TEXT: Tides of Blood
  By Darren Kenny & 
  Conor Higgins
  New Archetypes, New Backgrounds, 
  New Spells and Crew Roles System!
  
  2
  Table of Contents
  Introduction 
  3
  New Archetypes 
  4
  Aeromancer �������������������������������������������5
  Deep Explorer ����������������������������������������8
  Path of the Kraken ��������������������������������9
  Path of the Shark ���������������������������������10
  College of the Shanty ��������������������������10
  College of the Siren �����������������������������11
  Island Domain �������������������������������������12
  Sea Domain ������������������������������������������14
  Circle of the Shoal �������������������������������16
  Circle of the Tides �������������������������������17
  Drunkard ����������������������������������������������18
  Corsair ��������������������������������������������������19
  Captain �������������������������������������������������20
  The Drowned ��������������������������������������22
  Way of the Depths ������������������������������24
  Way of the Lighthouse �����������������������24
  Oath of Greed ��������������������������������������26
  Oath of the Deep ���������������������������������27
  Brutal Crew �����������������������������������������28
  Ocean Hunter ��������������������������������������29
  Deep Servant ���������������������������������������30
  Smuggler ����������������������������������������������31
  Salt Bloodline ���������������������������������������33
  Gold Bloodline �������������������������������������34
  Gift of Seas �������������������������������������������35
  Gift of Storms ��������������������������������������36
  Sea Goddess Patron �����������������������������37
  Ghost Ship Patron �������������������������������38
  New Invocations ���������������������������������40
  New Pact Boons ����������������������������������41
  School of Navigators ���������������������������41
  School of the Tide Watchers �������������42
  New Spells 
  44
  Crew Roles 
  52
  New Backgrounds 
  55
  Abducted by Pirates ����������������������������56
  Coastal Fisherman �������������������������������57
  Former Captain �����������������������������������58
  Pirate ����������������������������������������������������59
  Pirate Hunter ���������������������������������������60
  Sea Monster Hunter ����������������������������61
  Ship Wrecked ��������������������������������������62
  Tavern Rat �������������������������������������������63
  Credits & Thanks 
  64
  
   
  3
  “All of us have in our veins the exact 
  same percentage of salt in our blood 
  that exists in the ocean, and, therefore, 
  we have salt in our blood, in our sweat, 
  in our tears� We are tied to the ocean� 
  And when we go back to the sea – 
  whether it is to sail or to watch it – we 
  are going back from whence we came�” 
  – John F� Kennedy
  With the upcoming release of Ghosts 
  of Saltmarsh, we thought it would 
  be a great opportunity for us to put 
  together a little compendium of pirate 
  and nautical-themed content to go 
  along with the release� If you want 
  to play as a pirate-hunting, treasure-
  seeking paladin, or a shipwrecked 
  warlock who worships the ghost of a 
  sunken ship, then there is definitely 
  something in this supplement you will 
  enjoy� There is also a plethora of new 
  spells with which to arm your new 
  characters, for their journey through 
  Saltmarsh�
   
  You might notice that there are 
  some classes in here that do not appear 
  in the Player’s Handbook� We wanted 
  to give players even more choice, so 
  we expanded the number of classes 
  available to choose from� We selected 
  some of the classes that we created, 
  as well as one of our favourites from 
  DM’s Guild, the Pugilist class� The 
  extra classes that have been used in this 
  supplement can be found here:
  • The Artificer – This class was created 
  by Wizards of the Coast, which was 
  released in an Unearthed Arcana 
  supplement� We are using the most 
  recent revised version which can be 
  found on the Official Website
  • The Duelist – created by Darren 
  Kenny�
  • The Grave Warden – created by 
  Darren Kenny� 
  • The Pugilist – created by Benjamin 
  Huffman� 
  • The Ravager – created by Darren 
  Kenny�
  • The Titan – created by Conor 
  Higgins�
  We hope that you will have as much 
  fun playing with some of these 
  subclasses, backgrounds, and spells� A 
  sincere thank you for purchasing this 
  supplement, we hope you and your 
  adventuring party have a wonderful 
  time using it�
  Conor Higgins & Darren Kenny
  May 2019
  Introduction
  
  New Archetypes
  Nautical Archetypes to make a fine crew!
  
   
  5
  Artificer
  Aeromancer
  The Futurist
  With a keen mind and deft hands you’ve 
  managed to tinker new creations others 
  only dreamed of� Powered by energy 
  drawn from the Plane of Air, infinite 
  power is at your finger tips with your 
  deadly new firearm - The Storm Cannon�
  Aeromancer Spell List
  Starting at 3rd level you always have 
  certain spells prepared after you reach 
  particular levels in this class, as shown 
  in the Aeromancer Spells table� These 
  spells count as artificer spells for you, but 
  they don’t count against the number of 
  artificer spells you can prepare each day�
  Aeromancer Spells
  Artificer 
  Level
  Spell
  3rd Level
  Screaming Wind, Witch Bolt
  5th Level
  Blows of Thunder, Howling Winds
  9th Level
  Call Lightning, Thunderous Rebuke
  13th Level
  Storm Aura, Storm Sprint
  17th Level
  Echoing Thunder, Raging Storm
  The Storm Cannon
  Starting from 3rd level you construct 
  a powerful firearm know as the Storm 
  Cannon� The weapon does not require 
  any ammunition and can fire a number 
  of times depending on what Fire Mode 
  it has been set to� You can use a bonus 
  action to change the fire mode of the 
  weapon� 
  • Striker. The Striker mode sends 
  small blasts of controlled lightning at 
  individual targets, allowing for high 
  accuracy attacks� While set to this mode, 
  the Storm Cannon can fire a number 
  of times equal to half your proficiency 
  bonuses rounded up� Each attack deals 
  1d8 + your Intelligence modifier as 
  lightning damage�
  • Maelstrom. The Maelstrom mode 
  creates a blast of lightning energy that 
  fires out towards all enemies in front of 
  you� Lacking in accuracy, the Maelstrom 
  mode focuses on taking down crowds 
  of foes� You can use an action to fire 
  the Storm Cannon in this mode forcing 
  all creatures in a 30ft cone to make a 
  Dexterity saving throw� Creatures take 
  Xd6 lightning damage on a failed save 
  where X is equal to your proficiency 
  bonus, half as much damage on a 
  successful save� 
  • Bolt Cannon. The Bolt Cannon mode 
  lets you fire long blasts of lightning 
  energy through several foes� You can use 
  an action to fire a lightning bolt in a 60 
  foot line� All creatures in the line must 
  make a constitution saving throw or 
  take Xd8 Lightning damage where X is 
  equal to your proficiency bonus, half as 
  much damage on a successful save�
  • Thunder Blast. The Thunder Blast 
  mode allow you to fire short powerful 
  blasts of thunderous force� You can use 
  an action to fire this weapon in a 10 foot 
  cone� Creatures in the area must make 
  a Strength saving throw� On a failed 
  save the creature is knocked prone and 
  takes Xd10 thunder damage where X is 
  
  6
  half your proficiency bonus rounded up� 
  On  a successful save the creature takes 
  half as much damage and is not knocked 
  prone�
  Mantle of Storms
  Starting from 6th level you gain a suit 
  of arcane armour that uses lightning 
  energy to grant you a collection of new 
  abilities� While wearing this armour you 
  gain the following benefits and abilities�
  • Twice a day you can use an action 
  to gain a flight speed equal to your 
  movement speed for 1 minute� You 
  regain these uses after a long rest�
  • You can use your reaction to deal 1d8 
  Lightning Damage to a creature who 
  hits you with a melee attack� 
  • When you take damage from a spell or 
  magical effect you can use your reaction 
  to move half your movement speed in 
  a direction of your choosing without 
  provoking attacks of opportunity�
   
  At 12th level you also gain 
  resistance to thunder and lightning 
  damage while the Mantle of Storms is 
  equipped�
  Overcharge
  Starting from 14th level any lightning 
  or thunder damage you deal with a spell 
  or your Storm Cannon ignores any 
  resistance the creature may have�
  Artificer
  Deep Explorer
  Ocean Explorer
  With your curiosity of the ocean’s 
  depths and a keen mind for invention, 
  you have created a means of exploring 
  the deepest seas� With this new 
  territory comes new threats, and you 
  must arm your self to face them� With 
  your Hydrolic suit you can breath, 
  swim and even fight as effectively as 
  the creatures of the deep�
  Deep Explorer Spells
  Starting at 3rd level, you always have 
  certain spells prepared after you reach 
  particular levels in this class, as shown 
  in the Deep Explorer Spells table� 
  These spells count as artificer 
  spells for you, but they don’t count 
  against the number of artificer spells 
  you can prepare each day�
  Deep Explorer Spells
  Artificer 
  Level
  Spell
  3rd Level
  Aquatic Volley, Fog Cloud
  5th Level
  Crushing Wave, Rain
  9th Level
  Swell, Tidal Wave
  13th Level
  Control Water, Fountain of 
  Istishia
  17th Level
  Control Winds, Maelstrom
  Hydrolic Suit
  Starting from 3rd level you construct a 
  suit of armour capable of underwater 
  travel� While in this suit you gain the 
  following benefits�
  
   
  7
  • Air. You spend 20 cubic feet of air to 
  fire a blast of wind at a single creature 
  within 30 feet of you� Make a ranged 
  attack� On a hit the creature takes Xd6 
  magical bludgeoning damage where X 
  is your proficiency bonus�
  • Oil. You spend at least 5 gallons of 
  oil, spraying out of the Surge Gun in a 
  10 foot line� The line is 10 foot longer 
  for every 5 additional gallons of oil 
  used� If this oil is set on fire it burns 
  with an intense blue flame for the next 
  minute� Any creature passing through 
  that line, or starting their turn inside 
  the line, suffers Xd10 fire damage 
  where X is your proficiency bonus� 
  • Poison. You spend at least 20 cubic 
  feet of poison to unleash a spray in a 10 
  foot cone� The cone is 5 feet larger for 
  every 10 additional cubic feet of poison 
  used� Creatures in the cone must make 
  a Constitution saving throw or take 
  Xd10 poison damage� 
  • Water. You can spend at least 10 
  gallons of water to spray out of the 
  Surge Gun in a 10 foot line� You 
  can spend an additional 5 gallons to 
  increase the length of the line by 5 feet� 
  All creatures in the line must make a 
  Strength saving throw or suffer Xd8 
  magical bludgeoning damage and be 
  knocked prone� 
  Endless Reserve
  Starting from 14th level your Surge 
  gun can contain five times as much 
  liquid and gas, or five separate types of 
  liquid and gas at one time�
  Surge Gun
  Starting from 6th level you gain a unique 
  firearm known as the Surge Gun� The 
  Surge Gun has the ability to suck in large 
  amounts of liquid or gas within 20 feet 
  of you, trapping them in a small pocket 
  dimension� Using an action with this 
  weapon you can suck in up to 25 gallons 
  of liquid, or up to 100 cubic feet of gas�  
  Once you do this, the surge gun is full 
  and must expel it’s contained substance 
  before further use� Depending on the 
  contained substance you can make 
  different attacks�
  • Acid. You spend at least 5 gallons of 
  acid spraying from the Surge Gun in a 
  10 foot cone� The cone is 5 feet larger 
  for every 5 additional gallons of acid 
  used� All creatures in the cone must 
  make Dexterity saving throws or take 
  Xd12 acid damage where X is your 
  proficiency bonus� Creatures hit by the 
  acid have their AC reduced by 1 until the 
  end of their next turn�
  • You can breathe underwater for 8 
  hours at a time�
  • You gain a swim speed equal to your 
  movement speed�
  • You can dash as a bonus action while 
  swimming�
  • You gain an AC 
  equal to 10 + your 
  Dexterity Modifier 
  + Intelligence 
  Modifier�
  
  8
  Terror of Sailors
  Your time at sea has connected you to 
  the beasts that dwell in the deep ocean, 
  the kings of the great blue depths, the 
  destroyers of ships and terror of the 
  sea� The Krakens� With their blessing, 
  you wielder there power like a deadly 
  weapon, summoning forth their arms to 
  crush the life from your foes�
  Wrathful Tentacle
  Starting from 3rd level you can use a 
  bonus action to summon a Spectral 
  Tentacle until the end of your turn� 
  When you do this you can replace an 
  attack with any of the following; 
  • Make a grapple attempt against the 
  creature within 20ft of you using your 
  Athletics contested against the creatures 
  Athletics or Acrobatics� On a success the 
  creature is restrained until the end of 
  your turn� At 15th level this effect lasts 
  until the start of your next turn�
  • Make a special attack against a creature 
  within 20ft of you using your Strength 
  modifier + proficiency bonus as the 
  attack modifier� On a hit the creature 
  takes 1d8 bludgeoning damage and must 
  make a Strength saving throw (DC = 
  8 + Strength Modifier + Proficiency 
  Bonus) or be pulled 20ft towards you� At 
  15th level you can choose to not pull the 
  creature towards you and instead throw 
  it 20ft in another direction� The creature 
  Barbarian 
  Path of the Kraken
  must make a Dexterity saving throw after 
  being thrown or take 4d6 bludgeoning 
  damage if it hits a hard surface, half as 
  much on a successful save� 
   
  You can use this ability three times a 
  day, recovering the uses after a long rest� 
  When you reach 10th level the range of 
  these abilities is increased to 30ft�
   
  Siege Beast
  Starting from 6th level you can choose to 
  make a melee attack with your Spectral 
  Tentacles� These Tentacles deal 1d8 
  bludgeoning damage or 2d8 damage if 
  what you hit is a structure or a construct�
  King of the Deep
  Starting from 10th level you gain a swim 
  speed equal to your movement speed� In 
  addition you can breathe underwater for 
  up to 8 hours� While underwater no spell 
  or effect can reduce your movement� 
  In the Dark Below
  Starting from 15th level whenever you 
  take damage from a melee attack you 
  can use your reaction to expel a blast of 
  ink into the creatures eyes� The creature 
  must make a Constitution saving throw 
  of DC or be blinded� (DC 
  = 8 + Strength Modifier + 
  Proficiency Bonus�) The 
  creature can use an action to 
  end this condition�
  
   
  9
  Feeding Frenzy
  Starting from 3rd level, once per 
  turn, when you hit a creature with a 
  melee weapon attack, you can wound 
  the target� At the start of each of the 
  wounded creature’s turns, it takes 1d4 
  necrotic damage for each time you’ve 
  wounded it, and it can then make a 
  Constitution saving throw (DC equal to
  8 + your proficiency bonus + your 
  Strength modifier), ending the effect of 
  all such wounds on itself on a success� 
  Alternatively, the wounded creature, or 
  a creature within 5 feet of it, can use an 
  action to make a Wisdom (Medicine) 
  check (DC same as above), ending the 
  effect of such wounds on it on a success�
   
  Natural Predator
  Starting at 6th level, you gain the ability 
  to converse with creatures of the sea� 
  Any beast or monstrosity with a swim 
  speed is able to understand your speech, 
  and you gain the ability to decipher 
  their noises and motions� Most of these 
  creatures lack the intelligence to convey 
  or understand sophisticated concepts, 
  but a friendly one could relay what it 
  has seen or heard in the recent past� 
  This ability doesn’t grant you friendship 
  with these creatures, though you can 
  combine this ability with gifts to curry 
  favour with them as you would with any 
  non-player character�
   
  In addition to this, any beast or 
  monstrosity with a swim speed has 
  disadvantage on any melee attacks that 
  The Perfect Killer
  Fresh blood in open waters is 
  always a danger� Life on the sea 
  can be treacherous, and injuries are 
  commonplace� Falling overboard with 
  an open wound can attract all sorts of 
  predators��� but none are more deadly 
  than a barbarian who walks the Path of 
  the Shark�
   
  The mere sight of blood is enough 
  to send one of these barbarians into a 
  wild frenzy� Their attacks are haphazard 
  and vicious, cutting deeper and 
  inflicting more wounds than a normal 
  attack� Their ferocity is so great that 
  even other great ocean predators fear 
  them� And gods help any poor soul who 
  takes them down��� only to become the 
  barbarian’s first victim when they get 
  back up�
  Aquatic Form
  Beginning at 3rd level, you gain the 
  ability to breath underwater, and you 
  gain a swim speed equal to your walking 
  speed�
   
  In addition once a day you can use 
  an action to send a wave of Lightning 
  30ft in every direction� Hostile creatures 
  must make a Constitution saving throw 
  or take 6d6 lightning damage, half as 
  much on a successful save� If a creature 
  rolls a 1 or a 2 on the die, they are also 
  stunned until the end of their next turn�
  Barbarian
  Path of the Shark
  
  10
  they make against you� 
  Strong Jaws
  Once you reach 10th level, if for any 
  reason your teeth are broken, you can 
  instantly grow a new, razor-sharp set 
  as a free action� You can use your bonus 
  action to make a special bite attack� The 
  bite uses your Strength modifier for 
  attack and damage rolls and deals 1d6 
  piercing damage� Using this bite attack 
  will grapple any creature with a size of 
  Large or smaller, and also inflicts one 
  wound as described by your Feeding 
  Frenzy ability (this does not count 
  towards your standard once per turn 
  wound)�
  Deadly
  Starting from 14th level, for each 
  wound a creature has, you gain a +1 
  bonus to hit that creature� Additionally, 
  every time you return to 1 hit point 
  using your Relentless Rage feature, you 
  enter a blood frenzy; you gain advantage 
  on all attacks until the end of your next 
  turn�
  Bard
  College of the Shanty
  With a Song in the Heart
  With your voice you rally your allies 
  to fight harder, live longer and endure 
  things they never thought possible� 
  As more of your allies join your song, 
  you feel the power of the shanty grow 
  within all of you�
  Shanty Song
  Starting from 3rd level you can expend 
  one of your Bardic Inspirations to 
  begin singing a shanty for the next 
  minute, gaining the Lead Benefits 
  while the shanty is being sung� These 
  benefits are shown in the table below� 
  At the start of an allied 
  creatures turn they can 
  use their reaction to 
  join the song and gain 
  the Join Benefits of the 
  Shanty as shown in the 
  table below� 
  Shanty Table
  Number of 
  Allies Singing
  Lead 
  Benefits
  Join 
  Benefits
  1
  +1d6 to Skill 
  Checks
  +1d4 to Skill 
  Checks
  2
  +2 to all 
  Attack Rolls
  +1 to all 
  Attack Rolls
  3
  +2 to all 
  Saving Throws
  +1to all 
  Saving Throws
  4
  +1d6 to all 
  Damage Rolls
  +1d4 to all 
  Damage Rolls
  5
  All allies who are singing gain 
  the Lead Benefits�
  
   
  11
  use their magic to entrance foes and 
  bring them to slumber�
  Like the mythical siren, these bards 
  are the masters of sleep, using their 
  performances and magic to influence the 
  minds of their enemies, putting them to 
  sleep and taking them out of the battle� 
  They can similarly use their soothing 
  tones to calm the minds and bodies of 
  their allies, taking them out of their 
  stupor and refreshing their bodies�
  Siren Song
  When you choose this college at 3rd 
  level, you learn to use your charms 
  to captivate and enthral foes� As an 
  action, you can choose one creature 
  that can hear you within 60 feet of you� 
  That creature must make a Wisdom 
  saving throw with disadvantage; on a 
  failure, they are incapacitated, and their 
  movement is reduced to 0 until the start 
  of your next turn�
   
  You can expend one use of your 
  Bardic Inspiration to target another 
  creature within 5 feet of your original 
  target and have them make the saving 
  throw as well�
   
  Once you have used this feature 
  two times, you cannot use it again until 
  you complete a long rest�
  Deep Dreams 
  When you reach 6th level, you learn 
  the sleep spell; this does not count 
  towards the number of bard spells you 
  know� When you cast this spell, you 
  can expend one use of your Bardic 
  Bard
  College of the Siren
  The Enchanters
  While bards are usually associate with 
  jovial music and songs, and lively 
  performances, there are those whose 
  music takes a more subtle approach� 
  Weaving their spells through dark 
  lullabies, bards from the College of Sirens 
  Music of the Sea
  Starting from 3rd level if you are 
  aboard a ship you can begin one of 
  your Shantys to rouse and rally the 
  crew� When you do this your captain 
  has advantage on all skill checks made 
  to navigate the ship and any attacks 
  made by your ship cannons can add 
  your charisma modifier to the attack 
  roll�
  Pass the Lead
  Starting from 6th level you can use 
  your reaction to pass the lead role in 
  the Shanty to an ally who has joined in� 
  When you do this they gain the Lead 
  Benefits of the Shanty until the end of 
  their turn�
  The Seabound Symphony
  At 14th level you no longer need to 
  expend a bardic inspiration to begin a 
  Shanty Song and can activate Pass the 
  Lead as a Free Action once per round�
  
  12
  Inspiration and add the number rolled 
  on the dice + your Charisma modifier 
  to the hit points rolled for the spell�
   
  In addition, you can cast the 
  spell once at its lowest level without 
  expending a spell slot� You cannot cast 
  it again this way until you finish a long 
  rest�
  Blessing of the 
  Enchantress
  Beginning at 14th level, as an action 
  you can expend a spell slot to heal your 
  allies from certain conditions�  You can 
  cure a number of conditions equal to 
  the spell level of the slot you expended; 
  these can all be on the same target, or 
  spread out over multiple targets�
   
  The conditions you can cure 
  include: blinded, charmed, deafened, 
  frightened, paralysed, poisoned, and 
  stunned� You can also remove the 
  effects of spells such as hex and bestow 
  curse, or certain class features like 
  Hexblade’s Curse�
  Cleric
  Island Domain
  Stability
  A  beacon of hope for sailors in a 
  storm, that is what you act as in 
  the heat of battle� A steady hand, a 
  calming presence, a pillar of strength 
  to support your crew and aid them in 
  enduring the coming storms�
  Island Domain Spells
  Starting at 3rd level, you always have 
  certain spells prepared after you reach 
  particular levels in this class, as shown 
  in the Island Domain Spells table� 
  These spells count as cleric spells for 
  you, but they don’t count against the 
  number of cleric spells you prepare�
  Island Domain Spells
  Cleric Level
  Spells Gained
  1st Level
  Aquatic Volley, Fog Cloud
  3rd Level
  Crushing Wave, Rain
  5th Level
  Swell, Tidal Wave
  7th Level
  Control Water, Fountain of 
  Istishia
  9th Level
  Control Winds, Maelstrom
  Immovable
  When you choose this domain at 
  1st level any attempt to move you, 
  whether physically, by the use of a 
  spell of a magical effect, is made with 
  disadvantage� In addition you have 
  advantage on all saving throws and 
  checks to move you� 
  
   
  13
  Words on the Wind
  When you choose this domain at 1st 
  level whenever you take a long rest 
  outdoors you receive information from 
  nearby events, carried to you by the 
  wind� You can choose to hone in on 
  certain events, people or locations� If 
  the event has taken place within 1 mile 
  of where you rest, you get a strong 
  indication of the location� If it is within 
  10 miles you get a weak indication of 
  it’s location� If it is beyond 10 miles you 
  receive no indication� 
  Channel Divinity - Ebb and 
  Flow
  Starting at 2nd level you can use an 
  action to activate your Channel Divinity 
  to bless your nearby allies with the 
  graceful motion of the waves� You select 
  allies equal to your Wisdom modifier� 
  These allies gain advantage on Dexterity 
  saving throws for 1 minute� If this ally 
  succeeds on a Dexterity saving throw 
  they can use their reaction to make 
  a single melee or ranged attack, or 
  cast a cantrip that has a casting time 
  of one action� This ability requires 
  concentration�
  Coral Rift
  Starting at 6th level you gain the 
  ability to summon forth eruptions of 
  beautiful coral clusters� Twice a day 
  you can perform any of the following 
  manuevers, regaining the uses after a 
  short rest� This increase to four uses at 
  14th level�
  Colour Explosion. After being hit by 
  a melee attack you can create a violent 
  burst of light to explode from the 
  wound� The creature who hit you must 
  make a Constitution saving throw or be 
  blinded until the start of their next turn�
  Shrapnel. Whenever you take damage 
  you can use your reaction to make a 
  ranged spell attack against a creature� 
  On a hit you deal 2d8 magical piercing 
  damage� At 14th level the damage 
  increases to 4d8�
  Coral Eruption. You can use an action 
  to send a spray of coral rock in every 
  direction� Creatures within 10 feet of 
  you must make a Dexterity saving throw 
  or suffer 2d8 magical piercing damage� 
  At 14th level the damage increases to 
  4d8�
  Coral Spear. You can make a ranged 
  spell attack against a creature� On a hit 
  you deal 2d10 magical piercing damage�  
  The creature becomes covered in coral 
  shards� At the start of it’s turn it takes 
  an additional 2d10 magical piercing 
  damage� It can use an action to remove 
  the shard of coral rock and end this 
  effect�
  
  14
  Potent Spellcasting
  Starting at 8th level you add your 
  Wisdom Modifier to the damage you 
  deal with any cleric cantrip�
  High Tide
  Starting at 17th level you can summon 
  forth the waves to aid your allies and 
  disrupt your foes� You can use an 
  action to create a maelstrom of water 
  that surrounds you in a 30ft radius� 
  All allied creatures in this radius gain 
  an additional 10 feet of movement, 
  while enemies in this area have their 
  movement speed reduced by 10ft� If 
  a creature starts it’s turn in the area it 
  must make a Strength saving throw 
  against your spell save DC or be knocked 
  prone and moved 10 feet in a direction 
  of your choice� 
  Cleric
  Sea Domain
  There is power there� Fearsome 
  power� Sea domain clerics are able to 
  harness both the destructive powers 
  of the ocean, as well as the healing 
  and nurturing properties of water, 
  channelling both of these energies, 
  eventually becoming one with the 
  denizens of the deep�
  Sea Domain Spells
  Starting at 3rd level, you always have 
  certain spells prepared after you reach 
  particular levels in this class, as shown 
  in the 
   
  Sea Domain Spells
  Cleric Level
  Spells Gained
  1st Level
  Create or Destroy Water, Aquatic 
  Volley
  3rd Level
  Crushing Wave, Misty Step
  5th Level
  Tidal Wave, Wall of Water
  7th Level
  Fountain Istishia, Watery Sphere
  9th Level
  Control Winds, Maelstrom
  Bonus Proficiency
  When you pick this domain at 1st 
  level, you gain proficiency with heavy 
  armour�
  Aquatic Adaptation
  At 1st level, your deity grants you the 
  ability to breath underwater, and you 
  gain a swim speed equal to your walking 
  speed�
  Servants of the Sea
  The gods of nature are arguably the 
  oldest and most powerful of the deities, 
  having influence on the land far more 
  than just the hearts and minds of mortal 
  beings. A subset of these, gods of the 
  sea, are at once wrathful and nourishing, 
  terrifying and patient. A cleric who 
  dedicates themselves to the power of the 
  ocean soon learn that there is far more 
  below the surface of the water than fish 
  and coral. 
  
   
  15
  Song of the Sea
  From 1st level, you can speak, read, and 
  write Aquan� In addition to this, your 
  deity grants upon you the ability to 
  converse with creatures of the sea� You 
  can understand, and be understood by, 
  any beast that has a swim speed, even if 
  they cannot speak any languages� This 
  ability doesn’t grant you friendship with 
  sea creatures, though you can combine 
  this ability with gifts to curry favour 
  with them as you would with any non-
  player character�
  Channel Divinity: 
  Swirling Tides
  Starting at 2nd level, you can use your 
  Channel Divinity to call forth the power 
  of the ocean� 
   
  As an action, you present your 
  holy symbol and speak the name of your 
  deity, and unleash a torrent of surging 
  water all around you in a 30 foot radius, 
  with you at the centre� Additionally, 
  as you summon this water, you can 
  designate any number of creatures you 
  can see to be unaffected by it� When the 
  water is summoned, affected creatures 
  within the radius must make a Strength 
  saving throw, or be knocked prone�
   
  The water continues to surge and 
  swirl for 1 minute� For the duration, 
  the water is considered difficult terrain, 
  unless you have a swim speed�
  Potent Spellcasting
  Starting at 8th level, you add your 
  Wisdom modifier to the damage you 
  deal with any cleric cantrip�
  One with the Sea
  At 17th level, your devotion to the sea 
  is rewarded by your deity� As an action, 
  you shroud yourself with the energy of 
  a sea creature and gain some of their 
  abilities� You cloak yourself in one of 
  the following shrouds and you gain the 
  abilities described below�
  Octopus. The range of all your spells 
  and cantrips is doubled� If you cast a 
  spell or cantrip that targets one creature 
  (including spells and cantrips that have 
  a target of self) you may select one 
  additional target when you cast it�
  Shark. When you deal damage to a 
  creature with a spell or cantrip, at the 
  end of their next turn, they take half 
  the damage dealt by you from that spell� 
  Additionally, your spells and cantrips 
  ignore resistance, and treat immunity as 
  resistance�
  Conch. Your AC increases by +2, you 
  gain advantage on saving throws versus 
  spells and magical effects, and you are 
  under the effects of the Sanctuary spell 
  (this effect does not end if you make 
  an attack or cast a spell that affects an 
  enemy creature)�
   
  The shroud lasts for 1 minute, or 
  until you dismiss it as a bonus action� 
  Once you have shrouded yourself, you 
  cannot use it again until after a long 
  rest�
  
  16
  Shoal Form
  When you choose this circle at 2nd 
  level, your Wild Shape feature is 
  modified� You use the following table 
  to determine the maximum challenge 
  rating that you can transform into (you 
  must still abide by the other limitations 
  present in the Beast Shapes table)�
    
  Additionally, you can also 
  transform into creatures that are defined 
  as a swarm of beasts in their statblock�
  Shoal Forms
  Druid Level
  Max. CR
  2nd 
  1/2
  5th
  1
  8th 
  2
  11th 
  3
  14th 
  4
  17th
  5
  Ocean Wildlife
  Starting at 6th level, whenever you 
  transform into a beast or swarm of 
  beasts without a swimming speed, you 
  can choose to make their standard speed 
  or flying speed (if they have one) into 
  swimming speed� If you do this, you also 
  gain the ability to breathe underwater as 
  that beast or swarm�
  Druidic Rapids
  Starting from 10th level, your speed 
  increase by 10 feet in your natural 
  form, and by 20 feet in all of your Wild 
  Shape forms� Additionally, any ally who 
  starts their turn within 20 feet of you 
  increases their speed by 10 feet, and the 
  Druid
  Circle of the Shoal
  Strength in Numbers
  In nature, there are many fish that do 
  not swim alone� They prefer the safety 
  and comfort of swimming in a shoal; 
  always being near their companions, 
  assisting them when necessary, 
  protecting the group with strength 
  in numbers� This is the philosophy 
  followed by druids who follow the 
  Circle of the Shoal�
  These druids specialise in assisting and 
  supporting their allies as much as they 
  can, helping them to manoeuvre around 
  enemies, and deal damage whenever 
  possible� They are experts at oceanic 
  and swarming transformations, and the 
  most powerful druids can even extend 
  this ability to their allies, to alter the 
  form of their entire party�
  Breaking Waves
  Starting at 2nd level, you gain the 
  ability to breathe underwater, and your 
  movement speed increases by 15 feet 
  while underwater�
   
  In addition to this, any ally within 
  10 feet of you gains a bonus to their 
  initiative rolls equal to your Wisdom 
  modifier� On their turn, they can also 
  add your Wisdom modifier to the 
  damage roll of one of their attacks or 
  cantrips�
  
   
  17
  range of your Breaking Waves ability 
  also increases to 20 feet� 
  Spawning Season
  Beginning at 14th level, when you use 
  your Wild Shape features to transform, 
  you can immediately expend a second 
  use of it to also transform up to 3 allied 
  creatures that you can see within 30 
  feet� The allied creatures gain all the 
  benefits of your Wild Shape ability, but 
  cannot be transformed into a beast or 
  swarm of beasts with a challenge rating 
  higher than 2� Once you use this feature, 
  you cannot use it again until you finish a 
  long rest�
  Druid
  Circle of the Tides
  Tide Walker
  Starting from 2nd level you can use a 
  bonus action to move an allied creature 
  a number of feet equal to your Wisdom 
  modifier multiplied by 5� 
  The Weaving Waves
  You guard the waters of the world from 
  pollution, hunting those who seek to 
  bring death and ruin to those who cross 
  the tides and dwell below the waters 
  surface� Whether it is a creature of the 
  deep bringing ruin and devastation, 
  or pirates pillaging the innocents who 
  travel - you will be there to guard the 
  tides�
  Rebuking Wave
  Starting from 2nd level whenever a 
  creature comes within 5ft of you, you 
  can use your reaction to make a melee 
  spell attack� On a hit the creature takes 
  1d8 magical bludgeoning damage and is 
  knocked back 10ft� 
  Tides Grace
  Starting from 6th level any ally starting 
  their turn within 10ft of you gain a 
  swim speed equal to their movement 
  speed, can use a bonus action to take the 
  Dash Action while underwater� 
   
  At 12th level this increases to 20ft 
  and increases again to 30ft at 18th level�
  Crushing Waters
  At 10th level you gain access to the 
  following spells; Create or Destroy Water, 
  Tidal Wave, Wall of Water, Water 
  Breathing, Water Walk, Control Water, 
  Watery Sphere.
   
  At 5th level 
  this increases to 2d8, 
  increasing again to 
  3d8 at 11th level and 
  4d8 at 17th level�
  
  18
  to 2 hit die at 10th level and again to 3 
  hit die at 16th level� 
  A Drunkard’s Challenge
  Starting from 6th level you can use 
  a bonus action to challenge a foe, 
  insult their honour and insinuate 
  terrible things about their mother’s 
  night activities� When you do this 
  the creature must make a Charisma 
  saving throw (DC = 8 + Proficiency 
  + Charisma modifier�) On a failed the 
  creature has disadvantage on it’s next 
  attack and next saving throw� 
  Fools Luck
  Starting from 10th level you can use 
  a reaction to reduce any damage you 
  take by half� 
  Good Medicine
  Starting from 14th level any hit points 
  gained by using your Dulled Senses 
  ability are also gained as temporary hit 
  points� 
  By Chance, a Hit
   
  These spells are always prepared 
  and do not count against your prepared 
  Druid spell list� 
   
  At 15th level you gain access 
  to these additional spells; Maelstrom, 
  Tsunami.
  Avatar of the Waves
  Starting from 14th level you can 
  cast Investiture of the Ocean without 
  expending a spell slot�
  Duellist
  Drunkard
  With Blade and Brew
  Reeking of booze and wielding a sword 
  are the two pillars of your character� 
  Somehow a better fighter while drunk, 
  you manage to turn catastrophe 
  into victory on countless occasions� 
  Whether the drink makes you numb 
  to the pain, or it is simply your good 
  fortune, you have survived things that 
  would have killed lesser men - if such a 
  man existed�
  Dulled Senses
  Starting from 3rd level you can use the 
  sweet taste of alcohol to sharpen your 
  wit and dull your aches� Whenever 
  you drink 1 tankard of alcohol you can 
  roll a hit die and gain that many hit 
  points� Once you do this you cannot do 
  it again until you take a short rest� The 
  number of hit die you regain increases 
  Starting from 
  18th level once 
  per turn you can 
  use a reaction 
  to turn a missed 
  attack into a 
  successful hit�
  
   
  19
  Fighter 
  Corsair
  with your hook, for the remainder of 
  the round, any attacks made against 
  that target that do not use your hook 
  score a critical hit on a roll of 19 or 20�
  Name
  Damage
  Weight
  Properties
  Hook
  1d6 
  slashing
  1lb
  Finesse, 
  Light
  Ferocious Presence
  From 7th level, you gain proficiency 
  in Intimidation if you do not already 
  have it, and your proficiency bonus 
  is doubled for any ability checks you 
  make with this skill� Your intimidating 
  presence is enough to scare even the 
  most hardened sailors� As an action, 
  you exude a frightening aura; up to 3 
  creatures within 15 feet of you that can 
  see or hear you must make a Wisdom 
  saving throw (DC equal to 8 + your 
  proficiency bonus + your Charisma 
  modifier) or be frightened by you until 
  the end of your next turn� 
   
  On subsequent turns, you can use 
  your action to extend the duration of 
  this effect on the frightened creatures
  until the end of your next turn�
   
  Once you use this ability, you 
  cannot use it again until you complete a 
  long or short rest�
  Walk the Plank
  Starting at 10th level, you can give 
  yourself a bonus to your initiative rolls 
  equal to your Charisma modifier�
  In addition to this, you gain advantage 
  on any Acrobatics checks made when 
  Pirates Life for Me
  Not every fighter is created equal� 
  Some are motivated by honour, 
  fighting for glory and pride� Some are 
  mindless warriors, wanting only to 
  cause as much death and destruction 
  as they can� And some care about only 
  one thing; freedom� The freedom to 
  sail the seas as their own man� The 
  freedom to take what they can, and 
  to give nothing back� A corsair is a 
  fearsome warrior on the sea, equally 
  at home in a tavern, on the ship’s 
  deck, or soaring through the riggings 
  while boarding an enemy� A corsair 
  loves nothing more than sailing the 
  ocean, finding ships to plunder and 
  sailors to defeat, to prove to them, 
  and to themselves, than they are an 
  unstoppable fighter who will never 
  relinquish their freedom� 
  By Hook or By Crook
  Starting at 3rd level, as a bonus action 
  on your turn, you can make a special 
  attack with a hook you keep hidden 
  on your person� You can make this 
  attack even if you are not wielding a 
  weapon with the light property� If you 
  hit a target with your hook, you have 
  advantage on the next attack against 
  that target using the hook�   
   
   
  Additionally, if you hit a target 
  
  20
  walking a on a narrow space or when 
  boarding a ship in any way�
  No Quarter
  From 15th level, on your turn, when 
  you reduce a creature to 0 hit points, 
  you can immediately use your reaction 
  to move up to half your movement 
  speed and make an attack using the 
  weapon of the creature you defeated� 
  If they do not have any weapons, you 
  can make this attack using your hook� 
  If the weapon is magical, you wield it 
  with those properties, even if it requires 
  attunement� 
  Till the End of Our Days
  When you reach level 18, while you are 
  near the ocean, no man can bring you 
  death� While you are within 60 feet of 
  a body of water, you have advantage on 
  death saving throws� Additionally, a roll 
  of 18-20 on death saving throws counts 
  as rolling a 20�
  Drink up My Hearties!
  Standing at the helm, with winds and 
  rain battering their vessel, a captain still 
  stays proud and tall, navigating their 
  ship through ferocious storms� But no 
  matter what, they remain steadfast and 
  resolute, knowing that they can depend 
  on their crew to follow orders and 
  maintain a steady course�
  A captain’s word is final� Their 
  presence and charisma is such that 
  they can inspire their crew members 
  to achieve feats of great strength and 
  daring, but they don’t let their crew 
  wade into danger unaccompanied; 
  unlike some commanders, a captain 
  will always lead their crew into battle, 
  never backing down from a fight�
  Take to the Sea
  As captain of a vessel, you know the 
  seas better than you know yourself� 
  At 3rd level, you gain proficiency in 
  vehicles (water), as well as proficiency 
  in navigator’s tools�
  Captain’s Call
  Starting at level 3, you can command 
  and inspire your crew mates through 
  your authority and will� As a bonus 
  action on your turn, you can choose 
  one allied creature other than yourself 
  Fighter 
  Captain
  
   
  21
  within 60 feet who can hear you� That 
  creature gains one Captain’s Call die, a 
  d6� Once within the next minute, the 
  creature can roll the die and add the 
  number rolled to one ability check, 
  attack roll, saving throw or weapon 
  damage roll it makes� The creature can 
  wait until after it rolls the d20 before 
  deciding to use the Captain’s Call die, 
  but must decide before the DM says 
  whether the roll succeeds or fails� Once 
  the Captain’s Call die is rolled, it is lost� 
  A creature can have only one Captain’s 
  Call die at a time� 
   
  You can use this feature a number 
  of times equal to 1 + your Charisma 
  modifier (a minimum of once)� You 
  regain any expended uses when you 
  finish a long rest�
   
  Your Captain’s Call die changes 
  when you reach certain levels in this 
  class� The die becomes a d8 at 10th 
  level, and a d10 at 18th level
  Sea Legs
  At 7th level, you gain a swim speed 
  equal to your walking speed, and the 
  length of time you can hold your breath 
  is multiplied by five�
  In addition to this, your skill at 
  manoeuvring on the swaying decks of 
  the ship have helped you gain a steady 
  footing no matter where you are� You 
  ignore all magical and non-magical 
  difficult terrain�
  Never Surrender
  At 10th level, when you use your 
  Second Wind feature, you can also 
  choose an allied that you can see within 
  30 feet of you; they regain the same 
  number of hit points that you do�
   
  In addition to this, your Second 
  Wind feature heals you by an additional 
  number of hit points equal to the value 
  rolled on your Captain’s Call die (you 
  do not need to expend a use of your 
  Captain’s Call in order to use this)�
  Leadership
  Starting at 15th level, whenever you 
  give someone Captain’s Call, all attacks 
  you make on your next turn receive a 
  bonus of +2 to attack and damage rolls�
  All for One
  From 18th level, you can use a bonus 
  action and expend a Captain’s Call die 
  to command a number of allies within 
  60 feet that can hear you� You can 
  select a number of 
  allies equal to your 
  Charisma modifier, 
  who can then use 
  their reaction to 
  immediately make a 
  weapon attack or cast 
  a cantrip that targets 
  1 creature� 
   
  Once you use 
  this feature, you 
  cannot use it again 
  until you complete a 
  long rest�
  
  22
  Dead Men Tell This Tale
  Drowned by the sea, sinking into the 
  cold deep below� But you return, the 
  drowned now walk the land seeking 
  vengeance on those who wronged them� 
  With salt and water pulsing through 
  your veins, you haunt the living�
  The Drowned Wrath
  Starting from 3rd level whenever 
  you hit a creature with a melee attack 
  you can use your reaction to deal an 
  additional 1d6 cold damage� At 13th 
  level this increases to 2d6 and increases 
  again at 20th level to 2d8� 
  Deep Walker
  Starting from 6th level you gain a swim 
  speed equal to your movement speed 
  and can breathe underwater�
  Call of the Fallen
  Starting from 11th level you can use 
  an action and expend 3 Soul Points to 
  summon forth the soul of a Drowned 
  Spectre to attack your foes until the 
  start of your next turn� The Drowned 
  Spectre has a flight speed of 25ft and can 
  use 10ft of movement to pass through 
  a wall or surface that is less than 2ft 
  thick� When you do this your Drowned 
  Spectre appears within 60ft of you and 
  can attack any creature within 5ft of it� 
  It makes 3 attacks using your Soul Art 
  attack modifier for the attack rolls� The 
  Drowned Spectre deals 1d8 Necrotic 
  Damage, reducing the creatures max 
  HP by that much damage as well� At the 
  start of your following turn you can use 
  an action to maintain your Drowned 
  Spectre and have it move up to 20ft in any 
  direction and make three attacks�
  Deadman’s Skin
  Starting from 15th level you gain an 
  unarmoured defence equal to 10 + 
  your Constitution modifier + Wisdom 
  Modifier� In addition you can spend 1 
  hour wearing a set of magical armour 
  to devour it, absorbing it into your 
  body� When you do this the armour is 
  destroyed, but you gain all the properties 
  of the armour as part of your unarmoured 
  defence� If you do this a second time, the 
  first enchantment is lost and the armour 
  does not return� 
  Drowning Pools
  Starting from 20th level you can use an 
  action to summon forth a series of watery 
  twisters, filled with the haunting visage 
  of drowned souls� You can summon up 
  to six  whirlpools that are 5ft wide, three 
  whirlpools that are 10 feet wide or one 
  whirlpool that is 30ft wide� Any creature 
  starting it’s turn in the Whirlpool must 
  make a Strength Saving Throw (DC equal 
  to your Soul Art Save DC) or be restrained 
  and suffer 2d6 Cold, 2d6 necrotic and 2d6 
  psychic damage, half as much damage on 
  a success with no restrained condition� 
  A creature larger than the whirlpool is 
  immune to it’s effects�
  Grave Warden
  The Drowned
  
   
  23
  The Deep King’s Wrath
  A trident with an organic, spiked tendrils for spear points� The spear points occasionally shift between solid 
  metal and living tissue�
  Trait 1 You can use a bonus action to extend the reach of The Deep King’s Embrace to 20 feet� If you hit 
  a creature with an attack when you do this, you can use your reaction to make a Grapple Attempt�
  Trait 2 You can use a bonus action to wreathe The Deep King’s Embrace in lightning, dealing an additional 
  1d6 lightning damage with every hit�
  Trait 3
  You can transform The Deep King’s Embrace as an action, speaking the command phrase - Rule� 
  While The Deep King’s Embrace is transformed it fuses with your right arm, morphing it into three 
  long tentacles with spiked tips� You can use an action to make three melee attacks with a range of 
  20 feet� On a hit the creature takes 1d8 piercing damage and must make a Strength Saving Throw 
  DC: 14 or be grappled by that tentacle� That tentacle cannot make attacks while grappling a creature� 
  Creatures can use an action to attempt to break the grapple (your Athletics versus their Athletics or 
  Acrobatics)�
  Trait 4 While the Deep King’s Embrace is transformed, any creature starting it’s turn grappled takes 1d6 
  bludgeoning damage� 
  Trait 5
  While The Deep King’s Embrace is transformed, whenever you take damage from an attack you can 
  use your reaction to create an ink cloud around you� This cloud increases your AC by 2 until the start 
  of your next turn� 
  Trait 6
  You can use an action when the sword is transformed to unlock the weapons “True Awakening” for 
  1 minute� While the weapon is “Truly Awakened” each of your arms become a set of 5 tentacles� You 
  can use an action to make 5 tentacle attacks� At the start of your turn you can move a grappled crea-
  ture up to 20 feet in any direction� If that direction is more than 20ft away from you, the creature is 
  thrown� When this transformation ends you must make a Constitution saving throw DC: 15� On a 
  failure you take 1d4 + 1 points of exhaustion, half as much (rounded down) on a success�
  Trait 7 All grappled creatures take 1d8 lightning damage at the start of their turn�
  Luminous Bloom
  This luminous whip has ethereal strings that drift off the translucent rope that makes up this deadly weapon� 
  Trait 1 Whenever you hit a creature with this weapon it takes an additional 1d4 poison damage and cannot 
  take reactions until the start of it’s next turn�
  Trait 2 You can use a bonus action to empower your whip’s abilities� The next time you hit a creature with a 
  melee attack it takes 1d6 psychic damage and has it’s movement halved until the end of it’s next turn�
  Trait 3
  You can transform Luminous Bloom as an action, speaking the command phrase - Float� While 
  Luminous Bloom is transformed a cloud of small floating jellyfish surround you 15 feet in every 
  direction, moving with you when you move lighting up the area 20 feet in every direction from 
  where you stand� Any creature starting it’s turn within the cloud takes 1d8 poison damage and 
  cannot take reactions until the start of it’s next turn� If a creature moves through this cloud it takes 
  1d8 poison damage, unless it moves at half speed�
  Trait 4
  While Luminous Bloom is transformed, you can use an action to cause the cloud to swarm one 
  creature� That creature takes 2d10 psychic damage and must make a Constitution saving throw or 
  be stunned until the end of it’s next turn� 
  Trait 5
  While Luminous Bloom is transformed, whenever you are attacked you can use your reaction to 
  cause the cloud to glow incredibly bright� When you do this ranged attacks this turn made against 
  you have disadvantage� Any hostile creature inside the cloud must make a Constitution saving throw 
  or be blinded until the end of it’s next turn�
  Trait 6
  You can use an action when the sword is transformed to unlock the weapons “True Awakening” 
  for 1 minute� While the weapon is “Truly Awakened” dozens of translucent tendrils drift from your 
  body� Any creature within 10 feet of you, even those you move past, take 1d8 poison damage and 1d8 
  psychic damage� When this transformation ends you must make a Constitution Saving Throw DC: 
  15� On a failure you take 1d4 + 1 points of exhaustion, half as much (rounded down) on a success�
  Trait 7 All poison and psychic damage rolls are now maximised� (1d6 = 6)�
  Drowned Warden Bonded Blade Examples
  
  24
  Deep Essence
  The essence of the deep has entangled 
  itself with the ki that runs through 
  your body� The essence of the cold, 
  unforgiving depths empowers you to 
  crush and drown your foes without 
  hesitation or mercy�
  Deep Embrace
  Starting from 3rd level when you hit 
  a creature with a melee attack you can 
  expend 1 ki point to force the creature 
  to make a constitution saving throw� 
  On a failed save the creatures lungs fill 
  with water� They are unable to speak or 
  breathe for 1 minute� The creature can 
  repeat the saving throw at the end of 
  each of its turns�  
  The Cold Below
  Starting from 6th level you deal an 
  additional 1d4 cold damage with every 
  unarmed attack� This increases to 1d6 
  at 12th level and again to 1d8 at 18th 
  level�
  Aura of the Depths
  Starting from 11th level any hostile 
  creature starting it’s turn within 5ft of 
  you must make a strength saving throw 
  or have its movement reduced to half 
  until the end of its turn� 
  Last Fathom
  Starting from 17th level you can spend 
  5 ki points to create a sphere with a 
  15 foot radius of crushing pressure 
  originating from a point within 60 
  feet of you� All creatures in the area 
  must make a Strength saving throw� 
  On a failed save the creature takes 8d8 
  magical bludgeoning damage and has 
  it’s movement reduced to 0 until the 
  start of it’s next turn� On a successful 
  save the creature takes half damage 
  and it’s movement is unaffected� This 
  sphere remains in place until the start 
  of your next turn� If a creature enters 
  the space it must make the saving 
  throw or suffer the effects�
  Monk
  Way of the Depths
  Monk
  Way of the 
  Lighthouse
  Safety in the Dark
  A lighthouse is the guiding beacon for 
  ships in the night� Keeping the captain 
  and crew safe as it guides them through 
  safe passage� That is the purpose of 
  those who follow the Way of the 
  Lighthouse� These monks help to guide 
  their allies through the darkness, both 
  literally and through the darkness in 
  their own hearts�
   
  These monks seem to radiate 
  light, even in the darkest night, trailing 
  wondrous paths of radiant energy 
  behind them as they walk� They are 
  
   
  25
  ever watchful, keeping vigilant for any 
  and all dangers that may strike their 
  allies, ensuring they are always safe in 
  their care�
  Guiding Light
  Starting when you pick this monastic 
  tradition at 3rd level, you gain 
  darkvision out to a range of 30 feet� 
  Your darkvision is unusual: everything 
  you see in darkness is in shades 
  of yellow and gold� If you already 
  have darkvision, its range is instead 
  increased by 30 feet�
   
  In addition to this, you learn 
  the guidance cantrip� Wisdom is your 
  spellcasting ability for this spell�
  Dazzling Radiance
  Starting at 3rd level, whenever you 
  hit an enemy with an attack using 
  a monk weapon, you can deal extra 
  radiant damage equal to your Wisdom 
  modifier� This extra radiant damage 
  ignores resistance�
  Light the Way
  Beginning at 6th level, you can jump 
  two times the normal distance, though 
  you can’t jump farther than your 
  remaining movement would allow� 
  When you use this feature to jump 
  across a gap (such as between buildings 
  or across a ravine), you can spend 1 ki 
  point to create a golden, translucent 
  path of light behind you to guide your 
  allies� This path is tangible and can be 
  walked on by creatures� The path lasts 
  for 1 minute before disappearing�
   
  When you use your Unarmoured 
  Movement ability to traverse across 
  liquids, you can also create a path 
  behind you for up to 20 feet, for the 
  cost of 1 ki point� The path follows 
  behind you, and if you move further 
  than 20 feet, the end of the path 
  disappears until it is 20 feet long�
  Illuminate from Afar
  When you reach 11th level, when you 
  cast guidance, it has a range of 15 feet, 
  and you can cast it as a bonus action�  
  In addition to this, the result rolled on 
  the d4 can be added to attack rolls in 
  addition to ability checks� 
   
  Your Deflect Missiles ability is 
  also modified� You can now use it to 
  catch a missile directed towards an 
  ally you can see within 60 feet of you� 
  Before you use this, you can also move 
  up to half your movement speed as part 
  of the same reaction�
  Signal Boost
  At 17th level, when you take the Attack 
  action on your turn, you can forgo one 
  of your attacks and spend 2 ki points 
  to direct one of your companions 
  to strike� When you do so, choose a 
  friendly creature who can see or hear 
  you; that creature can immediately use 
  its reaction to make one weapon attack 
  with advantage� The attack also deals 
  extra radiant damage equal to your 
  
  26
  Paladin
  Oath of Greed
  All Mine
  Glory� Treasure� Honour� Three 
  things that most adventurers strive 
  for their entire lives to get� But not all 
  adventurers� For paladins that take the 
  Oath of Greed, glory is only important 
  when they can take as much gold as 
  they desire with it� Honour is only 
  beneficial if it comes with a paycheck�
  If there was a deity of desire and 
  treasure, you would follow them 
  only for the promise of more riches� 
  Your devotion is to yourself first and 
  foremost, and to finding, taking, and 
  keeping as much wealth as you can� 
  The more treasure you amass, the 
  more powerful you become��� and the 
  more your greed grows�
  Tenets of Greed
  Most paladins have some sense of 
  honour or loyalty, even if only to 
  themselves� Those who take the 
  Oath of Greed, however, simply treat 
  honour as a commodity�
  Get Paid. Paladins of Greed never do 
  anything for free� Only if they will 
  be financially compensated, will they 
  consider someone’s request�
  Loyalty for Hire. Honour and loyalty 
  are fickle mistresses� You may be loyal 
  to someone while they have money but 
  promises can be broken if your palm is 
  crossed with coin�
  Sharing is NOT Caring. Why should 
  you have to split your rewards with 
  others? You worked hard and deserve 
  it all to yourself� There’s no reason to 
  give others your treasure if they can’t 
  earn some for themselves�
  Oath of Greed Spells
  You gain Oath spells at the Paladin 
  level listed�
  Oath of Greed Spells
  Paladin Level
  Spells Gained
  3rd Level
  Detect Magic, Disguise Self
  5th Level
  Heat Metal, Locate Object
  9th Level
  Clairvoyance, Elemental Weapon
  13th Level
  Fabricate, Leomund’s Secret Chest
  17th Level
  Legend Lore, Scrying
  Channel Divinity
  When you take this oath at 3rd level, 
  you gain the following two Channel 
  Divinity options� 
   
  Treasure for All. As a bonus 
  action, you can create the illusion of 
  treasure and riches at a point up to 
  20 feet away from you� Any creature 
  within 30 feet of the illusion that can 
  see becomes slightly distracted by the 
  promise of these riches� Until the start 
  of your next turn, you gain a +2 bonus 
  to hit any distracted creature, and you 
  deal an extra 1d6 psychic damage to 
  them� The illusion itself lasts for 1 
  minute�
   
  The psychic damage you deal 
  increases to 2d6 at 15th level�
  Wisdom modifier� All damage from 
  this attack ignores resistance and treats 
  immunity as resistance�
  
   
  27
   
  X Marks the Spot. As an action, 
  you present your holy symbol and 
  speak a prayer calling for wealth and 
  gold, using your Channel Divinity� 
  With this action you can cast identify 
  without material components, and can 
  use it to identify a number of items 
  equal to your proficiency modifier� In 
  addition to this, you gain a special sight 
  that lasts for 10 minutes, that allows 
  you to determine the value of any 
  magical items or art items you can see 
  within 30 feet�
  Aura of the Deep
  Starting from 7th level you emit an 
  aura 15 feet in every direction while 
  conscious� All allies within this area, 
  including yourself, gain +5 to all 
  perception & investigation checks�
  More, More, More!
  At 15th level, if you are attuned to 
  at least 1 magical item, you gain a +1 
  bonus to all saving throws� In addition 
  to this, you gain a +1 bonus to your AC 
  for each magical item you are attuned 
  to�
  Avatar of Greed
  At 20th level, you can assume the 
  physical embodiment of greed� As an 
  action, you can magically undergo a 
  transformation into a golden-skinned 
  being, your greed extending to even 
  desiring the life-force of your enemies� 
  For 1 minutes, you gain the following 
  benefits�
  • Once per turn, you gain temporary 
  hit points equal to half the damage you 
  dealt with a single attack (including 
  any bonuses to the attack, such as 
  your Divine Smite or Treasure for All 
  Channel Divinity feature)�
  • Magical weapons’ abilities do not 
  affect you, essentially becoming non-
  magical only when striking you� For 
  example, any +1 weapons do not have 
  that bonus when used against you, 
  or a Dagger of Venom does not deal 
  additional damage to you or give you 
  the poisoned condition�
  • If you reduce a creature to 0 hit 
  points, any and all items that they were 
  carrying are immediately transported 
  to a pocket dimension that is only 
  accessible you� 
   
  Once you use this feature, you 
  cannot use it again until you finish a 
  long rest�
  Paladin
  Oath of the Deep
  Tenets of the Deep
  Drown your Foes. The ocean is a 
  great beast that devours when any and 
  all it sets its eye on� You serve the Gods 
  of its great beast, every soul killed on 
  the ocean is offered to the great beast�
  Without Remorse. The great beast 
  does not suffer those who cannot 
  survive it’s trials and tribulations� Like 
  
  28
  sheep to wolves, the ocean devours the 
  weak�
  Oath of the Deep Spells
  You gain Oath spells at the Paladin level 
  listed�
  Oath of the Deep Spells
  Paladin Level
  Spells Gained
  3rd Level
  Aquatic Volley, Cold Rebuke
  5th Level
  Crushing Smite, Crushing Wave
  9th Level
  Swell, Tidal Wave
  13th Level
  Control Water, Watery Sphere
  17th Level
  Drowning Smite, Reaching Cold
  Aura of the Deep
  Starting from 3rd level you emit an aura 
  15 feet in every direction while conscious� 
  All allies within this area, including 
  yourself, gain a swim speed equal to 
  their movement speed, gain the ability 
  to breathe underwater, can cast spells 
  underwater and have no penalty to their 
  ranged weapons range while in this aura� 
  At 12th level this increases to 30ft� At 
  20th level this increases to 60ft�
  The Hunt Below
  Starting from 7th level you deal an 
  additional 1d10 Radiant damage to all 
  creatures with an innate swim speed of 5 
  feet or more� 
  Fathom
  Starting from 15th level you can use 
  a action to wreathe a creature that in 
  crushing pressure� The creature must 
  make a Strength saving throw or take 4d8 
  magical bludgeoning damage, half as 
  much on successful save� A creature 
  who fails this save is also restrained 
  until the end of it’s next turn�
  Master of the Deep
  Starting from 20th level you can use an 
  action to summon a massive spectral 
  Kraken that hovers 10ft above you� At 
  the start of your turn you can make 2 
  melee attacks using these tentacles, or 
  make 2 grapple attempts, against any 
  creature within 20ft of you� In addition 
  you can use a bonus action to have it 
  perform either a Storm Attack or Ink 
  Attack�
  Storm Attack. All creatures of your 
  choosing within 60 feet of the Kraken 
  must make a Dexterity saving throw 
  or take 4d8 lightning damage, half as 
  much on a successful save�
  Ink Attack. All creatures within 
  30 feet of the Kraken must make 
  Constitution saving throw or be 
  blinded until the end of their next 
  turn�
  Pugilist
  Brutal Crew
  Coast to Coast Legends
  The men and women of the brutal 
  crew are legends across the continents, 
  renowned for giving their opponents 
  with violent, brutal deaths� A fight for 
  this crew doesn’t end until someone 
  ends up a corpse�
  
   
  29
  The Good Stuff
  Starting from 3rd level you can use a 
  alcohol to heal your wounds� For each 
  5 gold spent on the alcohol you regain 
  1d4 hit points�
  Dirty Blows
  Starting from 6th level you can make 
  melee attacks to reduce your foes 
  defences� Each attack that hits reduces 
  a creatures AC by 1 until the end of it’s 
  next turn�
  Nasty Way to Go
  mankind is not the master; the ocean� 
  In the ocean, the mortal races are not 
  the rulers… they are the servants�
  The depths of the sea are filled with 
  ancient and powerful creatures, 
  determined to kill, and often eat, 
  anything that invades their territory� 
  But, for rangers of the ocean hunter 
  conclave, the threat of imminent 
  death is what makes their work more 
  enticing� Not satisfied with hunting 
  creatures who dwell on land or soar in 
  the sky, these rangers make it their life’s 
  work to find worthy quarries beneath 
  the waves… and bring them to heel…
  Ocean Hunter Spells
  Starting at 3rd level, you learn an 
  additional spell when you reach certain 
  levels in this class, as shown in the 
  Ocean Hunter Spells table� The spell 
  counts as a ranger spell for you, but it 
  doesn’t count against the number of 
  ranger spells you know�
  Ocean Hunter Spells
  Ranger Level
  Spells Gained
  3rd Level
  Ice Knife 
  5th Level
  Warding Wind
  9th Level
  Tidal Wave
  13th Level
  Control Water
  17th Level
  Maelstrom
  Preferred Prey
  At 3rd level, once per turn, deal an 
  extra 2d6 to a creature you hit that 
  has a swim speed� This extra damage 
  is treated as magical for the purposed 
  of overcoming resistance, bypasses 
  Ranger
  Ocean Hunter
  Relentless Violence
  Starting from 17th level when you land 
  a critical hit on a creature you can make 
  another free attack� 
  Starting from 11th level whenever you 
  reduce a creature to 0 hit points you 
  can use your reaction to brutalise that 
  creature� When you do this you gain 
  an additional 1d6 to all attack rolls 
  until the end of your next turn� 
  White Whales
  Mortal kind has long sought to gain 
  dominion over the land and sky, and 
  has even used sorcery to conjure portals 
  to other planes, in order to conquer 
  them as well� However, there is still 
  one realm of the material plane where 
  
  30
  Wrath of the Deep
  It is not uncommon for a sailor to fall 
  overboard in rough waters, nor for an 
  adventurer to trip on a dock and fall 
  into the depths� However, there are 
  occasional individuals with such strong 
  willpower, that even when subjected 
  to all the horrors at the bottom of 
  the ocean - cold, pressure, predators, 
  suffocation - they simply refuse to die�
  Deep Servant ravagers are equally at 
  home fighting underwater and on 
  land� They are fearsome foes, using the 
  power of the sea at their disposal� They 
  are a walking maelstrom, ready to take 
  on any enemy in their way, and crush 
  them in the depths�
  Life in the Deeps
  Starting at 3rd level, you gain the ability 
  to breath underwater, and you gain 
  a swim speed equal to your walking 
  speed� In addition to this you ignore 
  any of the drawbacks caused by a deep, 
  underwater environment�
   
  While you are within 30 feet of 
  a body of water, once per round, your 
  proficiency bonus is doubled when 
  making an attack, and you can add 
  your standard proficiency bonus to the 
  damage of that attack�
   
  When you reach 11th level, you 
  can use this feature two times per 
  round�
  resistance, and cannot be reduced in 
  any way� This damage increases to 3d6 
  at 11t level�
  Fisherman
  At 3rd level, your range with a net 
  increases to 20/60 feet, and you can 
  make other attacks as normal even 
  if you use it� If throwing at a large 
  creature or a swarm, you get a +2 bonus 
  to your attack roll� You also receive this 
  bonus if making a thrown attack roll 
  with a javelin or trident�
  Armour of the Sea
  At 7th level, while you are submerged 
  in water, you gain a bonus of +1 to your 
  AC� If the water is ocean water, you 
  instead gain +2 to your AC�
  Fish in a Barrel
  At 11th level, once per turn, you 
  deal extra damage to any grappled 
  or restrained creature, equal to your 
  Wisdom modifier� You also gain 
  advantage on Perception or Survival 
  check to see/track a large creature or a 
  swarm, and if you attack them, you can 
  make one additional attack as part of 
  the same Attack action�
  Ocean Hunter Senses
  Ravager
  Deep Servant
  At 15th level, while 
  you are on a ship or 
  submerged in water, you 
  can use your reaction 
  to gain advantage on a 
  saving throw�
  
   
  31
  Crushing Depths
  From 7th level, you call upon the power 
  of the oceanic depths to crush your 
  enemies� When you are hit, you can 
  use a reaction to choose one enemy 
  within 5 feet of you; this enemy must 
  immediately make a Constitution 
  saving throw (DC equal to 8 + your 
  proficiency bonus + your Strength or 
  Dexterity modifier)� On a failed save, 
  they are knocked prone, and have 
  disadvantage on all attacks until the end 
  of their next turn� If they succeed, they 
  are not knocked prone�
   
  You cannot use this reaction on 
  your turn� Once you have used this 
  feature, you cannot use it again until 
  you complete a long or short rest� 
  Frightful Adaptation
  When you reach 11th level in this 
  class, you learn to speak Deep Speech, 
  and can see normally in darkness, both 
  magical and non-magical, to a distance 
  of 120 feet�
   
  In addition to this, you can no 
  longer be charmed while you are not 
  incapacitated, and have advantage on 
  Wisdom (Survival) checks and Strength 
  saving throws�
  Icy Blood
  Starting at 14th level, you emanate a 
  cold, crushing aura from the depths� 
  If a creature ends its turn within 5 
  feet of you, they take 5 points of cold 
  damage and must make a Constitution 
  saving throw (DC equal to 8 + your 
  proficiency bonus + your Wisdom 
  modifier) or have their movement 
  reduced by 15 feet� 
  Drowning Pool
  When you reach 19th level, you gain 
  the power to crush your foes with the 
  oceanic depths� As an action, you can 
  drown a creature within 5 feet if you� 
  These creatures have disadvantage 
  on spell attacks that have a verbal 
  component� They immediately take 
  8d10 bludgeoning damage, and all 
  creatures within 20 feet of you begin 
  suffocating, and on their next turn 
  they have disadvantage on spell attacks 
  that have a verbal component� The 
  suffocation itself lasts for a number of 
  minutes equal to your Constitution 
  modifier� You can end the suffocating 
  effect on your turn; this requires no 
  action� A suffocating creature can make 
  a Constitution saving throw at the end 
  of each of their turns (DC equal to 8 + 
  your proficiency bonus + your Wisdom 
  modifier)� On a success, the suffocating 
  ends�
   
  Once you use this feature, you 
  cannot use it again until you complete a 
  long rest� 
  Rogue
  Smuggler
  Cargo
   In the seedy underbelly of the port 
  towns and harbour cities, there exists 
  a certain subset of people with a 
  
  32
  particular set of skills� With harbours 
  comes trade, with trade comes taxes 
  and regulations��� and with taxes and 
  regulations, comes smugglers�
  Smugglers get people and goods 
  where they need to be� Under cover of 
  darkness, they can manoeuvre wherever 
  they want, and the best smugglers can 
  even do it in broad daylight� Smugglers 
  always have a trump card hidden up 
  their sleeve, whether it be a bribe, a 
  favour, or a weapon� Smugglers look 
  after their charge, and never let them 
  down until the job is done�
  Backup Plan
  When you choose this archetype at 
  3rd level, you gain proficiency with the 
  forgery kit, and you can use the bonus 
  action granted by your Cunning Action 
  to make a Dexterity (Sleight of Hand) 
  check to hide or stow an item�
   
  In addition to this, due to your 
  skills with hiding and retrieving objects, 
  even if you are disarmed or are forced 
  to relinquish all of your equipment,
  you always have one shortsword or two 
  daggers stashed on your person; you 
  choose the type of weapon when you 
  gain this feature�
  People Person
  Starting from 3rd level, you can use 
  your stealthy prowess to smuggle an 
  ally closer to the enemy lines� You 
  can use your bonus action to grant an 
  ally within 5 feet of you a Smuggler 
  Token� On their turn, they can expend 
  a Smuggler Token to gain the ability to 
  Hide as a bonus action, and to use your 
  Sneak Attack feature on their turn�
   
  You can use this feature once per 
  short rest� At 11th you can use it two 
  times per short rest, and at 19th level 
  you can use it three times per short rest�
  Quick Getaway
  From 9th level, your movement 
  speed increases by 10 feet on your 
  turn whenever you use your Cunning 
  Action to use the Hide or Dash action� 
  Additionally, when an ally uses their 
  Smuggler Token, their movement 
  speed increases by 10 feet during 
  their turn and your movement speed 
  increases by 10 feet until the end of 
  your next turn�
  Hidden Blades
  Beginning from 13th level, you learn 
  to use subterfuge to attack an enemy’s 
  psyche� If you draw a weapon and 
  attack with in on the same turn, you 
  can deal an additional 1d8 points of 
  psychic damage�
  Smuggler’s Ambush
  Once you reach 17th level, you can give 
  your allies the ability to utilise some of 
  your sneak attack damage� When you 
  roll for initiative, you can choose up 
  to five allied creatures within 60 feet 
  of you� When attacking a surprised 
  creature, once per turn they can deal 
  damage equal to half of your Sneak 
  Attack damage dice rounded down� For 
  
   
  33
  What Lies Within
  Inside your blood flows a swarm of 
  micro-organisms that once dwelled 
  deep beneath the surface of the ocean� 
  Long ago these entities infected your 
  family’s bloodline, cursing you with 
  chronic sickness, but in return granting 
  incredible powers�
  Infectious Waters
  Starting from 1st level you gain control 
  of a swarm of Micro-organisms that live 
  inside your blood stream� These entities 
  linger in the magic you use, causing 
  those you hit with spells to suffer 
  terrible illnesses� Whenever you hit a 
  creature with a spell or cantrip it must 
  make a Constitution saving throw (DC 
  = your Spell Save DC�) On a failed Save 
  the Micro-organisms enter the targets 
  bloodstream� You can use an action to 
  attempt the following on a creature 
  who has these Micro-organisms in their 
  body�
  Blind. The target creature must make a 
  Constitution saving throw or be blinded 
  for 1 minute� The creature can repeat 
  the save at the end of each of it’s turns�
  Drown. The target creature’s lungs fill 
  with water, causing them to be unable 
  to speak or breathe until the end of 
  their next turn� The creature can make 
  a Constitution Saving Throw at the 
  end of it’s turn to end this effect� Once 
  ended, it cannot suffer this effect again 
  for 24 hours�
  Hobble. The target creature must 
  make a Strength Saving Throw or have 
  it’s movement speed halved until the 
  end of it’s next turn�
  Adapted Survival
  Starting from 1st level you no longer 
  require air to breath, gain a swim 
  speed equal to your movement speed 
  and can cast spells that require Verbal 
  and Somatic components while 
  underwater�
  The Peaceful Light
  Starting from 6th level when a creature 
  attacks you with a melee weapon or 
  spell attack you can summon forth 
  an orb of glowing light� The creature 
  must make a Wisdom Saving Throw 
  (DC = your spell save DC) or spend 
  the remainder of it’s turn staring at the 
  light� 
  Cycle of Decay
  Starting from 14th level you can use 
  your Micro-organisms to devour other 
  creatures and gain their nutrients� You 
  can use an action to target a creature 
  Sorcerer
  Salt Bloodline
  example, if you use this feature at 17th 
  level, your allies can deal an additional 
  4d6 weapon damage per turn to a 
  surprised enemy; at 19th level, they can 
  deal an additional 5d6�
  
  34
  Greed
  The ultimate goal of thieves, pirates and 
  treasure hunters, the promise of riches 
  is what drives many people� Gold, gems, 
  artefacts… the lure of these items is 
  too much for some mortals to handle, 
  and they will forsake everything, doing 
  whatever it takes to get their hands 
  on them… until their greed consumes 
  them�
  This greed and desire can manifest 
  itself in the bloodline of those who 
  have sacrificed everything for the sake 
  of riches� Those individuals born from 
  the treasure bloodline can tap into the 
  inherent magic of the treasure their 
  family has amassed, as if the blood in 
  their veins has been replaced by gold� 
  The obsession with treasure passed 
  down in your bloodline has become 
  so potent in you, that it allows you to 
  perform inconceivable feats of magic�
  Golden Desire
  At 1st level, you gain double 
  proficiency in Investigation� When you 
  cast a spell of 1st level or higher that 
  deals damage and requires an attack 
  roll, you can melt down some of your 
  treasure in order to empower it� When 
  the spell deals damage can spend 10 
  silver pieces to increase the damage 
  by 1d6, or 10 gold pieces to increase 
  the damage by 1d8� Every 10 silver or 
  gold pieces increases this damage by a 
  further 1d6 or 1d8� Each time you use 
  this feature, the maximum amount of 
  coins you can spend is equal to 10 x 
  half your proficiency bonus� 
  Aspiring Alchemist
  When you reach 6th level, you can use 
  your knowledge of riches and treasure 
  to alter the alchemical properties of 
  your items� By spending 10 minutes 
  of concentration, you can transform 
  copper or silver coins into silver and 
  gold coins respectively� 
  Sorcerer
  Gold Bloodline
  who has died in the last 24 hours and 
  regain 2d6 Hit Points, destroying the 
  corpse in the process� You can perform 
  this ability twice a day, regaining the uses 
  after a long rest�
  The Swarm
  Starting from 18th level you can use 
  an action to send a wave of Micro-
  organisms flowing through the air, 
  targeting every creature of your choice 
  within 60 feet� These creatures must 
  make a Constitution saving throw or 
  suffer the effects of Infectious Waters for 
  the next minute� Creatures effected by 
  Infectious Waters using this ability have 
  disadvantage on all saving throws related 
  to Infectious Waters�
  You can convert up to 
  50 coins at one time� 
  After you have used 
  this feature twice, you 
  cannot use it again until 
  after a long rest�
  
   
  35
   
  Additionally, you can spend 2 
  sorcery points to cast identify without 
  any material components, even if you 
  do not know the spell�
  Treasure Hunter
  Starting from 14th level, you gain a 
  burrow speed equal to your walking 
  speed� In addition to this, you can 
  attune to up to five magic items rather 
  than three�
  Gold Hoarder
  At 18th level, your body can transform 
  into molten gold� As an action, can 
  spend 100 gold pieces to transform 
  yourself into a golem-like creature of 
  molten gold� In this form, you gain 
  a bonus of +2 to your AC, you gain 
  resistance to fire damage, and you 
  begin to radiate heat� Any creatures 
  that starts it’s turn within 5 feet of you 
  takes 10 points of fire damage� This 
  transformation lasts 1 minute, or until 
  you dismiss it at any time� 
   
  Once you use this feature, you 
  cannot use it again until after a long 
  rest�
  the seas and waters around you, to drag 
  your foes to the watery depths and crush 
  them with the power of the waves�
  Surging Waters
  Starting from 3rd level you gain the 
  ability to summon forth a surge of 
  magical water that drags foes towards 
  you� You can use an action to send this 
  water up to 15ft feet from you causing 
  all creatures you choose to make 
  Strength saving throws� On a failed save 
  the creature is dragged 15ft towards you� 
  At 12th level this range increases to 20ft� 
  At 18th level this increases to 30ft� 
  Steady Centre
  Starting from 3rd level you can use 
  your extra reactions to make attacks of 
  opportunity� The Anchor
  Starting from 6th level when a creature s 
  dragged to you by your Surging Waters 
  ability, they have their movement 
  halved until the end of their next turn�
  Maelstrom of Suffering
  Starting from 10th level when a creature 
  is dragged towards you using your 
  Surging Water’s ability, it takes damage 
  equal to your Strength modifier� 
  Whirlpool
  Starting from 14th level when you use 
  your Surging Waters feature you can 
  use your reaction to make a melee attack 
  against all creatures within range�
  Titan
  Gift of Seas
  Descendent of the Waves
  The gift of your ancestors, the great 
  Ocean Titans, manifests itself as your 
  power grows� The ability to control 
  
  36
  Titan
  Gift of Storms
  Children of the Storm
  Flashes of lighting, and cracks of 
  thunder; these are always known to be 
  the signals of an approaching storm� 
  But, they often herald something else; 
  the arrival of a titan, blessed with the 
  Gift of Storms�
   
  These fearsome warriors are 
  descended from lightning elementals 
  and storm giants, the raw, primordial 
  power coursing through their very 
  bloodstreams� They walk through 
  thunderstorms as if they were a 
  light breeze, never faltering in their 
  conquest of the enemy� Utilising the 
  power of the storms, absorbing and 
  redirecting lightning, they are forces 
  of nature, and can be even more deadly 
  than even the harshest storm�
  Storm Fist
  Beginning at 3rd level, you allow the 
  power of the storm to glow freely 
  through your body� When you take the 
  Attack action, you can choose to make 
  a special attack using an empty hand as 
  the conduit for the storms energy� Your 
  “storm fist” is treated as a melee martial 
  weapon, with which you are proficient, 
  that deals 1d8 lighting or thunder 
  damage (you may choose which at the 
  end of each long rest)� The range of 
  the storm fist is 15 feet, and uses your 
  Strength modifier for all attack and 
  damage rolls� The reach of the storm 
  fist cannot be increased using your 
  titan features�
  Lightning Flash
  Starting from 3rd level, whenever you 
  use your Barricade ability, your speed 
  increases by 10 feet for each usage of 
  Barricade, until the end of your next 
  turn�
  Defibrillate
  At 6th level, you gain resistance 
  to lightning and thunder damage� 
  Additionally, whenever you take 
  lightning or thunder damage, 
  immediately after the damage, you 
  regain hit points equal to your 
  Constitution modifier� This healing 
  takes place after the damage is dealt; 
  therefore, if you are reduced to 0 hit 
  points by lightning or thunder damage, 
  once the damage has been dealt, you 
  are immediately healed�
  Storm Striker
  When you reach 10th level, you can 
  use your storm fist to make attacks 
  of opportunity using your extra titan 
  reactions�
  In addition to this, your storm fist 
  weapon may now benefit from the 
  weapon reach increases granted to you 
  by your class features�
  Lightning Rod
  Beginning at 14th level, you gain 
  immunity to lightning and thunder 
  
   
  37
  Queen of the Seas
  While you sail on her seas, you are a 
  child of the Goddess� She who calms 
  the storms, who sends guiding winds 
  and sends warnings of coming dangers� 
  The protector of all her children who 
  sail her seas, the Sea Goddess watches 
  over you all� 
  Sea Goddess Expanded 
  Spells
  The Sea Goddess lets you choose from 
  an expanded list of spells when you 
  learn a warlock spell� The following 
  spells are added to the warlock spell list 
  for you�
  Sea Goddess Expanded Spells
  Warlock Level
  Spells Gained
  3rd Level
  Aquatic Volley, Fog Cloud
  5th Level
  Crushing Wave, Rain
  9th Level
  Swell, Tidal Wave
  13th Level
  Control Water, Fountain of 
  Istishia
  19th Level
  Control Winds, Maelstrom
  Blessing of the Sea Queen
  Starting at 1st level whenever you are 
  aboard a ship you know of coming 
  dangers before they occur� If a 
  storm is approaching, dangerous sea 
  creatures are nearby or a hostile ship is 
  approaching - the Sea Goddess warns 
  you of it�
  Servant of the Waves
  Starting at 6th level you can use an 
  action to summon forth a Water 
  Serpent to fight for you for 1 minute� 
  This serpent appears within 5 feet of 
  you and can move up to 15 feet away 
  from you� As a bonus action on each of 
  your turns you can have the  serpent 
  make one of the following attacks�
  • Surge� You make an attack using 
  your spell attack modifier� On a hit the 
  creature must make a Strength saving 
  throw or be knocked prone�
  • Spit. You make a ranged spell 
  attack at a creature within 30 feet of 
  your Serpent using your spell attack 
  modifier� On a hit the creature takes 
  1d10 magical bludgeoning damage�
  Warlock
  Sea Goddess Patron
  damage� Additionally, when you take 
  damage, once per round, you can use 
  your reaction to make an attack with 
  your storm fist with advantage against 
  a target within range� If the damage 
  dealt to you is lightning or thunder, 
  your storm fist deals an additional 3d6 
  damage�
  • Slam.  You make 
  a melee spell attack 
  against a creature 
  within 5 feet of your 
  Serpent� On a hit the 
  creature takes 1d10 
  magical bludgeoning 
  damage and is 
  pushed 5 feet�
  
  38
  The Dammed Crew
  While a burial at sea may be seen as 
  an honourable send off for some, not 
  everyone who dies there believes it to 
  be� There are often lingering spirits 
  who feel they have unfinished business 
  with the land of the living… and they 
  will often bring their entire crew, and 
  their ship, back with them…
  The Ghost Ship is not a singular entity; 
  it is an amalgamation of a number of 
  tortured souls, still angry at their death, 
  and still seeking revenge� Their ghostly 
  vessel can grant power to those willing 
  to follow their spectral captain, slowly 
  gaining a foothold into the mortal 
  realm, until the willing (or unwilling) 
  servant can finally summon their 
  patron into the material plane, along 
  with her entire tortured crew…
  Ghost Ship Expanded 
  Spell List
  The Ghost Ship lets you choose from 
  an expanded list of spells when you 
  learn a warlock spell� The following 
  spells are added to the warlock spell list 
  for you�
  Ghost Ship Expanded Spells
  Warlock 
  Level
  Spells Gained
  3rd Level
  Dissonant Whispers, Fog 
  Cloud
  5th Level
  Gust of Wind, Phantasmal 
  Force
  9th Level
  Sleet Storm, Water Breathing
  13th Level
  Phantasmal Killer, Watery 
  Sphere
  19th Level
  Control Winds, Maelstrom
  Life on the Sea
  At 1st level, you gain proficiency in 
  vehicles (sea), as well as proficiency 
  in your choice of navigator’s tools, or 
  carpenter’s tools�
  Ghost Ship’s Passage
  Beginning when you choose this 
  Patron at 1st level, you gain the ability 
  to walk on water and other liquids (if 
  you would take damage from these 
  liquids, the damage is halved)� While 
  you are within 5 feet of a natural 
  source of water (lake, river, ocean, 
  etc�), you can see 15 feet into the 
  Ethereal plane�
  Warlock
  Ghost Ship Patron
  Flowing Waters
  Starting at 10th level whenever you 
  cast a spell or cantrip you can move 
  half your movement speed without 
  provoking attacks of opportunity�
  Invasion from the Depths
  Starting at 14th level you can use an 
  action to summon forth eight Water 
  Serpents that all can make 1 attack� 
  At the end of their turn the serpents 
  explode, bludgeoning with a volley of 
  water� Each serpent deals 2d8 magical 
  bludgeoning damage�
  
   
  39
  Dark Depths
  Starting at 6th level, you gain 
  resistance to cold damage� As an 
  action, you can summon 2 sahuagin, 
  who will attempt to protect you and 
  your allies� They use the stats for the 
  sahuagin in the Monster Manual, with 
  the following changes: their creature 
  type becomes undead, they are immune 
  to poison damage and the poisoned 
  condition, resistant to necrotic damage, 
  and vulnerable to radiant and fire 
  damage� They are not controlled by 
  you but will help to defend� They last 
  for 10 minutes, before melting into the 
  ground� Once per long rest�
  Black Sails at Midnight
  At 10th level, you gain the protection 
  of your Ghost Ship patron� As a 
  reaction, you can armour yourself with 
  the ghostly hull of the ship; you receive 
  a +2 bonus to your AC until the start 
  of your next turn� In addition to this, 
  you gain the mobility of the ship via its 
  sails; when you use your reaction for 
  this feature, your speed also increases 
  by 15 feet until the end of your next 
  turn�
  Voyage of the Damned
  When you reach 14th level, you can 
  call upon your Patron to materialise 
  in a terrifying manifestation� As an 
  action, you can summon a large, 
  ghostly ship, with tattered sails and a 
  spectral crew of raiders, and cause it 
  to crash into an area� Pick a point up 
  to 60 feet away from you; the spectral 
  ship crashes into that area� Every 
  creature within a 15-foot radius of that 
  point must make a Dexterity saving 
  throw versus your spell save DC or 
  take 8d8 force damage� On a successful 
  save, this dam age is halved� 
   
  In addition to this, the 15-foot 
  radius area is difficult terrain for 1 
  minute� Any creature that moves into 
  the area for the first time on its turn, 
  or starts it turn in the area, must make 
  a Wisdom saving throw against your 
  spell save DC, or be frightened of the 
  ship until the start of your next turn� 
  You can use this ability once, regaining 
  the uses after a long rest
  
  40
  New Invocations
  Cold Depths  
  Prerequisite: Ghost Patron
  Whenever you hit a creature with 
  Eldritch Blast you deal an additional 
  1d4 cold damage�
  Curse of the Sea Goddess 
  Prerequisite: Sea Goddess Patron
  Whenever you hit a creature with 
  a spell, water surges around them 
  until the end of their next turn� That 
  creatures movement speed is reduced 
  by half while this effect is active� 
  Grave Mists
  Prerequisite: Ghost Ship Patron 
  You can cast Fog Cloud at will� When 
  a creature ends their turn in the Fog 
  Cloud you can use your reaction to 
  force them to make a Wisdom saving 
  throw against your spell save DC� On a 
  failed save the creature is frightened of 
  you until the end of their next turn�
  Living Compass
  Prerequisite: Ghost Patron 
  You always know which direction 
  North is� You can add your charisma 
  modifier to all Perception and 
  Investigation checks� Once a day if you 
  fail a skill check relating to Navigation, 
  you can re-roll that skill check� 
  Tide Caller
  Prerequisite: Sea Goddess Patron 
  You can cast Control Water at will�
  Rusted Blade
  Prerequisite: 5th level, Pact of the Blade 
  feature
  Your pact weapon gains a rusted, 
  antique appearance� When you hit an 
  enemy with your pact weapon, you 
  can give them vulnerability to one 
  damage type for 1 minute, chosen by 
  rolling a d10 on the table below� If they 
  are resistant to the chosen damage 
  type, they lose that resistance for the 
  duration� If they are immune, they lose 
  that immunity and become resistant�
  You can use this a number of times 
  equal to your Charisma modifier, 
  regaining all uses on a long rest�
  Damage Types
  1
  Acid
  6
  Necrotic
  2
  Cold
  7
  Poison
  3
  Fire
  8
  Psychic
  4
  Force
  9
  Radiant
  5
  Lightning
  10
  Thunder
  Shifting Tides
  Prerequisite: Sea Goddess patron
  While your Water Serpent is 
  summoned, if you take damage, you 
  can use your reaction to immediately 
  switch places with your Serpent� 
  
   
  41
  A Travelling Scholar
  Travelling the seas seeking knowledge 
  of from across the world, you’ve 
  mastered navigation using the maps 
  you’ve gathered and the stars in the 
  sky�
  Wizard
  School of 
  Navigators
  Soul Harvester
  Prerequisite: 5th level
  You begin to gain mastery over the 
  souls of the departed� You can cast 
  animate dead, with a casting time of 1 
  action, once using a warlock spell slot� 
  You can’t do so again until you finish a 
  long rest�
   
  When the undead you animate 
  dies, you gain 15 temporary hit point as 
  you absorb their soul�
  New Pact Boons
  Pact of the Grave 
  A part of your body becomes skeletal or 
  undead, appearing as though you were 
  no longer living� Whenever you kill 
  a creature you can use your reaction 
  to bind the soul of the felled creature 
  to your own� For the next minute 
  that soul fights on your side� On your 
  turn the creature can take an action� 
  It does not have reactions, legendary 
  resistances or legendary actions� It is 
  considered undead in addition to any of 
  it’s previous creature types� This ability 
  can only be used once a day� 
  Pact of the Compass  
  You gain a compass granted to you 
  by your Patron� If your Patron is the 
  Fiend this may be made of jagged black 
  metal, for the Ghost Ship it could be 
  covered in barnacles or for the Old 
  God it could be an ancient relic of the 
  forgotten ages� You can summon forth 
  the Compass as an action, dismissing 
  it using a bonus action� If the compass 
  is lost, you can return it to your hand 
  using an action� While holding the 
  compass you know the direction of 
  your deepest desire� Whether its 
  seeking revenge, finding a lost ally or 
  a powerful relic - the Compass points 
  the way� The compass can only point 
  towards things of significance to you, 
  attempting to use it to find trivial items 
  will anger your Patron�
  
  42
  Bonus Cantrip
  When you choose this arcane tradition 
  at 2nd level, you gain the shape water 
  cantrip if you don’t already know it�
  Pull of the Tides
  Starting from 2nd level, you gain 
  the ability to breathe underwater� In 
  addition to this, your body becomes 
  influenced by the power of the tides� 
  At the end of each long rest, you can 
  choose one of two aspects of the tide 
  to influence you� You gain the benefits 
  of the tide as described below� These 
  benefits last until you complete a long 
  rest� 
  Neap Tide. You gain advantage on 
  Dexterity checks and saving throws, 
  and add a bonus of +2 to your AC�
  Spring Tide. At the end of each short 
  Wizard
  School of the Tide 
  Watchers
  Master at the Helm
  Starting from 2nd Level when you are 
  sailing a ship you have advantage on all 
  checks to navigate and saving throws 
  that the ship must make� 
   
  In addition when sailing at night 
  you can user the stars to navigate 
  without needing a map�
  Guiding Hand
  Starting from 2nd Level when an ally 
  within 30 feet of you makes an attack 
  you can use your reaction to add your 
  intelligence modifier to that attack� 
  You can use this feature twice a day, 
  regaining the uses after a short rest�
  Filling in the Map
  Starting from 6th level anytime you 
  are in a town you can spend 8 hours 
  gathering rumours, information and 
  local legends� You learn of all nearby 
  towns, islands and points of interest 
  as well as the location of any major 
  groups or prominent individuals�
  Learned on the Sea
  Starting from 10th level the time 
  required to add any spell to your 
  spellbook is halved�
  Scroll Keeper
  Starting from 14th level whenever 
  you use a scroll roll a d20� On a 15 or 
  higher, the scroll is not consumed�
  
   
  43
  rest, you gain temporary hit points 
  equal to half your wizard level + your 
  Intelligence modifier, and you can 
  add your Intelligence modifier to the 
  damage of one cantrip per round� 
  Tidal Magic
  At 6th level, some of your spells 
  become imbued with oceanic power� 
  Certain spells for you become Ocean 
  Spells, as per the table below� If a spell 
  does not appear on the wizard spell list, 
  the spell is nonetheless a wizard spell 
  for you�
  Ocean Spells
  Wizard Level
  Spells Gained
  3rd
  Tidal Wave, Wall of Water
  4th 
  Control Water, Watery Sphere
  5th 
  Maelstrom
  8th 
  Tsunami
  When you cast a spell from this Ocean 
  Spell table, every hostile creature 
  within 30 feet of the target takes an 
  additional 1d10 cold damage and 1d12 
  bludgeoning damage, both of which 
  ignore resistances� In addition, your 
  speed is doubled on the turn you cast 
  these spells, and the first attack against 
  you before the start of your next turn 
  has disadvantage, as the water swirls to 
  protect you�  
   
  At 9th level you add the 
  maelstrom spell and at 15th level you 
  at the tsunami spell to your spellbook 
  if they are not already there�]
  Flow of Current
  When you reach 10th level, you gain 
  resistance to cold damage�
  In addition to this, your speed cannot 
  be reduced, and moving through 
  magical or non-magical difficult 
  terrain costs you no extra movement�
  Ocean Form
  At 14th level, your connection to 
  the ocean allows you to draw in its 
  immense power to bolster yourself� 
  As an action, you can assume an 
  oceanic form, allowing your body to 
  be comprised entirely of water� When 
  in this form, you gain the following 
  benefits:
  • You have immunity to cold damage�
  • You have resistance to bludgeoning, 
  piercing, and slashing damage�
  • You can cast your Ocean Spells from 
  your spellbook even if they are not 
  prepared�
  • When you are hit with an attack, you 
  can use your reaction to teleport up to 
  30 feet away�
  This transformation lasts for 1 minute, 
  or until you dismiss it as a bonus 
  action� Once you use this feature, you 
  cannot use it again until you complete 
  a long rest�
  
  New Spells
  New Spells for your Casters!
  
   
  45
  Aquatic Volley
  1st level Evocation
  Casting Time. 1 Action�
  Range. 60 feet�
  Components. Verbal, Somatic, 
  Material. Verbal, Somatic, Material (A 
  sea shell)
  Duration. Instantaneous
  Classes. Druid, Sorcerer, Warlock, 
  Wizard
  You create 3 orbs of water that float 
  around you before hurling themselves 
  at nearby creatures� You choose a 
  target for each of the orbs of water� 
  On a hit the target takes 1d10 magical 
  bludgeoning damage�
   
  At higher levels. When you cast 
  this spell using a spell slot of 2nd or 
  higher, you create one additional orb for 
  each slot level above 1st� If this spell is 
  cast at 5th level or higher, each orb deals 
  an additional 1d6 cold damage� 
  Blood Bolt
  Evocation cantrip
  Casting Time. 1 action
  Range. 100 feet
  Components. Verbal, Somatic, 
  Material (a drop of blood, a piece of 
  flint)
  Duration. Instantaneous
  Classes. Warlock
  You fling a globule of corrupted blood at 
  a creature or object within range� Make 
  a ranged spell attack against the target� 
  On a hit, the target takes 1d8 necrotic 
  damage, and they are blinded until the 
  end of their next turn�
   
  At higher levels. This spell’s 
  damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8), 
  and 17th level (4d8)�
  Blood Lash
  Necromancy cantrip
  Casting Time. 1 action
  Range. 20 feet
  Components. Verbal, Somatic, 
  Material (a drop of blood, a piece of 
  leather twine)
  Duration. Instantaneous
  Classes. Warlock
  You create a swirling, liquid whip of 
  your own blood, you use to lash out 
  towards a creature within range� Make 
  a ranged spell attack against the target� 
  If the spell hits, they take 1d6 necrotic 
  damage, and they take a -1 penalty to 
  their AC� If their AC is reduced in this 
  way, it cannot be reduced further by 
  any other use of  the Blood Lash spell, 
  cast by you or any other creature� This 
  reduction lasts for 1 minute�
   
  At higher levels. This spell’s 
  damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), 
  and 17th level (4d6)�
  
  46
  Cold Rebuke
  1st level Evocation
  Casting Time. 1 Reaction�
  Range.  10 feet�
  Components. Verbal, Somatic� 
  Duration. Instantaneous
  Classes. Druid, Sorcerer, Warlock
  When you are struck by a creature with 
  a melee attack you can create a blast of 
  cold energy to immediately retaliate� 
  The creature must make a Constitution 
  saving throw or suffer 2d12 cold 
  damage, half as much on a successful 
  save� 
   
  At higher levels. When you cast 
  this spell using a spell slot of 2nd or 
  higher, the damage increases by 1d12 
  for each slot level above 1st�
  Crushing Smite
  2nd level Enchantment
  Casting Time. 1 Bonus Action
  Range. Self
  Components. Verbal, Somatic�
  Duration. Concentration up to 1 
  minute�
  Classes. Paladin
  You imbue your weapon with the power 
  of the ocean’s weight� The next time 
  you hit a creature with a melee attack 
  you deal an additional 2d8 magical 
  bludgeoning damage� Additionally the 
  creature must make a Strength saving 
  throw� On a failed save the creature has 
  it’s movement speed reduced by half� 
  The creature can repeat this saving 
  throw at the end of it’s turn�
   
  At higher levels. When you 
  cast this spell using a spell slot of 4th or 
  higher, the spell reduces the creatures 
  movement to 0 instead of half�
  Crushing Wave
  2nd level Evocation
  Casting Time. 1 Action�
  Range. 60 feet�
  Components. Verbal, Somatic, 
  Material (A sea shell)
  Duration. Instantaneous
  Classes. Druid, Sorcerer, Warlock, 
  Wizard
  You summon a wall of water 30 foot 
  long, 10 foot high and 1 foot thick 
  starting within 60 feet of you� If there 
  isn’t space to summon this wall, the 
  spell fails� When you cast this spell you 
  can have the wall fall in either direction 
  causing any creatures within 10ft of 
  that side of the wall to make Dexterity 
  saving throws� The creature hit by this 
  wave takes 4d8 magical bludgeoning 
  damage and is knocked prone� On a 
  successful save they take half damage 
  and are not knocked prone�
   
  At higher levels. When you 
  cast this spell using a spell slot of 3rd or 
  higher, the damage increases by 1d8 for 
  every level above 2nd�
  
   
  47
  Hungering Smite
  2nd level Enchantment
  Casting Time. 1 Bonus Action
  Range. Self
  Components. Verbal, Somatic�
  Duration. Concentration  up to 1 
  minute�
  Classes. Paladin
  ou imbue your weapon with vampiric 
  hunger� The next time you hit a 
  creature with a melee attack you deal 
  an additional 2d8 necrotic damage� 
  You regain hit points equal to that 
  additional damage�
   
  At higher levels. When you 
  cast this spell using a spell slot of 4th or 
  higher, the spell reduces the creatures 
  movement to 0 instead of half�
  Hydro Jet
  2nd level Evocation
  Casting Time. 1 Action
  Range. Self (20 foot cone�)
  Components. Verbal, Somatic�
  Duration. Instantaneous�
  Classes. Druid, Warlock
  You send a blast of water in a 20ft cone 
  in front of you� All creatures in the area 
  must make Strength saving throws or 
  suffer 2d8 magical bludgeoning damage 
  and be knocked prone� On a successful 
  save the target takes half as much 
  damage and is not knocked prone
   
  At higher levels. When you 
  cast this spell using a spell slot of 3rd or 
  higher, the damage increases by 1d8 for 
  every level above 2nd�
  Drowning Smite
  5th Level Enchantment
  Casting Time. 1 Bonus Action
  Range. Self
  Components. Verbal, Somatic�
  Duration. Concentration up to 1 minute�
  Classes. Paladin
  You imbue your weapon with the power 
  of the ocean’s depths� The next time 
  you hit a creature with a melee attack 
  you deal an additional 5d8 cold damage� 
  Additionally the creature must make a 
  Constitution saving throw� On a failed 
  save the creature begins vomiting sea 
  water for 1 minute� Any spell attack roll 
  or ability check that requires a verbal 
  component is made with disadvantage� 
  The creature can repeat this saving throw 
  at the end of it’s turn�
  Howling Winds
  2nd Level Evocation
  Casting Time. 1 Action
  Range. 30 feet�
  Components. Verbal, Somatic�
  Duration. Instantaneous�
  Classes. Druid, Warlock
  You send wind hurtling towards a 
  creature from every direction� The 
  creature must make a Strength saving 
  throw or take 4d8 damage and be thrown 
  15 feet in a random direction� On a 
  successful save the creature takes half 
  damage and is not thrown� 
   
  At higher levels. When you 
  cast this spell using a spell slot of 3rd or 
  higher, the damage increases by 1d8 for 
  every level above 2nd�
  
  48
  Fountain of Istishia
  4th level Evocation
  Casting Time. Action
  Range. Self
  Components. Verbal, Somatic�
  Duration. 1 Minute�
  Classes. Druid�
  You summon five 5 foot wide pillars 
  of water that erupt from the ground 
  and reach 30ft into the air� Creatures 
  standing in the pillars area must make 
  Dexterity saving throws when the spell 
  is cast or take 2d10 bludgeoning damage 
  and be thrown 30ft into the air� On a 
  success the creature takes half damage 
  and is moved 5 feet in a direction of it’s 
  choosing� If the creature hits a creature 
  or ceiling on the way up, both the 
  creature and anything it hits takes an 
  additional 1d10 bludgeoning damage� 
  When the spell ends any creature 
  elevated by the spell falls 30 feet�
  Investiture of the Ocean
  6th Level Transmutation
  Casting Time� 1 Bonus Action
  Range. Self
  Components. Verbal, Somatic�
  Duration. Concentration up to 10 
  minute�
  Classes. Druid, Sorcerer
  Your body becomes made entirely of 
  water, like a sea nymph of legend� Until 
  the spell ends, you gain the following 
  benefits:
  • You are immune to cold damage and 
  have resistance to fire damage�
  • Your speed while underwater is 
  doubled�
  • You are completely invisible while 
  underwater�
  Midian Touch
  5th-level Transmutation 
  Casting Time. 1 action
  Range. Touch
  Component. V, S, M (Gold dust 
  worth 10 gp, which the spell 
  consumes)
  Duration. Concentration, up to 1 
  minute
  Classes. Sorcerer, Wizard
   You touch one creature or object up 
  to two size categories larger than you, 
  and attempt to transmute them into 
  gold� The target takes 3d6 fire damage, 
  and if the target is a creature, it must 
  make a Constitution saving throw� 
  On a failed save, it is restrained as 
  liquid gold begins to cover its body� 
  On a successful save, the creature isn’t 
  affected� Constructs have disadvantage 
  on all saving throws related to this 
  spell, while any fiend, fey or celestial 
  has advantage� If the target was a non-
  magical object, it is immediately turned 
  to gold�
   
  A creature restrained by this 
  spell must make another saving throw 
  at the end of each of its turns� If it 
  successfully saves against this spell 
  three times, the spell ends� If it fails 
  saves three times, it is turned into a 
  golden statue, and subjected to the 
  petrified condition for the duration, 
  
   
  49
  with the only difference being it is 
  vulnerable to fire damage� The successes 
  and failures don’t need to be consecutive, 
  keep track of both until the target 
  collects three of a kind�
   
  If a creature is physically broken 
  while turned to gold, it suffers from 
  similar deformities if it reverts back to 
  its original state� Additionally, the statue 
  has a value of 50 gp times its original 
  weight in pounds�
   
  If you maintain your concentration 
  on this spell for the entire possible 
  duration, the creature is turned to gold 
  until the effect is removed�
  Rain
  2nd level Transmutation
  Casting Time. 1 Action
  Range. Self�
  Components. Verbal, Somatic� 
  Duration. 1 Minute�
  Classes. Druid, Sorcerer�
  You create a downpour of heavy rain in 
  30 foot radius in every direction from 
  where you stand� Whenever a creature 
  in this area takes fire damage, they can 
  reduce that damage by your level�
  Raging Storm
  5th level Evocation
  Casting Time. 1 Action�
  Range. Self (60 foot cone)
  Components. Verbal, Somatic�
  Duration. Instantaneous
  Classes. Cleric, Druid, Sorcerer, 
  Warlock�
  You summon forth a massive wave 
  of lightning that explodes from your 
  hands in a massive 60 foot cone� 
  All creatures in the area must make 
  Dexterity saving throws or suffer 6d8 
  lightning damage, half as much on a 
  successful save� Any creature that rolls 
  a 5 or lower on the die is also stunned 
  until the end of their next turn�
   
  At higher levels. When you 
  cast this spell using a spell slot of 6th 
  or higher, the spell deals an additional 
  1d8 lightning damage and the number 
  required to stun a creature is increased 
  by 1 for each slot level above 5th�
   
   
  Reaching Cold
  5th Level Evocation
  Casting Time. 1 Action
  Range. 120 feet�
  Components. Verbal, Somatic�
  Duration. Instantaneous� 
  Classes. Druid, Sorcerer
  You summon forth tendrils of frost 
  that reach out to a creature, freezing it’s 
  body� You choose a target for the initial 
  attack� On a successful hit the creature 
  takes 8d8 cold damage� After hitting the 
  creature a wave of frost surges out from 
  that creature� All creatures of your 
  choosing within 30 feet of that creature 
  must make Constitution saving throws� 
  On a failed save each creature suffers 
  4d8 cold damage, half as much on a 
  successful save�
   
  At higher levels. When you 
  cast this spell using a spell slot of 6th 
  or higher, range of the frost wave is 
  
  50
  increased by 10 feet for each slot level 
  above 5th�
  Salt Spray
  Conjuration cantrip
  Casting Time� 1 Action
  Range. 30 feet
  Components. V, S�
  Duration. Instantaneous�
  Classes. Sorcerer, Warlock, Wizard
  You extend your hand toward a 
  creature you can see within range and 
  conjure a spray of seawater from your 
  fingertips� The creature must succeed 
  on a Dexterity saving throw or take 
  1d6 cold damage� The creature then 
  takes another 1d6 piercing damage 
  from the salt in the water at the 
  beginning of their next turn�
    
  At higher levels. This spell’s 
  damage increases by 1d6 when you 
  reach 5th level (2d6 x 2), 11th level 
  (3d6 x 2), and 17th level (4d6 x 2)�
  Screaming Wind
  1st Level Evocation
  Casting Time. 1 Action
  Range. 60 Feet
  Components. Verbal, Somatic�
  Duration. Concentration up to 10 
  minutes�
  Classes� Druid
  A terrible wind begins to whip around 
  in the air 30 feet above you, circling 
  you in a 30 foot radius� This spell fails 
  if there is not enough space for the 
  wind to move� 
   
  When you cast the spell choose 
  a point you can see within range� Each 
  creature within 10 feet of that point 
  must make a Strength saving throw 
  or suffer 2d12 magical bludgeoning 
  damage� On each of your turns until 
  the spell ends you can use an action to 
  invoke the wind again, targeting the 
  same point or an entirely new one� If 
  you are beneath an open sky the radius 
  effected by your attacks increases to 15 
  feet�  
   
  At higher levels. When you 
  cast this spell using a spell slot of 4th 
  or higher, the spell deals an additional 
  1d12 magical bludgeoning damage for 
  each slot level above 3rd� If cast at 7th 
  level or higher the spell also knocks 
  creatures prone when they fail their 
  saving throw�
  Storm Aura
  4th level Evocation
  Casting Time. 1 Action
  Range. Self
  Components. Verbal, Somatic�
  Duration. Concentration up to 10 
  Minutes�
  Classes. Druid
  Lightning crackles across your body 
  for the duration� You can end the spell 
  early by using an action to dismiss it�
   
  The aura provides you with a 
  Thunderous Shield or a Lightning 
  Shield, as you choose� The Thunderous 
  Shield grants you Resistance to 
  Thunder damage, and the Lightning 
  
   
  51
  Shield grants you Resistance to 
  lightning damage�
   
  In addition, whenever a creature 
  within 5 feet of you hits you with a 
  melee Attack, the Shield erupts with 
  the power of a storm� The attacker 
  takes 2d8 thunder damage from a 
  Thunderous Shield, or 2d8 lightning 
  damage from a Lightning Shield�
  Storm Sprint
  4th Level Enchantment
  Casting Time. 1 Action
  Range. Self 
  Components. Verbal, Somatic�
  Duration. Instantaneous�
  Classes. Druid, Wizard
  You imbue yourself with the power 
  of a storm to blast past your enemies� 
  You dash in a 30 foot line, forcing 
  every creature in your path to make 
  a Strength saving throw� On a failed 
  save the creature suffers 3d10 thunder 
  damage and is knocked prone� On a 
  successful save the creature suffers half 
  damage and is not knocked prone�
   
  At Higher Levels: The damage 
  increases by 1d6 for each slot level 
  above 2nd�
  Swell
  3rd level Evocation
  Casting Time. 1 Action
  Range. 60 Feet�
  Components. Verbal, Somatic, 
  Material� (Dried seaweed)
  Duration. Instantaneous�
  Classes. Druid
  You create a brief whirlpool of water 
  that pulls everyone together� You 
  choose a point within 60 feet of you� 
  All creatures within 20 feet of that 
  point must make a Strength saving 
  throw or be pulled 20 feet towards 
  the centre� Until the start of your next 
  turn the affected area is considered 
  difficult terrain� 
  Thunderous Rebuke
  3rd level Evocation
  Casting Time. 1 Action
  Range. 20 Feet�
  Components. Verbal, Somatic�
  Duration. Instantaneous�
  Classes. Druid
  When you take damage from an 
  attack you can return the damage with 
  thunderous force� The creature who 
  hit you suffers 2d12 thunder damage�
   
  At Higher Levels: The damage 
  increases by  1d12 for each slot level 
  above 2nd�
  
  Crew Roles
  on the ship, every crew member has a job
  
   
  53
  All Hands on Deck!
  In your new waterborne adventures 
  you may find yourself either leading 
  a crew or at the very least being a 
  part of one� When you’re aboard a 
  ship everyone must contribute to the 
  workload, and you’re no exception� 
  Here are a few ship roles and the 
  benefits you get from your role!
  Boatswain
  A Merry Crew. While you are 
  the Boatswain of the crew all hired 
  crew members will not mutiny� You 
  also have advantage on all checks to 
  persuade crew members and potential 
  new hires� 
  Cannon Master
  Open Fire. You can add 1D6 to all 
  attacks made by your ship’s cannons�
  Carpenter
  Fixer. For every hour you are 
  conscious on the ship you can fix 
  minor damages� The Ship regains 1d4 
  hit points per hour spent working� 
  Captain
  Leader of the Crew. You can use a 
  bonus action to command an ally to use 
  their reaction to either move half their 
  movement speed in a direction of their 
  choosing, or to make a single melee or 
  ranged weapon attack�
  Cook
  Full Stomachs. At the end of a long 
  rest if you cook a meal as part of 
  that long rest, your allies regain an 
  additional number of hit dice equal to 
  your proficiency bonus�
  Deckhand
  Cargo. You have advantage on checks 
  to locate stowaways and hidden items 
  aboard your ship, and advantage on 
  checks to hide goods within your ship�
  Engineer
  The Personal Touch. Any time 
  required or gold cost to upgrade your 
  ship is halved�
  
  54
  Lookout
  Horizon Watcher. You gain +10 to all 
  perception checks while in the crows 
  nest�
  Navigator
  Find the Way. Using maps, stars and 
  identifying weather patterns you can 
  find the quickest or least dangerous 
  way to any known location�
  Powder Monkey
  Explosive Results. Your ships 
  cannons deal an additional damage die� 
  Quarter Master
  Maintenance. At the end of a long 
  rest you can select weapons equal 
  to your proficiency bonus� These 
  weapons gain an additional 1d4 to all 
  damage rolls
  Rigger
  Man the Sails. You increase your 
  ships movement speed by 10 feet per 
  round while you are conscious and 
  working�
  Sail Master
  Against the Storm. While you 
  command the sails your ship has 
  advantage on any saving throw against 
  dangerous winds or waves� 
  Surgeon
  Not Dead Yet. If a creature has died 
  within the last hour you can attempt 
  to perform a DC 20 Medicine check 
  to return the creature to life� On a 
  success the creature returns to life 
  with 4 points of exhaustion and does 
  not regain consciousness or hit point 
  until they no longer have any points of 
  exhaustion� 
  �
  
  Nautical Backgrounds
  Origins for your new Nautical Heroes
  
  56
  A tragic start to your life, you were taken form 
  your home by pirates, sailing into the horizon 
  while your homestead disappeared from view� 
  For what reason you were taken you were 
  never sure, but you knew your new life would 
  be difficult� Your experience on a pirate ship 
  has made you hardened and cautious, and 
  whether or not you managed to make a life on 
  the ship or were a slave, you are always wary 
  of being taken once again�
  Skill Proficiencies. Perception, one 
  additional skill of your choice
  Tool Proficiencies. Navigator’s tools or 
  thieves’ tools
  Languages. One of your choice
  Equipment. A set of grappling hooks for 
  boarding ships, a set of thieves’ tools, a 
  disguise kit, a set of travellers’ clothes, and a 
  belt pouch containing 5 gp
  Life on the Sea. 
  While may have been taken form your home, 
  the pirates may not have been monsters� 
  While it is possible you were subjected to 
  harsh treatment, it was equally possible that 
  you became fast friends with the crew and 
  earned a place on the ship� Choose the life 
  upon the waves that you experienced, or roll 
  on the table below�
  D6
  Life Aboard the Pirate Ship 
  1
  Life was harsh, the crew were cruel�
  2
  Life was fine, the crew treated me as 
  one of their own�
  3
  Life was glamorous, the captain 
  treated me like the child he never had�
  4
  Life was torturous, they were evil and 
  cruel people�
  5
  Life was dark, I spent years locked 
  below the ships deck�
  6
  Life was wondrous, I was the mascot 
  of the ship and brought joy to the 
  crew�
  Feature - Adaptable. 
  You wouldn’t survive long on a pirate ship 
  unless you learn to adapt� Stealing, picking 
  locks, lying and disguising yourself are all 
  part of the life style� Whenever you attempt 
  a sleight of hand you can add +2 to the roll� 
  If you use a disguise kit to make a deception 
  check or make a tool check using your 
  thieves tools, you can also add +2 to the rolls 
  with those kits�
  Suggested Characteristics.
  Your life was drastically changed by the 
  pirates� Taken out of your hands, you did the 
  best you could and made the most of it� For 
  better or worse, your time on the pirate ship 
  changed you, and hardened you�
  D6
  Personality Trait
  1
  My abduction was so traumatising I 
  find it impossible to trust strangers�
  2
  2 - Life on the ship was hard; I had to 
  learn fast, and always pull my weight�
  3
  3 - I was plotting my revenge on the 
  captain for years, and still am to this 
  day�
  4
  4 - I don't hate the pirate crew, I had 
  a life of adventure�
  5
  5 - Although they can be scary, I 
  admire pirates and their freedom�
  6
  6 - I never found out why I was 
  taken� I still wonder to this day�
  Abducted by Pirates
  
   
  57
  While sailors often complain about life at 
  sea, life beside the sea can be can be equally 
  challenging� You've spend your life casting 
  out into the water, fishing for pleasure, or 
  to put food on the table� You learned fishing 
  from your parents, or maybe a mentor, who 
  taught you the skills you need to land a prize 
  catch� Even if the world collapses around 
  you, you'll have your trusty fishing rod and 
  the ocean by your side�
  Skill Proficiencies. Nature, Survival
  Tool Proficiencies. Herbalism kit (for 
  making bait)
  Languages. Aquan
  Equipment. A herbalism kit, fishing tackle, 
  a net, a freshly-caught prize catch worth 5 
  gp, a set of traveller's clothes, a belt pouch 
  containing 5 gp�
  Preferred Catch. 
  Casting a line into the sea is never 
  guaranteed to yield results� So many factors 
  can be against you, but over the years you've 
  learned the tricks to making sure that you 
  can catch the fish that you want� Choose the 
  marine life you most enjoy - or are an expert 
  at - fishing for, or roll on the table below�
   
  D6
  Catch
  1
  Mackerel
  2
  Cod
  3
  Trout
  4
  Crab
  5
  Shrimp
  6
  Salmon
  Feature - Life by the Sea. 
  Your seasoned days as a fisherman have not 
  gone unnoticed� You have managed to earn 
  the respect of other men and women who 
  call the waves their home, such as sailors, 
  harbourmasters, even some pirates� They 
  treat you with camaraderie, and are more 
  willing to lend an ear and a hand to your 
  problems than other landlubbers�
   
  Suggested Characteristics
  Fisherman are patient and steadfast, always 
  ready to take on a tough challenge� However, 
  they can also be ambitious, for catching the 
  kings of the sea is not for the faint of heart� 
  D6
  Personality Trait
  1
  Fishing demands patience; I’ll 
  always bide my time�
  2
  It can take a long time to reel a big 
  catch in� I will persevere until a job 
  is done, even if it seems impossible�
  3
  If a prize is big enough, I can’t stop 
  myself from getting excited�
  4
   I feel most comfortable when I am 
  by the sea�
  5
  No matter how urgent things get, I 
  will always take time to cast my line�
  6
  Fishing is not a game to me; I fish to 
  put food on the table� It is my life�
  Coastal Fisherman
  
  58
  You were once the proud captain of a famous 
  vessel� You had many adventures, gathered a 
  plethora of treasures, and earned the respect 
  of your crew� However, at some point life 
  got in the way, and you left the life of sailing 
  and rabble-rousing behind you� However, a 
  seafarer can never turn their back on their 
  true calling, and now, without you former 
  wealth or power, you strive to return to your 
  glory�
  Skill Proficiencies. Persuasion & Insight
  Tool Proficiencies. Vehicles (water)
  Languages. One of your choice
  Equipment. A set of maps detailing past 
  journeys, an ornate compass, a log of your 
  adventures, a set of traveller’s clothes, and a 
  belt pouch containing 10 gp
  Fall from Glory
  Nothing lasts forever, and your captainship 
  was no exception� Though at one point you 
  may have lived in the lap of luxury, fate had a 
  different plan in store for you� This loss sent 
  you spiralling, with only one thing left; the 
  desire to get it all back� Choose the reason 
  you fell from glory, or roll on the table 
  below�
   
  D6
  Reason for Losing Ship & Crew 
  1
  Mutiny - A trusted crew member 
  betrayed you�
  2
  Sea Monster - A mysterious beast 
  destroyed your ship�
  3
  Ghost Ship - A ship full of spectres 
  assailed your vessel, killing your 
  crew�
  4
  Terrible Storm - A vicious storm 
  came from nowhere and destroyed 
  your ship� 
  5
  Pirates - A vicious pirate captain took 
  your crew and ship from you�
  6
  Corruption - A corrupt captain of an 
  empire took your ship and crew�
  Feature - Legend of the Sea. You were 
  once a powerful figure on the sea, allied to 
  many renowned captains� Those captains 
  haven’t forgotten their oaths and will likely 
  aid you in your time of need�
  Suggested Characteristics
  A ship is nothing without its captain, and 
  you embodied this in every way� Your 
  personality and actions inspired your 
  crew, whether is was to embark on great 
  adventures, or to pillage and plunder to their 
  hearts’ content�
  D6
  Personality Trait
  1
  I am a demanding person who 
  requires his crew to new falter�
  2
  I am compassionate, I sought to 
  help my crew anyway I could�
  3
  I am greedy, I covet gold above all 
  things� 
  4
  I am adventurous, my crew 
  followed me in search of fame and 
  glory�
  5
  I am battle-hungry, I seek to lay 
  waste to any who cross my path�
  6
  I am weary, I’ve grown tired of the 
  sea-life and seek to retire after I 
  find my fortune�
  Former Captain
  
   
  59
  Taking whatever you want and living free 
  by any means� That’s the pirate code� You 
  were drawn to a life of piracy, whether you 
  were born into it, or whether some event 
  in your life made you choose that life� You 
  value freedom above all else in your life, 
  possibly with treasure coming a close second� 
  You spurn authority, and have no time for 
  sycophants� A person can only live by their 
  own code, and a life on the sea is the only 
  way to be truly free�
  Skill Proficiencies. Acrobatics, Survival
  Tool Proficiencies. Cartographer’s supplies, 
  vehicles (water)
  Equipment. A grappling hook, 50 feet of 
  hempen rope, a dusty jacket, a tricorn, and a 
  belt pouch containing 15 gp
   
  Pirate Sensibilities
  Not everyone is created equal, and pirates are 
  no exception to this� While some pirates are 
  scoundrels and rogues, charming and daring, 
  others might be ferocious and cruel, tyrants 
  ruling aboard their ship� Choose the type of 
  pirate you are, or roll on the table below�
   
  D6
  Type of Pirate
  1
  1 - A killer who longs for bloodshed
  2
  2 - A stealthy sailor who attacks in 
  the night
  3
  3 - A charming rogue who steals loot 
  and hearts
  4
  4 - A cruel taskmaster with a 
  penchant for torture
  5
  5 - A fair fighter who always gives his 
  opponents a chance
  6
  6 - A crazed adventurer who will take 
  any risk
  Pirate
  Feature - Dark Heart of the Sea 
  Being a member or captain of a pirate crew, 
  your infamy has spread throughout the land, 
  along with your misdeeds� When sailing, if 
  you have your pirate colours showing, you 
  can sail twice as fast while chasing other 
  ships, at the risk of being caught more easily 
  by authorities� Other pirates will also be less 
  likely to attack your ship, out of respect� 
  Suggested Characteristics
  Pirates are fickle, and as such you often 
  find yourself changing how you feel about 
  things� Apart from your constant desire for 
  freedom, your personality can change as 
  quickly as the weather�
  D6
  Personality Trait
  1
  I will never turn down the promise of 
  treasure�
  2
  Authority bothers me; I will go out of 
  my way to bother them back�
  3
  Show your enemy no quarter� I take 
  no prisoners�
  4
  Forgive and forget� Life's too short to 
  hold grudges�
  5
  Nothing feels better than storming 
  a ship and showing them who their 
  superior is�
  6
  I am always cheery in the face of 
  danger� I've gotten out of worse 
  scrapes!
  
  60
  You’ve crossed blades with more people 
  than you can remember, but none boil your 
  blood as much as pirates do� Plundering and 
  pillaging wherever they go, you cannot abide 
  their presence on this plane� They are a stain 
  on society, a stain you are here to clean up� 
  You have practiced deception, subterfuge, 
  combat, tracking� All essential skill s you 
  need to carry out your job of eliminating the 
  pirate scourge�
  Skill Proficiencies. Insight, Investigation
  Tool Proficiencies. Navigator’s tools
  Languages. Undercommon
  Equipment. A disguise kit, a bundle of 
  wanted posters, a small serrated dagger, and 
  a belt pouch containing 10 gp
  Driving Force
  While most people would commend your 
  choice of profession, they are often too 
  afraid to ask why you do it� For some, it is a 
  monetary reason� For others… its personal… 
  Choose the driving force behind your pirate 
  hunting, or roll on the table below�
  D6
  Driving Force
  1
  Revenge: Pirates killed your family�
  2
  Greed: The pay is too good�
  3
  Pleasure: You enjoy the hunt�
  4
  Honour: There is too much evil in 
  the world�
  5
  Obligation: Someone else is pulling 
  your strings�
  6
  Pride: The job has to be done, and 
  you’re damn good at it�
  Pirate Hunter
  Feature: They’ll Hang for This
  Finding the movements of pirates isn’t 
  always easy� However, you have managed to 
  find a fool proof way of doing so� Through 
  some means, whether it be bribery or 
  intimidation, you are able to gain the service 
  of a member of your quarry’s crew� They 
  will send regular messages to you regarding 
  their whereabouts and activities, and you 
  can force them to attempt a sabotage a great 
  risk in order to catch the pirate you seek�
  Suggested Characteristics
  Pirates hunters are usually calm and 
  collected� They show no fear in the face of 
  adversity, as doing so could give away their 
  mission� They are sworn to their duty, and 
  will always do what is necessary to complete 
  the contract and see the target captured or 
  killed�
  D6
  Personality Trait
  1
  I always get the job done, I cannot be 
  turned from my mission�
  2
  Sometimes it is hard to hide my 
  disgust and fury at the word “pirate”�
  3
  I’ll take on any job, if the pay is right�
  4
  I am a calculating hunter; I must out 
  think my prey�
  5
  I’ll stray from the light if it is 
  necessary�
  6
  I will never let a pirate walk free, 
  even if they save my life�
  
   
  61
  It is no secret that mortalkind does not 
  rule the ocean� There are beings that are 
  infinitely more powerful who make it their 
  domain� But the presence of those beings 
  does not always deter lesser creatures� In 
  some cases, it inspires them to take up a 
  vocation� You are a sea monster hunter� You 
  find these great beasts and bring them down, 
  for bounty or for honour� You are a skilled 
  tracker and a deadly fighter, always ensuring 
  to bring down your prey�
  Skill Proficiencies. Nature, Survival
  Tool Proficiencies. Vehicles (water)
  Languages. Your choice of Aquan or Deep 
  Speech
  Equipment. Fishing tackle, a trident, a 
  trophy from one of your past kills, a slick 
  leather coat, and a belt pouch containing 15 
  gp
  Great Quarry
  Though there are a number of great beasts 
  in the sea, there is one in particular that has 
  caught your eye� For reasons known only 
  to you, you have made it your mission to 
  hunt these creatures, and take their bodies 
  as trophies� Choose the sea creature that you 
  are best equipped – or mentally prepared – 
  to hunt, or roll on the table below�
  D6
  My Great Quarry
  1
  Kraken
  2
  Aboleth
  3
  Dragon turtle
  4
  Leviathan
  5
  Morkoth
  6
  Wastrilith 
  Sea Monster Hunter
  Feature: A Monster Calls
  Your years of tracking these monsters have 
  helped you gain a better understanding of all 
  marine life� While you cannot understand 
  them, you can read the basic mood and 
  intent of fish and aquatic creatures� You can 
  also mimic a sea monster’s cry, helping to 
  lure one out, or scaring other marine life 
  into a trap or fishing net�
  Suggested Characteristics
  Sea monster hunters can often be reckless, 
  as taking on some of these titanic creatures 
  can be life-threatening work� Others are 
  meticulous planners, making sure no stone 
  is left unturned and no scenario is left 
  unchecked� The beasts are far too dangerous 
  to be fought by the simple minded�
  D6
  Personality Trait
  1
  I find great joy in conquering the 
  beasts of the ocean�
  2
  I have a personal vendetta against 
  my quarry�
  3
  I hunt these creatures to study 
  them and understand their power�
  4
  These monsters are a blight on 
  society; they must be eliminated�
  5
  I plan my hunts very carefully, 
  always ensuring I have a backup 
  plan�
  6
  Fighting these creatures is done 
  using your heart and your body, 
  not your head�
  
  62
  You were once part of a great crew before 
  the sea turned against you, rending your ship 
  to pieces� Your life on the sea was taken from 
  you in a single moment, leaving you adrift� 
  You survived by yourself for some time, 
  barely keeping yourself alive, not knowing 
  if your crewmates were alive or dead� Your 
  misfortune made you into the person you are 
  today�
  Skill Proficiencies. Athletics, Survival
  Tool Proficiencies. Carpenter’s tools, 
  cartographer’s tools
  Equipment. Tattered remains of your old 
  crew uniform and flag, the tools you used on 
  your ship, a belt pouch containing 30 gold 
  pieces recovered from the ruin of your ship�
  Misfortune on the Sea
  The sea is a cruel mistress� She gives live to 
  some, but also takes it away� Any number 
  of things can happen on the waves that can 
  destroy a ship; you experienced one of these 
  events first hand� Choose the cause of your 
  shipwreck, or roll on the table below�
  D6
  Cause of Wreck
  1
  A sea beast tore your ship apart
  2
  Pirates ransacked your ship
  3
  A storm sent your ship to the 
  bottom of the ocean
  4
  Your ship was sabotaged by a crew 
  member
  5
  An unnatural phenomenon 
  occurred, destroying the vessel
  6
  You have no memory of the day 
  the ship was destroyed
  Ship Wrecked
  Feature: Endured Hardship
  Your time alone after your shipwreck 
  has helped you to become more resilient, 
  mentally and physically� You can live 
  comfortably while sleeping on the bare 
  ground and require very little food to 
  sustain yourself� Additionally, you are more 
  comfortable being isolated in solitude than 
  others might be�
  Suggested Characteristics
  Being the sole survivor of a shipwreck takes 
  a toll on the mind as well as the body� You 
  could become consumed with rage, thoughts 
  of revenge and retribution running through 
  your mind� Or you could become filled with 
  terror at the mere sight of the ocean that 
  your body refuses to obey you, leaving you 
  paralysed in fear�
  D6
  Personality Trait
  1
  I’m haunted by the sea; it fills me 
  with dread�
  2
  I desperately seek to find out the 
  cause of my crew’s demise�
  3
  I am trying to find my crew, 
  hoping others may have survived�
  4
  I want to destroy those who sunk 
  our ship� 
  5
  I want to kill the beast who took 
  my crew from me�
  6
  I wish to end the blight upon the 
  sea, saving others from my terrible 
  fate�
  
   
  63
  There's nothing you love more than a good 
  drink in your local tavern� It’s been your 
  home for as long as you can remember� 
  Maybe you were raised there by your 
  bartending parents, maybe you were born 
  there to a long-time patron, maybe you were 
  even conceived there after a few too many 
  ales� You know the price of all the drinks and 
  feel of every stool� The tavern is your home, 
  and the people in it, your family�
  Skill Proficiencies. Athletics, Intimidation
  Tool Proficiency. Brewer's supplies, one 
  type of gaming set
  Equipment. A gaming set (one of your 
  choice), a hip flask full or wine or spirits, an 
  engraved tankard, a set of common clothes, 
  and a belt pouch containing 10 gp
  Tavern Pastime. While drinking is 
  usually the preferred pastime in a tavern, 
  there are a wide range of activities that are 
  associated with the place� Whether you 
  were respectable and helped out behind the 
  bar, or a troublemaker causing mischief you 
  always remember your tavern pastime fondly� 
  Choose the pastime you engaged in while at 
  the tavern, or roll on the table below�
   
  D6
  Tavern Pastime
  1
  Gambling
  2
  Drinking
  3
  Arm Wrestling
  4
  Entertaining
  5
  Fighting
  6
  Working
  Feature - Down the Hatch. Your history 
  with public houses has made you incredibly 
  difficult to get drunk� You find that you are 
  not as affected by alcohol as your companions� 
  Taverns are usually so impressed with you, that 
  they will offer you discounts when purchasing 
  from them�
   
  Suggested Characteristics
  A tavern rat's home is the bar, and much of 
  their personality revolves around the other 
  patrons and how they treat them� This of 
  course goes hand in hand with their love of ale�
   
  D6
  Tavern Pastime
  1
  I’ll do anything as long as there’s ale 
  involved�
  2
  Not all drinks are created equal; I am a 
  connoisseur for only the finest wines 
  and spirits�
  3
  A tavern doesn’t spring up overnight� 
  It involves hard work, and I’m always 
  willing to do my part�
  4
  Why waste time arguing when we can 
  try to out-drink each other instead?
  5
  The best companions you can find are 
  the ones you can share an ale with�
  6
  My first port of call in any town is the 
  bottom of the nearest tankard�
  Tavern Rat
  
  Writers
  Written and Created by Conor Higgins 
  and Darren Kenny
  Artwork
  Cover Art provided by PNG Tree�com
  Interior Art provided by Wizards of the 
  Coast and PNG Tree�com
  Editors
  Special thanks to Emmet O Conor & 
  Diane Killoughy for us helping edit and 
  improve our product�
  Layout
  Layout by Darren Kenny�
  Credit & Thanks
  Trademark
  Dungeons & Dragons, D&D, Wizards 
  of the Coast, Forgotten Realms, 
  Ravenloft, The Dragon Ampersand 
  and all other Wizard of the Coast 
  product names and their respective 
  logos are trademarks of Wizards of the 
  Coast in the USA and other countries� 
  This work contains material that is 
  copyright Wizards of the Coast and/or 
  other authors� Such materials is used 
  with permission under the community 
  content agreement for dungeon 
  masters guild�
  All other original material is copyright 
  2018 by Darren Kenny and Conor 
  Higgins, published under the 
  community content agreement for 
  Dungeon Masters Guild�
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Tides of Blood - A 5th Edition Nautical Expansion.pdf