Ghost Ship Patron
Whether by choice, or by misfortune, you have come into a pact with one of the three lich captains within the seas. The ship gives you certain gifts in return for being its land touching emissary. You feel its call to the inescapable decks calling you each and every day.
Expanded Spells
The ghost ship lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | dissonant whispers, fog cloud |
| 2nd | gust of wind, silence |
| 3rd | conjure barrage, speak with dead |
| 4th | ice storm, phantasmal killer |
| 5th | conjure volley, control winds |
Eldritch Crew
At 1st level, You may cast the Eldritch Secret granted by your patron as an action, doing so conjures ethereal pirates in spaces you can see within 15ft. The pirates function as follows:
- You conjure a number of pirates this way equal to the amount of sparks you create by casting this secret
- All spectres conjured this way fade at the end of your turn.
- As a part of the action to conjure the pirates, you may immediately cause them to move up to 15ft and make a melee spell attack.
- The attack uses your spell attack bonus to hit, dealing 1d8 necrotic damage on hit.
- you may apply the effects of an eldritch invocation you know which modify damage dealing cantrips to the target of all spectral pirate's attacks.
- You may cause one of these pirates to replace its attack to "activate" any of your conjured hull fragments that use a bonus action to activate
Hull Fragments
starting at 1st level, you can manifest mist-edged fragments of the Ghost Ship on the battlefield, crewed by ethereal spirits with wispy skeletons and translucent flesh. Immediately upon casting a spell with your warlock spell slots, you may choose one of the following effects to conjure on the battlefield at a point you can see within 30ft, which last for 1 minute or until you conjure another effect with this feature:
- Crows Nest. You manifest a single undead lookout, high above you. While you aren't deafened, you know the location of every creature within 120ft of you, including those that are hidden, invisible or even on the ethereal plane. As a bonus action you may "reveal" a creature to an ally who can hear you and is within the area of the Crows nest, they may add your charisma mod on a d20 test they make against that creature before the end of their next turn.
-Possessed Rigging. you may manifest spectral ropes, which lash out at a creature within 60ft of you. The target must succeed on a strength saving throw against your warlock DC or be restrained by the ropes. A restrained creature can use its action to make a strength check against your spell save DC, freeing itself on a success. You may reuse this feature as a bonus action while this effect is active, and you may have a number of creatures restrained equal to half your proficiency bonus rounded up.
-Stolen Winds. You manifest the tattered masts of the ghostly ship, which drain the wind out of your enemy's sails. Your speed is increased by 10ft, and each creature of your choice within 30 ft of the sails must make a wisdom saving throw vs your warlock spell save DC. on a failed save, its speed is reduced by 10ft for one minute. You may cause a creature to remake this save, or you may grant an ally a 10ft increase to their speed until the start of your next turn, as a bonus action on your turn.
Learn from our Mistakes
Also at 1st level, the crew of the ghost ship impart their nautical knowledge up you. You gain the following benefits:
- You gain proficiency in navigators tools and vehicles(water).
- If you spend one minute examining an object, you can determine whether or not its cursed.
Eternal Sailor
Starting at 6th level you gain some of the traits of the vessel's ghostly crew. You are immune to poison and disease, and no longer need to breath. Instead of swimming, you can sink to the bottom of a body of water at a rate of 60ft per round, moving at the start of your turn.
Additionally being underwater doesn't impose disadvantage on your attacks, you ignore difficult terrain caused by being underwater, and you are immune to the effects of water pressure and murk water.
Ship Graveyard
Beginning at 10th level, whenever you conjure portions of the ghost ship through your Hull fragments feature, you may conjure two of the options to last for a minute. Additionally you can replace one of them with an "Empowered Fragment", these options are as follows:
-Cannon. You manifest a coral encrusted cannon, pointing in a direction of your choice. If a creature succeeds a DC 15 grapple attempt on their turn, they may rotate the cannon up to 90 degrees in place, alternatively you may rotate it 45 degrees as a bonus action on your turn, without a check. Alternatively, You may use your bonus action to "fire" the cannon, doing so casts Catapult without using a warlock spell slot, but using your spellcasting ability mod and cast at your warlock spell level. The line created from the spell is based on the direction the cannon is pointing.
-Helm. You manifest a rotting wooden helm with an ornate ships wheel. While you are within 5ft of this helm, you may take an action to spin its wheel and command up to pb bonus creatures that you can see and that are within 60ft of the helm. The creatures you choose to command in this way move up to their movement speed to a point of your choice, each time this movement would cause a creature harm, they make a wisdom save against your spell save dc, on success they may stop moving. You may instead do this as a bonus action, but you may only target one creature if you do so, and you may do this (action or bonus action) once per turn.
-Keel Beam. You manifest a barnacle coated keel, guarding your allies. The keel occupies a 15ft by 10ft area as it is a quarter circle shape. Allies may move through the spectral wood, and make attacks through it without issue, while enemies treat it as a solid objects, unable to move or pass attacks through it. The Keel has an AC of 15 and HP equal to (Warlock level * Charisma modifier). As a bonus action, you may grant a creature of your choice within the area of the keel temp hp equal to twice your proficiency bonus
Conjure Galleon
At 14th level, you can briefly conjure a visage of your patron onto the battlefield, bringing the fury of the sea down upon your enemies. As a part of the action you take to cast any of your mystic arcanums, you may conjure the fully might of the ghost ship instead of just fragments. The galleon has an AC of your spell save DC, and hp equal to (warlock level * prof bonus), when the ship is conjured, any existing constructs from the hull fragments or ship graveyard feature immediately fade away. The galleon functions as all of the hull fragment abilities, and you may move it up to 60ft as a bonus action on your turn. The galleon lasts for 1 minute, and once you have used this feature, you cannot do so again until you finish a long rest.
When you conjure a spectral galleon, you may replace any and all of the spectral pirates attacks summoned with your eldritch crew feature to interact with the galleon's components, instead of being limited to just 1 doing so per turn.

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