Brine Madness
A few very unfortunate Pirates come to encounter one too many horrors of the sea such as Sirens or Mermaids. These poor few have lost their minds but carry one with unflinching resolve. With the loss of their sanity comes a vicious streak and penchant for violence. They often find a space on the crew of the most heartless buccaneers around. (The atypical method of communication for this Pirate requires advanced preparation for backgrounds and party formation)
| 1D6 | Madness Manifestation | Effect |
|---|---|---|
| 1-2 | There’s a Voice in My Head | Sometimes a voice whispers to you. Its Cold, dead tone is your main companion. It teaches you things…. You learn Deep Speech and the cantrip Mind Sliver. |
| 3-4 | Signs Are Everywhere | You can “see” many things. Sometimes they may or may not be there but that’s not the point. You can sense the presence of beings on the Ethereal plane within 60 ft of you such as Ghosts. You can cast the spell Augury once per long rest without expending a spell slot. |
| 5-6 | My Body has a Mind of Its Own | At times your body acts on its own. Sometimes a twitch or a jolt, sometimes it can be very proactive. When you make a STR or DEX save roll 1D4 on a 4 your body acts on its own and you succeed the save automatically. |
Subclass Features
Self Mutilated
Where others have died, you survived by extreme means. The call of the Siren and the lure of Mermaids has caused you to make severe changes and cost you your ears and eyes. You automatically fail checks based on hearing and visual details such as color and have a Blindsight of 30 ft. You are Immune to spells and effects that involve sight and hearing such as spells with the Verbal component or are from the School of Illusion.
You have developed an intuitive method of communication involving touch. You can spend one month (40 days) teaching up to six creatures at a time using this method and can communicate normally with them as long as they are within touch range of you.
Madness
Losing your mind isn’t all that bad. It’s everyone else that needs some help. There’s some strange people out there for sure. Your Madness can take many forms, it is HIGHLY recommended that you roll on the Madness Table to determine the nature and effect of your Madness. (The Madness is indefinite and if cured by divine intervention or similar means you will have to change subclasses based upon your DMs suggestion)
Madness Table
Sea Rage
When your life is in danger your mind and body act to save yourself at all costs. When you are are reduced to half your maximum hit points or less rounded down you have the following features for one hour or until you are Incapacitated or regain hit points
Each of your attacks is a Reckless Attack where you attack with advantage but attacks on you have advantage.
You have Resistance to non magical Bludgeoning, Piercing, and Slashing damage.
Voice of the Deep
Your tongue and mind have been warped forever. You can cast the following spells once per long rest each without expending a spell slot as the arcane words leap to your lips unbidden using WIS as your spellcasting ability.
Command, Dissonant Whispers, Tasha’s Mind Whip, Raulithim’s Psychic Lance
The spell save DC is equal to 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus.
Glimpse of Insanity
You share a small piece of the anguish and pain you felt before you were embraced by madness. Once per long or short rest as an action you use your lifeless eyes or sockets to “gaze” into the very soul of a creature within 30 ft of you that can see you. The creature must make a WIS saving throw DC is equal to 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus and on a failed save they take 6D6 Psychic damage and are Incapacitated until the start of their next turn. On a successful save the target takes half as much damage and is not Incapacitated.
Call the Wicked Whirlpool
Your madness calls to the forbidden briney deep and the lost ship the Wicked Whirlpool. As an action you summon The Wicked Whirlpool, its dark blue hull and ragged blue sail spells doom for your foes. It remains for one hour or until you dismiss it as a free action, vanishing with a pop and leaving a damp spot of seawater. The Wicked Whirlpool hovers 30 ft above you or in an unoccupied space within 30 ft of you. The ship is ethereal and Immune to all damage and conditions and is large-gargantuan in size depending on the space available.
You can command the ship to aid you in a number of ways using your actions
Free action: The ship travels up to 60 ft in any direction and takes up position in front of a target in range providing Half Cover.
Bonus action: Psychic Lance, It launches a psychic lance with a range of 60/120 ft with +12 to hit, dealing 2D6 Psychic damage on a hit.
Action: Main Cannon, It fires the main cannon with a range of 90/200 ft forcing each creature within a 10 ft radius to make a DEX save DC 8 + your WIS modifier + your Proficiency Bonus and on a failed save take 4D10 Cold damage or half as much on a successful save, the area affected becomes difficult terrain for one minute.
Reaction (Recharge 5-6): Throw the net, The ethereal crew of the Wicket Whirlpool throws an Ethereal Net range 10/30 ft.
Ethereal Net: A Large or smaller creature hit by this net is Restrained until it is freed. A net can affect creatures that are formless, but fails on creatures that are Huge or larger. A creature can use its action to make a DC 18 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 Slashing damage to the net (AC 15) also frees the creature without harming it, ending the effect and destroying the net.
You can use this feature once per long rest.