Krakentooth's Pirates and Shipbound Enemies

by KoatheDM

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Krakentooth's Pirates and Shipbound Enemies

























A ship that is run by NPCs or enemies uses similar rules to that of player run ships, but with a few noted differences, as using the typical Officer Rules and Actions would result in extremely long turns for enemy ships.

Enemy Officers

  An Enemy ship still has designated officers, and the ship still has an amount of ship actions. However, instead of Officer Actions that players use, NPCs ships gain new Ship Action options that replace the need of Officer Actions so the DM is not making 6+ separate checks for separate NPCs for one enemy ship. Instead, these special Ship Actions require for the Officer to be present on the ship to be taken, and that Officer must forgo their turn in initiative to instead allow that Ship action to be taken.

Officer Turns on an Enemy Ship

  Enemy Officers or specific NPCs of note, still have their normal initiative and can act independently of the ship. You will note however some enemy ship actions specifically note an officer. In order for these ship actions to be used, the officer must not take their turn in initiative, and instead take their turn on the ship's turn to 'complete' this ship action, similar to an Officer action for players. If a spell requires an Officer action or Ship action to make an ability check to remove the effects of a spell (such as Lock Rigging), a ship action can substitute an officer action in such cases and the officer taking such action uses their own statistics and abilities. In doing so, the officer does not take their turn in initiative, instead taking their turn on the ship's turn to complete such an action.
























Killing Enemy Officers

  Killing enemy officers is incredibly demoralizing and can potentially upset the balance of naval combat. Typically, if an officer is killed on an NPC ship, the entire ship has its total amount of ship actions reduced by 1, and if the Captain is killed, the total amount of ship actions the ship can take is reduced by 2. However, crews are also an important part of running a ship. If half of the total crew of the ship is killed, the amount of ship actions the ship can take is halved, and the ship's speed is halved.

Ship Actions

  An enemy ship always has 2 more actions than a a player-run ship. As an example, Large ships get 3 ship actions, Huge ships get 4 ship actions, and Gargantuan ships get 5 ship actions.

Enemy Turns Aboard an Enemy Ship

  In Naval Combat, the crew of the enemy ship or NPC ship is assumed to be moving, manning cannons, and working as a crew during combat, and as such, do not have turns and killing one or two of these crewmembers has negligible effects on the flow of naval combat.

By KoatheDM. Art by Liuzishan.

Enemy Ship Actions

Full Steam Ahead

Captain required. The ship moves twice as opposed to once with this ship action and can turn the ship up to 90 degrees.

Quick Repair

Bosun required. The ship gains 7 temporary hit points per size category. (Large 7, Huge 14, Gargantuan 21)

Chin Up!

First Mate Required. If the ship has any reduction to ship actions from crew or officers being slain, they are temporarily restored until the start of the Ship's next turn, or until the First Mate is reduced to 0 hit points.

Prepare for Boarding

First Mate or Captain required. The officer yells out orders and prepares their crew for boarding. If the ship makes contact with another ship or moves to a space within 15 feet of another ship, all of the crew aboard may use their reaction to move up to their speed or to jump onto the enemy ship.

Prepare for Impact

Bosun required. By reinforcing the boards and rigging of the ship, if the ship would take damage from ramming on this turn, it would instead only take half damage and creatures on the deck of the ship are not knocked prone from an unsuccessful ram attempt.

Fire at Will!

Powdermonkey required. One of the ship's weapons is fired with advantage.

Hit the Deck!

Captain or First Mate required. The crew aboard gains advantage on Dexterity saving throws until the start of the Ship's next turn.

By KoatheDM. Art by Warmtail.

Pirate

Medium humanoid, Typically neutral evil


  • Armor Class 14 (Leather)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

  • Skills Athletics +4, Acrobatics+5
  • Senses passive Perception 10
  • Languages Common, Thieves’ Cant
  • Challenge 1/2 (100 XP)   Proficiency Bonus +2

Sea Legs. The Pirate has advantage on ability checks and saving throws to resist being knocked prone.

Opportunistic. The Pirate has advantage on attack rolls against Prone or Grappled creatures.

Actions

Meathook. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC13).

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

  Whether they are brought forth to the sea by their volition, with a desire to plunder, steal, and raid; or they are forced into piracy by situation; pirates can take on any shape or form. Most often humanoid, but not limited by race, pirates tend to utilize hit and run tactics, grabbing what they can and stealing as much as they can before setting a ship loose. Although there is some merit in sinking a ship, many low-level pirates do not wish to garner the attention of a navy or of a dangerous druid, and as such, mostly plunder and steal without killing if needed.

Opportunistic. Because of their circumstances and how pirates typically operate, many pirates are very opportunistic in terms of what fights they will take, and their fighting style. To many pirates, no fight is a fair fight, and if there is a clear way to take advantage of adventurers, they will absolutely do so. This is most commonly seen in their fighting style; as many pirates will often utilize tripping, shoving, grappling, or even throwing dirt in the eyes to get one to stagger; so they can run in on an ending blow if needed.


Pirate First Mate

Medium humanoid, Typically neutral evil


  • Armor Class 15 (Studded leather)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 15 (+2)

  • Skills Athletics +4, Intimidation+4
  • Senses passive Perception 10
  • Languages Common, Thieves’ Cant
  • Challenge 2 (450 XP)   Proficiency Bonus +2

Sea Legs. The Pirate has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Multiattack. The First Mate makes two attacks.

Sabre. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage

Flintlock. Ranged Weapon Attack: +3 to hit, reload 1, range 60/100 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the First Mate critically hits with this attack and the target is wearing armor, the target’s AC is reduced by 1 until a minute is spent shaping the armor back into place.

Bonus Actions

Reload. The First Mate reloads their Flintlock.

Reactions

Shape Up, Ye Dog (2/Day). Whenever a friendly creature within 30 feet of the First Mate that can hear it misses with an attack, the First Mate can yell raucous threats to allow that creature to reroll the attack roll.

No Shame in Running. Although it might seem cowardly to begin with, many low level pirates will very quickly turn tail and run, going back to their ship, taking one of their ship's rowboats, or even stowing away on the enemy ship when they realize they do not have the upper hand. Many pirates hold loyalty over coin rather than ideals, and are quick to turn sides. This is not the case for all pirates however, but those are usually under the banner of a Pirate Lord.

By KoatheDM.

Pirate Boarder

Medium humanoid, Typically neutral evil


  • Armor Class 15 (Studded leather)
  • Hit Points 52 (8d8 + 16)
  • Speed 40 ft

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 12 (+1)

  • Skills Athletics +5
  • Senses passive Perception 10
  • Languages Common, Thieves’ Cant
  • Challenge 2 (450 XP)   Proficiency Bonus +2

Heavy. The Pirate Boarder has advantage on ability checks made to grapple creatures and they have advantage on all ability checks and saving throws made to escape grapples.

Actions

Multiattack. The Pirate Boarder makes two Heavy Hookblade Attacks.

Heavy Hookblade. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target is grappled. The Pirate Boarder can only have one creature grappled in this way at a time.

Bonus Actions

Heave. The Pirate Boarder pulls a creature that they are grappling with their Hookblade to a space within 5 feet of them and the target must succeed on a DC13 Strength saving throw or also be knocked prone.

Reactions

Boarding Leap. Whenever the ship the Pirate Boarder is on moves to a space within 40 feet of another ship or terrain, the Boarder can use their reaction to leap to an unoccupied space within 40 feet of them that is not on the ship they are currently standing on.

  Inevitably, no matter how many cannons are fired swivel guns are fired, there will come a point that a Pirate has to board the other ship, as how else will they gather their loot? When it comes to these crucial moments, Pirate Boarders are the first to jump onto enemy ships, and wielding heavy hookblades, they are often thick, grinning tanks used to throwing around their enemies.

Off you Go! Many pirates understand that the less enemies on the ship, the better! So one of the key strategies that Pirate Boarders use is to immediately take advantage of their range and weight to grab nearby crewmembers or fighters, and to toss them off the side of the boat, so they have one less enemy to deal with!

By KoatheDM. Art by Grandfailure.


Pirate Deckwizard

Medium humanoid, Typically neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 11 (+0)

  • Skills Arcana +5, Perception +3
  • Senses passive Perception 13
  • Languages Common, Thieves’ Cant, and any one language
  • Challenge 1 (200 XP)   Proficiency Bonus +2

Sea Legs. The Pirate has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Spellcasting. The Pirate Deckwizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC13, +5 to hit with spell attacks):

At will: ray of frost, mending

3/day: unseen servant, fog cloud

2/day: Find rowboat, shield

1/day: Mass mending, krakentooth's dampened wood, find familiar

Depth Charge. The Pirate Deckwizard creates a blast of concussive force in a 10 foot radius at a point they can see within 90 feet of them. Each creature in this space must succeed on a DC13 Constitution saving throw or take 3d6 thunder damage and be pushed 5 feet back from the center point of this depth charge, only taking half damage upon success. This does double damage against ships, if the chosen point of origin was underwater.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Reactions

Shield (2/day). When targeted with an attack or the magic missile spell, the Deckwizard can produce a shield, and until the start of their next turn, they have a +5 bonus to their AC, including against the triggering attack, and they take no damage from magic missile.

Krakentooth's Dampened Wood (1/day). When the Pirate Deckwizard sees a wooden object or a vessel take fire or thunder damage, as a reaction you can send out slivers of protective abjurative magic to coat its surface, granting the object or vessel resistance to fire or thunder damage against the triggering damage.

Magic for the Sea. Although the open oceans may not seem like the best of fit for a wizard who is plagued with the sterotype of always being face-first in books, there are those privateers or pirates who still practice the arcane arts in the open seas; as it often leads them to new lands to learn new spells and meet new people! Or some arcane apprentices have no choice but to pillage and plunder on the open sea, and their arcane capabilities have granted them a seat on a pirate's ship.

Useful Allies. Pirate Deckwizards may come in many different flavors, sizes, and species, but generally a pirate that has arcane capability is kept around for their utility. With spells like fog cloud to obscure a ship in the mist, unseen servant to get a second pair of hands to help repair the ship, or even more complex spells like mass mending or find rowboat; a utility caster has many uses on the decks of a ship, and although they may not have the brawn or dexterity of a typical pirate, these spells and skills often grant deckwizards a stable spot on a pirate's vessel.

Spellbooks. Although wizards traditionally keep spellbooks at hand, due to the tumultuous nature of the open seas, particularly storms and rain, many wizards often opt to keep their spells stored in less conventional methods. This can be in the form of tattoos on their body, jars filled with carved pieces of wood, or even etchings on vests and clothes. Many of these methods of storing spells are not designed to be particularly beneifical in the long run, and often cannot be altered or added to easily, but it gets the job done at sea, and that is what most deckwizards care about! If a character were to find an intact spellstoring device of a Deckwizard, they can only retain half of the spells that the Deckwizard knew (DM's discretion), and it cannot be used as a spellbook where spells can be added to.

By KoatheDM.

Deadeye

Medium humanoid, Typically neutral evil


  • Armor Class 16 (Studded leather)
  • Hit Points 49 (9d8+9)
  • Speed 30 ft., climb 30ft.

STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 16 (+3) 11 (+0) 15 (+2) 11 (+0)

  • Skills Acrobatics+6, Perception +4
  • Senses passive Perception 14
  • Languages Common, Thieves’ Cant
  • Challenge 3 (700 XP)   Proficiency Bonus +2

Focused Eye. The Deadeye can shoot at long range without disadvantage, does not need to Aim with firearms, ignores half and three quarters cover, and deals an additional 2d8 damage on ranged attacks (included in their attacks)

Actions

Musket. Ranged Weapon Attack: +6 to hit, reload 1, range 200 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Bonus Actions

Reload. The Deadeye reloads a firearm they are holding.


Pirate Gunslinger

Medium humanoid, Typically neutral evil


  • Armor Class 17 (Studded leather)
  • Hit Points 97 (15d8+30)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 15 (+2) 12 (+1) 16 (+3) 13 (+1)

  • Saving Throws Dex +8, Str +3
  • Skills Acrobatics+6, Perception +5
  • Senses passive Perception 15
  • Languages Common, Thieves’ Cant
  • Challenge 6 (2,300 XP)   Proficiency Bonus +3

Firearm Expert. The Gunslinger does not need to Aim and they do not suffer disadvantage on ranged weapon attacks when an enemy is within 5 feet of them or when targeting a creature within 5 feet of them with a ranged weapon attack.

Actions

Multiattack. The Gunslinger makes three attacks with their Stubbarrel Pistols and one attack with their Dagger.

Stubbarrel Pistol. Ranged Weapon Attack: +8 to hit, reload 1, range 60/100 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If Gunslinger hits a creature who is not wearing armor, they deal an additional 3 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Aim for the Face (Recharge 4-6). The Gunslinger makes three Stubbarrel Pistol attacks against a creature they can see within range. These attacks are made with advantage if the target is within 5 feet of them. Hit or miss, their movement does not provoke attacks of opportunity against the creature they targeted.

Bonus Actions

Quick Reload. The Gunslinger reloads three firearms on their person.

By KoatheDM. Art by Warmtail.


Firestarter Powdermonkey

Medium humanoid, Typically chaotic evil


  • Armor Class 13 (Studded leather)
  • Hit Points 60 (11d8+11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 17 (+3)

  • Saving Throws Dex +5, Con +3
  • Skills Acrobatics+5, Intimidation+5
  • Damage Resistances Fire
  • Senses passive Perception 10
  • Languages Common, Thieves’ Cant
  • Challenge 4 (2,300 XP)   Proficiency Bonus +2

Inured to Explosions The Firestarter Powdermonkey has advantage on Dexterity saving throws made to resist or avoid explosions or spells that deal fire damage; such as a powder keg igniting or the fireball spell.

Spellcasting. The Firestarter Powdermonkey can cast the following spells, using Charisma as the spellcasting ability (spell save DC13):

At will: Produce flame, control flame

2/day: Krakentooth’s quickened volley, ignite

1/day: Fireball

Actions

Cast a Spell. THe Firestarter Powdermonkey casts one of their known spells that has the casting time of 1 Action.

Snapflame. The Firestarter Powdermonkey snaps their fingers and produces a 15 foot long, 1 foot wide line of fire that ignites everything in its path. Any creature caught within this line must succeed on a DC13 Dexterity saving throw or take 4d6 fire damage.

Flintlock. Ranged Weapon Attack: +5 to hit, reload 1, range 60/100 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the Firestarter Powdermonkey critically hits with this attack and the target is wearing armor, the target’s AC is reduced by 1 until a minute is spent shaping the armor back into place.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Bonus Actions

Make it Go Boom. The Firestarter Powdermonkey shouts an order to an ally manning a ship weapon who can hear the Powdermonkey and is within 30 feet of them, or fires a ship weapon themselves. If this ship weapon hits, it deals an additional 2d10 fire damage.

By KoatheDM. Art by Grandfailure.


Dread Pirate

Medium humanoid, Typically neutral evil


  • Armor Class 15 (Leather, Haunted Vengeance)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 15 (+2) 13 (+1) 12 (+1) 19 (+4)

  • Saving Throws Dex +5, Wis +4
  • Skills Acrobatics +7, Intimidation +6
  • Senses passive Perception 11
  • Languages Common, Thieves’ Cant, Deep Speech
  • Challenge 6 (2,300 XP)   Proficiency Bonus +3

Haunted Vengeance The Dread Pirate can use Charisma as opposed to Dexterity when making attacks, adds their Charisma modifier to their AC, does not need to Reload or Aim their Flintlock, attacks from their Flintlock are considered magical, and their melee attacks deal an additional 1d6 psychic damage on hit (included in Attacks)

Spellcasting. The Dreadpirate casts one of the following spells, using Charisma as the spellcasting ability (spell save DC15):

At will: Hex

2/day: Misty step

1/day: Counterspell

Actions

Multiattack. The Dread Pirate makes two Flintlock or two Cursed Scimitar attacks.

Flintlock. Ranged Weapon Attack: +7 to hit, reload 1, range 60/100 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the Dreadpirate critically hits with this attack and the target is wearing armor, the target’s AC is reduced by 1 until a minute is spent shaping the armor back into place.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage and 3 (1d6) psychic damage.

Splitting Bullet. The Dread Pirate makes three Flintlock attacks against three separate targets within 100ft of them as the bullet of the Flintlock magically splits. These attacks ignore half and three quarters cover.

Bonus Actions

Dreadful Strike. When the Dread Pirate hits a creature they can see with an attack, they can call a dreadful spirit to rise from their shadows and fire a spectral Flintlock or slash at the target with a ghostly scimitar, dealing 2d10 additional force damage to the target.

By KoatheDM. Art by Warmtail.


Piratelord of the Seven Seas

Medium humanoid, Typically chaotic evil


  • Armor Class 19 (Piratelord's Swagger)
  • Hit Points 162 (25d8+50)
  • Speed 35 ft., climb 35ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 15 (+2) 16 (+3) 20 (+5)

  • Saving Throws Str +6, Dex +8, Wis +7
  • Skills Athletics +6, Deception +9, Insight +7, Intimidation +9
  • Senses passive Perception 13
  • Languages Common, Thieves’ Cant
  • Challenge 9 (5,000 XP)   Proficiency Bonus +4

Piratelord's Swagger. The Piratelord adds their Charisma modifier to their AC, has advantage on all saving throws made to resist being knocked prone, cannot be knocked prone from a Ram attack or by failing a Ram attack, and adds a 1d10 to all Sabre attacks (included in attacks).

A Piratelord's Domain. While the Piratelord is on a ship that they own, they gain access to their Legendary Actions, all morale checks and saving throws made by anyone on the ship are made with advantage, and the ship gains 1 additional action in Naval Combat.

Freefooter Fighter. The Piratelord does not have disadvantage on ranged attacks rolls while a hostile creature is within 5 feet of them, does not need to Aim their Flintlocks, and the Piratelord can make an attack of opportunity against a creature whenever they target them with a melee attack and miss.

Actions

Multiattack. The Piratelord makes four attacks. The Piratelord can replace one of these attacks with Reload or Captain's Orders.

Flintlock. Ranged Weapon Attack: +8 to hit, reload 1, range 60/100 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the Piratelord critically hits with this attack and the target is wearing armor, the target’s AC is reduced by 1 until a minute is spent shaping the armor back into place.

Sabre. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (2d10 + 4) slashing damage.

Reload. The Piratelord reloads up to 4 Flintlocks on their person.

Captain's Orders. The Piratelord completes a Ship action such as Hit the Deck, Full Steam Ahead, or Prepare for Boarding.

Bonus Actions

Fire at Will! Up to three ship weapons on the ship the Piratelord is commanding can immediately fire with advantage.

Pirate Lord's Leadership. For the next minute, any ally within 30 feet of the Piratelord that makes an ability check, attack roll, or saving throw and can hear the Piratelord can add a 1d6 and add it to their roll.

Reload. The Piratelord reloads up to 4 Flintlocks on their person.

Legendary Actions

The Piratelord can take 3 legendary actions, provided they are on a ship they own, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Piratelord regains spent legendary actions at the start of its turn.

Command. The Piratelord commands up to two allies that can they can see who can hear them, where those allies can immediately move up to their speed and make an attack with advantage as a reaction.

Move. The Piratelord moves up to their speed.

Flurry (2 actions). The Piratelord makes a Flintlock and Sabre attack.

By KoatheDM. Art by Grandfailure.

Waverider

Medium humanoid, Typically neutral evil


  • Armor Class 16 (Studded leather)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft (50 ft while on water)., swim 30ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 12 (+1)

  • Skills Athletics +3, Acrobatics+6, Perception +4
  • Senses passive Perception 14
  • Languages Common, Aquan
  • Challenge 2 (450 XP)   Proficiency Bonus +2

Waverider. The Waverider can walk on water as if it were solid ground if they so choose. While walking on water, their speed is increased by 20 feet.

One with the Waves. The Waverider knows the Shape Water cantrip, and can cast it without requiring components. Wisdom is their spellcasting ability.

Actions

Multiattack. The Waverider makes two weapon attacks.

Wave-Touched Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

  Waveriders, or Druids of the Open Seas, are a clan or group of individuals that find freedom in the waves; and often find themselves being hired as useful mercenaries or guides onto the ships of wealthier pirates or merchants.

Waveriding. Waveriders all have an innate connection with the sea, and the waves, and their freedom found at sea can be manifested in the fact that no waves can stand in their way. All Waveriders have mastered an ancient magical technique known as Waveriding, where they can simply walk or run on water, where their steps are magically propelled by the water beneath their feet. Because of this, many Waveriders often have scarce clothing, no coverings for their feet, and welcome the elements on their skin.

Wayfarers. Wayfarers are especially coveted, as they hold magics that can ease seafaring travel and have the ability to protect ships with ease against firey assaults.


Waverider Wayfarer

Medium humanoid, Typically neutral evil


  • Armor Class 15
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft (50 ft while on water)., swim 30ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 14 (+2)

  • Skills Perception +5, Survival +5
  • Senses Darkvision 60., passive Perception 15
  • Languages Common, Aquan
  • Challenge 3 (700 XP)   Proficiency Bonus +2

Waverider. The Wayfarer can walk on water as if it were solid ground if they so choose. While walking on water, their speed is increased by 20 feet.

One with the Waves. The Wayfarer knows the Shape Water cantrip, and can cast it without requiring components. Wisdom is their spellcasting ability.

Protection of the Waves. While not wearing armor, the Wayfarer may add their Wisdom modifier to their AC.

Actions

Spellcasting. The Wayfarer casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC13):

At will: Shape water, guidance, shillelagh, float

2/day: Eyes of melora, create or destroy water

1/day: Guiding waves

Curse of the Waves. The Wayfarer targets a creature they can see within 60 feet of them, where they must succeed on a DC13 Wisdom saving throw. On a failure, they take 11 (2d10) lightning damage, their swimming speed is halved for 1 minute, and at the start of each of their turns, they take 5 (1d10) lightning damage. A target can remake their initial saving throw at the end of each of their turns, ending this effect on a success.

Quarterstaff (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Reactions

Protective Waves. When a ship within 30 feet of the Wayfarer that they can see takes fire or thunder damage, they can grant the ship resistance to that instance of damage by projecting protective spectral waves.

By KoatheDM.


Waverider Omen

Medium humanoid, Typically neutral evil


  • Armor Class 17
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft (60 ft while on water)., swim 30ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 15 (+2) 12 (+1) 19 (+4) 14 (+2)

  • Saving Throws Wis +7, Con +5
  • Skills Perception +7, Survival +7, Intimidation +5
  • Senses Darkvision 60., passive Perception 17
  • Languages Common, Aquan
  • Challenge 6 (2,300 XP)   Proficiency Bonus +3

Greater Waverider. The Omen can walk on water as if it were solid ground if they so choose. While walking on water, their speed is increased by 30 feet and they ignore difficult terrain caused by water, ocean, or currents. If the Omen jumps while on water, they instead jump 20 feet vertically or 35 feet horizontally.

One with the Waves. The Omen knows the Shape Water cantrip, and can cast it without requiring components. Wisdom is their spellcasting ability.

Protection of the Waves. While not wearing armor, the Omen may add their Wisdom modifier to their AC.

Actions

Spellcasting. The Omen casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC15):

At will: Shape water, bestow curse

2/day: Control water

1/day: Black spot

Draining Curse. The Omen targets a creature they can see within 60 feet of them, where they must succeed on a DC15 Constitution saving throw, or take 20 (3d10 + 4) necrotic damage, halved on a success.

Touch of the Storm. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 26 (4d10 + 4) lightning damage and the target’s speed is halved and cannot take reactions until the end of their next turn.

Wrath of the Ocean (Recharge 5-6). The Omen conjures a wave of water that crashes down in a 30 foot long, 10 foot wide, and 10 foot long area at a point the Omen can see within 120 feet of them. Each creature in that area must make a DC15 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions. If this would come into contact with a ship, the ship instead takes 45 (10d8) bludgeoning damage.

  Waverider Omens are the most feared out of all Waveriders, as they have tapped into the unbridled fury of the ocean and her waves. They are known to race along the tops of the waters, bring lightning down with a touch, and to whisper ancient words that can bring ruin to ships and captains alike.

By KoatheDM. Art by Grandfailure.
Changelog
  • Version 1.2
    • Added Pirate Boarder, Pirate Deckwizard, Dread Pirate, and Piratelord of the Seven Seas
  • Version 1.1
    • Added Deadeye, Pirate Gunslinger, and Firestarter Powdermonkey
  • Version 1.0
    • Initial version released

More!

  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMbinder. Art by Liuzishan, Warmtail, and Grandfailure.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

By KoatheDM
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