Quickleaf
Legend
Seafaring Archetypes
For my Spell & Crossbones campaign I worked up 2 new archetypes: the Swashbuckler and the Ship Mage. Originally I tried to make a new class, but I realized they fit better as archetypes for a whole variety of existing classes. A Barbarian, Bard, Fighter, Ranger, or Rogue can choose the Swashbuckler archetype when they reach 3rd level and would select a primal path, bardic college, martial archetype, ranger archetype, or roguish archetype. Likewise, a Bard, Druid, Sorcerer, Warlock, or Wizard can select the Ship Mage archetype when they would select their bardic college, druidic circle, sorcerous origin, warlock patron, or arcane tradition.
One of the main appeals of the Swashbuckler and Ship Mage archetypes are the Seafarer Tricks (think the warlock's Eldritch Invocations, only pirate-themed and less magical). In fact, your character doesn't need to take one of these archetypes to gain access to Seafarer Tricks; simply take the Mariner feat, which is to Seafarer Tricks what the Martial Adept feat is to Battle Master Maneuvers.
Mariner (New Feat)
You gain the following benefits:

Swashbuckler
The Swashbuckler archetype represents a consummate explorer of the uncharted oceans, a sailor of unsurpassed skill, and a nimble warrior who fights with panache. More at home on the deck or in the rigging of a ship than he or she is on land, the Swashbuckler adopts an underhanded and mobile style of fighting known as swashbuckling. The myriad dangers of the ocean - mutiny, sirens, storms, warships - are well known to the Swashbuckler, who can handle anything the sea throws his or her way.
Barbarians, Bards, Fighter, Rangers, and Rogues can all take the Swashbuckler archetype. The exact progression of features depends on the class.
[SBLOCK=Barbarian]
3. Seafarer Tricks
3. Underhanded Tactics
6. Swashbuckling Step
10. Improved Underhanded Tactics
14. Fearsome Scourge
[/SBLOCK]
[SBLOCK=Bard]
3. Seafarer Tricks
3. Unarmored Defense
6. Underhanded Tactics
14. Freestyle Fighting or Swashbuckling Step (choose one)
[/SBLOCK]
[SBLOCK=Fighter]
3. Seafarer Tricks
3. Unarmored Defense
7. Underhanded Tactics
10. Swashbuckling Step
15. Freestyle Fighting or Improved Underhanded Tactics (choose one)
18. Fearsome Scourge or One Against Many (choose one)
[/SBLOCK]
[SBLOCK=Ranger]
3. Seafarer Tricks
3. Unarmored Defense
7. Underhanded Tactics
11. Swashbuckling Step
15. Freestyle Fighting or Improved Underhanded Tactics (choose one)
[/SBLOCK]
[SBLOCK=Rogue]
3. Seafarer Tricks
3. Unarmored Defense
9. Underhanded Tactics
13. Swashbuckling Step
17. Freestyle Fighting or One Against Many (choose one)
[/SBLOCK]
Seafarer Tricks
Gain 2 Seafarer Tricks of your choice (see below). Gain 2 additional Seafarer Tricks at levels 7, 10, and 15. Alternately, in my Spell & Crossbones campaign, you may take a Fortune instead of a Seafarer Trick, without needing to balance out Good Fortunes with Ill Fortunes.
Unarmored Defense
While you are wielding a finesse weapon, wearing no armor, and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus, provided you are proficient with the finesse weapon. In my Spell & Crossbones campaign, benefiting from Unarmored Defense overrides the Heavy Armor House Rule.
Underhanded Tactics
When you hit an enemy granting combat advantage with a weapon attack, you may initiate a Shove against them as part of that attack. Likewise, if an enemy misses you while they had disadvantage on their attack, you may use your reaction to initiate a Shove against them.
Swashbuckling Step
On the first turn of combat, when you act before other creatures, your movement does not provoke opportunity attacks from creatures you act before. Also, when you successfully Overrun, Tumble, or Push Aside a creature, you do not provoke opportunity attacks from that creature.
Improved Underhanded Tactics
Your Underhanded Tactics work without requiring you to have advantage, nor your enemy to have disadvantage. In addition, instead of initiating a Shove you may opt to initiate a Disarm or a Grapple (provided you have a free hand).
Freestyle Fighting
Your checks against being Disarmed, Grappled, Overrun, Shoved, Tumbled past, or Pushed Aside are advantaged, as are your saving throws against Battle Master maneuvers.
Fearsome Scourge
When you surprise all your enemies, reduce an enemy to 0 hit points, successfully board an enemy ship, or perform some suitably terrifying deed, you can make a Charisma (Intimidation) check against all enemies that can see and hear you within 60 feet. Your enemies must make an opposed Wisdom save, and any who fail suffer disadvantage to attack you and your companions while you remain in sight and for 10 minutes thereafter.
One Against Many
When 2 or more enemies are adjacent to you, you may adopt a fighting strategy which uses your opponents against each other. When an enemy misses you with an attack (melee or ranged), as your reaction you may redirect their attack against one of the enemies adjacent to you. They must re-roll their attack against the enemy you choose.

Ship Mage
The Ship Mage archetype represents a spellcaster who has forgone the usual training of their kind to pursue a life at sea, sworn to the storm and bow, the waves and sky their teacher. Dedicated to the nautical arts, the Ship Mage studies the transacts of various planets to ascertain the optimal time to embark on a voyage, fills flagging sails when a ship hits the doldrums, and conjures forth sunken treasures from the depths.
Bards, Druids, Sorcerers, Warlocks, and Wizards can all take the Ship Mage archetype. The exact progression of features depends on the class.
[SBLOCK=Bard]
3. Seafarer Tricks
3. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
14. Bowsprit Blessing or Mystic Navigation (choose one)
[/SBLOCK]
[SBLOCK=Druid]
2. Seafarer Tricks
2. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
10. Ritual of Winds
10. Ritual of Seas
14. Bowsprit Blessing or Weather Mastery (choose one)
[/SBLOCK]
[SBLOCK=Sorcerer]
1. Seafarer Tricks
1. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
14. Ritual of Winds
14. Ritual of Seas
18. Call Maelstrom or Weather Mastery (choose one)
[/SBLOCK]
[SBLOCK=Warlock]
1. Seafarer Tricks
1. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
10. Ritual of Winds
10. Ritual of Seas.
14. Bowsprit Blessing or Call Maelstrom (choose one)
[/SBLOCK]
[SBLOCK=Wizard]
2. Seafarer Tricks
2. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
10. Ritual of Winds
10. Ritual of Seas
14. Mystic Navigation
[/SBLOCK]
Seafarer Tricks
Gain 2 Seafarer Tricks of your choice (see below). Gain 2 additional Seafarer Tricks at levels 7, 10, and 15. Alternately, in my Spell & Crossbones campaign, you may take a Fortune instead of a Seafarer Trick, without needing to balance out Good Fortunes with Ill Fortunes.
Ship Mage Spells
In my Spell & Crossbones campaign you can select cantrips from any of the 8 Ship Mage cantrips. The following spells are automatically added to your spells known when you reach the corresponding level, and are always considered prepared without counting against your limit of prepared spells.
3rd level - create/destroy water, gust of wind
5th level - sleet storm, water breathing
7th level - control water, freedom of movement
9th level -sea visions*, transformation of the deeps*
[SBLOCK=New Spells: Sea Visions & Transformation of the Deeps]
Sea Visions
5th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (cup of saltwater poured over your eyes)
Duration: Concentration (maximum 3 rounds)
Before embarking on an ocean voyage, you open your eyes to potential hazards that you will encounter at sea, becoming consumed by visions and blind to your immediate surroundings for the duration of the spell. For each round of the visions, roll a d100. On a result of 1-80 you glimpse one hazard that you will encounter on your voyage; the DM should roll on the appropriate encounter table in advance and give you an idea of what that encounter consists of. On a result of 81-90 you have unclear and troubling visions that are easily misinterpreted. On a result of 91-100 you have a terrifying vision of one hazard that you will encounter (as above) and you foresee the worst effect it could have on you and your companions, ending the spell immediately.
Transformation of the Deeps
5th-level transmutation
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a bit of silt from a deep ocean trench)
Duration: 24 hours or until surfacing
You cause up to ten willing creatures within range to undergo a transformation that allows them to survive in the dark depths of the ocean, turning their eyes completely black and their flesh cold. These creatures gain darkvision (60-ft), the ability to breathe water, immunity to frigid waters, and immunity to the pressure of extreme depths. They also retain their normal mode of respiration. The spell lasts 24 hours, but it is broken on any individual creature who returns to the surface after being at depth.
[/SBLOCK]
Bonded Ship
As part of an hour long ritual in which you anoint a ship in some way (e.g. installing a custom figurehead or pouring holy water thru juniper boughs over the main sail), you may form a magical bond with one ship. You are intuitively aware of your bonded ship's condition and rough direction while on the same plane. You can also cast spells with a range of "Self" on your bonded ship while you're aboard; for example, this allows you to cast shield to repel cannon fire. Your bond can be ended as an action or it can be ended if the ship is destroyed; when your bond ends you sustain a level of exhaustion until taking a long rest, after which you may bond with a new ship.
Shroud of the Sea
Add fog cloud to your list of known spells, and you always have it prepared without counting against your total number of prepared spells. When you cast fog cloud while at sea, it conjures a fog bank of sufficient size to engulf whatever ship you are aboard (the exact size is up to the DM). As long as you concentrate on the spell, the fog cloud moves along with the ship so long as you stay aboard, the ship moves no faster than half speed, and winds don't disrupt the spell.
Ritual of Winds
While on the deck of a ship, you can attempt to create favorable winds (moderate strength) for 8 hours. You perform a 10 minute ritual, at the end of which you expend a slot to cast gust of wind, which has its normal effect replaced by the Ritual of Winds. Normally, you cannot conjure a favorable wind in an area of supernatural calm nor during a storm, though your DM is encouraged to be creative about possible ways you might accomplish this.
Ritual of Seas
While on the deck of a ship, you can alter the seas by performing a 10 minute ritual, at the end of which you expend a slot to cast create or destroy water. You alter the ocean in a 30 foot area around your ship, causing the sea state to change one step either toward becalmed or toward tempestuous. You can create a moving current which propels a ship, brings a sunken object or creature to the surface (using your Intelligence as Strength for lifting purposes), or makes a path of clear water thru tainted or cluttered waters. The currents (or lack thereof) require concentration to maintain. The effect ends after 10 minutes, when you use this feature again or cease concentrating, or if sea conditions dramatically change (either naturally or due to a spell or creature's ability).
Bowsprit Blessing
As a 10 minute ritual you bind a spirit to the bowsprit of a ship. Once per short rest, the spirit grants one creature aboard the ship your proficiency bonus as a modifier to a check related to the spirit's survival or the survival of the ship. Negotiating with the spirit is possible to convince it that a particular course of action is in its best interest.
Alternately, in my Spell & Crossbones campaign you may bestow one of the following blessings of your choice on the ship. Only one ship may benefit from one of your blessings at a time.
Call Maelstrom
By expending a 7th level spell slot, you may conjure a terrible storm to your location while at sea. The storm arrives in 10 minutes, covers a 10d10 mile diameter circular area, lasts for 1d10 hours, and once it begins you have no power to stop it. The storm includes storm winds, heavy rain, thunder and lightning, waterspouts, whirlpools, and other effects at the DM's discretion. While in this conjured storm, your Ship Mage Spells, as well as your spells inflicting thunder or lightning damage, are cast as if you'd used a spell slot one level higher. For rules on storms and seafaring, see Skull & Bones (Green Ronin) page 111.
Mystic Navigation
If you are not proficient in navigator's tools, you gain proficiency; if you are already proficienct, double uour proficiency bonus with navigator's tools. You are able to perform several seemingly impossible tasks when serving as navigator for a ship by spending the corresponding spell slot and performing a 10 minute ritual.
Navigate Shallows (6th level): You guide your ship safely thru waters too shallow for its draft without damaging the hull or running aground, so long as the ship moves at no more than half speed.
Navigate Obstacles (7th level): You guide your ship safely thru waters filled with some sort of obstacle (e.g. sargasso mats, ice floes, sea mines), so long as the ship moves at no more than half speed.
Navigate Islands (8th level): You guide your ship to any known island, phantom islands (e.g. the Isle of Dread), or even to a previously uncharted island that you make up. Travel time to the island is resolved as normal. When you make up an island, it must be at least a half mile from other islands or the mainland, and the DM should add it to the campaign map.
Navigate the Seven Seas (9th level): You cause the ship you are aboard to traverse extraordinary distances in just one day per sea or ocean crossed, for example sailing from the Caribbean to the Ivory Coast in a day. This is accomplished by exploiting ley lines where the veil between the world and other planes (e.g. the Shadowlands and the Plane of Water) is thin, which may suggest unusual random encounters. Alternately, after a day of ocean travel you may cause your ship to enter another plane.
Weather Mastery
Add control weather to your list of known spells, and you always have it prepared without counting against your total number of prepared spells. You may cast control weather once per day as a ritual, regardless of whether your level would normally allow you to cast 8th level spells. In addition, when you cast control weather using a spell slot you may change the state of any of the weather conditions by 3 steps (rather than 1), allowing you to conjure storm winds on a blustery day or arctic cold on a warm day, for example.
Seafarer Tricks
Dead Reckoning. (prerequisite: Perception proficiency) Under a clear sky, whether night or day, you always know the direction of true north and cannot get lost. You can also precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace aboard a ship you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a ship.
Distracting Yarn. (prerequisite: Performance proficiency, 7th level) As a bonus action, you can spin a quick tale intended to distract one intelligent creature who can hear you within 30 feet. Make an opposed Charisma (Performance) versus Wisdom (Insight) check, and if you succeed the creature cannot use either bonus actions or reactions (your choice) until the end of its next turn.
Favored Port. Select a particular port town in your campaign world. When at that port, you gain three benefits. First, you can traverse the port using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard a ship disembarking from that port for yourself and up your companions, though you must be flexible about departure time and be willing to work with the rest of the crew.
Favored Seas. Choose a sea from your campaign world. When traversing that sea, you gain advantage on Intelligence checks to recall lore about it, Wisdom (Survival) checks to live off the sea, and checks to navigate its waters.
Favored Ship. Select a particular type of seagoing vessel as favored. Choose from Ship's Boat, Sloop, Schooner, Pinnace, West Indiaman, Galleon, Corvette, Frigate, or Ships of the Line (4th to 1st rate). Alternately, you can select a favored country & class of ship, such as English/Dutch/French/or Spanish Boats/Ships/Warships/or Merchantmen. You have advantage on any checks to pilot the ship, move about the ship, search the ship, stowaway aboard the ship, or recall information about its design.
Free Diving. You have experience as a diver, whether seeking pearls for a wizard's spell components, recovering treasure from sunken wrecks, or spearfishing. You can hold your breath for 5 + your Constitution modifier in minutes (instead of just your Constitution modifier in minutes). Also, when diving into water in light armor or no armor, you take no damage provided the distance is equal to or below your maximum safe diving height and the water is deep enough to recover from the fall. Your maximum safe diving height (in feet) is equal to 50 + (your proficiency bonus x 10). Every 10 feet above this maximum height deals 1d6 points do bludgeoning damage to you as normal. For a dive of 30 ft or less, you need 5 ft deep water. For a dive between 30 and 90 ft, you need 10 ft deep water. For a dive above 90 ft, you need 15 ft deep water. If the water is too shallow you suffer half normal falling damage, provided there is at least a reasonable amount of water to dive into.
Issue Commands. (prerequisite: Cha 13+, 7th level) You can issue commands to crew and your companions with a perfect sense of time and perspicacity. To do so, you use a bonus action or a reaction to address all friendly creatures within 60 feet who can hear and understand you. Issuing commands grants advantage on a specific roll (as per the Help action) until the start of your next turn. You can issue commands as a bonus action granting advantage on ability checks involving nautical tasks, or granting advantage to either melee or ranged attacks (a creature with multiple attacks gains this benefit on the first attack it makes). You can issue commands as a reaction to "take cover" granting advantage to Dexterity saving throws, or to "hold fast" granting advantage to either Constitution or Wisdom saving throws (your choice).
Knife in the Sail. (prerequisite: Acrobatics proficiency) When you fall and there is some object nearby on which you could conceivably slow your fall, you can use your reaction to reduce your failing damage by an amount equal to five times your character level.
Mariner's Lore. You have advantage on Intelligence checks to recall lore about sea monsters, ghost ships, sunken treasures, phantom islands, and nautical hazards.
Merchant. You are always aware of recent trade route conditions, unusual items passing thru the market, fluctuations in the price and availability of trade goods, and which merchants to avoid or do business with. In addition, you can accurately appraise just about anything given 10 minutes, and when in doubt your Intelligence checks to appraise an item are advantaged. While this won't identify magic items, it will reveal a higher than normal gold piece value and may recall bits of lore about an item that hint at its properties.
Night Raid. (prerequisite: Stealth proficiency) You can organize a night raid, using your own Dexterity (Stealth) check to sail a Small or Tiny ship in silence and hidden from lookouts. The ship can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening the crew's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc.
Patois. You have visited dozens of ports during your career, and you can communicate basic ideas and barter for supplies regardless of language barriers.
Pirate's Curse. (prerequisite: 7th level) Once per day you may cast bestow curse on a creature that has grievously wronged you. This version of bestow curse doesn't require somatic components or touch; instead it requires that the creature be within 30 feet, can hear you, be capable of speech (though it need not speak the same language as you), and have dealt you grievous wrong. "Grievous wrong" might entail stealing your booty, sabotaging your ship, abducting a loved one, killing a companion, or anything the DM and player agree upon. The Wisdom saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.
Rigging Monkey. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing.
Scurvy Sea Dog. Your saving throws against diseases are advantaged and you have resistance to damage inflicted by disease.
Sea Legs. When fighting aboard a ship, when you roll initiative you may Dash or Use an Object for free so long as you're not surprised. Also, you ignore difficult terrain due to sea state, and you ignore disadvantage from sea state to your Dexterity (Acrobatics) checks or Strength (Athletics) checks.
Signature Sailing Manuever. (prerequisite: proficiency in watercraft) Double your proficiency bonus with watercraft. Choose one of the following sailing maneuvers, and gain advantage when performing it at the helm: boarding attempt, coming about, ramming, repelling boarders, or threading a narrow gap. Alternately, you might come up with your own signature maneuver with your DM's consent.
Son of a Gun. (prerequisite: proficiency with cannons) When personally firing a cannon or overseeing a single cannon's powder crew, you decrease the reload time by 2 rounds and you can re-roll any of the cannon's damage dice, though you must take the second result.
Storm Sense. You can predict what the weather will be until the next sunrise or sunset. In addition, you also can sense when a storm is supernatural in origin (e.g. summoned by control weather).
Treasure Scent. You have a sixth sense for treasure. When asking a creature about treasure it may know about, you have advantage on your Wisdom (Insight) checks. Also, when searching for treasure for at least 10 minutes you can cast locate object without expending a spell slot and without any components, though you do not search for a specific object, rather the "nearest treasure."
Underwater Fighting. (prerequisite: Con 13+, 7th level) You gain a swim speed equal to your normal speed. Thus, you do not suffer disadvantage on your weapon attacks made underwater (though firearms still don't fire), and you also don't need to make Constitution checks against exhaustion swimming for extended periods (unless you're performing the equivalent of a forced march).
For my Spell & Crossbones campaign I worked up 2 new archetypes: the Swashbuckler and the Ship Mage. Originally I tried to make a new class, but I realized they fit better as archetypes for a whole variety of existing classes. A Barbarian, Bard, Fighter, Ranger, or Rogue can choose the Swashbuckler archetype when they reach 3rd level and would select a primal path, bardic college, martial archetype, ranger archetype, or roguish archetype. Likewise, a Bard, Druid, Sorcerer, Warlock, or Wizard can select the Ship Mage archetype when they would select their bardic college, druidic circle, sorcerous origin, warlock patron, or arcane tradition.
One of the main appeals of the Swashbuckler and Ship Mage archetypes are the Seafarer Tricks (think the warlock's Eldritch Invocations, only pirate-themed and less magical). In fact, your character doesn't need to take one of these archetypes to gain access to Seafarer Tricks; simply take the Mariner feat, which is to Seafarer Tricks what the Martial Adept feat is to Battle Master Maneuvers.
Mariner (New Feat)
You gain the following benefits:
- Gain proficiency in one of the following: cartographer's tools, navigator's tools, shipwright's tools, surgeon's tools, or watercraft.
- Gain 2 Seafarer's Tricks.

Swashbuckler
The Swashbuckler archetype represents a consummate explorer of the uncharted oceans, a sailor of unsurpassed skill, and a nimble warrior who fights with panache. More at home on the deck or in the rigging of a ship than he or she is on land, the Swashbuckler adopts an underhanded and mobile style of fighting known as swashbuckling. The myriad dangers of the ocean - mutiny, sirens, storms, warships - are well known to the Swashbuckler, who can handle anything the sea throws his or her way.
Barbarians, Bards, Fighter, Rangers, and Rogues can all take the Swashbuckler archetype. The exact progression of features depends on the class.
[SBLOCK=Barbarian]
3. Seafarer Tricks
3. Underhanded Tactics
6. Swashbuckling Step
10. Improved Underhanded Tactics
14. Fearsome Scourge
[/SBLOCK]
[SBLOCK=Bard]
3. Seafarer Tricks
3. Unarmored Defense
6. Underhanded Tactics
14. Freestyle Fighting or Swashbuckling Step (choose one)
[/SBLOCK]
[SBLOCK=Fighter]
3. Seafarer Tricks
3. Unarmored Defense
7. Underhanded Tactics
10. Swashbuckling Step
15. Freestyle Fighting or Improved Underhanded Tactics (choose one)
18. Fearsome Scourge or One Against Many (choose one)
[/SBLOCK]
[SBLOCK=Ranger]
3. Seafarer Tricks
3. Unarmored Defense
7. Underhanded Tactics
11. Swashbuckling Step
15. Freestyle Fighting or Improved Underhanded Tactics (choose one)
[/SBLOCK]
[SBLOCK=Rogue]
3. Seafarer Tricks
3. Unarmored Defense
9. Underhanded Tactics
13. Swashbuckling Step
17. Freestyle Fighting or One Against Many (choose one)
[/SBLOCK]
Seafarer Tricks
Gain 2 Seafarer Tricks of your choice (see below). Gain 2 additional Seafarer Tricks at levels 7, 10, and 15. Alternately, in my Spell & Crossbones campaign, you may take a Fortune instead of a Seafarer Trick, without needing to balance out Good Fortunes with Ill Fortunes.
Unarmored Defense
While you are wielding a finesse weapon, wearing no armor, and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus, provided you are proficient with the finesse weapon. In my Spell & Crossbones campaign, benefiting from Unarmored Defense overrides the Heavy Armor House Rule.
Underhanded Tactics
When you hit an enemy granting combat advantage with a weapon attack, you may initiate a Shove against them as part of that attack. Likewise, if an enemy misses you while they had disadvantage on their attack, you may use your reaction to initiate a Shove against them.
Swashbuckling Step
On the first turn of combat, when you act before other creatures, your movement does not provoke opportunity attacks from creatures you act before. Also, when you successfully Overrun, Tumble, or Push Aside a creature, you do not provoke opportunity attacks from that creature.
Improved Underhanded Tactics
Your Underhanded Tactics work without requiring you to have advantage, nor your enemy to have disadvantage. In addition, instead of initiating a Shove you may opt to initiate a Disarm or a Grapple (provided you have a free hand).
Freestyle Fighting
Your checks against being Disarmed, Grappled, Overrun, Shoved, Tumbled past, or Pushed Aside are advantaged, as are your saving throws against Battle Master maneuvers.
Fearsome Scourge
When you surprise all your enemies, reduce an enemy to 0 hit points, successfully board an enemy ship, or perform some suitably terrifying deed, you can make a Charisma (Intimidation) check against all enemies that can see and hear you within 60 feet. Your enemies must make an opposed Wisdom save, and any who fail suffer disadvantage to attack you and your companions while you remain in sight and for 10 minutes thereafter.
One Against Many
When 2 or more enemies are adjacent to you, you may adopt a fighting strategy which uses your opponents against each other. When an enemy misses you with an attack (melee or ranged), as your reaction you may redirect their attack against one of the enemies adjacent to you. They must re-roll their attack against the enemy you choose.

Ship Mage
The Ship Mage archetype represents a spellcaster who has forgone the usual training of their kind to pursue a life at sea, sworn to the storm and bow, the waves and sky their teacher. Dedicated to the nautical arts, the Ship Mage studies the transacts of various planets to ascertain the optimal time to embark on a voyage, fills flagging sails when a ship hits the doldrums, and conjures forth sunken treasures from the depths.
Bards, Druids, Sorcerers, Warlocks, and Wizards can all take the Ship Mage archetype. The exact progression of features depends on the class.
[SBLOCK=Bard]
3. Seafarer Tricks
3. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
14. Bowsprit Blessing or Mystic Navigation (choose one)
[/SBLOCK]
[SBLOCK=Druid]
2. Seafarer Tricks
2. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
10. Ritual of Winds
10. Ritual of Seas
14. Bowsprit Blessing or Weather Mastery (choose one)
[/SBLOCK]
[SBLOCK=Sorcerer]
1. Seafarer Tricks
1. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
14. Ritual of Winds
14. Ritual of Seas
18. Call Maelstrom or Weather Mastery (choose one)
[/SBLOCK]
[SBLOCK=Warlock]
1. Seafarer Tricks
1. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
10. Ritual of Winds
10. Ritual of Seas.
14. Bowsprit Blessing or Call Maelstrom (choose one)
[/SBLOCK]
[SBLOCK=Wizard]
2. Seafarer Tricks
2. Ship Mage Spells
6. Bonded Ship or Shroud of the Sea (choose one)
10. Ritual of Winds
10. Ritual of Seas
14. Mystic Navigation
[/SBLOCK]
Seafarer Tricks
Gain 2 Seafarer Tricks of your choice (see below). Gain 2 additional Seafarer Tricks at levels 7, 10, and 15. Alternately, in my Spell & Crossbones campaign, you may take a Fortune instead of a Seafarer Trick, without needing to balance out Good Fortunes with Ill Fortunes.
Ship Mage Spells
In my Spell & Crossbones campaign you can select cantrips from any of the 8 Ship Mage cantrips. The following spells are automatically added to your spells known when you reach the corresponding level, and are always considered prepared without counting against your limit of prepared spells.
3rd level - create/destroy water, gust of wind
5th level - sleet storm, water breathing
7th level - control water, freedom of movement
9th level -sea visions*, transformation of the deeps*
[SBLOCK=New Spells: Sea Visions & Transformation of the Deeps]
Sea Visions
5th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (cup of saltwater poured over your eyes)
Duration: Concentration (maximum 3 rounds)
Before embarking on an ocean voyage, you open your eyes to potential hazards that you will encounter at sea, becoming consumed by visions and blind to your immediate surroundings for the duration of the spell. For each round of the visions, roll a d100. On a result of 1-80 you glimpse one hazard that you will encounter on your voyage; the DM should roll on the appropriate encounter table in advance and give you an idea of what that encounter consists of. On a result of 81-90 you have unclear and troubling visions that are easily misinterpreted. On a result of 91-100 you have a terrifying vision of one hazard that you will encounter (as above) and you foresee the worst effect it could have on you and your companions, ending the spell immediately.
Transformation of the Deeps
5th-level transmutation
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a bit of silt from a deep ocean trench)
Duration: 24 hours or until surfacing
You cause up to ten willing creatures within range to undergo a transformation that allows them to survive in the dark depths of the ocean, turning their eyes completely black and their flesh cold. These creatures gain darkvision (60-ft), the ability to breathe water, immunity to frigid waters, and immunity to the pressure of extreme depths. They also retain their normal mode of respiration. The spell lasts 24 hours, but it is broken on any individual creature who returns to the surface after being at depth.
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Bonded Ship
As part of an hour long ritual in which you anoint a ship in some way (e.g. installing a custom figurehead or pouring holy water thru juniper boughs over the main sail), you may form a magical bond with one ship. You are intuitively aware of your bonded ship's condition and rough direction while on the same plane. You can also cast spells with a range of "Self" on your bonded ship while you're aboard; for example, this allows you to cast shield to repel cannon fire. Your bond can be ended as an action or it can be ended if the ship is destroyed; when your bond ends you sustain a level of exhaustion until taking a long rest, after which you may bond with a new ship.
Shroud of the Sea
Add fog cloud to your list of known spells, and you always have it prepared without counting against your total number of prepared spells. When you cast fog cloud while at sea, it conjures a fog bank of sufficient size to engulf whatever ship you are aboard (the exact size is up to the DM). As long as you concentrate on the spell, the fog cloud moves along with the ship so long as you stay aboard, the ship moves no faster than half speed, and winds don't disrupt the spell.
Ritual of Winds
While on the deck of a ship, you can attempt to create favorable winds (moderate strength) for 8 hours. You perform a 10 minute ritual, at the end of which you expend a slot to cast gust of wind, which has its normal effect replaced by the Ritual of Winds. Normally, you cannot conjure a favorable wind in an area of supernatural calm nor during a storm, though your DM is encouraged to be creative about possible ways you might accomplish this.
Ritual of Seas
While on the deck of a ship, you can alter the seas by performing a 10 minute ritual, at the end of which you expend a slot to cast create or destroy water. You alter the ocean in a 30 foot area around your ship, causing the sea state to change one step either toward becalmed or toward tempestuous. You can create a moving current which propels a ship, brings a sunken object or creature to the surface (using your Intelligence as Strength for lifting purposes), or makes a path of clear water thru tainted or cluttered waters. The currents (or lack thereof) require concentration to maintain. The effect ends after 10 minutes, when you use this feature again or cease concentrating, or if sea conditions dramatically change (either naturally or due to a spell or creature's ability).
Bowsprit Blessing
As a 10 minute ritual you bind a spirit to the bowsprit of a ship. Once per short rest, the spirit grants one creature aboard the ship your proficiency bonus as a modifier to a check related to the spirit's survival or the survival of the ship. Negotiating with the spirit is possible to convince it that a particular course of action is in its best interest.
Alternately, in my Spell & Crossbones campaign you may bestow one of the following blessings of your choice on the ship. Only one ship may benefit from one of your blessings at a time.
- Blessing of Fortitude: Increase the ship's damage threshold (see DMG) by an amount equal to your proficiency bonus, allowing it to better withstand spell attacks and small arms fire. In my Spell & Crossbones campaign, ships have a damage threshold of 10.
- Blessing of Manueverability: Add your proficiency bonus to checks to perform special maneuvers (e.g. boarding, repelling a boarding attempt, threading a narrow gap) and as a modifier to the ship's Manueverability rating. If the ship has a negative Maneuverability rating, subtract this from your proficiency modifier first, then add any remaining difference.
- Blessing of Morale: All crew aboard the ship add your proficiency bonus to their morale checks.
- Blessing of the Ram: When your ship performs the ramming maneuver, add your proficiency bonus x 10 to its damage roll. Also, reduce the damage your ship takes by an amount equal to your proficiency bonus x 10.
- Blessing of Seaworthiness: Add your proficiency bonus on all checks to avoid foundering, and increase the time the ship will stay afloat before sinking by a number of minutes equal to your proficiency bonus x 10.
- Blessing of Speed: Add your proficiency bonus as a modifier to the ship's speed.
Call Maelstrom
By expending a 7th level spell slot, you may conjure a terrible storm to your location while at sea. The storm arrives in 10 minutes, covers a 10d10 mile diameter circular area, lasts for 1d10 hours, and once it begins you have no power to stop it. The storm includes storm winds, heavy rain, thunder and lightning, waterspouts, whirlpools, and other effects at the DM's discretion. While in this conjured storm, your Ship Mage Spells, as well as your spells inflicting thunder or lightning damage, are cast as if you'd used a spell slot one level higher. For rules on storms and seafaring, see Skull & Bones (Green Ronin) page 111.
Mystic Navigation
If you are not proficient in navigator's tools, you gain proficiency; if you are already proficienct, double uour proficiency bonus with navigator's tools. You are able to perform several seemingly impossible tasks when serving as navigator for a ship by spending the corresponding spell slot and performing a 10 minute ritual.
Navigate Shallows (6th level): You guide your ship safely thru waters too shallow for its draft without damaging the hull or running aground, so long as the ship moves at no more than half speed.
Navigate Obstacles (7th level): You guide your ship safely thru waters filled with some sort of obstacle (e.g. sargasso mats, ice floes, sea mines), so long as the ship moves at no more than half speed.
Navigate Islands (8th level): You guide your ship to any known island, phantom islands (e.g. the Isle of Dread), or even to a previously uncharted island that you make up. Travel time to the island is resolved as normal. When you make up an island, it must be at least a half mile from other islands or the mainland, and the DM should add it to the campaign map.
Navigate the Seven Seas (9th level): You cause the ship you are aboard to traverse extraordinary distances in just one day per sea or ocean crossed, for example sailing from the Caribbean to the Ivory Coast in a day. This is accomplished by exploiting ley lines where the veil between the world and other planes (e.g. the Shadowlands and the Plane of Water) is thin, which may suggest unusual random encounters. Alternately, after a day of ocean travel you may cause your ship to enter another plane.
Weather Mastery
Add control weather to your list of known spells, and you always have it prepared without counting against your total number of prepared spells. You may cast control weather once per day as a ritual, regardless of whether your level would normally allow you to cast 8th level spells. In addition, when you cast control weather using a spell slot you may change the state of any of the weather conditions by 3 steps (rather than 1), allowing you to conjure storm winds on a blustery day or arctic cold on a warm day, for example.
Seafarer Tricks
Dead Reckoning. (prerequisite: Perception proficiency) Under a clear sky, whether night or day, you always know the direction of true north and cannot get lost. You can also precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace aboard a ship you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a ship.
Distracting Yarn. (prerequisite: Performance proficiency, 7th level) As a bonus action, you can spin a quick tale intended to distract one intelligent creature who can hear you within 30 feet. Make an opposed Charisma (Performance) versus Wisdom (Insight) check, and if you succeed the creature cannot use either bonus actions or reactions (your choice) until the end of its next turn.
Favored Port. Select a particular port town in your campaign world. When at that port, you gain three benefits. First, you can traverse the port using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard a ship disembarking from that port for yourself and up your companions, though you must be flexible about departure time and be willing to work with the rest of the crew.
Favored Seas. Choose a sea from your campaign world. When traversing that sea, you gain advantage on Intelligence checks to recall lore about it, Wisdom (Survival) checks to live off the sea, and checks to navigate its waters.
Favored Ship. Select a particular type of seagoing vessel as favored. Choose from Ship's Boat, Sloop, Schooner, Pinnace, West Indiaman, Galleon, Corvette, Frigate, or Ships of the Line (4th to 1st rate). Alternately, you can select a favored country & class of ship, such as English/Dutch/French/or Spanish Boats/Ships/Warships/or Merchantmen. You have advantage on any checks to pilot the ship, move about the ship, search the ship, stowaway aboard the ship, or recall information about its design.
Free Diving. You have experience as a diver, whether seeking pearls for a wizard's spell components, recovering treasure from sunken wrecks, or spearfishing. You can hold your breath for 5 + your Constitution modifier in minutes (instead of just your Constitution modifier in minutes). Also, when diving into water in light armor or no armor, you take no damage provided the distance is equal to or below your maximum safe diving height and the water is deep enough to recover from the fall. Your maximum safe diving height (in feet) is equal to 50 + (your proficiency bonus x 10). Every 10 feet above this maximum height deals 1d6 points do bludgeoning damage to you as normal. For a dive of 30 ft or less, you need 5 ft deep water. For a dive between 30 and 90 ft, you need 10 ft deep water. For a dive above 90 ft, you need 15 ft deep water. If the water is too shallow you suffer half normal falling damage, provided there is at least a reasonable amount of water to dive into.
Issue Commands. (prerequisite: Cha 13+, 7th level) You can issue commands to crew and your companions with a perfect sense of time and perspicacity. To do so, you use a bonus action or a reaction to address all friendly creatures within 60 feet who can hear and understand you. Issuing commands grants advantage on a specific roll (as per the Help action) until the start of your next turn. You can issue commands as a bonus action granting advantage on ability checks involving nautical tasks, or granting advantage to either melee or ranged attacks (a creature with multiple attacks gains this benefit on the first attack it makes). You can issue commands as a reaction to "take cover" granting advantage to Dexterity saving throws, or to "hold fast" granting advantage to either Constitution or Wisdom saving throws (your choice).
Knife in the Sail. (prerequisite: Acrobatics proficiency) When you fall and there is some object nearby on which you could conceivably slow your fall, you can use your reaction to reduce your failing damage by an amount equal to five times your character level.
Mariner's Lore. You have advantage on Intelligence checks to recall lore about sea monsters, ghost ships, sunken treasures, phantom islands, and nautical hazards.
Merchant. You are always aware of recent trade route conditions, unusual items passing thru the market, fluctuations in the price and availability of trade goods, and which merchants to avoid or do business with. In addition, you can accurately appraise just about anything given 10 minutes, and when in doubt your Intelligence checks to appraise an item are advantaged. While this won't identify magic items, it will reveal a higher than normal gold piece value and may recall bits of lore about an item that hint at its properties.
Night Raid. (prerequisite: Stealth proficiency) You can organize a night raid, using your own Dexterity (Stealth) check to sail a Small or Tiny ship in silence and hidden from lookouts. The ship can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening the crew's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc.
Patois. You have visited dozens of ports during your career, and you can communicate basic ideas and barter for supplies regardless of language barriers.
Pirate's Curse. (prerequisite: 7th level) Once per day you may cast bestow curse on a creature that has grievously wronged you. This version of bestow curse doesn't require somatic components or touch; instead it requires that the creature be within 30 feet, can hear you, be capable of speech (though it need not speak the same language as you), and have dealt you grievous wrong. "Grievous wrong" might entail stealing your booty, sabotaging your ship, abducting a loved one, killing a companion, or anything the DM and player agree upon. The Wisdom saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.
Rigging Monkey. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing.
Scurvy Sea Dog. Your saving throws against diseases are advantaged and you have resistance to damage inflicted by disease.
Sea Legs. When fighting aboard a ship, when you roll initiative you may Dash or Use an Object for free so long as you're not surprised. Also, you ignore difficult terrain due to sea state, and you ignore disadvantage from sea state to your Dexterity (Acrobatics) checks or Strength (Athletics) checks.
Signature Sailing Manuever. (prerequisite: proficiency in watercraft) Double your proficiency bonus with watercraft. Choose one of the following sailing maneuvers, and gain advantage when performing it at the helm: boarding attempt, coming about, ramming, repelling boarders, or threading a narrow gap. Alternately, you might come up with your own signature maneuver with your DM's consent.
Son of a Gun. (prerequisite: proficiency with cannons) When personally firing a cannon or overseeing a single cannon's powder crew, you decrease the reload time by 2 rounds and you can re-roll any of the cannon's damage dice, though you must take the second result.
Storm Sense. You can predict what the weather will be until the next sunrise or sunset. In addition, you also can sense when a storm is supernatural in origin (e.g. summoned by control weather).
Treasure Scent. You have a sixth sense for treasure. When asking a creature about treasure it may know about, you have advantage on your Wisdom (Insight) checks. Also, when searching for treasure for at least 10 minutes you can cast locate object without expending a spell slot and without any components, though you do not search for a specific object, rather the "nearest treasure."
Underwater Fighting. (prerequisite: Con 13+, 7th level) You gain a swim speed equal to your normal speed. Thus, you do not suffer disadvantage on your weapon attacks made underwater (though firearms still don't fire), and you also don't need to make Constitution checks against exhaustion swimming for extended periods (unless you're performing the equivalent of a forced march).
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