifier force damage. This increases to 2d6 at level 7, 3d6 at level 14, and 4d6 at level 20.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shark’s Bite

Beginning at 5th level, When you get a Mega hit, you deal an additional 1d6+Str force damage.

Turn The Tide

Beginning at 7th level, When you get a Mega hit, You can attack another enemy within range with advantage.

Turn The Tide 2

Beginning at 9th level, When your HP is reduced to 25%, gain advantage on attack rolls. Extra damage done from Super, Mega, or Epic attacks heal you.

Repel Boarders

Beginning at 11th level, creatures provoke an attack of opportunity when they enter your reach.

Triton’s Song

As an action on your turn, you can shout fiercely to taunt your enemies, Enemies who damaged you in the last 30 seconds of combat are taunted. Taunted enemies make attack rolls against friendly targets that arent you with disadvantage.

Highland Charge

Starting at level 15, when you make a successful melee attack agains an enemy, you can roll an opposed strength check to knock them prone. (3/Long rest)

 

 

Buccaneer, Continued

Turn the Tide 3

Starting at level 16, when taking damage that would reduce you to below 50% max health, only take as much damage to reduce you to 50% max health, and gain an oppurtunity attack on the enemy that attacked you.

The Reaper’s Hammer

Starting at level 17, Killing an enemy while in a rage allows you to take another enemy within 15 feet.

Repel Boarders 2

Starting at level 18, When an enemy moves into your range, make an attack on them with advantage.

Leviathan’s Might (Ability) (Level 20)

Once per long rest, enter a impossible fury, attacking a single target repeatedly until you miss, or until the target dies.

Body Training, Juggernaut

“Be the mountain, be the stone. Be the iron, the splitter of bone.” 7th Column, Second reading of the path of the juggernaut.

Juggernauts

Juggernauts are titans of the battlefield, shifting the tides of battle with their raw strength, size, and power. Juggernauts are known as powerful foes on the battlefield, truly encompassing the meaning of “One Man Army.”

Titan’s Wrath

Starting at 3rd level, while in a rage, you manifest oceanic spirit chains. You manifest chains equal to your proficiency bonus each time you rage. These chains have a range of 15 feet originating from yourself. As a bonus action, You can make an attack with these chains, or make an opposed strength check to restrain the target. The chains deal 2d4 psychic damage. (increased to 2d8 at 10th). These chains dissapear when you exit your rage.

Grasp of the Sea

As an action on your turn, call upon the ancestral chains of the juggernaut, and target an enemy with a size no more than one size larger than you within 45 feet. The enemy must make a dexterity saving throw or be grappled. The enemy is brought within 5 feet of you, takes 2d8 force damage, and its speed is reduced to 0. (3/Sr)

Tidewake

Tremors erupt from your position, slowing anyone caught in its wake. Any Creatures in a 15 ft radius must make a constitution saving throw or be knocked prone and have their speed reduced to 10. Anyone within 5ft of the source take 2d8 thunder damage. (3/Lr)

Depth Charge

As an action on your turn, you can target a creature you can see within 45 feet and send an earthquake towards them. Any creature in the path of the quake must make a dexterity saving throw or be knocked prone and take 2d8 force damage on a failed save, or half as much damage on a successful one. The targeted creature must make a constitution saving throw or are knocked prone, stunned, and takes 4d8 force damage on a failed save, or half as much damage on a successful one. (3/Lr)

 

 

Buccaneer, Continued

Body Training, Executioner

“It’s not what you call conventional. But who’s going to argue its’ effectiveness in dispatching the sinful?”- St. James the Third Holy Executioner of Aquila

Executioners

Executioners are tornados of blade and fury, carving their enemies and rending them asunder. Executioners excel in extreme violence, yet their Clergical origins suggest a different original purpose.

Holy Revere

Beginning when you choose this path at 3rd level, you can call upon higher powers to smite the unworthy in battle. When raging, any enemy who would have been reduced to 5hp or less is killed. This increases to 10hp at level 6, 15 at level 10, and 25 at level 14.

Metal Fury (Level 6)

Spin your blades in a 10 foot circle around you. Any creatures inside of the radius must make a dexterity saving throw or take 2d8 radiant damage and 1d8 slashing damage on a failed save, or half this damage on a successful one.

Carve (Level 10)

As an action on your turn, Carve the air with your blade in a 25 foot line, doing 3d10 + Strength slashing damage to anyone in the line. Anyone hit by the attack must make a constitution saving throw or be stunned. (3/Lr)

Guillotine (Level 14)

As an action on your turn, you can target an enemy no larger than one size larger than you that you can see within 30 feet. You dash to this enemy and strike with a forceful blow. This attack does 4d8 Force damage, and knocks the target backwards 30 feet. If the target strikes an object, they take an additional 3d6 force damage, and are knocked prone. (3/Lr)

Body Training, Gladiator

“The pits make the strongest fighters. There’s never been any question about it. Anyone who disagrees has never seen me.” -Mordekai

Gladiators

Gladiators are heroes of the fighting pits, where fighters are pitted against great foes, and combat is the only way out. Gladiators specialize in martial combat, and are proficient with the use of many weapons. Gladiators have access to unique weapon types, and can dual wield single handed weapons.

Champion’s Rout

Beginning when you choose this path at 3rd level, you can explode into a flurry of blows and fervor when you rage. When raging, you gain an additional attack as a free action, and can use an action to make a strength check, knocking an enemy prone upon failure.

Crushing Blow (Level 6)

As an action on your turn, when you successfully attack a creature, you can find the weakness in an opponents armor, dealing an additional 2d6 to your normal damage, and the enemy must make a constitution staving throw or be stunned on a failed save. (3/Sr)

Reflected Blow

As a reaction, when an enemy attacks and hits you, deflect the damage and strike back, dealing 3d8+Str bludgeoning damage. The enemy is knocked back 5 feet.

Iconic Finisher

Aa an action on your turn, Deem an opponent unworthy, and deliver a powerful strike for 6d8 piercing damage. The enemy must make a constitution saving throw or be knocked unconcious.

 

 

Swashbuckler


 

 

Swashbuckler

Dark And Dangerous

“The Boots of the clockworks echoed in the stone halls. Shadows blended together in the dim green light. The Thief slid past a pair of guards without a sound. The maze she found herself in was unlike any other she had experienced, but that didn’t matter. A clockwork twenty yards exploded and the rest of the guard rushed to the noise. She caught a few on the fringe. Cut them down in an instant. With prize in hand, she left the palace. The Valencian houses had long been ravaged by the mysterious burglar that was never caught. She never was caught by the way, not by anyone.” -A story from the tales of Blind Mew, about the Great Thief of Valencia.

Swashbucklers are an interesting phenomena on the battlefields and ships of the Spiral, more specified and niche than your average Corsair or Privateer, less raw strenght than a Buccaneer, and more personal in their delivery than a Musketeer. But a true swashbuckler, one who has refined their craft, honed their edge, given the time and oppurtunity, can topple a regime, overthrow a government, or demolish a society in a night.

Swashbuckler
Level Proficiency Bonus Features Sneak Attack
1st +2 Sneak Attack, Swashbuckler’s Code 1d6
2nd +2 Cunning Action, Expertise, 1d6
3rd +2 Swashbuckler Archetype, Steady Aim 2d6
4th +2 Ability Score Improvement, Walk in Shadows 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise, Riposte 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement, Walk in Darkness 4d6
9th +4 Archetype Feature 5d6
10th +4 Back Stab 5d6
11th +4 Reliable Talent, Dance of Steel 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Archetype Feature 7d6
14th +5 Blind Sense, Assassin’s Gloom 7d6
15th +5 Slippery Mind, Shadowcase 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Archetype, Steel Gambit 9d6
18th +6 Elusive, Assassin’s Shroud 9d6
19th +6 Ability Score Imrpovement 10d6
20th +6 Black Star 10d6

Class Features

As a Swashbuckler, you gain the following class features

Hit Points

Hit Dice:
1d8 per Swashbuckler level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per swashbuckler level after 1st

Proficiencies

Armor:
Light Armor
Weapons:
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:
one musical instrument, Thieves’ tools
Saving Throws:
Dexterity, Intelligence
Skills:
Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Spellcasting Ability

Spell save DC
= 8 + your proficiency bonus + your Dexterity modifier
Spell attack modifier
= your proficiency bonus + your Dexterity modifier

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) a shortsword
  • (a) a set of 10 throwing daggers or (b) shortsword
  • Leather armor, two daggers, and thieves’ tools

 

 

Swashbuckler, Continued

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Increases with levels taken in this class as shown by the Swashbuckler’s Table.

Smugglers’s Code

During your Swashbuckler training you learned Smugglers’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Smugglers’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages.

Cunning Action

During your Swashbuckler training you learned Smugglers’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a Smugglers’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for smugglers on the run.

homebrew mug

Morgan Lafitte

Swashbuckler Trainer

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Walk in Shadows

Beginning at 4th level, as a bonus action, you can dissapear into the shadows and make yourself invisible. Attacks against you roll with disadvantage, and attacks you make are made with advantage. The effect lasts 1 minute, and ends if you cast a spell or attack. (3/Sr)

 

 

Swashbuckler, Continued

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Riposte (Reaction)

Beginning at 6th level, When an enemy damages you, you can make an attack against them.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Walk In Darkness

Beginning at 8th level, as a bonus action, you can summon a wave of shadow and make you and each creature of your choice within 10 feet invisible. Attacks against you roll with disadvantage, and attacks you make are made with advantage. This effect lasts 5 minutes, and ends if you cast a spell or attack. (3/Lr)

Back Stab

Beginning at level 10, when you attack an enemy and kill them, you go invisible and can attack again. This effect lasts 30 seconds, and ends when you cast a spell or attack.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Assassin’s Gloom

Starting at 11th level, when you go invisible,you can choose to summon a 15 foot cloud of Gloom Fog to erupt from your present location. The cloud lasts for 1 minute. Enemies inside of the cloud during the eruption must make a dexterity saving throw, and leave the cloud on a successful save. Enemies still in the cloud take 2d8 poison damage at the end of each turn they spend in the cloud. Enemies inside of the cloud cannot see past the cloud, and make attacks on targets outside of the cloud with disadvantage.

Blind Sense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. When you are invisible, you gain advantage on skill checks that you are proficient in.

Dance of Steel

By 14th level, you have become a skilled blade fighter. When you leave invisibility to attack an enemy and hit them, half of your damage dice do max damage. (3/Lr)

Steel Gambit (Reaction)

Beginning at 15th level, when you or an ally within 30 feet is attacked, you can jump to their aid without providing oppurtunity attacks and deflect the blow. If you do so, both of you become invisible and a target of your choosing within 30 feet takes the damage instead.

Assassin’s Shroud

Beginning at 17th level, your invisibility effects have a doubled duration, and the size of your cloud doubles. Enemies caught in the Gloom Fog have their speed halved while in the fog. Additionally, enemies caught in your Gloom Fog have disadvantage on the dexterity saving throw, and must make a constitution saving throw to remain concious when they end their turn in the Gloom Fog

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

 

 

Swashbuckler, Continued

Black Star

Once per long rest, summon a Black Star Weapon to your arsenal for 1 minute. A Black Star Weapon takes the form of a weapon you are proficient in, and is rendered as a solid peice of Black Sapphire after 1 minute. A Black Star Weapon rolls all attack rolls with a +3, and attacking an enemy while invisible with a Black Star Weapon deals an additional 4d6 Radiant damage. Additionally, attacking an enemy with a Black Star Weapon who is inside of Gloom Fog always succeeds. Black Star Weapons are only usable by the one who summoned it, and turn to Black Sapphire upon being touched or controlled by another.

Swashbuckler Archetype, Wharf Rat

“You’ll never get rid of me.”

“God knows I wish I could kid, but God stopped listening to men like us a long time ago.”

-Captain Avery to Captain Gunn

Wharf Rats

Bilgerats are the barnacle on the backside of society. Theives, burglers, pirates, and other scum who claw their way from nothing to as far as they can climb.

Turn the Knife

Starting at 3rd level, when you make a standard attack, you can choose to do an additional 1d4 slashing damage. This damage bleeds, and until the creature dies or you are incapacitated, you can use a bonus action on each of your subsequent turns to cause this damage again. This increases to 1d6 at level 9, and 1d10 at level 13.

Protection Racket

Starting when you take this subclass at third level, you have a ring of conspirators and marks that you have earned through your criminal lifestyle. You gain proficiency in Intimidation and Persuasion if you do not already, and recieve 1d4x10 gold every three days. This increases to 1d6 at level 6, 1d8 at level 9, 1d10 at level 12, 2d8 at level 15, and and 5d10 at level 18.

Mixed Weapon Fighting

Beginning at level 9, You gain proficiency in Mixed Weapon Fighting. When you suceed on a melee attack, you can choose to make another attack. If you then choose to make a ranged attack, you roll with advantage and do an additional 1d6 damage. When you suceed on a ranged attack, you can choose to make another attack. If you then choose to make a melee attack, you roll with advantage and Bleeds the Target for 1d6 damage. Until the creature dies or you are incapacitated, you can use a bonus action on each of your subsequent turns to cause this damage again. (3/Sr)

Mechaneer Tricksleeves

Beginning at level 13, when attacking out of invisibilty, make additional attacks on a single target equal to your profiency. (3/Lr)

Bloodwharf Wake

Beginning at level 17, when an enemy dies within 30 feet of you, you can make additional attacks equal to your proficency. These attacks roll with advantage. (3/Lr)

 

 

Swashbuckler, Continued

Cardslinger

“Decks always stacked against you if you try to play fair.”

-Hunter Hobbes

Cardslingers

Cardslingers are a rarity even amongst the many gunslingers and fighters of the great Cool Ranch. Magic martial combat and a penchant for the dramatic, Cardslingers dont play unless the odds are in their favor.

Card Crafting

Beginning at 3rd level, you can use Cards to duplicate the effects of spells. You can prepare Cards equal to your proficiency during a short rest, and you can prepare up to double your profiency during a long rest. You can have up to 6 Cards prepared at a time. Each Card contains a cantrip. Each card can be used one time.

Jack of All Trades

Beginning at 9th level, you can prepare 1st level spells from the wizard spell list. Additionally, your spell card attacks ignore half cover and three-fourths cover.

Steel Cards

Beginning at 13th level, you can prepare 2nd level spells from the wizard spell list. Second level spell cards take an additional slot for a total of 2.

Additionally, as a reaction, if you miss a spell attack from one of your Cards, you can throw sharpened steel cards equal to the level of the spell at the target for a ranged attack with advantage. The steel cards do 1d8 force damage each.

Cardburst

Beginning at 17th level, you are able to throw an enchanted card as a bonus action. For each card slot you have, you gain an Enchanted Card Slot. Enchanted Card Slots can only be used for Enchanted Cards. There are several kinds of Enchanted Cards.

Riskrunner- Deals 2d8 lightning damage and target must make a constitution saving throw or be paralyzed.

Polaris Lance- 1d8 Cold damage and knocks the target back 15 feet. If the target collides with an object or creature, they take an additional 1d6 bludgeoning damage and are knocked prone

Sunshot- Deals 2d8 fire damage. Creates 5 foot cube of fire on impact with objects.

Lumina- Deals 3d8 radiant damage and blinds the hit target for 30 seconds.

Merciless- Deals 1d6 acid damage. The target is poisoned for 30 seconds. This damage can be dealt again on your turn as a free action.

cat warrior

 

 

Swashbuckler, Continued

Bladewrought

“It’s a dance mon ami, and I will show you how it is performed.”

-Morgan Lafitte to Leden Harbinger

Featherlight

Beginning at 3rd level, your fighting style looks more like a dance, as you move nimbly between enemies, avoiding their strikes. When an hostile creature makes an attack against you, you may use your reaction to make a Dexterity (Acrobatics) check. If the result of your check is equal to or greater than the attack roll, you may attack them. You can use this feature a number of times equal to your proficiency bonus (a minimum of once). You regain all expended uses when you finish a short rest.

Wingblade

Beginning when you take this subclass at 3rd level, any melee weapon you are proficient with that lacks the heavy, two-handed, or special properties is considered a finesse weapon for you.

Additionally, as a bonus action, you can infuse your weapon with radiant light. Enemies you

Moving Blind

Starting at 9th level, when you crit or kill an enemy, a blinding light erupts from its location. Any creatures of your choice within 30 feet is blinded.

Additionally, when you attack a blinded enemy, you heal for half the damage you deal.

Additionally, when you have a weapon in each hand, you can make an additional attack.

Sacred Dawn

Beginning at 13th level, you can as a bonus action, infuse you and any targets of your choosing within 10 feet with radiant light. These infused attacks deal an additional 2d4 raidant damage and enemies attacked must make constitution saving throws or be blinded. If an enemy fails the saving throw by 5 or critically fails, they are stunned.

Death Lotus

Beginning at 17th level, as a bonus action, you can pick a target within eyesight. For 5 minutes, you roll attacks against them with advantage, reroll 1’s and 2’s on damage dice, and crit on 19’s on attack rolls. Additionally, the enemy rolls attacks against you and allies within 30 feet of you with disadvantage, and has disadvantage on saving throws while in 30 feet of you.

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Corsair

 

 

Corsair

Beguiling and Brave

“The ships crashed against each other like waves.The thunder of cannon and flashes of magics rang out. The lone woman strode across the gangplank. Explosions rocked around her, she strode ever on. She cut down one man, and then another. She took aim and shot a man down on his rope. As she strode across, she came to face a a dark figure, coming to meet her. The great pirate raised his blade to meet her eyeline. She readied a pistol on her waistband. The battle may have been fought around them, but the war was decided here.” -An excerpt from “A History of the Lady Hunstman Nece”

Corsairs are the one in a thousand pirates who come through the many ships on the skyway. A pirate’s pirate, a fighter, a bruiser, or somethimes, a hunter of pirates. Corsairs are the backbone of a ship’s fighting force, often first mates or captains. A ship without a corsair is not a ship at all.

Corsair
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge, Hurl Blades
3rd +2 Martial Archetype
4th +2 Ability Score Improvement, Hurl
5th +3 Extra Attack, Archetype Feature
6th +3 Expertise
7th +3 Recover
8th +3 Ability Score Improvement
9th +4 Archetype feature, Indomitable
10th +4 Cheap Shot, Boarding Party
11th +4 Extra Attack, Thin Blades
12th +4 Ability Score Improvement
13th +5 Archetype Feature, First Strike
14th +5 True Grit, Second Chance
15th +5 Extra Attack
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 First Strike 2, Cross-Gambit
19th +6 Ability Score Improvement
20th +6 A Pirate’s Life

Class Features

As a Corsair, you gain the following class features

Hit Points

Hit Dice:
1d10 per Corsair level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per Corsair level after 1st

Proficiencies

Armor:
All armor, shields
Weapons:
Simple weapons, martial weapons,
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Spellcasting Ability

Spell save DC
= 6 + your proficiency bonus + Constitution
Spell attack modifier
= your proficiency bonus + your Constitution

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, Pistol, and 20 shot
  • (a) 3 hand bombs or (b) any simple melee weapon
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

 

 

Corsair, Continued

Fighting Style

You adopt a particular style of fighting as your speciality. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Hurl Blades

Beginning at level 2, as an action on your turn, you can summon two daggers to throw at your enemies within 30 feet. The daggers do 1d6 magical peircing damage. (3/sr)

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Recover

Beginning at 7th level, When you achieve a Super hit, you can take an action or expend a hit die.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Cheap Shot

Beginning at 10th level, when an enemy provokes a opportunity attack from you or an ally within 15 feet, as a free action you can move to attack them. This movement does not provoke opportunity attacks.

Boarding Party

Beginning at 10th level, when you acheive a super hit, you can choose to take another action or attack. Additionally, when you board an enemy ship, you and allies within 15 feet gain 1d8 temporary hitpoints.

Thin Blades

Beginning at level 11, when you use Hurl Blades, you can throw an additional two daggers, and daggers do an additional 2d6 damage. Additionally, when you acheive a mega hit with Hurl Blades, you can throw two additional daggers.

First Strike

Beginning at level 13, you can take your movement and one action before initiative.

 

 

Corsair, Continued

True Grit

Beginning at level 13, if you are reduced from half of your max health to 0 hitpoints during one round of combat or take over 40 damage in a single effect or attack from an enemy, heal 3d8+Con hitpoints and take a point of exhaustion.

Second Chance

Beginning at 14th level, when you fail a check you are proficient in, you can re roll your die and take the higher number. When you miss an attack with advantage on an enemy, you succeed.

Cross Gambit

Beginning at level 18, when a creature makes a targeted attack against you that fails, you can choose to make two attacks with advantage. If the attack hits you, you can choose to take half damage, and disarm the enemy if they are using a weapon.

A Pirate’s Life

Beginning at level 20, your reputation and strength precedes you. When you incapacitate or kill an enemy, you can attack again. Additionally, you can use Inspiring Leader as a bonus action, and you and your allies can recieve the effects of Inspiring Leader three times per short rest. Additionally, When you use Inspiring Leader, double its temporary hitpoints, and any allies within 30 feet who are unconcious are brought back to 1 hitpoints. Additionally, when 2 or more enemies are within 30 feet, Super hits are activated by beating an Armor Class by 2, Mega Hits by 4, and Epic hits by 5 for any creatures you choose within 30 feet.

 

 

Musketeer

 

 

Musketeer

Hawkeyed Hunters

:

“The ships may have been thousands of feet apart, but to the lone gull in the crow’s nest, he and those in his scope had never been closer. He adjusted his scopes that layered upon each other magnifying the lenses first two then four then dozens fold. Barrels of poweder and shot were being moved below deck. He stopped for a moment, took a swig from his flask, and fired. Sometimes, it only takes one bullet to sink a ship.” - Tale of Ole Fish Eye’s Prowess from the Battle of Skull Island.

Musketeers shape and mold battlefields to their will. Holding armies and fleets at bay from range, specializing in destruction from afar. Often less than social, Musketeers like to keep their friends far and their enemies farther.

The Musketeer
Level Proficiency Bonus Features Traps
1st +2 Claw Trap, Grape Shot +1
2nd +2 Close Range Shooter , Storm Shot +2
3rd +2 Musketeer Style, Raise Barricade +3
4th +2 Overwatch, Ability Score Improvement +3
5th +3 Incendiary Shot, Rain of Mortarshells +3
6th +3 Quick Draw, Double Tap +4
7th +3 Musketeer Style Advancement, Canister Shot +4
8th +3 Bear Trap, Ability Score Improvement +5
9th +4 Bonfire Shot, Hail of Cannonfire +5
10th +4 Supressing Fire +5
11th +4 Musketeer Style Advancement, Scatter Spike +6
12th +4 Raise Bulwarks, Ability Score Improvement +7
13th +5 Tempest of Torpedoes +8
14th +5 Anomalous Shot, Inferno Shot +8
15th +5 Musketeer Advancement, Tripmine +9
16th +5 Ability Score Improvement +9
17th +6 Gunpowder Gamble +10
18th +6 Blink, Powder Monkey’s Palisade +10
19th +6 Hurricane Round +11
20th +6 Opressing Fire +12

Class Features

As a Musketeer, you gain the following class features

Hit Points

Hit Dice:
1d10 per Musketeer level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per fletcher level after 1st

Proficiencies

Armor:
Medium Armor, Heavy Armor
Weapons:
Simple weapons, Ranged Weapons, Cannons
Tools:
None
Saving Throws:
Strength, Dexterity
Skills:
Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Spellcasting Ability

Spell save DC
= 6 + your proficiency bonus + your Wisdom modifier
Spell attack modifier
= your proficiency bonus + your Wisdom modifier

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail and a Rifle (b) Leather Armor and Two Revolvers
  • (a) two pistolas or (b) two simple ranged weapons
  • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
  • Blunderbuss

 

 

Musketeer Continued

Musketeer Traps

Musketeers have the innate ability to summon traps to a unnocupied location within a certain range. These traps differ in size, use and application. These traps take an action or bonus action to summon, and you regain half of these traps on a short rest, and all of them on a full rest. Traps are magically hidden, and can not be revealed or destroyed by non magical means.

Trap Chart
Trap Level Range (ft.)
Claw Trap 1 60
Raise Barricade 3 30
Canister Shot 7 90
Bear Trap 8 90
Scatter Spike 11 60
Raise Bulwarks 12 30
Tripmine 15 60

Traps are the powerful area control tools that are only acessible by a Musketeer. Many traps can restrain an enemy, reducing their speed to 0 and their AC by a certain amount. Attacks made against a restrained enemy have advantage, and enemies attacking while restrained have disadvantage.

Claw Trap

Claw Traps are the simplest trap, activated by an enemy stepping on the space it occupies. A claw trap does 2d10 magical piercing damage, restrains the enemy until they spend an action to remove themselves from the trap. An enemy restrained by a Claw Trap has their AC reduced by 2 until they are removed or incapcitated.

Raise Barricade

Raise Barricade summons a 1x3x5 feet wooden spike barricade to three juxtaposed unoccupied spaces that you can see within 30 feet. These Barricades are difficult terrain, and being knocked into these barricades do 2d6 magical piercing damage. Any creature attempting to move through these barricades must make a dexterity saving throw against your spell save DC, or take 1d4 magical piercing damage each turn they spend in the barricade and are restrained.

Canister Shot

Canister Shot is a small handheld thrown projectile approximately the size of a lantern. There are several types of Canisters. You can prepare a Canister as an action to change its type, or it defaults to a Concussive canister. Canisters are activated by being punctured. A Restrained or otherwise unable to move enemy takes the full damage from the canisters effects.

Concussive Canister- Creatures within 25 feet take 2d6 thunder damage, 1d6 force damage, are moved 2d10 feet away from the origin point. Creatures affected by the blast must make a constitution saving throw or be stunned.

Freezing Canister - Enemies within 15 feet of the canister take 2d6 cold damage and have their speed halved and their AC reduced by 2 for 1 minute.

Gas Canister- Spreads a flammable gas 45 feet in a circle from the point of origin, which can be ignited. If the gas is released in a contained space, it travels 45 feet through the contained space. Enemies caught inside the gas when it ignites must make a dexterity saving throw or take 2d6 fire damage on a sucess and half on a failure. It takes an action to put out the fire on a space, and enemies who end their turn in the fire take 2d4 fire damage. This gas ignites flammable objects and has a distinct odor.

Bear Trap

Bear Traps are a much stronger kind of magical trap, that can only be summoned as an action. The trap is activated by an enemy stepping on the space it occupies. A Bear Trap does 4d10 magical piercing damage, and restrains the enemy until they spend two actions to remove themselves from the trap. The enemy must also make a constitution saving throw against your spell save DC, or suffer a injury to the appendage that was caught by the bear trap. An enemy restrained by a Bear Trap has their AC reduced by 4 until they are removed or incapacitated.

 

 

Musketeer, Continued

Scatter Spike

Scatter Spike is a speciality ammunition fired from a weapon that leaves small magical spikes across a 5x5 square. When you use the spikes, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the spikes erupts with magical energy in a 20-foot-radius sphere centered on the spike triggered. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Raise Bulwarks

Raise Barricade summons two 1x5x10 feet stone walls to five juxtaposed unoccupied spaces that you can see within 30 feet. These walls have 50 hitpoints, a damage threshold of 15, an armor class of 17, resistance to fire, lightning, and cold damage, and is immune to poison, psychic, necrotic, and radiant damage. These walls can be magically moved with an action. The Bulwarks have a speed of 5, and can be dismissed with a bonus action.

Tripmine

Tripmine is a invisible trap that can be affixed to any unoccupied point in space. It has a magical trigger area than an enemy must pass through to activate the tripmine. The trigger area is a 30 foot cone originating from the location of the tripmine. When the tripmine is triggered, enemies caught within a 60 foot radius of the tripmine must make a dexterity saving throw against your spell save DC, or take 4d10 fire damage and 3d10 thunder damage, or half on a success. Enemies must also make a constiution saving throw against your spell save DC, or be knocked unconcious.

Grape Shot

Lead erupts from your weapon in a 15 foot cone, dealing 2d6 piercing damage. Enemies in the cone must make a dexterity saving throw, and take half damage on a success. (2/Sr)

Close Range Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Storm Shot

Charge up a electric jolt that effects targets in a 30 foot line, dealing 2d6 lightning damage. Creatures in the line must make a dexterity saving throw, and take half damage on a success. Enemies must also make a constitution saving throw or be stunned. (3/Sr)

Overwatch

Beginning at level 4, when a creature is restrained, or slowed by a trap or barricade you created, you may take a free action.

Incendiary Shot

Let loose a ball of flame from the mouth of your weapon in a ball towards a point in space. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. (2/sr)

Rain of Mortarshells

Drop a wave of explosive mortar shells on a 5x5 square within 60 feet. Each creature in the square must make a dexterity saving throw. A target takes 2d6 fire damage and 1d6 thunder damage on a failed save, or half as much damage on a successful one. (3/Sr)

 

 

Musketeer, Continued

Quick Draw

Beginning at level 6, When a creature attempts to make a ranged attack or spell attack against you, you may attack them.

Double Tap

Beginning at level 6, When you kill or incapacitate a creature, you may make another attack. Additionally, achieving a super hit allows you to attack again.

Bonfire Shot

You create a bonfire on ground that you can see within 60ft. THe Bonfire lasts 1 minute, and fills a 15-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 3d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. (2/Lr)

Hail Of Cannonfire

Drop a wave of explosive mortar shells on a 3x3 square within 60 feet. Each creature in the square must make a dexterity saving throw. A target takes 4d6 fire damage and 2d6 thunder damage on a failed save, or half as much damage on a successful one. (3/Lr)

Suppressing Fire

When you or your allies take cover with, move out of cover, or inbetween cover from Raise Bullwarks or Raise Barricade, you may take an action.

Tempest of Torpedoes

Fling a belt of three small explosives that can either be used as grenades or as torpedoes. You must choose three grenades or three torpedoes before you throw them. Grenade- Throw a grenade up to 60ft, which explodes upon impact with hard objects. Creatures within 10 feet must make a dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. Objects, Constructs and other structures roll with disadvantage on the saving throw.

Torpedo- Throw a torpedo into water, which moves in a straight line until it impacts on a hard object. The torpedo explodes in a 15 foot cone, creatures and structures in the cone must make a dexterity saving throw and take 10d4 fire damage on a failed save, or half as much damage on a successful one. Objects, Constructs and other structures roll with disadvantage on the saving throw. (2/Lr)

Inferno Shot

Let loose a ball of flame from the mouth of your weapon in a ball towards a point in space. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. (2/sr)

Anomalous Shot

Fire a guidable bolt of energy from your weapon, which hits a creature you can see within 120ft. The bolt deals 3d6 force damage. (3/sr)

 

 

Musketeer, Continued

Gunpowder Gamble

When you make a ranged attack and miss, you can attack again with advantage. Additionally, When you make a ranged attack with advantage, you can choose to add a -5 to your attack roll. If you choose to do so, roll three additionall damage dice. If these dice roll higher than 1, they do maximum damage.

Beginning at level 18, as a bonus action or reaction, you can teleport to an unnocupied space you can see within 30 feet. (3/Lr)

Powder Monkey’s Palisade

Drop a wave of explosive gunpowder barrells on a 3x3 square within 120 feet. Each creature in the square must make a dexterity saving throw. A target takes 6d10 fire damage and 1d6 thunder damage on a failed save, or half as much damage on a successful one. (2/Lr)

Hurricane Round

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. The Spell lasts 10 minutes. Objects, Structures and constructs have disadvantage on the saving throw. Flammable objects roll a d20, on a 8 or higher, they are set on fire.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 2d10.

Oppressing Fire

Beginning at level 20, you may make additional ranged attacks equal to your proficiency on your turn. Additionally, killing or incapacitating a creature with one of these attacks extends its duration. Each attack you earn this way deals an additional d10 damage past the original number of attacks. (3/Lr)

 

 

Musketeer, Continued

Musketeer Style, Cannoneer

Gunpowder’s in the blood of every pirate. For some of us, theres blood in our Gunpowder.”

-Frank Brunson

Cannoneers

Cannoneers are explosive forces on the battlefield, using explosive force and specialized weaponry to overpower their foes.

Swivel Gun

Beginning when you choose this style at 3rd level, you gain the ability to proficiently use a Swivel Gun, amongst other kinds of cannon. Swivel Guns are traditionally mounted small cannons with alternate firing modes, but some musketeers have found ways to take them off-board and into the wilds using magnetic bands on their arms.

Swivel Gun- A small cannon measuring around 3-5 feet. The Swivel gun has two firing modes, and it takes an action to switch between modes.

Smoothbore Grapeshot -Fire a arc of grapeshot and fire in a 25 foot cone. Creatures inside the cone must make a Dex saving throw or take 1d8 bludgeoning damage and 2d8 fire damage on a failed sage, or half as much damage on a sucessful save.

Rifled Sabot- Fire a powerful Slug at a single target within 60 feet. The creature must make a dexterity saving throw or take 3d10 piercing damage and 2d4 fire damage.

Hoop Throwing

Beginning at level 7, you can throw a grenade as an action, bonus action, or reaction.

Captain of Cannon

Beginning at level 11, you have expertise in Cannons, and when you miss with a cannon or your Swivel Gun, you may attack again. Additionally, Ship to Ground Combat is a x12 outgoing multiplier and a 8 for Ground to Ship.

Explosives Mastery

Beginning at level 15, you may take an additional attack with your swivel gun once per turn. Additionally, you may take an attack with your swivel gun when you achieve a Super Hit, or when an creature acheives a Super hit against you.

Musketeer Style, Rifleman

“Barrel of a man’s gun is the most important piece of the world he owns. It’s what makes the difference between a dead man and a living one.” -Canary Jane

Rifleman

Rifleman are the expert gunsmiths and gunmen of the seas, using the long reach and overwhelming firepower to dominate their enemies.

This is my Rifle

Beginning when you choose thise style at 3rd level, you gain the knowledge and ability to repair, build, and use all manner of firearms. During a short rest, you can choose to build a simple firearm if you have the materials, and during a long rest, complex firearm if you have the materials.

Additionally, when a creature is restrained by one of your effects or abilities, you may take two attacks against them.

There are many

Beginning at level 7, your reach with ranged weapons becomes 25 feet. If more than 3 enemies within 25 feet of you, you gain advantages on attacks made against

Others Like it

Beginning at level 11, as an action on your turn, you may spend one of your hit die to restore that many traps. Additionally, you can do this for free once per long rest.

But this one is mine

Beginning at level 15, you have the ability to create magically infused firearms during a long rest. These require advanced materials and require attunement. Work with your DM to create these weapons.

Additionally, you make attacks equal to your proficiency modifier when an enemy provokes an oppurtunity attack, or is killed or incapacitated by one of your traps or abilities.

 

 

Musketeer, Continued

Musketeer Style, Arcane Gunner

“You can do some weird things with gunpowder. Lotta magic whoohah you can put in fireworks. Dont ask how I know.”- Lance De La Vega

Arcane Gunner

Arcane gunners are the mystical side element of musketeer culture. Combine nature witchraft and hunstman techniques, Arcane Gunners are a testament to the resourcefulness of the people of the Spiral.

Arcane Understanding

At 3rd level, you learn magical theory or some of the secrets of nature. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire a firearm or cannon as part of the Attack action, you can apply one of your Arcane Shot options to that attack. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. You have uses of this ability equal to your proficiency and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th, and 15th level.

Curving Shot

At 7th level, you learn how to direct an errant Shot toward a new target. When you make an attack roll with a magic shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever Ready Shot

Starting at 15th level, your magical gunnery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain uses of it equal to your hitdie.

 

 

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Shot- You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 15th level in this class, a target also takes 3d6 force damage when the arrow hits it.

Beguiling Shot - Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 3d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 5d6 when you reach 15th level in this class.

Bursting Shot You imbue your Shot with force energy drawn from the school of evocation. The Shot detonates after your attack. Immediately after the Shot hits the creature, the target and all other creatures within 10 feet of it take 3d6 force damage each.

The force damage increases to 5d6 when you reach 15th level in this class.

Enfeebling Shot -You weave necromantic magic into your Shot. The creature hit by the arrow takes an extra 3d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 5d6 when you reach 15th level in this class.

Grasping Shot- When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the shot takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 15th level in this class.

Piercing Shot -You use transmutation magic to give your Shot an ethereal quality. When you use this option, you don’t make an attack roll for the shot. Instead, the shot fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 3d6 when you reach 15th level in this class.

Seeking Shot- Using divination magic, you grant your shot the ability to seek out your target, allowing the shot to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 3d6 when you reach 15th level in this class.

Shadow Shot-You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 15th level in this class.

 

 

Privateer

 

 

Privateer

Watching and Waiting

“A Privateer and a Pirate are two very different things. One serves himself, one serves a cause. One sails for glory, one sails for honor. Without privateers there would be no free spiral, there would be no free men. A privateer does not captain a ship, a privateer is the whole fleet.

Privateers are born leaders and tacticians that fight for ideas or causes. All privateers have some higher calling, fighting for a loved one, defending a home, or resisting tyranny. Privateers are mixed magic combateers, using the immense pressure of their aura to overwhelm their foes.

Privateer
Level Proficiency Bonus Spells Known — Spell Slots Per Spell Level —
Features 1st 2nd 3rd 4th 5th
1st +2 Greater Sense, Rouse 1 2
2nd +2 Spellcasting, Fighting Style, Crushing Force 1 2
3rd +2 Privateer Apprenticeship, Gunnery 1 4
4th +2 Ability Score Improvement 2 4 1
5th +3 Extra Attack, Valor’s Shield 2 4 1
6th +3 Inspiring Aura 3 4 3
7th +3 Apprenticeship Advancement 3 4 3 1
8th +3 Ability Score Improvement 4 4 3 2
9th +4 Calm The Troops, Refresh 4 4 3 3
10th +4 Overwhelming Aura, Artillery Call 4 4 3 3 1
11th +4 Rendering Blow, Apprenticeship Advancement 5 4 3 3 2
12th +4 Ability Score Improvement, Valor’s Fortress 5 4 3 3 2
13th +5 Regroup 6 4 3 3 3 1
14th +5 Focus Break, Focus Fire 7 4 3 3 3 1
15th +5 Battle Fervor 7 4 3 3 3 3
16th +5 Ability Score Improvement, Apprenticeship Advancement 7 4 3 3 3 3
17th +6 Rallying Call 7 4 3 3 3 3
18th +6 Aura Improvements, Shatter Earth 8 4 3 3 3 3
19th +6 Ability Score Improvement, Apprenticeship Advancement 8 4 3 3 3 3
20th +6 Tower Of Iron Will 9 4 3 3 3 3

Class Features

As a Privateer, you gain the following class features

Hit Points

Hit Dice:
1d10 per Privateer level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per Privateer level after 1st

Proficiencies

Armor:
All Armor, Shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Wisdom, Charisma
Skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) heavy martial weapon
  • (a) two pistols or (b) any simple melee weapon
  • Armband of a Cause

Spellcasting Ability

Spell save DC
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus + your Charisma modifier

Spellcasting Focus = You use an aural focus, (usually a magic imbued stone or small object) to cast spells from the standard Paladin spell list.

 

 

Greater Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Within this period, you are alerted to creatures who wish to do you harm.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Rouse

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Privateer level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Rouse, expending hit points separately for each one.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. See standard table of fighting styles.

Crushing Force

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. When you hit a creature with this ability, creatures within 30 feet must make a wisdom saving throw or be Frightened.

Privateer Apprenticeship

When you reach 3rd level, you swear allegiance to a cause, entity, or group. Your choice grants you features at 3rd level, and again at 7th, 11th, and 16th.

Gunnery

Beginning at 3rd level, you can imbue you and your allies weapon fighting with your aura. Creatures of your choice within 15 feet deal an additional 2d6 fire damage with all weapon attacks for 30 seconds. (3/Sr)

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, on your turn.

Valor’s Shield

Beginning at 5th level, Creatures of your choice you can see gain 2d10 temporary hitpoints. (3/Sr)

Inspiring Aura

Beginning at 6th level, when an ally within 15 feet misses a weapon attack, they may attack again. Additionally, when giving the help action, add a d6 to the skill check.

Calm The Troops

Beginning at 9th level, you have become a leader to reckon with. As an action on your turn, you may inspire a number of creatures up to your proficiency that you can see. Inspired creatures add 1d8 to all rolls for 1 minute. (3/Lr)

Refresh

Beginning at 9th level, your pool of healing power from Rouse increases to your privateer level x8. Additionally, as an action on your turn, you can create a healing well in a unnocupied space you can see. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can Interact to tap into the well’s power, recovering 4d8 Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space.

 

 

Privateer, Continued

Overwhelming Aura

Beginning at 10th level, when you achieve a Super Hit or higher, creatures you choose within 30 feet must make a wisdom saving throw or be frightened.

Artillery Call

Beginning at 10th level, creatures imbued with your energy from Gunnery now deal an additional 2d6 force damage. Additionally, enemies have disadvantage on saving throws from effects and spells caused by creatures imbued with this energy.

Rendering Blow

Beginning at 11th level, the damage from Crushing Force deals double its original damage, and a creature can never be immune from its damage. If a creature is immune to its damage, then it acts as if it were resistant.

Regroup

Beginning at 13th level, when an ally within 15 feet becomes unconcious, you may move to them. If you choose to do so, they gain a success on their death saving throws. At level 18, they stabilize at 1 hitpoint. Additionally, the pool of healing power from Rouse increases to your privateer levelx x10.

Focus Break

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. Additionally, when an enemy within 60 feet makes a concentration check, you may make an attack on them to attempt to break their focus. If you succeed, allies within 30 feet may all take an attack as a free action.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Focus Fire

Beginning at 14th level, as an action on your turn, you may call upon your allies to take down a target. Creatures of your choice within 30 feet may make a weapon attack against the creature. if the creature dies, creatures of your choice within 15 feet must make a wisdom saving throw or be frieghtened. (2/Lr)

Battle Fervor

Beginning at 15th level, you have honed your mental strength for coming battles. When you enter initiative, you may analyze a number of creatures equal to your proficiency that you can see. For 1 minute, you and creatures of your choice make attacks against these creatures with advantage. When one of these creatures dies, you gain 1d6 hitpoints and may make a weapon attack as a free action.

Rallying Call

Beginning at 17th level, you have become a monumental leader. As an action on your turn, you may rally your allies to you. Creatures of your choice within 30 feet must make a wisdom saving throw or be frightened. If a creature fails the saving throw, they will join your cause and ally themselves to you. You cannot command a creature to do anything that would harm itself. At the end of each turn the creature spends in your control, it makes an additional wisdom saving throw. At 3 failures, it permanently becomes a vassal for your cause. At 3 Successes, it returns to its original allignment or cause. Unitelligent creatures, such as animals, cannot be controlled.

Shatter Earth

Beginning at 18th level, when you kill an enemy with damage from Crushing Force, you may attack again. If you choose to attack again, you may cast Crushing Force again with no cost.

Tower Of Iron Will

Beginning at 20th level, you aura has become like an iron wall. Allies within 30 feet gain a bonus to AC equal to your proficiency. Additionally, as an action on your turn. You may stare down a target you can see and who can see you. The creature must make a wisdom saving throw, with disadvantage if within 30 feet. If the creature fails, the creature becomes frightened of you.

 

 

Privateer, Continued

Privateer Apprenticeships

As pirates and soldiers move through the ranks and prove themselves at natural leaders, they will often be sent for several months to years of rigorous Apprenticeships from great former sea captains. These captains all led different ways, and have different styles of combat and support.

Skull Island Apprenticeship

Those who apprentice with a Pirate Lord of Skull Island are taught strength through nature and the natural cycle of life and death.

Apprenticeship Spells
Level Spell Name
3rd level Ensnaring Strike, Entagle
7th level Spike Growth, Barksin
11th level Speak With Plants, Plant Growth
16th level Grasping Vine, Conjure Woodland Beings
19th level Commune With Nature, Tree Stride

Apprenticeship Features

When you take up this Apprenticeship at level 3, you gain the following two Channel Divinity Options:

Troggy Hunting Practices

You can use your Channel Divinity to invoke jungle spirits to ensare a foe. As an action, you can cause vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Cuttthroat’s Coating

You can use your Channel Divinity to create a cloud of noxious gasses. As an action, you can cause a 20 foot sphere of poisonous gas to erupt from the ground, centered on a point of your choosing within 60 feet until you disperse it. Creatures within this sphere must make a Constitution saving throw, on a failed save that creature takes 1d6 poison damage. Creatures who start their turn within the cloud must make a Constitution saving throw, on a failed save, that creature takes 1d6 poison damage. Creatures affected by the gas have their movement reduced by 10 feet until the start of their next turn. The damage of this feature increases by 1d6 at 7th level(2d6), at 11th level(3d6), and at 17th level(4d6). Creatures Frightened by you take double damage from this ability.

Natural Cycle

Starting at 7th level, your attunement with nature allows you to regain vitality from damaging foes. When you achieve a Super hit, you and friendly creatures within 15 feet gain temporary Hit Points equal to your constitution modifier plus your proficiency modifier.

At 16th level, the range of this aura increases to 30 feet.

Resourceful Adaptation

Starting at 16th level, your apprenticeship have given you the wisdom to hide in plain sight. Your unarmed strikes become a d6, you gain proficiency with improvised weapons, gain proficiency in nature and history checks if not already, and you can target three creatures with Troggy Hunting Practices.

Avatar Of The Jungle

At 19th level, The Jungle provides its full might to you for a short duration. Vines encase you, as you become the living embodiment of The Jungle. You may us your bonus action to assume this form, if you do, you gain the following benefits for 1 minute.

You gain temporary Hit Points Equal to your current Hit Points.

Your movement increases to 40 feet.

You gain a +3 bonus to your armor class.

Your size increases by one.

Once you use this feature, you cannot use it again until you finish a long rest.

 

 

Privateer, Continued

Aquila Apprenticeship

Those who apprentice with the Holy Knights of Aquila are taught strength of ultimate supremacy.To use the word “best” would imply it is possible to compete. Your cause is the one the true, and the only.

Apprenticeship Spells
Level Spell Name
3rd level Command, Heroism
7th level Enhance Ability, Hold Person
11th level Fear, Haste
16th level Banishment, Stoneskin
19th level Circle of Power, Dominate Person

Apprenticeship Features

When you take up this Apprenticeship at level 3, you gain the following two Channel Divinity Options:

Invoke Fealty

You can use your Channel Divinity to compel a foe to kneel before you. As an action, you point to a creature within 15 feet of you, filling it with fear and awe. The creature must succeed on a Charisma saving throw or fall prone, groveling. While groveling, the creature’s speed is reduced to 0 and it cannot take actions or reactions. The target has advantage on its saving throw if it has more hit points than you. The creature repeats the saving throw at the end of each of its turns. On a success, the effect ends. Attacking an enemy thats groveling has advantage, and the cost of Hit Crit attacks are reduced by 2.

Crushing Disdain

As a bonus action, you can use your Channel Divinity to utter a vow of disdain against a creature you can see within 15 feet of you. The vow shrouds you in warding energy for one minute, or until you or the target drop to 0 hit points or fall unconscious. While affected by your vow of disdain, the creatures speed is reduced to 5, and takes an additional 2d4 poison damage from all weapon attacks. At level 7, this increases to 30 feet.

Aura of Certainty

Starting at 7th level, you and all friendly creatures within 30 feet gain a bonus to Charisma checks and Charisma saving throws equal to your Strength modifier (minimum of +1). When a friendly creature in this radius achieves a Super Hit you can Channel Divinity with no cost.

Empirical Distain

Starting at 16th level, you need not waste your time to deal with the foe denounced by your Vow of Disdain. When a creature affected by your Vow of Disdain makes an action, they instantly take radiant damage equal to 3d10 + your Strength modifier. Creatures Frightened by you take double damage.

Perfectum Imperium

At 19th level, you can ascend to a more perfect form. As you approach perfection, you emanate a holy glow, and gusts of ethereal wind follow your movements. Your body itself may also change by adding muscle mass, healing from old scars, aging to become more proud and intimidating, or returning to the beauty and power of youth.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

You gain resistance to all damage types, except psychic damage.

You gain the benefits of the haste spell, and do not have to maintain concentration on it.

Your Strength score becomes 20, if not already.

You hover 5 feet off the ground, and have a reduced move speed of 15.

 

 

Privateer, Continued

Polaris Apprenticeship

Those who apprentice with the stormriders of Polaris are taught strenght through energy and aura. To call upon the power of the storm to destroy and inspire.

Apprenticeship Spells
Level Spell Name
3rd level Thunderwave, Guiding Bolt
7th level Warding Wind, Arcane Overload
11th level Lightning Bolt, Thunder Step
16th level Haste, Storm Sphere
19th level Destructive Wave, Maelstrom

Apprenticeship Features

Smite of the Storm

When you take this apprenticeship at 3rd level, your radiant damage from Divine Smite, may be replaced by Lightning or Cold Damage.

When you take up this Apprenticeship at level 3, you gain the following two Channel Divinity Options:

Cold Snap

As a bonus action, you can use your Channel Divinity to take on freezing colds of the stormwilds of Polaris. Using this action, you imbue your attacks and abilities with freezing cold magical aura. Hostile Creatures within 15 feet must make a constitution saving throw at the end of every turn they spend in this aura, having their speed reduced to 10, and disadvantage on skill checks on a failed save. If a creature fails three saving throws on three consequtive turns, they are frozen. Attacks against frozen enemies always succeed, and shatter the frozen enemy, killing them. At level 11, this radius increases to 30 feet.

Eye of the Storm

As an Action, you imbue yourself and weapon with the essence of lightning, using your Channel Divinity. When you do this, Any weapon you are holding becomes transformed into a tangible 3-foot lightning bolt. This weapon now deals 2d8 Lightning damage in place of its regular damage dice.The lightning bolt is a One Handed martial melee weapon with which you are proficient with the Thrown property, with a range of 80/320 feet. When thrown in this way, the bolt instantly returns to your hand upon missing or striking its target. The weapon retains all original magical properties. This effect lasts 30 seconds.

Chosen Of Storm

Starting at 7th level, you may imbue yourself with the magical elemental energies of the Stormwilds. As an action on your turn, you can call upon these magic forces, turning the weapon into either a Snowbringer Weapon or Stormbringer weapon. Snowbringer weapons deal an additional 1d8 cold damage on basic attacks, and you can cast Rime’s Binding Ice as an action on your turn with no cost. Stormbringer weapons deal an additional 3d8 lightning damage on basic attacks and can cast Lightning Lure as an action on your turn with no cost.

Stormwild Runner

At 16th level, your magic is imbued with the essence of the storm. You gain resistance to lightning and thunder damage. In addition, lightning or cold damage you deal increases by an amount equal to your charisma modifier.

Primary Elemental

At 19th level, you become an avatar of the elements, assuming an incorporeal form of ice and storm.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

When you hit a creature with an attack on your turn, the creature takes an additional 2d8 lighting, and 2d8 cold damage.

A tornado of thunder and wind forms around you in a 30-foot radius. The first time any enemy creature enters the storm or starts its turn there during a battle takes 6d4 lightning damage, the creature must also succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Lightning and Cold damage you deal bypasses resistance, and immunity only halves the damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal.

Once you use this ability, you cannot use it again until you have finished a long rest.

 

 

Marauder

 

 

Marauder

Broken And Bruised

“The bloody angel with burned wings crawled from under the rubble of her ashen ship. The enemy ships surround her on all sides. There would be no way out. She stood tall, as they trained their cannon on her, bloodthirsty men with sharpened blade and readied shot. There would be no way out, but not for her. For them.” -Tale of the first Marauder.

Marauders are the rejected and abandoned mutations of the spirals magic and energy. Strange magics and dark powers flow through the spiral, and not everyone sees them the same. Many become hunted, turning to lives of crime on the high seas where all are equal under the sun.

Marauder
Level Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th
1st +2 Magical Connection, Spellcasting 3 1 2
2nd +2 Energy Trigger 3 2 2
3rd +2 Marauder Mutation 3 2 2 2
4th +2 Ability Score Imrpovement 4 3 2 2
5th +3 Magic Interfacer, Arcane Body 4 3 2 2 1
6th +3 Ripple Effect 4 3 3 2 1
7th +3 Mathematical Magic 5 4 3 2 2
8th +3 Ability Score Improvement, Mutation Advancement 8 4 3 3 2
9th +4 Rune Writer 5 4 3 3 3
10th +4 Cause and Effect 6 4 3 3 3
11th +4 Forward Thinking 6 5 3 3 3 2
12th +4 Ability Score Improvement, Mutation Advancement 7 5 3 3 3 2
13th +5 Spell Analyst, Natural Spellcasting 7 6 3 3 3 2 1
14th +5 Linked Spell 8 6 4 3 3 2 1
15th +5 Mechanical Magic 8 7 4 3 2 2 1
16th +5 Banned Magic 9 7 4 4 2 2 1
17th +6 Clockwork Spell 10 8 4 4 2 3 2
18th +6 Ability Score Improvement, Mutation Advancement 11 8 5 4 2 3 2 1
19th +6 Spatial Rend 11 9 5 4 3 3 2 1
20th +6 Effect And Cause 12 9 5 4 3 3 2 2

Class Features

As a Maraduer, you gain the following class features

Hit Points

Hit Dice:
1d6 per Marauder level
Hit Points at 1st Level:
6 + your Constitution modifier
Hit Points at Higher Levels:
1d6 (or 4) + your Constitution modifier per Marauder level after 1st

Proficiencies

Armor:
Light Armor, Medium Armor
Weapons:
Simple Weapons
Tools:
Thieves’ tools, one musical instrument
Saving Throws:
Intelligence, Wisdom
Skills:
Choose two from Intimidation, Persuasion, Insight, Nature, or Athletics.

Spellcasting Ability

Spell save DC
= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier
= your proficiency bonus + your Wisdom modifier

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and Medium Armor (b) two martial weapons
  • (a) Light Armor (b) any simple melee weapon
  • Writ of Damnation

 

 

Magical Connection

Whether it be by birth, or the will of some being, or simply an accident of the elements, you have an innate connection to the magic that lives in all creatures. As an action on your turn, you can spend time absorbing these energies to restore a first level spell slot.

Spellcasting, Absorbing Magic

Your innate connection to magic has given you the ability to cast spells from the Wizard Spell list. Additionally, you can spend three days in magical hibernation to change the spell list you cast from.

Energy Trigger

Beginning at 2nd level, as an action on your turn, you can tie the fates of two creatures together trough the magical energy that lives through them. You choose two targets you can see, a spell on your current spell list of level 1 or lower, and choose a Energy Trigger. When the Trigger occurs on the first creature, the effect occurs on the second creature. There are three kinds of Energy Triggers.

  • Timed Trigger- Delay the effect of a spell to a time in the next minute, and then trigger the effect on both creatures. The maximum number of Timed Triggers you can have active at any given time is equal to your proficency modifier.

  • Quick Trigger- Immediately Trigger the effect on both creatures. If one of the creatures dies, the effect is triggered again on the linked creature.

Magic Interfaces

Beginning at 5th level, you have the ability to store cantrips into structures and constructs that trigger on your command. These stored spells remain in the structure or construct for 1 day, and then are unusable.

Arcane Body

Your usage of magic has further mutated your body and form. Your skin or fur is decolored, washing out into pale colors and your limbs become sharper and longer. Choose one of the following options.

  • Angel’s Wings- Gain large, iron wings an additional fly speed of 30 feet. These wings are considered a Construct.

  • Giant’s Arm- Gain a powerful stone arm, increasing unarmed strikes to 1d8 and increasing your strength by 1. This arm is considered a construct.

  • Clockwork Eye- Gain a copper arcane eye, gaining proficiency in perception. Gain the ability to see Spells before they are cast. When a creature casts a spell within 60 feet of you, you can cast a cantrip against them. This eye is considered a construct.

Ripple Effect

Beginning at 6th level, Your chaotic magic causes ripples in the magic of others. When a Energy Trigger occurs on a spell caster, you can absorb one of their spell slots of second level or lower. Additionally, if a creature is within 30 feet of an Energy Trigger when it occurs, the must make a constitution saving throw or lose concentration if they are holding it.

Mathematical Magic

Beginning at level 7, you have become more attuned to your Arcane Body. You can now store two spells of first level or lower. These spells take 10 minutes to store into your body, and only use one spell slot.

Rune Writer

Beginning at 9th level, you can store powerful runes in your Arcane body. You can spend up to 1 hour infusing your Arcane Body with powerful Runes. You can store a maximum of 6 runes into your Arcane body, each one taking 10 minutes to infuse. These runes can either deal 1d6 damage for each rune imbued, or heal you or a creature you touch 1d4 hitpoints. for every rune imbued. You choose the kind of magical damage the runes do, but you must have a cantrip with the same type of magical damage prepared. At level 15, the amount of runes you can imbue into your Arcane Body increases to 10.

 

 

Cause And Effect

Beginning at level 10, your mastery of Trigger Magic has advanced. As a bonus action on your turn, you can choose a target you can see within 120 feet. You can choose to put a magical Trigger onto an action they have performed in the last 10 minutes. When the creature does this action again, the trigger occurs. This can be a basic action, or a specific action or attack. You can form this trigger with a 3rd level spell from your current spell list or lower. (3/Sr)

Forward Thinking

Beginning at level 11, youve begun to see the lines and runes of magic several seconds before they occur, and can manipulate said magic before it is cast. You can use a second level spell slot to cast Counter Spell or use a third level spell slot to reverse the spell onto the user.

Spell Analyst

Beginning at 13th level, you have an innate knowledge of modern spellcasting. When a creature casts a spell that is on your current spell list, you gain a spell slot equal to the level of the spell cast up to your maxiumum spell slots.

Natural Spellcasting

Beginning at 13th level, your spellcasting has integrated with the natural cycle of magic. As an action, you absorb the living magical energy from a creature you can touch. The creature must make a wisdom saving throw, or take 2d12 psychic damage on a failure, and half this damage on a success. If the creature fails, you heal for the damage and gain a first level spell slot. If the creature succeeds, you heal for the damage given.

Natural Spellcasting

Beginning at 13th level, your spellcasting has integrated with the natural cycle of magic. As an action, you absorb the living magical energy from a creature you can touch. The creature must make a wisdom saving throw, or take 2d12 psychic damage on a failure, and half this damage on a success. If the creature fails, you heal for the damage and gain a first level spell slot. If the creature succeeds, you heal for the damage given.

Linked Spell

Beginning at 14th level, your linking magic has become natural to you. Each day, you can choose a cantrip to imbue into your magical leylines. When a Trigger occurs, this cantrip activates.

Mechanical Magic

Beginning at 15th level, your physical body is again being transformed by the magical energy that exists in the world. You choose one of the following options.

  • Magical Engine- Gain a rune carved stone that replaces your lungs. You gain the ability to breathe underwater, and when you die your body explodes in radiant magical light, and rebuilds itself. When this happens, any creatures within 30 feet must makea dexterity saving throw or take damage equal to (your Maruader level)(d8) on failure, or half as much on a success. You are brought back as a construct of magic and mass. Your Constitution is lowered by 4, your dexterity by 3, and your Strength by 3. Your max health is permanently halved.

  • Half-Life- Gain a trio of rune carved stones that implant into your body. These stones are magical items that can be activated as a an action. When activated, they temporarily half your current max health, and half any health you have. Additionally, when activated, these stones increases any damage you deal by the health you lost for 10 minutes. A stone is destroyed opon use. After using the third stone, you must make a constitution saving throw or be knocked unconcious on a failed save, or taking 2d12 Psychic damage on a successful one.

  • Leyline Eye- Gain a rune carved stone that replaces your eye. This eye can cast Detect Magic for free an amount of times per day equal to your proficiency. Additionally, your weapon attacks deal an additional 2d10 fire, cold, or lightning damage (your choice), if you have activated a Energy Trigger in the last 30 seconds. Additionally, if you take a critical injury, or become unconcious, you must make a DC 15 constitution saving throw or the stone will explode. The explosion deals 2d10 fire damage, 2d10 cold, and 2d10 lightning damage to you and any creatures within 15 feet of you must make a dexterity saving throw or take this 2d6 fire, 2d6 cold, and 2d6 lightning damage on a failure, or half on a succesful one.

 

 

Banned Magic

Beginning at 16th level, you can prepare spells from any spell list that you have previously cast from. One first level spell of your choice from each list that you have cast from in this way is always prepared. You also gain the ability to replace three of your cantrips with a 1st level spell. The 1st level spell now acts as if it were a cantrip. You can do this once per day.

Clockwork Spell

Beginning at 17th level, when a spell you have imbued into a construct, or linked with a Trigger occurs, you can choose to have it trigger twice. If you choose to do so, take 1d4 psychic damage.

Spatial Rend

Beginning at 19th level, the range of your spells is doubled. Additionally, when a creature is effected by a Trigger occurance, you can attempt to move them through time and space to an unnocupied space you can see within 120 feet. The creature that you attempt to move must make a constitution saving throw, being moved on a failure, and taking 2d12 psychic damage on a success. (3/Lr)

Effect and Cause

Beginning at 20th level, you have fully transfigured into a being of pure spirit and magic. Your Trigger magic is so powerful, the effect is triggered instantly when the spell is set, and again at an additional 3d12 force damage when the Trigger occurs.

 

 

Marauder Mutations

All Marauders experience some form of mutation throughout their lifespan. The attunment to magic that Marauders experience is unlike any other on the Spiral, with strange, surreal powers that come at the cost of what many would consider to be their humanity.

Marauder Mutation, Swarmkeeper

“The rats keep you warm friend, just gotta know how to keep them from eatin’ you.” -The Pied Piper

Swarmkeepers are Marauders of verminkind, who commune with nests of rats in sewers, feed their enemies to herds of seabirds, or swallow cities whole in locust.

Persistent Pestilence

Beginning when you choose this mutation at level 3, you gain the ability to commune with, direct, and reign over a swarm of tiny animals such as moths, rats, locusts, or birds. The swarm is an extension of your magical energy, feeding off you. The Swarm takes its actions and movement on your turn. For statistics of your swarm, see the standard stat blocks for the swarm of insects, rats, ravens etc. This swarm takes three days to reform after being killed, becoming two days at level 12, and one at level 18.

Additionally, you can spiritually recieve all the information from the senses of your swarm. The swarm can also hold small objects such as messages, rocks, or bottles.

Toxin

Beginning when you choose this mutation at level 3, you can can use a spell slot of 1st level to increase your swarms damage by 1d6 poison damage for 1 minute. This spell can be upcast, dealing an additional 1d6 for each level you do so.

Sacrifical Swarm

Beginning at level 8, your swarm’s leeching on your magical energy has begun to change their DNA. The swarm’s hitpoints are doubled, and deal an additional 1d8 damage.

Additionally, as an action, bonus action, or reaction, you can spend a 1st level spell slot to cause your swarm to explode. Creatures within 15 feet of the swarm must make a dexterity saving throw or take 4d8 poison damage and 2d12 piercing damage. After doing this, it takes three days until your swarm is large enough to do this again. This becomes two days, at level 12, and one day at level 18.

Rigged to Blow

Beginning at 12th level, your swarm has become an extension of your magical force. You gain the ability to set Triggers from your Swarm as if it were you.

Additionally, once per day, you can set a Trigger onto your swarm that activates on the swarm being killed. This Trigger must be a spell 2nd level or lower.

Swarm Body

Beginning at 18th level, your swarm has become an exentsion of your concious. The Swarm resides in and on your body, as one congruent mass. The Swarm can be concealed within your body, but is revealed if you take damage. You can speak to your swarm telepathically, and the swarm shares any magical benefits, (such as temporary hitpoints), that you do.

Additionally, the swarm, as an action, can be sent to consume rotten flesh, left over food, plants, from the surrounding area. This restores 2d6 hitpoints every minute for 10 minutes, and restores half of your expended spell slots for each level.

 

 

Maurader Mutation, Technocrat

“directive = KILL; while enemies = PRESENT: execute(directive)~

Technocrat are maruaders who use their mutations to their advantage, absorbing arcane energy into their machinated bodies. Technocrat worship the magic technology that they themselves wish to become.

Energy Rebreather

Beginning at level 3 when you take this subclass, you replace your central nevous system and respiratory system with a arcane machine system. You no longer breathe oxygen, but a continous loop of magical ether gas. You become resistant to poison damage, and can breathe underwater. Additionally, you can store three first level spells into a construct each day, and can store up to three in your own body.

Construct Servitor

Beginning at level 3 when you take this subclass, you gain a small sized magically autonomous construct. The construct floats and often resembles strange organic growths, complex geometric shapes, or fluid magic orbitals. The contstruct is an extension and storage system for your magical power. The construct can take any form, and is attached by cable to you, but can be disconnected as an action. When connected, as a bonus action on your turn, you can heal hitpoints equal to your level. When disconnected, the construct can cast cantrips you know, and acts independently on your turn. The construct has an AC of 13, when disconnected, and shares your AC when connected. The construct has a maximum hitpoints of 30, increasing to 50 at level 10. The construct is of low intelligence, like a dog or cat, able to take simple actions and directions. If the construct is destroyed, it takes two days and 50 gold to make a new one.

Integration; Enchancements

Beginning at level 8, you can choose two enhancements from the following list.

  • Reboot Legs- Surgically remove your legs from the hips down, replacing them with magically powered engines that increases your walking, swimming, and climbing speed by 25. Additionally, they can conceal small weapons from non-magical inspection.

  • Parasitic Infection- A magical nanotech that infects your armor and weaponry, increasing hitpoints by 2d8, and your weapon attacks by 2d4 poison damage.

  • Flesh Fused Armor- A grafted set of armor replacing the first several layers of your skin, that adds your proficiency bonus to your AC. The armor cannot be taken off.

  • Outbreak Module- When you kill, or Super Hit an enemy, seeking swarms of magical nanomachines attack enemies within 30 feet. These swarms deal 2d4 piercing damage.

  • Fused Armament- Fuse a magical cannon into a limb, which has a range of 30/120 and deals 2d8 lightning damage.

  • Overgrowth Grenade- A organic growth that produces small grenades that can be thrown as a bonus action that deal 1d6 necrotic damage on a failed dexterity saving throw in a radius of 10 feet.

Rebuild; Revitalize

Beginning at level 12, you automate the process of absorbing magical energy, and your construct can restore a level two or lower spell slot once every 10 seconds when connected. At level 18, this becomes a third level spell slot or lower. Additionally, when unconnected, your construct can cast 1st level spells.

 

 

Prime; Perfected

Beginning at 18th level, Your use of magical machines has reached it maxiumum benefit You gain an additional spell slot for every level spell you have.

Additionally, the damage of Parasitic infection becomes 4d4, the damage of Outbreak Module becomes 6d4, the damage of Fused Armament becomes 4d8 lightning damage, and the damage of Overgrowth Grenade becomes 3d6 necrotic with a radius of 25 feet if you selected those integration enhancements.

Additonally, if you die, you can be resurrected in the body of your construct if it is alive.

Marauder Mutation: Hierophant

“Your life is forfeit, beg in the void. Eternal Return.” - Heirophant Graymus

Hierophant are anomalies in sequence, marauders who have recessed form phsyical form into the energies of time, and space. Mutated by magic to become laws of nature incorporate.

Entaglement State

Beginning at 3rd level when you take this subclass, You gain the ability to save positions in time for yourself. You can save all aspects of your person and their belongings, including hitpoints, spell slots, etc into small physical objects like stones or coins. As an action on your turn, you can swap out the aspects of your current self with the ones of the self you have saved in the object.

Example:

Pleidies the Hierophant Marauder saves a point in time where she has recently rested, and is experiencing the effects of Haste. During a dangerous battle against a fleet of Cutthroat Ships, she chooses to swap states with her former self, as if that version of herself had been brought forward in time to that moment.

You can save your state once per day, becoming twice at level 12, and three times at level 18. You cannot create a new saved state until the most recently saved state has been used.

Time Accelerant

Beginning at 3rd level when you take this subclass, the casting time for your spells is halved.

Truth and Reconciliation

Beginning at 8th level, your exprimentation with time and space has led to fascinating discoveries. Once per day, As a bonus action on your turn, you can summon a near future version of yourself to fight for 30 seconds. The two versions of yourself share initiative and act on the same turn. Any damage dealt to you is instead to the future version of yourself, and after 30 seconds the two versions combine. When the two versions combine, there is a 50% chance to take the damage dealt to your future self.

Infinite Vision

Beginning at 12th level, your knowledge of the timeline has begun to change your perceptions of reality and your figthing prowess. As an action on your turn, you can advance a creature affected by Timed Trigger through time to the point where the Trigger occurs immediately. The Trigger is not consumed, and occurs at the normally set point. Additionally, creatures brought forawrd in time this way must make a wisdom saving throw or take 2d12 psychic damage and become stunned on a failed save, or half the damage on a succesful one. (3/Lr)

Conditional Reality

Beginning at 18th level, you no longer exist in time as a standard creature. You no longer age at a standard pace, instead aging much slower than standard creatures of your race. Additionally, when a creature you can see attempts a skill check or saving throw, you can pull a version of them from an alternate dimension, causing them to automatically fail or succeed, which you choose.

Additionally, As an action on your turn, you can choose to sacrifice your saved state to summon this previous version of yourself to the present for 30 seconds. Any damage dealt to it is instead dealt to you, and after 30 seconds you combine. If the previous version of you and the future version of you from Truth and Reconcilliation combine at the same time, there is a 25% to take the damage dealt to the futuremost version of yourself, and you gain the save state of the pastmost version of yourself immediately after combination.

 

 

Witchdoctor

 

 

Witchdoctor

Occult and Ostracized

The dark maw of the cave opened wide, petrid black smoke seeping out, smothering all. The hum and buzz of dark energies echoed off the stone walls. The clattering of bone men as they marched out of the caverns. The town of Tyor had made an enemy, and he had affirmed their destruction. - Tale of Old Scratch, legendary Witchdoctor.

Witchdoctors are occult magicians that form contracts with dark entities and strange forces. Using the powers and the forces that many see as evil, witchdoctors can summon armies of undead, manipulate dark energies, and cast hexes upon those unlucky to make an enemy of them.

Witchdoctor
Level Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 1 2
2nd +2 Ghostwail 4 2 3
3rd +2 Witchdoctor Pact 4 2 4 1
4th +2 Widow’s Touch, Ability Score Improvement 5 3 4 3
5th +3 Soul Reaver 5 3 4 3 2
6th +3 Pact Escalation 6 4 4 3 3
7th +3 Spirit Sight 7 5 4 3 3 1
8th +3 Ability Score Improvement 7 6 4 3 3 3
9th +4 Evil Eye 8 7 4 3 3 3 1
10th +4 Pact Escalation 8 7 4 3 3 3 3
11th +4 Vulture’s Gift 9 7 4 3 3 3 3 2
12th +4 Crowsong, Ability Score Improvement 10 8 4 3 3 3 3 2
13th +5 Cadaver’s Chant 10 8 4 3 3 3 3 2 1
14th +5 Pact Escalation 10 9 4 3 3 3 3 2 2
15th +5 Mojo Reacher 10 10 4 3 3 3 3 2 2 1
16th +5 Ability Score Improvement 11 10 4 3 3 3 3 2 2 1
17th +6 Stygian Grasp 11 11 4 3 3 3 3 2 2 1 1
18th +6 Pact Escalation 12 12 4 3 3 3 3 2 2 1 1
19th +6 Ability Score Improvement 12 12 4 3 3 3 3 2 2 1 1
20th +6 Davy Jones’ Blade 13 13 4 3 3 3 3 2 2 1 1

Class Features

As a Witchdoctor, you gain the following class features

Hit Points

Hit Dice:
1d8 per Witchdoctor level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per Witchdoctor level after 1st

Proficiencies

Armor:
None
Weapons:
Daggers, darts, slings, quarterstaffs, small arms
Tools:
Alchemist’s Supplies
Saving Throws:
Intelligence, Wisdom
Skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Spellcasting Ability

Spell save DC
= 6 + your proficiency bonus + your Wisdom modifier
Spell attack modifier
= your proficiency bonus + your Wisdom modifier

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) two pistols
  • (a) component pouch or (b) arcane focus
  • (a) Scholar’s Pack or (b) Explorer’s Pack
  • Pact Charm

 

 

Spellcasting

As a witchdoctor, you are the possesor of some dark object, that allows you to draw upon the powers of the underworld. See the table for Wizard Spellcasting.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Ghostwail

Beginning at 2nd level, your forays into dark magic have yeilded small results. You can call upon spirits in an area to to attack a foe for the next 30 seconds As an action on your turn you can call upon spirits to either aid you, or attack a foe. Aiding gives the help action for your checks made during the duration. Attacking a foe targets a creature within 60 feet, attempting to haunt the creature. The creature must make a intelligence saving throw or take 3d4 Psychic damage, and be frightened. After attacking, the spirits dissapear. The Spirits can be given a new command each turn they are present.

Witchdoctor Pact

Your advancement in the dark arts has piqued the interest of an underworld entity, powerful spirit, or ancient god. This pact gives you benefits at 2nd level, and again at 6th, 10th, 14th, and 18th.

Widow’s Touch

Beginning at 4th level, the haunting spirits you commune with have changed your biological makeup. As an bonus action you can attempt harvest peieces of the soul from a creature you can touch. The creature must make a constitution saving throw or take 2d6 cold damage on a failed save. You heal hitpoints for the damage the creature takes.

Soul Reaver

Beginning at 5th level, youve begun to understand the forces of life and death. When a creature dies within 30 feet of you, you can resurrect them as an undead ally. The creature comes back as a Zombie, becoming a Ghoul at level 8, and a Wight at level 18. These creatures die 1 hour after being resurrected.

Spirit Sight

Beginning at 7th level, you have begun to see the spirits that effect our world. You can see invisible creatures if they are the undead or fiend type, and Ghostwail now deals 6d4 Psyhich damage, and lasts 1 minute. Additionally, when a creature enters within 30 feet of you, they must make a wisdom saving throw or take 2d6 necrotic damage from your Commanded Spirits. This attack does not dismiss them. For each turn the creature spends within 30 feet of you, they take 2d4 poison damage

Evil Eye

Beginning at 9th level, the power you gain from your pact has an effect on those around you. As a bonus action, you can summon a ghostly figure of the being you have a pact with, 10 feet above your location. Creatures who can see the figure must make a wisdom saving throw or be frightened. Creatures within 5 feet who fail the saving throw are paralyzed.

Vulture’s Gift

Beginning at 11th level, you have become a frequent visitor in the land between life and death. Once per day, you can summon to you a skeletal warrior from a time long past. This warrior is half your level, and dies if killed or if another warrior is summoned. The warrior acts on your turn, and shares your initiative.

Crowsong

Beginning at 12th level, you can call upon your pacted spirit, and travel through planes to escape danger. As a bonus action, you can summon a flock of crows to cover yourself, and reappear 15 feet in an unoccupied space that you can see. The crows then attack any creatures within 15 feet that have recently attacked you, dealing 4d4 piercing damage for three turns. They cannot be commanded, and only attack creatures that have attacked you, or attack you while they are present. Afer three turns, they fade into shadow and dissapear. (3/Lr)

 

 

Witchdoctor, Continued

Cadaver’s Chant

Beginning at 13th level, your undead army has grown in power due to your pact’s power. Your summoned creatures deal an additional 2d4 poison damage on all attacks and effects, and any skeletal warrior you summon has 2d10 temporary hitpoints when they are first summoned.

Mojo Reacher

Beginning at 15th level, your patron has started to see you as a favorite toy. As an action or reaction, you can summon a shadow of your patron to punish a creature that has recently attacked you. The creature must make a constitution saving throw or become Petrified. Creatures that are within 15 feet of you make this saving throw with disadvantage. (2/Lr)

Stygian Grasp

Beginning at 16th level, your undead army’s conquests feed you and your patron. When a creature you have summoned deals a creature, you heal half of the dealt damage in hitpoints.

Davy Jones’ Blade

Beginning at 20th level, you have become a doorway for your patron to inflict its will on the world. Once per day, after successfully attacking a creature that has been reduced to 10% of its maximum hitpoints, you can attempt to steal its soul. The creature must make a constitution saving throw, and their soul is sent to the realm of your patron on a failed save. Your patron then possesses the body for 10 minutes, aiding you in combat according to the pact you made. After 10 minutes, the creature dies, its soul permanently residing in the weapon that you attacked it with. When you have reached 10 souls stored in the weapon in this way, it becomes a +1 weapon. When you have reached 20 souls gathered in this way, it gains the traits of a vicious weapon. When you have reached 50 souls gathered in this way, the effect can be triggered on an enemy who has been reduced to 25% of its maximum hitpoints.

 

 

Witchdoctor, Continued

Witchdoctor Pacts

In your pursuit of power through the forbidden forms of magic, you enter into a pact with a extraplanar entity. Maybe you stumbled upon a dark grimoire in a cavern, or a haunted jewel with a spirit trapped inside. No matter how, your dark powers will grow in time, until all know your name.

Witchdoctor Pact: Daimones Pthisis

“ I offer a way to escape death, but I do not offer life.” - Verse in the Dark Grimoire of Daemon Pthisis

Witchdoctors pleged to the Daemon Pthisis are creatures of rot and decay, committed to bringing those who have cheated death to their masters feet.

Delayed, Not Won

Beginning when you make this pact at 3rd level, you gain the ability to see those who have escaped death by unnatural means. As a bonus action, you can make an investigation or arcana check to read the history of a living creature you can see. If the DM rules that the creature has at some point escaped death unnaturally, you deal an additional 2d4 Rot damage on attacks you make against that creature until they die.

Unnatural Rot

Beginning when you make this pact at 3rd level, you gain the ability to deal Rot damage. Rot damage is a magical form of decaying damage, that slows effected enemies by 10 feet whenever they are damaged by it for 30 seconds. Enemies critically by attacks that deal Rot damage are slowed by 30 feet. Rot damage is afflicted at the end of the creature’s turn.

Cheat Death Only When Neccesary

Beginning at 6th level, your master has deemed your life worthy of contradiction. When a creature within 60 feet makes a saving throw, you can expend a first level spell slot to have them reroll the saving throw. Additionally, if a creature you are touching is making death saving throws, you can make an arcana check to reverse any outcomes they recieve. If you critically succeed on the arcana check, it counts as two successes or failures, and critically failing the arcana check deals 1d4 Rot damage to the creature.

Scarlet Rot

Beginning at 10th level, your control of your master’s Rot has become far more powerful. As an action, you can afflict a creature within 15 feet with a powerful rot. The creature must make a constitution saving throw or take 2d12 Rot damage. This becomes 4d12 Rot damage at level 18. Additionally, when a creature afflicted with Rot dies, they explode. Creatures within a 20 foot radius of the afflicted creature must make a dexterity saving throw or take 2d6 Rot damage and 1d4 Fire damage.

Spreading Tumor

Beginning at 14th level, the creatures you summon become reflections of your patron. Any undead creatures you control are considered afflicted with Rot, but are not slowed by its effects. These undead deal an additional 1d4 Rot damage on attacks made. Additionally, creature killed by an attack including Rot damage are resurrected under your control with the same statistics as listed in Soul Reaver.

Dry Rot

Beginning at 18th level, your patron has begun to live through you as if you shared the body. Your body has begun to rot hollow, as if eaten by mold. Additionally, when you find a creature that has cheated death, you can attempt to forcibly decompose them. The creature must make a constitution saving throw or take 15d4 Rot damage on a failed save, taking half this damage on a successful one. Creatures that fail the saving throw take the full speed penalty.

 

 

Witchdoctor, Continued

Witchdoctor Pact: The Fashioner

“Whatever hand you intend to play, I intend to make it work.”- The Fashioner

The Fashioner is a mysterious extraplanar entity who lives within the subconcious and inbetween reality and dreams. Witchdoctors who pledge themselves to The Fashioner bend reality and physical matter to their will.

Shadow Thrall

Beginning when you make this pact at 3rd level, your magic begins to push the limits of reality. Any undead creatures you control become figures of dark crimson shadow. Any attacks made against the creatures from 15 feet or more away are made with disadvantage, and these creatures deal an additional 1d4 bleeding damage for three turns.

Bloody Dream

Beginning when you make this pact at 3rd level, you can use the weaknesses of your enemies against them. Undead creatures you control attack bleeding enemies with advantage.

Shifting Planes

Beginning at 6th level, you begin to understand the building blocks and threads that make up the planes. As an action on your turn, you can blend together the reality of the area around you in a 60 feet radius. Creatures within the radius must make a widsom saving throw or be afflicted with a Nightmare.

Nightmares

Nightmares are physical manifestations of the fears of those who fight against you. Those afflicted by a nightmare experience the following conditions:

  • Bleeding occurs twice per turn, instead of once.
  • Movement is reduced by 15 feet.
  • Moving while slowed and Bleeding increases bleed die to d6’s.
Bloody Dream

Beginning at 10th level, you feed and siphon power directly to the fashioner. As an action, you can call upon the Fashioner to increase your power. For the next minute, any bleed damage you deal is doubled, any slowing effects are doubled, and creatures that are within 15 feet of you or your thralls must make a wisdom saving throw for each turn they spend while in this radius, becoming frightened on a failed save. After the minute, you take 2d4 bleeding damage as a sacrifice to The Fashioner.

Sacrifice to the Fashioner

Beginning at 16th level, the nightmares you produce blur the line between dream and reality. As an action on your turn, you can attempt to banish a creature affected by a Nightmare to the plane of dreams for 1 minute. The creature must make a wisdom saving throw, or be sent to the plane on a failed save. Every 10 seconds the creature spends in the realm, it takes 3d4 Pyschic damgage and is paralyzed for the duration. After a minute, the creature returns and is paraylzed. You heal hitpoints for any damage that the creature takes while in the realm.

Loom Of Reality

Beginning at 18th level, The Fashioner has granted you one of it’s most desirable powers, it’s Loom. As a bonus action on your turn, you can pull threads from the Loom of Reality to change the world around you.

  • Strings of Life- Choose a creature that you can see, and attempt to rend its life from it. The creature must make a constitution saving throw or take 5d12 Bleeding damage on a failed save. You heal hitpoints for the damage dealt to the creature.

  • Strings of Stone- Choose an unoccupied space within 60 feet that you can see. A ring of matter from the nightmare realm to encircle the raidus. Any creatures inside must make a dexterity saving throw to escape the circle. The circle encloses by 10 feet each turn, and creatures that end their turn in the circle take 4d4 Bleeding damage. If a creature ends their turn in the circle on the final encloser, they are sent as a Sacrifice to the Fashioner.

  • Strings of Fate- Choose a creature within 60 feet that you can see. The creature cannot escape the radius through normal means until you die, or it dies.

 

 

Witchdoctor, Continued

Witchdoctor Pact: The Twin Snakes

“We are not spirits of lore, we are all that exists and more and more and more.”- The Vow of the Twin Snakes

The World Serpents, Ouroboros, the cycle of life and death, and Jörmungandr, the barrier between peace and chaos, choose witchdoctors to serve their intrests, judging the living, and keeping balance.

Balanced Scales

Beginning when you make this pact at 3rd level, you gain access to the scales of Jörmungandr. As an action on your turn, you can balance the soul of you and a creature you can see. The creature must make a charisma saving throw, and on a failure the following occurs. You know the range of hitpoints the creature has, (within 10). If the creature’s current hitpoints are higher than your own, up to a maximum of 10 hitpoints more, you can swap your hitpoints with it’s. This limit increases in increments of 15 at level 6, 10, 14, and 18.

Cradle and Grave

Beginning when you make this pact at 3rd level, you gain access to the book of Ouroboros. When a creature dies within 30 feet of you, you can choose to save the creature into the book, to be summoned as a bonus action on a later date. You can store a maximum of three spirits in the book at at time, increasing to 5 at 12th level.

Serpent’s Choke

Beginning at 6th level, you can replicate the wrap of Jörmungandr on your enemies. As a bonus action, you can use the spirit of Jörmungandr to harm a creature who you have attacked in the last 30 seconds. The creature must make a intellgence saving throw, or be petrified for 30 seconds.

Gateway

Beginning at 10th level, you can open the gate of Ourboros to consume yourself in its image. Once per day, when you go unconcious you are immediately ressurected with half your maximum HP. For the next 10 minutes, you have advantage on skill checks and saving throws, and cannot be stunned, frightened, or paraylzed.

Alternatively, you can choose to die when you go unconcious, skipping your saving throws. 10 minutes after you die, you are reborn. After 5 rebirths, you can cast a second level spell each day without expending a spell slot. After 10 rebirths, you gain an additionall spell slot for your currently highest level spell, maximizing at 7th level spells. After 25 rebirths, you recieve two avatar snakes of Ourboros and Jörmungandr.

Ouroboro’s Judgement

Beginning at 14th level, you can call upon Ouroboros to judge the damned. As an action, you can pick an unoccupied space within 60 feet. Creatures within a radius of 30 feet fom this point must make a constitution saving throw, being thrown 120 feet into the air and taking 3d12 force damage. Additionally, you can expend a 5th level spell slot to feed these creatures to Ouroboros after being thrown if they have less than your maximum hitpoints. If you choose to feed these creatures to Ouroboros in this way, you regain spell slots equal to three levels. (One 3rd level spell, two 2nd level spells and one 1st level spells, etc.)

Tip The Scales

Beginning at 18th level, you can force the scales of Jörmungandr in your favor. As a reaction, you can summon Jörmungandr to swallow a creature who you know has less than your maximum hitpoints. The creature must make a constitution saving throw, being swallowed and destroyed on a failure, taking 4d12 force damage on a successful save. If you feed this creature to Jörmungandr in this way, you can do this action again one time.

 

 

Weaponry Of The Spiral

 

 

Guns, Explosives, and More

Common Firearm Weapons
Name Recharge Damage Weight Range (ft)
Simple Ranged Weapons
  Doglock Pistol 3s 1d8 piercing 1 lb. 20/100
  Arquebus 6s 1d10 piercing 3 lb. 40/150
  Dragoon Pistol 3s 1d8 piercing 3 lb. 15ft Cone
Cmplex Ranged Weapons
  Musketoon 3s 1d12 piercig 3 lb. 30/180
  Blunderbuss 6s 2d10 piercing 2 lb. 30ft Cone
  Matchlock Rifle 3s 1d10 bludgeoning 3lb 40/200
A Note About Ammunition

Firearms and Cannon use a special kind of ammunition called Spark Powder. Spark Powder is a magic substance that produces an electromagnetic force that recharges, and explodes like gunpowder with a spark. Firearms that use spark powder have unique recharge rates depending on the size. Spark Powder weapons do not need to be reloaded.

A Note About Complexity

Firearms have an additional aspect, their complexity. Complex Firearms are more powerful, but are only available for use by those who specialize in firearm combat.

A Note About Pistols

Pistols are inherently one-handed, and since they do not require being reloaded, many pirates have one for each hand, or use a pistol in their off hand, and a cutlass in the other.

Exotic Firearm Weapons
Name Damage Weight Range (ft)
  Splitbarrel Gun 7d4 piercing 5 lb. 40 ft cone
  1-Hand Carbine 2d10 piercing 3 lb. 30/100
  Hand Cannon 4d8 piercing 3 lb. 10/90
  Rifled Barrel Musket 2d12 piercing 3 lb. 60/400
  Skirmishers Rifle 2d10 piercing 2 lb. 30/180
  Double Barreled Shotgun 2d8 piercing 3lb 25 ft cone
Exotic Weapons

Exotic Firearm Weapons are rare, complex weapons that have unique features or abilites. Below are features that certain exotic weapons have.

  • Skirmishers Rifles can take two attacks instead of one when in range.

  • The Doube Barreled Shotgun can take two attacks instead of one when in range.

 

 

Grenades

Grenades are handheld explosive devices that can be thrown as an action. Creatures within a grenades range must make a DC 14 saving throw according to its kind or take its effects and damage on a failed save, or half the damage on a successful one. The range you can throw a grenade is 30+ (Your strength modifier x5).

Hand Bomb

As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much as on a successful one.

Gas Bomb

As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. Creatures inisde the fog make attacks with disadvantage.

Chemical Fire Grenade

As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 3d10 Fire damage on a failed save, or half as much as on a successful one. Upon explosion, a fire is set upon a radius of 15 from its point of origin for 1 minute.

Heavy Bomb

As an action, you can prime and throw a grenade at a point you can see within 15 feet + your Strength modifier x 5. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d10 bludeoning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.