Conquistador
Ruthless and single minded. Conquistadors are sent to destroy blasphemous groups and occult objects. Their primary objective is the profane Fountain of Youth. They eradicate all that oppose them with impunity. Strict and efficient Conquistadors are feared throughout the seas.
Subclass Features
Royal and Holy Mission
Commissioned by god and royalty to hunt groups and objects that pervert the natural order you are backed on all sides. You have been trained by lords and priests, you have proficiency with Performance, Religion, and have a royal buccaneer uniform, and a dress uniform.
Lantern of Truth
To fulfill your mission you have been given an arcane lantern. The lantern has 5 charges and regains 1d4 +1 charges at dawn.
You can expend one charge to cast one of the following spells without expending a spell slot: Detect Magic or Identify.
You expend two charges to cast one of the following spells without expending a spell slot: Locate Object or See Invisibility.
Military Training
You are in the service of a royalty and raze all that oppose them and profane god. You are proficient in Medium armor and all martial weapons as well as having the Mounted Combatant Feat.
Slayer of the Unnatural
You have been trained to kill beings that are outside of the grace of god. Aberrations, Elementals, Fey, Fiends, and Undead you deal damage to have disadvantage on saving throws to maintain concentration on spells. If they lose concentration on the spell they take D6 Psychic damage equal to the spell’s level (A level 2 spell would be 2D6 Psychic damage).
Dominating Presence
You have an air of authority that can overwhelm the weak willed. As an action you can force each creature of your choice within 30 ft to make a WIS saving throw DC equal to 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus and on a failed save they become Frightened for one minute, repeating the saving throw at the end of each of their turns, ending the Condition on a success.
You can use this feature once per long rest.
Destroy or Commandeer the Fountain
Your will to find the Fountain of Youth calls it to you and you must decide to destroy or commandeer it. You gain the corresponding features based on your choice.
Destroy: You crush the fountain forever closing off the blasphemous way to eternal life. You have Resistance to magic damage and advantage on saving throws against magic as the fountain marks you an enemy of the arcane.
Commadere: You allow yourself to be swayed and partake of the water. As you do the fountain vanishes from you forever closed to you. You cannot be aged magically and will remain at any age less than or equal to your current age for as long as you are not killed. You become Immune to Poison and the Poisoned condition and disease and retroactively gain the maximum value of your hit points. Whenever you would regain hit points by expending hit dice you gain the maximum amount possible.
Call the Queen Anne's Revenge
Your zealotry calls to the ship graveyard and the lost ship the Queen Anne's Revenge. As an action you summon The Queen Anne’s Revenge, its pitch black hull and luxurious ascetic graces the battlefield. 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 Queen Anne’s Revenge 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 you can 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: Cannon, The ship fires a cannon with a range of 60/120 ft with +12 to hit dealing 2D6 Force damage.
Action: Harpoon, The ship fires a harpoon with a range of 40/100 ft with +12 to hit dealing 1D12 magical Piercing damage and on a failed STR saving throw DC 8 + your WIS modifier + your Proficiency Bonus and on a failed save is restrained. The ship can have a maximum of two creatures Restrained this way and cannot use this feature if two creatures are Restrained.
Reaction: Real in, The ship reels on or both Restrained creatures 30 ft closer to the ship dealing magical 1D8 Piercing damage.
You can use this feature once per long rest.