Saltmarsh Privateer’s Companion

Ahoy!

A storm be brew'n over the horizon, and I pray to all gods of the sea this message finds ye in time! Any DUNGEONS & DRAGONS, D&D, Wizards of the Coast, landlubber bang’n around Saltmarsh would be Forgotten Realms, Ravenloft, Eberron, the dragon headknocked to set out to the treacherous seas unarmed ampersand, Ravnica and all other Wizards of the Coast o’ these secrets. Ye here have found a bounty of product names, and their respective logos are trademarks of subclasses, feats, and spells to keep yer voyage from goin’ Wizards of the Coast in the USA and other countries. keel-up 'fore it begins!

This work contains material that is copyright Wizards of the If ye be a fighter seeking glory on the high seas, ye Coast and/or other authors. Such material is used with want to become a Corsair to get the reputation ye permission under the Community Content Agreement for deserve. Or would ye rather delve into wizardry of the Dungeon Masters Guild. folk beneath the waves, and become a dreaded Sea

Witch? Ye can lead yer crew as a Legendary Captain, or All other original material in this work is copyright 2021 by Conjure Ghost Ship to haunt the fog. Once an enemy Aaron Cross and published under the Community Content catches wind that ye have such feats and spells as these, Agreement for Dungeon Masters Guild. their bones’ll be rattlin’ when they face ye on the waters!

Whatever floats yer boat, ye’ll find a treasure right for ye!

Sample file

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Fighter Archetype: Corsair Corsairs practice dirty fighting techniques that are at home on the high seas. You prefer to wear light armor and wield light weapons. While you are decent at fighting, you know that true strength comes when your enemies think you are a better fighter than you are. So, you work to develop a reputation for yourself that you can leverage before and during a fight.

Defensive Poise 3rd-level Corsair feature

You have learned superior techniques for dueling opponents. As long as you aren’t wearing medium or heavy armor or wielding a shield, you can give yourself a +2 bonus to your AC against enemies that you attack with a melee weapon. This bonus lasts until the start of your next turn.

Dirty Fighting 3rd-level Corsair feature

You can use a bonus action to pull a dastardly trick on an enemy within 5 feet of you. This could be a feint, a kick to the Honorable Reputation. Your allies gain a +1 bonus to knees, dirt thrown in their face, or some other nasty move. attack rolls against any creature that is subject to your Regardless of what trick you pull, you gain advantage on Defensive Poise feature. attack rolls against that creature until the start of your next turn. Dishonorable Reputation. After you use your dirty Once you use this bonus action against a given creature, fighting feature, you can deal an extra 2d6 damage to that you cannot use it against the same creature again until you creature the next time you hit it with a weapon attack. gain another fighter level. Legendary Reputation Fearsome Reputation 15th-level Corsair feature 7th-level Corsair feature Your exploits have become legendary throughout the lands By now, your reputation precedes you where you go. Choose you frequent. Choose another reputation feature from the whether to cultivate an honorable reputation (by avoiding following options. Your choice should reflect your behavior up undue bloodshed and honoring truces) or a dishonorable until this point, but does not need to match your choice at 7th reputation (by slaughtering helpless foes and granting no or 10th level. quarter). Your choice of reputation should reflect your past behavior. At the DM’s option, your reputation might change Honorable Reputation. When you see an ally that is based on your actions. within 30 feet of you make an attack roll or saving throw, Depending on your choice of reputation, you gain one of you can use your reaction to make a weapon attack. the following features: Dishonorable Reputation. When you kill a creature, you Honorable Reputation. You can add half of your fighter can choose any number of creatures that saw you make level (rounded down) to your Charisma (Persuation) the kill to become Frightened of you until the end of your checks if you reveal your reputation. next turn.

Dishonorable Reputation. You can add half of your fighter level (rounded down) to your Charisma Mythic Reputation (Intimidation) checks if you reveal your reputation. 18th-level Corsair feature

Your adventures are the subject of myth throughout the Dreadful Reputation world. Even those who are unaware of your reputation give 10th-level Corsair feature pause before attacking you -- as all creatures will tremble before the mighty warrior that you have become. When you Your reputation has grown, whether for good or ill. Choose roll initiative, every enemy that can see you must make a DC one reputation feature from the following options. Your 20 Wisdom saving throw. On a failure, the only action that choiceSample should reflect your behavior up until this point, but file creature can take on their first turn is the Dodge action. This does not need to match your choice at 7th level. ability has no effect on creatures with an intelligence score of 4 or lower or those with immunity to the Frightened condition.

3 Curse of the Deep Wizard Arcane Tradition 6th-level Sea feature

Sea Witch Your curse of the sea feature improves. When you use your Some wizards who ply their craft beneath the waves come to curse of the sea feature, and as a bonus action on later turns, be known as sea witches by the land-dwelling folk. As one of you can cause one of the following effects to happen to the such wizards, you learn to harness the dark powers of the victim of your curse. depths to assault your foes with elemental water, lay baleful curses, and command creatures of the deep. You may have Wading Tide. The creature’s movement speed is reduced by been taught this by a powerful being of the sea; such as 10 feet until the start of your next turn. a sea , marid, dragon turtle, or kraken. Or perhaps you are Crashing Wave. You move the creature up 10 feet away from part of a tribe who reveres such a being and passed the you. teachings to you. Aquatic races like sea elves, tritons, and Storm Surge. You deal 1d6 cold or lightning damage to the locathah are also known to practice this tradition of wizardry. creature. You cannot cause an effect if you cannot see the cursed Aquatic Adaptation creature, or if you have already triggered the curse this turn 2nd-level feature with a spell.

You can breathe normally in both air and water. You also gain a swim speed of 30 feet, or your existing swim speed One with the Maelstrom 10th-level Sea Witch feature increases by 30 feet. You add the maelstrom spell (XGE) to your spellbook. You Curse of the Sea always have this spell prepared, and it doesn't count against 2nd-level Sea Witch feature your number of prepared wizard spells. In addition, you are not affected by a maelstrom spell that you cast, and your You learn to conjure magical curses from the darkest depths concentration on maelstrom cannot be broken if you are in of the sea. As a bonus action on your turn, you can place a the spell’s area. curse on one creature you can see within 30 feet of you. If you cast maelstrom centered in a body of water, the spell When the cursed creature makes an ability check using has an 80 foot radius, and deals double damage to ships. navigator’s tools or water vehicles, it has disadvantage on the roll. The curse ends only if a remove curse spell or similar magic is cast on the victim, or if you use this feature to curse Curse of the Albatross 14th-level Sea Witch feature a different target. Additionally, once per turn when you cast a spell of 1st You can target an object with your curse of the sea feature. level or higher, you can trigger the curse if that spell deals Any creature in contact with the cursed object suffers the cold or lightning damage to the cursed target or forces it to effects of your Curse of the Sea feature. Sea Witches are move. Doing so subjects the target to the appropriate infamous for targeting ships with this ability, thus afflicting additional effect below. If more than one option applies, you their curse upon everyone aboard. choose which one to use.

Cold Damage. If the affected target takes cold damage from your spell, the target can take either an action or a bonus action on their next turn, but not both. It also cannot make more than one attack during its turn, regardless of the creature's abilities or magic items.

Lightning Damage. If the affected target takes lightning damage from your spell it has disadvantage on Strength and Dexterity saving throws until the end of your next turn.

Forced Movement. If the target is moved by your spell, it takes 1d6 bludgeoning damage for every 10 feet of horizontal movement.

You have a number of uses of this feature equal to your Intelligence modifier. You regain all uses when you finish a long rSampleest. file

4 Conjure Ghost Ship Feats 6th-level The following feats are useful to characters who work aboard Casting Time: 10 minutes a ship: Range: 160 feet Components: M, V, M (rope and kanvas worth at least 2,000 Legendary Captain gold pieces) Prerequisite: Charisma 13 Duration: 24 hours When you finish casting this spell you conjure a spectral You grant the following benefits to the crew of a ship that you ship in a body of water that is no less than 500 square feet. captain: The ship can take one additional action each round. The ship has the stats of a longship with the ghost ship You add your charisma modifier (if positive) to your crew's template applied to it (see Ghosts of Saltmarsh for longship quality score. If your charisma modifier changes, your crew's stats and the ghost ship template). The ghost ship appears quality score changes by an equal amount. As a bonus action with a full crew of specters, which can do nothing except on your turn, you can verbally command one member of your operate the ship. The quality score of the specter crew is crew to use its reaction to take the Attack, Help, or Use an equal to your spellcasting ability modifier. You are treated as Object action. Once you command a crew member in this the ghost ship’s captain, so you decide what actions the ship way, you cannot command that crew member in this way will take in combat. again until the next dawn. You can cast this spell on a ghost ship you have already summoned with this spell, effectively extending the spell’s Mariner duration. Any slain specters are replaced when you cast the You are accustomed to life on the high seas, and you have spell in this way. You do not require any material components gained the following benefits: when you cast the spell in this way. If you cast this spell in this way every day for 1 year, the duration becomes You gain a swimming speed equal to your walking speed. permanent. You have advantage on ability checks and saving throws to resist being knocked prone. Hasten Crew You gain a +1 bonus to your AC when you are not wearing 3rd-level transmutation medium or heavy armor, or using a shield. Casting Time: 1 action Range: 30 feet Ship's Mage Components: V, S Prerequisite: The ability to cast at least one spell Duration: Concentration, up to 10 minutes

You have practiced casting spells on the high seas, and gain The crew of one ship within range is hastened, allowing the the following abilities: ship to take one additional action on each of its turns. This spell does not allow a ship to take actions if it has no crew. Your spells cannot damage a ship that you are aboard unless you desire otherwise. Reinforce Hull You have advantage on constitution saving throws to 1st-level transmutation maintain concentration on a spell due to the ship rocking, Casting Time: 1 action severe wind, and similar conditions. Range: Touch When you damage at least 3 members of a ship’s crew Components: V, S, M (a drop of tar) with a single spell, that ship’s crew quality score decreases Duration: 8 hours by 1d4 until the start of your next turn. One ship that you touch is warded against damage. The ward has 30 hit points. Whenever any component of the ship Spells takes damage, the damage is first taken off of the ward, and The following spells are added to the spell list of the classes any leftover damage applies to the ship even if that damage is shown below. below the component’s damage threshold. For example: if the ship’s hull takes 26 damage (enough to overcome its damage Spell Classes threshold), the ward would take the first 10 points of damage, Conjure Ghost Bard, Cleric, Sorcerer, Warlock, Wizard and the hull would take the remaining 16 (even though 16 is Ship below the hull’s damage threshold). Hasten Crew Bard, Cleric, Sorcerer, Wizard The ship also gains a +3 bonus to the AC of all of its components as long as the ward has at least 1 hit point. Reinforce Hull Artificer, Wizard Slow Crew Bard, Sorcerer, Warlock, Wizard At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the ward’s hit points increase by 15 per Sampleslot level above 1st. file

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