Heavenly Navigator
Navigating the seas using the sun and stars is a burden true, but none bear it better than the Heavenly Navigators. They read the heavens and prepare rituals to channel the powers of the constellations. They receive guidance from heaven and nature as their love of the sky and sea grows.
| Constellation | Feature |
|---|---|
| Aquarius | The soothing waters of Aquarius roll over you giving you temporary hit points equal to your Pirate level. |
| Canis Major | You cast the spell Summon Beast without expending a spell slot as you call upon Canis Major. The spirit beast is land and appears in the form of a wolf or dog. |
| Lyra | You gain expertise in Performance and proficiency with one musical instrument for the duration as the Lyra guides your hands and body. |
| Taurus | You become proficient with Athletics or Acrobatics and Immune to the Poisoned condition as the power and vitality of Taurus flows through you. |
| Constellation | Feature |
|---|---|
| Aries | The might of Aries bolsters you granting you 1D4 damage with your melee attacks of the same type of damage they can deal. |
| Cassiopeia | The vanity and beauty of Cassiopeia fall upon you granting you advantage on Intimidation and Persuasion checks. |
| Leo | The pride of Leo flares with you, you are Immune to the Frightened condition and Resistant to Psychic damage. |
| Orion | The hunter Orion guides your attacks. You have a +5 bonus to hit with ranged attacks. |
| Pisces | The two Pisces pull you along allowing you to teleport up to 120 ft to a location you can see. And then you can use a bonus action to teleport up to 30 ft to a location you can see for the duration. |
| Constellation | Feature |
|---|---|
| Aquila | The wings of Aquila lift you up giving you a flying speed of 60 ft for the duration. |
| Cygnus | The graceful Cygnus protects you. You have a +3 bonus to all saving throws and ability checks for the duration. |
| Gemini | The twins Gemini allow you to cast the spell Mislead without expending a spell slot once during the duration. |
| Scorpius | The venom of Scorpius coats your weapons for the duration. On a hit the target must make a CON saving throw DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus and take 2D8 Poison damage or half as much on a successful save. |
| Ursa Major | The power of Ursa Major fortifies your body. You have advantage on STR saving throws and deal twice as much damage to objects and structures for the duration. Your critical hit range is increased by two (18-20) and you deal an additional damage die when you land a critical hit. |
Subclass Features
Seafaring
You have been put through the wringer to learn the basics of sailing and seafaring. You have proficiency with Water Vehicles. You can attempt a DC 14 Survival check by spending four hours of study to determine your position at sea as long as you have your Navigator Tools at hand and on a success you can pinpoint your location on a map.
Power of the Constellations
Celestial bodies, locations, times, and rituals can be combined to channel part of a constellation’s powers. For times per long rest equal to your WIS modifier (Minimum 1) you can use an action to channel the power of a constellation for one minute. You can have the benefits of one constellation at a time if you channel a new constellation the oldest one stops.
Constellations
Power of the Constellations
Your knowledge deepens allowing you to channel more constellations.
Constellations
Guidance of the Heavens
Your diligence is rewarded with some arcane gifts and knowledge. You learn the cantrip Guidance and can cast the spells Locate Object and See Invisibility times per long rest equal to your WIS modifier (Minimum 1) without expending a spell slot.
Power of the Constellations
Your knowledge deepens allowing you to channel more constellations. You can use this feature times per long rest equal to your WIS modifier (Minimum 1) + your Proficiency Bonus.
Constellations
One with the Constellation
You can expend two uses of your Power of the Constellations feature and extend the duration of the effect to hours equal to your WIS modifier (Minimum 1). You can also expend two uses of your Power of the Constellations to change your current channeled constellation as a reaction.
Call the Discovery
Your spirit of adventure and dedication to the heavens calls forth the first true adventurer ship, The Discovery. As an action you summon The Discovery, its brazen hull and graceful timbers guide you to victory. 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 Discovery 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: Harpoon, the Discovery launches a harpoon with a range of 60/90 ft with +12 to hit dealing 1D12 magical Piercing damage.
Action 1/Summon: Blessing of Foresight, The Discovery casts Foresight on you and then vanishes, maintaining concentration on the spell.
Reaction: Inspiring presence, the Discovery inspires you and guides your actions allowing you to reroll a missed attack and take the new result.
You can use this feature once per long rest.