The Forgotten Depths

by SumtimesImFunny

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The Forgotten Depths

Welcome to The Forgotten Depths!

Pirate Fantasy Galore

The flooded world of "The Depths" is full of exciting creatures, locations, people, and adventures for any young and hungry adventurers brave enough to tackle it. Anything is yours for the taking here, whether it be bountiful treasure, otherworldly pleasure, or good old-fashioned plunder and murder. In this handbook, you will learn what it takes to not only survive this land, but thrive in it.

Author's Note

While this handout could be used as a standalone for any pirate campaign, this is part of another handout of mine, which you can check out HERE.

Before the Depths

The earliest kingdom of Lunareth, Yuva, thrived under the guidance and care of the Elder Gods. Upon the departure of Thusur, God of Light and the Stars, the planet was scorched by endless daylight. Retreating underground, the people of Lunareth adapted to underground living.

The Elemental Plane of Chaos

During his absence, Thusur swore to create a realm that would match Lunareth. With his son's, Fivor, help, they toiled away for decades. Their creation, a terrifying plane of endless storms and disasters, named The Elemental Plane of Chaos. Disheartened by his failed attempt, Thusur returned to Lunareth, begging for forgiveness for his actions.

The Final Storm

Enraged by his father abandoning him, Fivor was driven mad with hatred. Renaming himself "God of Disaster", he harnessed the powers of the Elemental Plane of Chaos to send massive waves, storms, and typhoons across dimensions towards Lunareth. The cataclysm, named by the people of Lunareth "The Final Storm" battered the planet, washing away any remnant of the old kingdom of Yuva and threatening to drown the younger kingdoms below ground.

Repelling the Storm

As a desperate responce to save Lunareth, Erasil and Thusur had another child, who they named Nai-Selus. Nai-Selus, perfectly equipped to command the waters their older brother sent, banished the waves, saving the people of Lunareth. After, with nothing to do with all the water they gathered, Nai-Selus dumped it on the opposite side of the planet, creating The Forgotten Depths. Within this water still lies the ancient kingdom of Yuva, along with all its priceless relics and history.

The First Settlers

When the oceans calmed, they revealed islands, which gave Nai-Selus an idea. They bartered with the rest of the gods, gaining their favor. They happily gave Nai-Selus the mortal races of the multiverse, which they planted into the soils of their new kingdom, populating The Depths.

The First Settlements

A few years after The Final Storm, we see the first settlements of the Forgotten Depths come to life. Primarily, the dwarvish city of Thyra's Breast and the Human and Elvish settlements of the Obsidian Valley.

Thyra's Breast

The dwarves wasted no time building a place for themselves. A dwarf named Thyra Lordstone was an incredibly powerful wizard, gifted with the powers of foresight and divination. In her visions, she saw the land that will guide her people to prosperity. She rallied the dwarves and set to the top of Mt. Hammerfall, where they began construction of their massive city. Thyra Lordstone was then named Queen of the Dwarves. After 12 long, hardworking years, the city had been finished. Queen Thyra, unfortunately, did not live long enough to see its completion. In honor of their late queen, the dwarves named the city Thyra's Breast.

Even though the top of Mt. Hammerfall wasn't as big as they would've liked, the dwarves made the most of it, even stretching the city out over the water and into and under the mountain top.

A bustling metropolis of dwarven ingenuity and rustic architecture, Thyra's Breast is the largest city in the Forgotten Depths, and the most lucrative. Since its inception, it has accepted travelers from all walks of life and corners of the world seeking fame, fortune, and everything in between.

The Lordstones

The Lordstone Family is the oldest and most powerful dwarven family in Thyra's Breast. Descended directly from Queen Thyra, the Lordstones rule over the city. Every few years the Lordstones hold a secret meeting to decide who will sit on "The Lord's Chair". The chosen member of the family then has complete control over the council. With all their wealth and power, the Lordstones are all incredibly powerful casters. Sadly, to this day, there hasn't been another Lordstone powerful enough to bear the gift of divination like their ancestor did.

The Council

The Council of Thyra's Breast is an interracial group of ambassadors who handle all internal and external conflicts of the city. Although whoever sits on The Lord's Chair has ultimate power, the Council manages many lesser issues without the interference of the Lordstones. Each ambassador represents a community in the city, which now includes all the races in the world. These ambassadors are democratically elected by their kind.

The Inner City

Mt. Hammerfall's limited size proved difficult for the dwarves building the foundations of their great city, but yet they persevered. They couldn't stop at just the outer city, so they began digging into the mountain. Today, the Inner City is almost entirely populated by dwarves, which explains the lack of dwarves above ground. The inner city is darker and colder that the outside, just like the dwarves like it. Eventually, however, the dwarven instincts began itching for more, so they kept digging in the only direction they could find, down.

The Under City

Deep in the heart of the mountain lies the Under City of Thyra's Breast. A winding maze of caverns and tunnels, all leading to god knows what. The Under City, also refered to as Thyra's Womb by the local dwarves, is the home of the Heart of the Mountain, a giant ball of flame which powers the entirety of Thyra's Breast. Many legend surround the Heart of the Mountain, but the general consensus is that it is made from 10 thousand fire elemental souls and the heart of one ancient red dragon. No one really knows what it is or how it works, short of the most brilliant minds in the Underforge, but all that matters is that it works, and thanks to it, Thyra's Breast was the birthplace of the Electrical Revolution.

The Obsidian Valley

Humans and Elves found themselves gathering in the Obsidian Valley during the earliest stages of development. They gathered around the mysterious Obsidian Spire, an artifact from the ancient civilization of Yuva. The Humans and Elves grew spiteful of their neighbors, so the slowly began colonizing farther and farther away from the Spire. The Elves ended up founding Entheas, a citadel of class, civility, and knowledge. The Humans founded Westcairn, and with it, one of the most lucrative economies in The Depths.

Entheas - Elven Citadel

The Elven city of Entheas is a lush, beautiful citadel filled with libraries, universities, cathedrals, and manors. Most of the citizens of Entheas are politicians, academics, priests, or kings/queens of commerce. While the Elves live in expensive comfort, the economy of Entheas is varely keeping it together. This has caused civil unrest and rapid changes in political structures. Because of this, the people of Entheas are always on their toes, clinging onto whatever sense of peace and civility they can find. Entheas is a social powder keg waiting to blow. To outsiders, however, Entheas is the capitol of knowledge in The Depths. The prestigious Entheas Magical Academy teaches all types of subjects, not just magic. Because of the Academy, almost everyone in the Forgotten Depths speaks, reads, and writes Common and their native languages and the study and practice of magic has become available to all.

Two-Tiered Precautions

Fearing that the water levels might rise, the elves of Entheas haven't sat idle. They began building to ensure the survival of the city in case of a cataclysmic event. The New City, lit by beautiful, tropical sunlight, showcases the very best of Entheas and the people there tend to be the most progressive and forward-thinking; while the Old City is full of conservative visionaries who would give it all up to return the city to its former glory.

Westcairn - Human Settlement

Westcairn started of as a small fishing town to the Southwest of Entheas, primarily populated with humans and human hybrids. Antagonistic to the elves of Entheas, they harbor a deep mistrust of their neighbors. Humble at first, Westcairn made its living off fish, agriculture, and livestock. The small town has since grown into a center of commerce for most of the merchants in the Depths. Westcairians tends to stay away from Entheans, even though they are on the same island. The population has since remained mostly humans and human hybrids.

An Ever-Growing Enterprise

The newly founded city of Westcairn is a proud center of commerce. Ships come and go around the clock, loading and unloading anything from grain and sugar, to black powder and liquor. The city itself has become too big for its size, and many acres of precious farmland is being destroyed and build over to facilitate the expansion of the city.

The Syndicate of Independent Merchants

Since before The Final Storm, in Westcairn, whoever had the most coin made the rules. Back then, without the support of nobility or oligarchs, the small village would have fallen. Today, the people of Westcairn created the Syndicate of Independent Merchants, a public forum of sorts were everyone would vote on the biggest issues in the city and democratically vote for them. Of course, this still being Westcairn, that idea was perverted into something different. Most of the people who ask for problems to be solved are oligarchs and industry magnates. The poorer folks in the city are left begging for the sympathy of those in power, which is incredibly scarce.

The Syndicate Roundtable

The city of Westcairn is constantly visited by scrappy adventurers looking to make it in life. Whether it be fame or fortune, the city provides, and no other place offers such opportunities quite like the Syndicate Roundtable. When the Syndicate wants something done, they take the true merchant's approach and outsource it to someone else. The Roundtable is the place to go for bounties, treasure hunts, escort jobs, deliveries, you name it. Every pirate, buccaneer, and privateer knows the Roundtable like the back of their hand. Those who survive the life long enough see themselves earning more profitable jobs, and even quests directly from the Syndicate, the real money-makers in town.

A Pirate's Life For Me!

Life in the Depths

The sea provides everything the Forgotten Depths needs. From food and water to treasure and adventure. Very few people tend to stay in their home islands their whole life. Many people can't even consider the land their home, having spent so much time at sea.

Very few islands can provide all the qualities of life, so one must look in other islands. The Forgotten Depths is held together by those who risk life and limb everyday, traveling the daunting seas. Its unforgiving currents and towering waves make traversing the sea a great danger, but those who do are payed handsomely for their efforts. Caravanning and escort services are some of the most lucrative jobs in the Depths.

The adventurers of the Forgotten Depths, like the ocean itself, are rough, unforgiving, and stubborn. But their second chance at life has filled them with camaraderie and cheer. Every night, adventures from all over gather around a warm fire to regale other with their tales and share a drink and a laugh. It's a simple life.

Explorin' The Depths

The adventuring life is different after the Storm. Those who seek fame and fortune must take to the seas. This chapter covers the gameplay and roleplay elements specific to the setting.

Fortune

Most of the gold, silver, and copper leftover from the Forgotten Realms has been melted down and re-forged into Bits (BT), Shillings (SL), and Doubloons (DB).

  • 10 Bits make 1 Shilling
  • 10 Shillings make 1 Doubloon

Doubloons are the most commonly traded coin, and each mayor settlement has different stamps for their Doubloons, but they all weight and are worth the same

  • Thyrian Doubloons have a large hammer with an oracle's eye in the head
  • Enthean Doubloons have a young elf maiden with long hair
  • Westcairian Doubloons have either a fish hook or a shark's tooth

Most of the riches of the old world have been lost to the sea, but many adventures long for the day they stumble upon ancient treasure.

Fame

Many adventures, like in the old world, seek to make a name for themselves. To have their name strike fear into the hearts of their enemies, summon roaring chants from the mouths of their fans, or uncover the sunken relics of old. Most legends, as you can expect, are forged at sea.

New Backgrounds

New backgrounds for your characters are available:

Fame-seeker

  • Skill proficiencies: Performance and One class proficiency
  • Tool Proficiencies: One gaming set or one instrument of your choice
  • Languages: Add one common language of your choice
  • Feature: Golden Glory: Your past deeds echo in the minds of all those you come across. Those who you've impacted positively love and adore you and await the next time they see you, but those you hurt will also remember your name for years to come.

Deck Hand

  • Skill proficiencies: Nature and One class proficiency
  • Tool Proficiencies: Naval Weapons and one gaming set of your choice
  • Feature: The Crew: You are loyal to your crew and captain and you've proven to be a good leader to those below you. The crew of a ship rally behind you and follow your orders more frequently, and tend to perform better than normal when you do.

Scoundrel

  • Skill proficiencies: Intimidation and Sleight of Hand
  • Tool Proficiencies: Thieves' Tools
  • Feature: Terror of the Depths: You've scarred the land and sea with your misdeeds. You have a large bounty on your head, but this does not bother you. You thrive in hostile territories and evading the authorities has become second nature to you.

Sea Merchant

  • Skill proficiencies: Persuasion and Nature
  • Tool Proficiencies: one Artisan's Tools of your choice
  • Languages: Add one common language of your choice
  • Feature: Heart of Gold: You've traveled the Depths many times, selling goods and offering services to all manner of creatures. You can converse with workers at shipyards and docks as if you've known them your whole life.

Castaway

  • Skill proficiencies: Survival and One class proficiency
  • Tool Proficiencies: Naval Weapons or one gaming set of your choice
  • Feature: Lost at Sea: You nearly lost your life when the monsters of the sea attacked your ship and crew. You washed up in a unknown place, forced to live off of the land, forever scarred by the monsters of the Deep Sea.

Boats and Ships

In order to sail from island to island, adventurers must board ships. Whether it be by paying caravan/escort services or by sailing on your own vessel, life on a ship is not easy. From maneuvering to maintaining a ship, adventurers must be ready at a moments notice to respond to any threats that might occur on the water. Water vehicles, like their crew, need maintenance to survive the tides of the Forgotten Depths

Optional Ruling (Rations/Water):

It can be assumed that food and water are replenished every time the vehicle comes into contact with a city dock. However, every ship can carry a maximum of 20 days of rations and food per member of the crew. So the crew can go up to 20 days in the sea without suffering exhaustion.

Ships Table

Ship Name Cost Speed Crew Cargo
Sloop 6000 DB 35 4-10 50 tons
Brigantine 10000 DB 45 10-25 100 tons
Frigate 16000 DB 50 25-70 400 tons
Galleon 25000 DB 60 50-100 750 tons
Man O'War 30000 DB 50 50-200 800 tons
  • Traveling via caravaning services incurs a fee of 5 DB + 1 DB per day sailed.

Rules of a Ship

Chain of command:

  1. Captain or Co-Captains: Commands the crew and steers the ship
  2. First Mate: Takes over the duties of the Captain(s) when they are resting
  3. Quartermaster: Serves as a middleman for captain-crew interactions
  4. Cartographer: Plots courses and reads/draws the maps
  5. Support Crew: Optional crew members who serve the crew, such as: Cooks, Healers, Performers, Spiritual Guides
  6. Gunner Crew: Crew responsible for the use and maintenance of the ship's weapons
  7. Everyone else

Sailor's Creed

  • All positions in the crew of a ship must be judged on their performance, and not their rank, personality, or creed. As long as they do their job and they do it good, they have earned your respect.
  • The Captain must serve the needs of their crew, not the other way around.
  • Any act committed on a ship that endangers its crew or cargo is considered treason, and the punishment is death.
  • Food and drink must be distributed evenly and carefully, as to not run out when most needed.

Weapons/Armor

Ship life has trained those who live it to be ready for anything at a moments notice. Heavy weapons and clunky armor will slow you down to a snails pace. There is a saying sailors use: "If you ain't quick, you're dead".

Most adventurers carry around a one handed weapon and a flintlock pistol for range. Thanks to Dwarvish and Gnomish ingenuity, many armors have been scaled down to not be so cumbersome and heavy. Medium and Heavy armors no longer have Strength requirements to wear, but still incur Disadvantage on Stealth (Dexterity) checks as normal.

A ship and its crew could be carrying all manner of weapons, but these are some of the most common weapons found aboard a ship:

Melee Weapons

Weapon Cost Damage Properties
Cutlass 15 DB 1d8 Slashing Martial, Finesse
Rapier 25 DB 1d8 Piercing Martial, Finesse
Mace 5 DB 1d6 Bludgeoning Simple
Steel Club 15 DB 1d8 Bludgeoning Martial
Scimitar 25 DB 1d6 Slashing Martial, Finesse, Light
Spear 5 DB 1d6 Piercing Simple, Thrown (20/60), Versatile (1d8)
Dagger 1 DB 1d4 Piercing Simple, Finesse, Light, Thrown (20/60)

Ranged Weapons

Weapon Cost Damage Properties
Shortbow 25 DB 1d6 Piercing Simple, Range(80/320), Ammo (20) (1DB)
Black Powder Pistol 15 DB 1d6 Piercing Simple, Range(80/240), Ammo (15) (1DB)
Percussion Pistol 50 DB 1d8 Piercing Martial, Range(120/350), Ammo (15) (1DB)
Musket Rifle 25 DB 1d8 Piercing Martial, Loading, Range(150/400), Ammo (20) (2DB)
Far Reach Rifle 75 DB 1d10 Piercing Martial, Loading, Range(180/600), Ammo (20) (2DB)
Hand Crossbow 50 DB 1d6 Piercing Martial, Loading, Range(30/120), Ammo (20) (1DB)
Blunderbuss 40 DB 2d4 Piercing Martial, Loading, Range(10ft. Cone), Ammo (10) (2DB)

Armor Types

Armor Cost AC Properties
Padded 5 DB 11 + DEX Light, Disadvantage(Stealth)
Leather 10 DB 12 + DEX Light
Studded Leather 45 DB 13 + DEX (Max 2) Medium
Scaled Leather 75 DB 14 + DEX (Max 2) Medium, Disadvantage(Stealth)
Ringed Leather 250 DB 15 + DEX (Max 2) Medium, Disadvantage(Stealth)
Chained Leather 100 DB 17 Heavy, Disadvantage(Stealth)
Plated Leather 1,200 DB 18 Heavy, Disadvantage(Stealth)

Mysteries of the Sea

The Deep Sea

Below the warm waves lies a realm of pure darkness and corruption. The people of the Forgotten Depths have called this place The Deep Sea.

When The Final Storm, swept across the ruins of Yuva, it took all of its magic and treasure with it. The dark waters corrupted this magic, creating a powerful, almost living, entity of great power. The Deep Sea is magically dark, and its water is deadly cold, but not frozen solid.

The Deep Sea is home to the most dangerous monsters. These monsters resemble creatures that used to once haunt the waters of Yuva. Some even look like twisted versions of common land animals, fully adapted to dark, underwater life. Even the humanoid corpses that used to litter the ruins of Yuva have returned, mutated and reanimated.

These monsters range from unintelligent to fully intelligent, capable of understanding and speaking multiple languages. Some Deep Sea creatures have even been known to understand and possess knowledge of the arcane. They communicate with each other through a language called "Drowned", which is a spoken with a set of high chirps and low grunts produced by either gills or other breathing apparatuses.

Visitors from the Deep Sea

Even when there wasn't as much water as today, sailors and pirates had all sorts of legends they'd tell over a round of grog about the elusive creatures that hide below the waves. In the world of The Forgotten Depths, these creatures are no longer elusive, or fictional...

Sirens

The Deep Sea is littered with dark magics. This magic corrupted all creatures, empowering them and angering them. Many of these creatures have become unintelligent, but Sirens are a different story... Not only are they some of the few creature to withstand both the waters of the Forgotten Depths and the Deep Sea, they've also been imbued with magical energy. They are cunning illusionists, able to change their looks and voice, which allows them to take the form of a man drowning at sea, or a beautiful elven maiden washed up to shore. Their incredible illusions are only matched by their killer instincts. Fast swimmers armed with powerful tails and razor sharp teeth. No one whose been charmed by a Siren has ever come back alive.

Hybrids

Many lives were lost to The Final Storm. Those whose bodies lied the closest to the Deep Sea were transformed into Hybrids, half fish abominations with an insatiable hunger for flesh. Hybrid was the academic name given to these creatures, but most sailors tend to call them Mer-Folk (Mermen and Mermaids). They are quick, armed with powerful claws and fangs.

They are able to out-speed and out-maneuver any ship, and tend to travel in groups called "schools". A school of Mer-Folk can range between 6 to 30 Mer-Folk, following a strict social structure, seemingly dictated by the fastest and most deadly of the Mer-Folk in its group. This leader is often referred to as "The Master" of the school.

Undead

Not even those who die at sea are safe from the Deep Sea's corruption. Many sailors who are lost at sea return as Undead of some sort. Skeletons, Ghosts, Specters, and many more roam the lands and waters of The Depths, attacking all creatures on sight.

Ghost Ships

Sometimes, when entire ships are buried beneath the waves, they return as Ghost Ships. Their entire crew transformed in to mind-less Undead, serving a semi-intelligent Ghost Captain. These Ghost Ships are often accompanied by angry water, strong winds, and heavy rain. They operate with incredible efficiency, more than any other living crew could accomplish.

Shellbacks

Although dry land in The Depths is scarce, life above sea level has prospered. In many abandoned island scattered through The Depths, large colonies of massive crustaceans called Shellbacks have surfaced. Their thick shells and powerful claws make them dangerous, yet they are relatively tame, so long as their territories are not encroached upon. Shellbacks eat grasses and weeds found above and below water, and often get seeds stuck onto their massive bodies, carrying them across The Depths. These crustaceans are responsible for much of the floral diversity in The Depths.

Sea Serpents

Once the most formidable opponents in Lunareth, Dragons were feared everywhere. After the Final Storm, many dragons went down with their hoards. The magic of the Deep Sea was so powerful, not even dragons were safe. They shed their wings, arms, and legs and donned gills, fins, and snake-like teeth. These hulking Sea Serpents now roam the bottom of the seas, rebuilding the wealth that they lost. Apex Predators of the sea, no other creature can match their ferocity and power. Every day, sailors prey to their gods as they set out to sea, hoping to not run into a Serpent.

The Mighty Kraken

There isn't a sailor alive today that doesn't fear The Kraken. A mysterious creature of the Deep Sea, no one has been able to properly identify it. All that has ever been seen of it are its powerful tentacles, capable of breaking a Galleon in half with a single strike. The Kraken is shrouded in the Deep Sea's darkness. Wherever it goes, a dark stain in the water follows. Sailors have called this phenomenon "Black Water", and it is the telltale sign of a Kraken attack. Very few people have seen the Kraken up close, much less lived to tell the tale...

A New Age of Class

Pirate Archetypes

Everything is different in The Forgotten Depths, down to the way we perceive the world and travel it. Adventurer's of The Depths have redefined what it means to be an adventurer, creating the following archetypes (Subclasses) for each type of adventurer. These homebrew subclasses are setting-accurate and lore-friendly. You may also use other content with your GM's permission.

More Subclasses

This is just a preview of the 22 available subclasses for this setting. To view all of them, click HERE!

Powder Keg Barbarian

Life on a ship has filled your lungs with black powder. So much that the smallest spark could set you off. That volatility has served you well. Embrace the Black Powder, for it is now your life blood.

Black Powder Rage

Starting at level 3, when not wearing armor and not wielding weapons or a shield, you can go into a Black Powder Rage. This has the same effects as Rage, but with these added benefits:

  • You can make Unarmed Strikes using your bonus action.
  • Your Unarmed Strikes detonate on impact, dealing Fire Damage equal to 1d4 times your Rage damage bonus.
  • You have resistance to Fire Damage.
Explosive Recoil

Starting at 6th level, when in a Black Powder Rage, after you receive damage from a creature's attack within 5 feet of you, you can cause an explosive reaction from your body to damage your attacker as a reaction. The attacker must make a Dexterity Saving Throw (Save DC = 8 + your PB + your Strength Modifier). On a failed save, they take Fire damage equal to your Black Powder Rage Unarmed Strikes.

Flame Belch

Starting at 10th level, your inner fire learns to manifest itself as a breath weapon. As an action, a blast of fire leaves your stomach in a 20ft cone. The save DC for this attack equals 8 + your proficiency bonus + your Constitution Modifier. Any creatures within the cone must make a Dexterity Saving Throw or take Fire Damage equal to 1d12 times your Rage Damage Bonus. A successful save deals half damage. You can use this once per Rage.

Mastery of the Inner Flame

Starting at 14th level, all your weapon attacks outside of Black Powder Rage do an additional 2d4 Fire damage. Additionally, when in a Black Powder Rage, you are immune to fire damage, and your attacks ignore resistance and immunity to Fire Damage.

Ocean Domain Cleric

The ocean calls, you listen. As you travel The Depths, you feel a divine connection to the sea. You pledge loyalty to the sea, and in return, the ocean bends around you, ensuring safe travels.

  • Note: You may choose any Deity to be your Clerical Patron from the following domains: Life, Tempest, and War.

Domain Spells

Cleric Level Ocean Domain Spells
1st Detect Poison and Disease, Healing Word
3rd Find Traps, Hold Person
5th Remove Curse, Revivify
7th Aura of Purity, Control Water
9th Commune, Dispel Good and Evil
For The People

Starting at 1st level, immediately after rolling initiative, you can exchange your roll with someone who rolled lower than you, allowing them to go earlier in the round.

Holy Water

Also at 1st level, during a rest, you can craft vials of Holy Water from sea water. A short rest produces 2 vials, while a long rest produces 5 vials. A vial of Holy Water can be thrown at any creature within 10 feet as a bonus action. The creature restores Hit Points equal to a number of d4's equal to your proficiency bonus. This has no effect against undead or constructs. Holy Water lasts up to 12 hours in the cleric's inventory.

Voice of the Sea

Also at 1st level, you learn the Shape Water cantrip, this counts as a cleric cantrip and doesn't add to your known cantrips. Additionally, when you make a Nature check related to the sea, you roll with Advantage.

Channel Divinity: Dispel Storms

At 2nd level, you can use Channel Divinity to ease the ocean's wrath. When at sea during a storm, you can use a reaction to calm the waves and winds, allowing your ship to escape the storm unscathed. This requires concentration and you can hold this feature for up to 1 hour.

Channel Divinty: Control Storms

When you reach 10th level, you can also control the storm to attack your enemies, as per the Call Lightning spell. You cast Call Lightning at 4th level. Its duration would become 1 hour and its damage would be increased by 1d10, due to you controlling a previously existing storm.

No One Left Behind

Starting at 6th level, when rolling Initiative, all allies who rolled lower than you gain the effects of the Bless spell for the first round of combat. This doesn't apply if you or the ally are surprised.

The Sea Provides

Also at 6th level, when at sea, you ignore the material components of all Cleric Spells of 5th level or lower.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage dealt by your Cleric cantrips.

Tidal Spirit

Starting at 17th level, you gain access to the Maelstrom and Tsunami spells. They count as cleric spells, are always prepared, and don't count to your prepared spells total. You can cast each of these spells once without expending a spell slot. You gain the ability to do this again after a Long Rest. Additionally, the amount of Holy Waters you make increase by 1 for short rests and 2 for long rests.

Swashbuckler Fighter

The sea has forged you into the greatest combatant on any ship you travel in. Fighting dirty may look wrong to others, but it's how you've survived so long. Your swordsmanship and marksmanship is unmatched.

Fighting Style: Swashbuckler

Starting at 3rd level, if you successfully hit an enemy with a melee weapon in your main hand on your turn using the Attack Action, you can attack the same target with a ranged weapon in your off-hand as a bonus action. This attack does not suffer Disadvantage by being done within melee range. Additionally, having a pistol in your off-hand counts as having an empty off-hand for the purposes of any feature that demands it.

Pistol Master

Starting at 7th level, your off-hand pistol attacks from the Fighting Style: Swashbuckler feature can now target any creature within the weapon's range. Additionally, your pistol attacks ignore all but total cover.

Fighting Dirty

Starting at 10th level, once per turn after making a melee attack against a target within range, you can fire your pistol at their feet. The target must succeed on a Strength Saving Throw against 8 + your proficiency bonus + your Dexterity Modifier. On a failed save, the target is knocked prone.

Lucky Target

Starting at 15th level, your critical hit range is 19-20, and landing a critical hit with a melee weapon does not consume an attack. Additionally, when you land a critical hit on an enemy with your off-hand pistol attack from the Fighting Style: Swashbuckler feature, the target is knocked prone.

Swashbuckling Master

Starting at 18th level, the Fighting Style: Swashbuckler feature gains the following changes:

  • You can now make a second pistol attack as a bonus action
  • You need to succeed on a melee weapon or ranged weapon attack to benefit from the bonus action attacks
  • After successfully hitting an opponent with an attack of opportunity, you can make a ranged attack as a free action against the same target.

Way of the Shifting Tides Monk

You've meditated to the tranquility of the sea. You figured out its patterns, able to follow the rhythm of the ebb and flow of waves. After much training, you've been able to apply that rhythm in combat, turning your enemies' strengths against them.

Ebb and Flow

Starting at 3rd level, whenever an enemy misses a melee attack against you, you can use your reaction to do one of the following:

  • Ebb: Make a melee attack with your Unarmed Strikes or a monk weapon. On hit, the target cannot take attacks of opportunity against you until the end of your next turn.
  • Flow: Make a melee attack with your Unarmed Strikes or a monk weapon. On hit, the target gets shoved back 10 feet. If they hit a wall or another enemy, both take 1d4 Bludgeoning damage.
Water Strider

Starting at 6th level, whenever you expend a Ki point to use Step of the Wind, you gain the benefits of both Dash and Disengage.

Flooding Strikes

Also at 6th level, when you expend a Ki point to use Flurry of Blows, you instead make 2 attacks with a monk weapon of your choice.

Master of Tides

Starting at 11th level, you have a swimming speed equal to double your walking speed, can breath underwater, and can walk on water if you choose, still gaining the benefits of your swimming speed. Additionally, when you use your reaction to make a melee attack using the Ebb and Flow Feature, you can instead make two attacks.

Eternal Waves

Also at 17th level, reducing an enemy to 0 Hit Points with a Ki attack returns 3 Ki points. Additionally, you can spend 1 Ki point per enemy within 30 feet to push them away with a massive wave. You can choose a number of creatures to not be affected by this feature up to your proficiency bonus. All affected creatures must succeed on a Strength Saving Throw or take 4d10 Bludgeoning damage or half as much on a successful save. They are also moved back 15 feet and knocked prone on a failed save.

Pact of the Deep Sea Warlock

In your darkest moments, you sought out a Patron of the Deep Sea. The deal you made with them has branded your skin with sickening tattoos and turned your blood to ink. This ink-ish blood within you fuels a powerful and dark energy.

Expanded Spell List

Warlock Level Expanded Spells
1st Inflict Wounds, Shield
3rd Detect Thoughts, Wither and Bloom
5th Life Transference, Speak With Dead
7th Death Ward, Control Water
9th Cloudkill, Destructive Wave
Black Blood Blade

Starting at 1st level, you form a supernatural connection to a weapon of choice. This weapon cannot have the two-handed property. You are immediately proficient with this weapon and can add your Charisma Modifier to your attack and damage rolls with this weapon. If you gain the Pact of the Blade through the Pact Boon Feature at level 3, you can connect to any weapon, regardless of its properties. Whenever you aren't wielding the weapon, it sinks into your skin in the form of a tattoo.

Black Blood's Malediction

Also at 1st level, when you attack an enemy with your Black Blood Blade, you can expend a spell slot to deal an additional 1d8 Necrotic damage. As your spell slots level up, the damage increases by 1d8 for every spell level above 1st. Killing an enemy with this attack will heal you for the same amount of damage dealt.

Blood Disease

Starting at 6th level, you can choose a creature within 60 feet to curse their blood. At the start of each of their turns, they must succeed on a Constitution Saving Throw or take 2d6 Necrotic damage. The effect ends if you lose concentration, or the target or you dies. You can use this feature a number of times equal to you proficiency bonus, and regain all expended uses after a long rest.

Blood Pact

Starting at 10th level, after a short rest, you can choose one willing creature to bind to you through your black blood. Until your next short rest or until one of you falls unconscious or dies, you can choose from one of the following benefits:

  • You both have AC equal to the average AC between the two
  • You gain access to a single spell of your choice from their class spells, and vice versa
  • You each gain total Hit Points equal to the average Hit Point totals
  • You each gain a proficiency in a skill, tool, weapon, or armor of your choice from the other's class
Deathless Blood

Starting at 14th level, spells from the Expanded Spells List can be cast at their lowest level without expending a spell slot a number of times equal to your Charisma Modifier. You regain all uses after a long rest. Additionally, you can gain two different benefits at the same time from the Blood Pact Feature.

Enthean Academy Wizard

The knowledge you gathered at the Enthean Academy has been uniquely valuable to your adventuring life. You are a star pupil, you will bring about great change, I know it.

Higher Education

Starting at 2nd level, you learn Elvish, and gain proficiency in any two skills. If you already know Elvish, choose another common language to learn. Additionally, you gain Expertise in a single Wizard skill you are already proficient in.

Valedictorian

Also at 2nd level, you choose one school of magic. All spells from that school become wizard spells to you, and can be added to your spell book at half the cost and time.

Efficient Casting

Starting at 6th level, the duration of concentration spells and the ritual casting time for ritual spells from your chosen school of magic are doubled and halved (respectively).

Mind of Steel

Starting at 10th level, you can add your proficiency bonus to Constitution Saving Throws against losing concentration on a spell from your chosen school of magic.

Arcane Professor

Starting at 14th level, you always have the Identify spell prepared, and can cast it without expending a spell slot a number of times equal to your Intelligence Modifier per Long Rest. Additionally, once per Short Rest when subjected to a spell or magical effect, you can use your reaction to Counterspell it without spending a spell slot. This does not work on spells cast at a level you do not own spell slots for yet.

 

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