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Pirate

Thrice Afflicted

All who dare sail into the Devil’s Triangle die and are cursed forevermore. They become the Thrice Afflicted, a curse for every point of the damned triangle. The Thrice Afflicted haunt the seas and bring misfortune and death to all. They seek to escape their curse but cannot find relief. Faced with this despair the Thrice Cursed become mad and bloodthirsty.

The first of the three curses is that you will never heal from the wounds that killed you, suffering the pain constantly. The second of the curses is that you will never set foot on dry land or be taken back to The Triangle and imprisoned for years. The third of the curses is that they are consumed by a single desire that becomes the only thing that can bring them joy. The most common of the desires being the eradication of pirates.

Subclass Features

Lv 3

Curse of the Devil’s Triangle

You have become Undead, cursed to remain in a state of unlife forever. You are Immune to Poison damage and the Poisoned condition. You do not require sleep, food, water, or air and cannot taste or be put to sleep through any means.

Semi Incorporeality

Pieces of your body that were wounded when you died no longer remain giving you an ethereal state. You can move through creatures and objects as if they are Difficult Terrain, if you end your turn in an occupied space you take 1D10 Force damage and appear in the nearest unoccupied space.

Lv 6

Water Manipulation

The curse of the sea seeps within you. You can walk on water and know the cantrip Shape Water. You can use a bonus action to make a weapon that you have proficiency with out of water. The weapon remains for minutes equal to your WIS modifier (Minimum 1). If the weapon has the Ammunition property you also create 1D12 + 8 of the weapon’s Ammunition. If you summon a second weapon the first weapon loses its shape and splashes next to you.

Zombie Sharks

You can reanimate sharks that have been dead for less than one week to do your bidding. You can have one Zombie Shark at a time that you can reanimate as an action. The shark uses the Reef Shark stat block but is Undead and Immune to Poison damage and the Poisoned condition.

The Zombie Shark acts after your turn in initiative and can be commanded to attack, track, or Dodge as a bonus action. Otherwise it does nothing. The Zombie Shark cannot regain hit points, cannot leave water, and takes 1 damage for every hour it is reanimated.

You can have one Zombie Shark at a time and can use this feature once per long rest. If you have more than one Zombie Sharks active at a time the oldest one rots away.

Lv 15

Curses of the Sea

You have collected and can disperse various curses that have originated from the ocean. As an action you can cause a target within 5 ft of you to make a DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus WIS saving throw. On a failed save the target is afflicted with one of the following curses that remains for 24 hours or until Remove Curse or a similar effect is used. A creature can only be affected by one curse at a time from this feature, the most recent curse is the one that takes hold.

Curse of the Sea’s Wrath: While afflicted, creatures with a Swimming speed within 300 ft of the target view them as hostile and they take 1D4 Cold damage every minute they are in seawater.

Curse of Incessant Craving: While afflicted the target has intense cravings for food, water, and pleasure. The target has disadvantage on all ability checks as they are distracted.

Curse of Mental Torment: While afflicted the target sees their worst nightmare whenever they try to rest. They cannot benefit from a long or short rest.

Curse of Physical Affliction: The target is partially merged with a shark, the gain an unarmed strike of 1D10 Piercing damage but cannot hold weapons or shields.

Greater Zombie Shark

When you use your Zombie Shark feature you create a stronger Undead. The more powerful Zombie Shark uses the stat block of a Hunter Shark.

Lv 20

Call the Silent Mary

Your madness calls to the forbidden briney deep and the lost sentient ship the Silent Mary. As an action you summon The Silent Mary, the dark hull and silvery sails make no sound as they lurk over 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 Silent Mary 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 (Recharge 5-6): Main cannot, the main cannon fires with a range of 300/600 ft with +12 to hit dealing 3D10 magical Bludgeoning damage.

Action: Animate the Silent Mary, you call upon the spirit of the Silent Mary, the ship no longer can be commanded and takes on the stat block of a Purple Worm as it splinters and crawls to defeat your enemies. It acts after your turn in initiative and is friendly to your and your allies and vanishes early if reduced to zero hit points.

Reaction: Skitter forward, the Silent Mary moves 60 ft in a straight line in any direction and deals 1D12 magical Piercing damage to all creatures in its path.

You can use this feature once per long rest.