Davy Jones’ Crew
Having bargained their lives away to avoid Davy Jones’ Locker, the crew of the Flying Dutchman are cursed to sail forevermore. They aid their dread captain as they collect souls lost at sea and pass judgement. Feared above all other scourges of the sea, members of the crew may be loaned out to fight for a cause with their great power as long as a bargain can be reached with the captain.
| D20 | Feature |
|---|---|
| 1 | Greatwhite Sharkwarped: Your body has been incorporated with a great white shark. You can use your jaws to make an unarmed strike bite attack dealing 1D10 Piercing damage. |
| 2 | Eelwarped: Your body has been incorporated with an eel. You can use your jaws to make an unarmed strike bite attack with a reach of 10 ft dealing 1D6 Piercing damage and forcing the target to make a DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus CON saving throw taking 1D10 Poison damage or half as much on a successful save. |
| 3 | Urchinwarped: Your body has been incorporated with a sea urchin. You gain +1 AC and if a creature attacks you with an unarmed strike or attempts to Grapple you they take 1D6 Piercing damage and 1D6 Poison damage. |
| 4 | Crabwarped: Your body has been incorporated with a Crab. Your AC becomes 17 regardless of any armor you wear. You have an unarmed strike of 1D8 Bludgeoning damage and on a hit can Grapple the target. You can only have one target Grappled this way at a time. |
| 5 | Starfishwarped: Your body has been incorporated with a starfish. The starfish’s senses aid your own giving you a Blindsight of 10 ft and the regenerative powers allow you to regrow a limb in 1D4 days. |
| 6 | Barnaclewarped: Your body has been incorporated with a barnacle. Sharp barnacles coat you like armor. They give you +1 AC and creatures that grapple you take 2D6 Piercing damage and 1D8 Piercing damage at the start of each of their turns. |
| 7 | Hermit-Crabwarped: Your head has been incorporated with a hermit crab. The crab animates a corpse it sits atop of. If you drop to zero hit points the hermit crab detaches. It uses the crab stat block but cannot attack and can reanimate a new corpse to use by attaching in a process that takes eight hours. |
| 8 | Hammerhead-Sharkwarped: Your body has been incorporated with a hammerhead shark. You cannot be surprised with the additional eyes on the sides and can use their jaws to make an unarmed strike bite attack dealing 1D6 Piercing damage. |
| 9 | Coralwarped: Your body has been incorporated with coral. You have an unarmed strike of 1D4 Bludgeoning damage and you have an AC of 18 regardless of any armor you wear. |
| 10 | Lobsterwarped: Your body has been incorporated with a lobster. You have 1D4 legs + 2 that give you a Climbing speed equal to your movement speed. You can use your sharp claw to make an unarmed attack dealing 1D6 Bludgeoning damage. |
| 11 | Anglerwarped: Your body has been incorporated with an angler. You can use a free action to light, dim, or extinguish your light lure. The lure provides Bright Light for 10 ft and Dim Light for 10 ft while in Dim Light, and 5 ft Dim Light while in Bright Light. While the lure is lit in Dim Light it distracts enemies imposing a 1D4 penalty to attack on you while in your Bright Light. You can use your jaws to make an unarmed strike that deals 1D4 Piercing damage. |
| 12 | Stonefishwarped: Your body has been incorporated with a stone fish. You can use your reaction to extend your barbs that have a reach of 5 ft and use your DEX for hit and damage calculation. The barbs deal 1 Piercing damage and force the target to make a CON saving throw DC equal to 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus and on a failed save they take 1D12 Poison damage and are Poisoned. On a successful save they take half as much and are not Poisoned. |
| 13 | Shipwarped (A): Your body has been incorporated with part of the Flying Dutchman. One of your arms is a club that you have the weapon mastery properties of. You have various miscellaneous parts of a ship incorporated with you that give you an unarmed defense of 10 + your WIS modifier (Minimum 1) + your DEX modifier (Minimum 1). |
| 14 | Shipwarped (B): Your body has been incorporated with part of the Flying Dutchman’s armory and gear. One of your arms is fused with a musket that does not have the Loading or Ammunition property and the other arm has a hook incorporated with it using the stats of a sickle. Only the sickle hand can be used to perform simple tasks that do not require a light touch such as ringing a bell or holding a straight and easy to carry object. |
| 15 | Shipwarped (C): Your body has been incorporated with part of the Flying Dutchman. Nearly fully fused with the ship and sea flora. If you stay still on a ship or in terrain by the coast you are indistinguishable from a part of the ship or a mound of seaweed or mossy rocks. In this terrain you can take the Hide action as a bonus action. Your AC is 16 regardless of any armor you wear. |
| 16 | Pufferfishwarped: Your body has been incorporated with a pufferfish. If you are Grappled the target takes 1D6 Piercing damage and 1D4 Piercing damage at the start of each of their turns. If a creature ingests part of you such as a dragon making a bite attack, the target must make a DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus CON save and on a failed save take 2D12 Poison damage and if they failed the save by 5 or more are Paralyzed for one minute repeating the save at the end of each of their turns. On a successful save they take no damage and are not Paralyzed. |
| 17 | Octopuswarped: Your body has been incorporated with an octopus. You have eight tentacles with a reach of 3 ft and can each independently manipulate objects as heavy as one pound with finesse such as turning a key, writing, or playing an instrument but cannot make an attack or deal damage. |
| 18 | Sawfishwarped: Your body has been incorporated with a swordfish. Your arm is fused with the snout of a sawfish. It has a reach of 5 ft and deals 1D8 Piercing damage and the target has 10 ft less movement their next turn from the mutilating attack. |
| 19 | Stingraywarped: Your body has been incorporated with a stingray. You have an additional 10 ft of Swimming speed and can use your reaction when hit to make an attack with your barbed tail. Your tail is DEX based with a reach of 5 ft and deals 1D6 Piercing damage and 1D8 Poison damage. |
| 20 | Jellyfishwarped: Your body has been incorporated with a jellyfish. Any creature that Grapples you must make a DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus CON saving throw or take 1D10 Poison damage and are Poisoned and on a successful save they take half as much damage and are not Poisoned. They must repeat this save at the start of each turn they remain Grappling and make the save with disadvantage if they are Poisoned. |
Subclass Features
Part of the Ship, Part of the Crew
Having joined the crew of the Davy Jones you have taken in part of the ship and the power of the captain changes you. Your physical features are warped to survive the depths of the sea. It is HIGHLY recommended that you roll on the Sea Change Table to determine your features. Regardless of the feature each grants a Swimming speed equal to your movement speed and the ability to breathe underwater.
Furthermore your body has adapted to merge into ships so as to avoid being lost again at sea. You can spend one minute incorporating yourself into the hull or decking off a ship. At the end of this time you are indistinguishable from a patch of slightly rotted wood with the barest hint of sea life such as a starfish or some barnacles.
Sea Change Table
The Bargain
Having lost your soul in service to Davy Jones you have several benefits and withdrawals. You are under the direct control of Davy Jones who may command you from time to time. You cannot remain on dry land for more than one out of every twenty four hours taking 1D12 Acid damage every hour on dry land until you return to water and cannot take long or short rests at land.
In return you can teleport up to 20 miles between two points connected by water as an action. You can only use this feature once per long rest. In addition you can manipulate ship wreckage as though you cast Catapult or Entangle without expending a spell slot once per long rest each with a spell save DC equal to 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus.
Aquatic Affinity
Your prolonged time underwater has enabled you to communicate with the denizens of the deep. You can communicate simple thoughts with creatures who have a Swim speed as though you shared a language.
Greater Familiar
Your extended time at sea has allowed you to contract with a greater spirit. When you cast the spell Find Familiar you can choose from the following options: Giant Octopus or Hunter Shark.
Subcaptain Ritual
Davy Jones has taught you the forbidden art that has preserved him as you have gained great trust even amongst the crew. The captain himself carves out your beating heart and places it in a chest. You are given the chest and told to hide it. While your heart is beating in the chest, if you die you are revived 1D4 days later by your chest and you reduce your CON score by one for each day you regenerated. This magical revival summons your previous equipment to your side.
Call the Flying Dutchman
The power of your bargain and authority calls to the forbidden briney deep and the dreadship the Flying Dutchman. As an action you summon The Flying Dutchman, its dripping and rotten timbers and tattered sail signal doom for all. 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 Flying Dutchman 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: Cannonfire, one of the 46 cannons, fires with a range of 80/140 ft, with +12 to hit dealing 1D10 Bludgeoning damage.
Action (Recharge 6): Chaser Cannon, the triple barrels forward facing cannon Fires three times with a range of 100/300 ft with +12 to hit, each of the three cannonballs deals 2D8 Bludgeoning damage and 1D6 Fire damage.
Reaction: Part of the Ship, the Flying Dutchman restores 2D6 + your WIS modifier (Minimum 1) hit points to your as you are kept in the fight under its service.
You can use this feature once per long rest.