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Pirate

Luck Keeper

Every (Good) ship and tavern has a Luck Keeper. One who keeps superstitions and tells omens. The Luck Keeper wards off bad luck and brings in good luck for the good of the ship and the crew. Highly respected with a grain of salt thrown in, they aid even the most veteran pirates and sailors. (This class is niche and meant for world exploration and naval heavy campaigns. Discuss this choice with your DM)

Good Omens Prediction
If swallows or dolphins be seen then fair weather is ahead.Storms will not behalf the ship greater than a sprinkling for the rest of the day.
Tattoos, Piercings, and gold earnings ward off bad luck.For each tattoo, Piercing, and gold earring on you or a person within 10 ft of you gain a bonus to a maximum of your WIS modifier (Minimum 1) to WIS based saving throws.
If one is to set out at sea it is best to spit on the dock before leaving.Each player that does this with you has advantage on the first saving throw while at sea.
If a ship is to leave port for longer than four days each crew should throw a handful of coins (Minimum 1 gp worth of coins) into the sea to pay the toll of the gods.If all the crew uphold this for the first eight days of the voyage the ship will not sink unless there are extreme conditions brought on by external factors.
An upright horseshoe, especially one affixed to the mast is good luck.The ship takes two less damage from hazards and storms.
Having a cat aboard is best for the voyage.The crew has Resistance against being diseased.
If St Elmo’s Fire is spotted safety is assured.The ship will not be sunk and no crew member will die before daylight.
When back luck hits at sea a splashing of wine on the deck can change things.All crewmen have a +1 to saving throws for the next hour if this is done.
Ill Omens Prediction
Cut neither hair nor nails at sea.If this occurs a storm is on the horizon.
It is unlucky to start a voyage on Fifthday.Those who start on this day will meet a frightful foe.
Never start a cruise on Firstday in Fourthmonth.Those who start on this day will encounter a murderer or assassin.
Avoid people with red hair the day before a voyage.If the meeting occurs the first three days of the journey will be fraught with danger.
Never whistle while at sea.Whistling at sea attracts supernatural enemies.
If a left boot is caught while fishing the ultimate bad luck is upon the ship and crew.A series of deadly and unfortunate events will plague the ship and crew for 24 hours.
The name of a ship should never be the name of an engaged woman.Ships with this name will attract supernatural enemies.
Killing a swallow, albatross, gull or dolphin will bring bad luck.In the event this occurs, for the next week if a crew member would be reduced to zero hit points they start with two failed death saves as the one who would protect their fragile soul has been killed.
Men of the cloth are unlucky to have aboard.Paladins and Clerics and those with similar abilities have their spell save DC lowered by two.
It is terrible luck to change the name of a boat.If a ship’s name is changed it is doomed to encounter rough seas until the change is undone.
If a cat is not fed it can stir up a storm.A mighty storm will fall upon the ship every night until the cat is fed.
If rabbit or salmon is found aboard it is awful luck to sail that day.If the ship sails that day the ship will encounter a storm and a deadly encounter that day.
One must never sail with a live pig aboard.Ones who break this taboo will find that devils and demons will haunt them.
Wearing the effects of a dead sailor brings misfortune to the crew.When this happens the crew can expect a ghost to plague the ship with mishaps until the wrong is righted or the ghost is destroyed.
If a cat is aboard and approaches then backs away the sailor is in store for bad fortune.The one who has this occur will fail their next saving throw if one occurs within the next 24 hours.
If a rat is seen leaving the ship it is bad luck.There is something poisoned aboard the ship.
Boat names ending with the letter “a” are bad luck.Boats with those names will face supernatural circumstances.
Sailors with a black sea bag are sure to fall upon bad luck.Those bearing this ill omen will find themselves the object of violence while it is on their person.
Death Omens Prediction
If a ship’s bell rings without physical hands death is on the horizon.The next encounter at sea is bound to be legendary in nature.
Disaster will follow those who step into a boat with their left foot leading.Those who do this taboo have an increased critical hit range on them by one (19-20).
A stone thrown from a vessel putting out to sea ensures she will never return.This becomes a self fulfilling prophecy unless great pains are taken to avoid it.
If a cat was thrown overboard, a storm and very bad luck and maybe death would follow.A storm will come in the next 1D4 days along with a dangerous encounter.
The word "drown" can never be spoken at sea or it may summon up the actual event.Roll 1D20 at the mention of the forbidden word, on a 1-3 a crewman will drown in the next week.
A shark following the ship is a sign of inevitable death.A deadly encounter will follow in the next few days.
If a Manta Ray is seen the ship may be dragged down to see Davy Jones.Upon sight roll 1D6 on a 6, Davy Jones will appear and offer a bargain.
Sign Effect
The Sign of Davy JonesMaking five quick motions with your pointer and middle finger from your chin to your mid chest abjures the Aberrant.
The Sign of the first Pirate KingMaking a crisp salute with your left hand while holding your side weapon or firearm with your right hand abjures Celestials.
The Sign of PoseidonRaising your right arm with your middle three fingers spread wide to the sky abjures Fiends.
The Sign of St ElmoMaking a wide crossing motion from left shoulder to right hip to right shoulder to left hip abjures the Undead.

Subclass Features

Lv 3

Superstitions

You have learned to read signs and omens and can reasonably predict good and bad luck and even signs of death. You learn the following signs and omens that are bolstered with your faith to call upon luck both good and ill.

Good Omens

Ill Omens

Death Omens

Sea Scholar

You learned a great many things during your journeys. You learn two additional languages and two proficiencies with skills or tools.

Luck Keeper

You can perform a rite once per long rest that takes ten minutes that can undo one ill omen or death omen.

Lv 6

Loremaster

Having seen a great many things you can provide knowledge when encountering supernatural beings or foreign languages. You learn two additional languages and know common weaknesses of Aberrations, Celestials, Fiends, and Undead such as their Resistances, Vulnerabilities and other ways to fight them. For specific creatures of those types you can attempt a DC 14 Religion check to determine more means to face them.

Signs of Protection

You learn secret and cryptic signs that you can make as long as you have your hands available. You know the Four Signs of Protection. You can make one and corresponding creatures that can see the sign must make a DC WIS saving throw DC 8 + your WIS modifier + your Proficiency Bonus and on a failed save become Frightened of you for one minute. They repeat the save at the end of each of their turns, ending it on a successful save.

You can make one of each of these signs per long rest, any signs afterwards will lack sufficient faith to pull it off.

Lv 15

Wards For All Situations

You learn a trick or two for when things really start to go downhill. You can cast the following spells once each per long rest without expending a spell slot

Shield, Protection From Poison, Glyph of Warding, Death Ward, Guards and Wards.

Lv 20

Call the Wicked Wench

Your madness calls to the forbidden briney deep and the lost ship the Wicked Wench the ship of the original Luck Keeper. As an action you summon The Wicked Wench, its angry red hull and brown sails herald safe passage and good fortune, for you and yours only. 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 Wench 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

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: Grapeshot, a spray of small metal balls are fired forcing each creature in a 30 ft cone to make a DC 20 DEX saving throw taking 3D8 magical Piercing damage or half as much on a successful saving throw.

Action: Main cannon Fire with a range of 120/250 ft with a +12 to hit dealing 2D10 magical Bludgeoning damage.

Reaction: Bend luck, one target of your choice gains a 1D10 bonus to their next attack and one target of your choice has a 1D10 penalty to their next attack. Both targets must be within 30 ft of each other and the Wicked Wench.

You can use this feature once per long rest.