Seaclaimed Pirate (5e Class)

This page is of questionable balance. Reason: Free actions don't really exist in 5e. This class has numerous additional ASI's other than the standard, and still gains other features at those levels. This class provides immunity to two different damage types(cold, and lightning), and heals you if you take damage from them. Thought Shield then grants resistance to psychic damage, and makes those using it take damage. Create Thrall has no saving throw? It also seems you could control an unlimited number of creatures with this. Whole class needs a run through.


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This page is incomplete and/or lacking flavor. Reason: There is only one subclass. The subclass exactly copies the UA Warlock "Lurker in the Deep" less a couple features, and copies it's spell list.


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Seaclaimed Pirate


Summary

This classes is loosely based on Davy Jones from the pirates of the Caribbean as i read a BBEG davy Jones concept and decided it would make an interesting class build. in essence this class is a warlock/fighter with the intentions to encourage players to grapple in 5e as it is almost pointless by adding incentives such as extra damage and debuffs for the grappled creature.

Seaclaimed Pirate


Quick Build

You can make an Seaclaimed Pirate quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Third, choose the Paladin starting equipment.

Class Features

As a Seaclaimed Pirate you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Martial weapons, Bucklers
Tools: None
Saving Throws: Charisma, Strength
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Perception, and Survival

Equipment

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

Table: The Seaclaimed Pirate

LevelProficiency
Bonus
FeaturesCantrips KnownSpells KnownSpell SlotsSlot Level
1st+2Otherworldly Patron, Fighting Style, Rusty Fishhook2211st
2nd+2Touch of the Deep, Eldritch Consumption2321st
3rd+2The Great Ones Reach2422nd
4th+2Ability Score Improvement3522nd
5th+3Extra Attack, Rusty Fishhook Improvement3623rd
6th+3The Black Spot, Ability Score Improvement, Otherworldly Patron Feature, Eldritch Consumption Improvement3723rd
7th+3Entropic Ward,3824th
8th+3Ability Score Improvement3924th
9th+4Mind Altercation31035th
10th+4Ability Score Improvement, Otherworldly Patron Feature, Eldritch Consumption Improvement41035th
11th+4Mind Spike41135th
12th+4Ability Score Improvement41135th
13th+5Thought Shield41235th
14th+5Create Thrall, Ability Score Improvement, Otherworldly Patron Feature, Rusty Fishhook Improvement, Eldritch Consumption Improvement41235th
15th+5Cursed Touch41335th
16th+5Ability Score Improvement41345th
17th+6Extra Attack Improvement41445th
18th+6Dreadful Aura, Eldritch Consumption Improvement41445th
19th+6Ability Score Improvement41545th
20th+6Master of the Depths41545th

Otherworldly Patron

At 1st level, you choose a Patron. Choose between The Fiend, detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Spellcasting

At level 1 use the Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Rusty Fishhook

The hook can also be thrown to grab someone from distances away up to 30ft by using an action, The target must make a DC 14 Strength saving throw. If failed they're pulled and then are restrained, taking the damage die of the Rusty Fishhook for 1 min. This weapon does a guaranteed critical hit to all sea creatures.

The Fishhook starts at dealing either a 1d8 piercing damage that scales with your class level.

-1st level: 1d8

-5th level: 2d8

-14th level: 3d8

Fighting Style

At level 1 you can choose a fighting style:

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Touch of the Deep

At level 2 you can reduce a creatures roll to escape your grapple by 1d4 as a free action when trying to grapple up to a number of times equal to your Strength modifier per day.

Eldritch Consumption

At these levels you gain the following,

-2nd level: You begin to disfigure to resemble your patron, due to these changes you no longer age, can breath underwater, and when in water your swimming speed is doubled.

-6th level: Your disfigurement progresses, now you gain resistance to both cold and lightning damage, and you gain proficiency in Intimidation, or becomes expertise if already proficient in it.

-10th level: Your hand disfigures into a claws like vice used to hold things, you gain advantage on Athletics checks to grapple.

-14th level: Due to your disfigurement you have gained the ability to remember events and names better, you gain proficiency in History, or becomes expertise if already proficient in it.

-18th level: Your disfigurement has developed under your skin, you now gain immunity to both cold and lightning damage. Bonus if you're hit with those types you heal half of it.

The Great Ones Reach

At level 3 your knowledge of the deep gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

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 make two attacks instead of one, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 17th level.

The Black Spot

At level 6 as an action while grappling a creature you can places a sickly looking black spot on the target's right hand. All creatures who see the black spot have their attitude towards the marked one shifted one category away towards hostile, this creature and all allies receive advantage to attack rolls against the one with the black spot. The mark persists for a one minute duration for a number of times equal to this creatures Constitution modifier and can be used up to a number of times equal to your Constitution. This cannot be used again on the same target within 24 hours.

Entropic Ward

At 7th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You can do this a number of times equal to your Charisma modifier, you can't use it again until you finish a short or long rest.

Mind Altercation

At 9th level, you are able to reach out and destroy a creature's mind. Upon successful grapple, you can lay your hand on the creature's head and deliver 3d6 psychic damage every turn as long as you hold on to the head. If free, the creature needs to succeed a Wisdom saving throw to resist being frightened, which if failed can be repeated at the beginning of its subsequent turns.

Mind Spike

11th level, you are so suffused with the might of the depth that all your melee weapon strikes carry psychic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage.

Thought Shield

Starting at 13th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes half that damage.

Create Thrall

At 14th level, you gain the ability to infect a humanoid mind with the alien magic of your patron, up to the size of a Pirate crew. You can use your action to touch an incapacitated humanoid. That creature is then controlled by you until a remove curse spell is cast on it, the condition is removed from it.

You can communicate telepathically with the creatures as long as you are on the same plane of existence as them.

Cursed Touch

Beginning at 15th level, you can use your bonus action to curse one creature that you touch. The target must make a Wisdom saving throw. On a failed save the creature becomes frightened. The creature can repeat the saving throw on the start of their turn to recover from the effect.

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.

Dreadful Aura

Beginning at 18th level, as an action, you may begin to radiate an aura of pure menace inspiring hopelessness and dread in all who enter it for up to 10 minutes. Enemies who enter or begin their turn within 30 feet of you have disadvantage on attack rolls against you and your allies. Once you use this feature, you must finish a short or long rest before you can use it again. If on the high seas, enemies must pass a Wisdom saving throw, on a fail, they jump ship. If on land, when enemies enter the aura they provoke an opportunity attack as if they just passed by you.

Master of the Depths

At 20th level, you can use your action to channel the spirit of The old ones. You may pick 5 enemies + your Charisma modifier within 120 feet of you. These enemies must pass a Wisdom saving throw higher than your spell-save DC, on a failed save, these enemies swear fealty to you for the next hour. They retain their order in the initiative. Those who swear fealty take 12d12 psychic damage when the effects end. On a successful save, the enemies take 6d12 psychic damage. You may use this ability once per long rest.

The Fiend

Grasp of the Deep

1st-level Lurker in the Deep feature

At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 15 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Guardian Grasp

6th-level Lurker in the Deep feature

At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.

Devouring Maw

10th-level Lurker in the Deep feature

Starting at 10th level, you can magically draw forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, you gain temporary hit points equal to your warlock level per creature in the maws area (up to 5 creatures)

Once you use this feature, you can’t do so again until you finish a short or long rest.

Unleash the Depths

14th-level Lurker in the Deep feature

Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 120 feet of you where your patron tears through reality, manifesting a Sea Creature from the deepest depths of the sea regardless of challenge level.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Seaclaimed Pirate Spell List

You know all of the spells on the basic warlock spell list and additional spells based on your subclass.

1st Level

create or destroy water, thunderwave

2nd Level

gust of wind, silence

3rd Level

lightning bolt, sleet storm

4th Level

control water, evard's black tentacles

5th Level

commune with nature, cone of cold

Multiclassing


Prerequisites. To qualify for multiclassing into the Old Gods Acolyte class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Old Gods Acolyte class, you gain the following proficiencies: Intimidation

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gollark: In biology classes we could leave Petri dishes out in the open air and they'd get colonized within a few days.
gollark: Steal them from the floor or something.
gollark: UK meat circa 1990, I think.
gollark: Actually, bacteria are free *and* do evolution.
gollark: Also bacteria.
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