Lunar Corsair

The moon calls to the sea, and the tides rise in answer. So too does the interplay of moonlight and water call to your heart, demanding you swim and sail. The ocean will always be your companion, even when you are far from it, because it is your home, and you connect with it in the light of the full moon. In your adventures, the tricks you’ve learned upon the high seas serve you well, and your prowess and skill lends truth to your fearsome reputation. Those who follow your path gain power from respect of the sea as much as valor in combat. The ill-informed may call you a pirate or a rakish privateer, but you are more. You are a lunar corsair, for you sail across the moonlight as easily as the ocean.  

Corsair’s Talent

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as ranger spells for you, but don’t count against the number of ranger spells you know.
Ranger Level Spells
3rd fog cloud
5th moonbeam
9th animate dead
13th control water
17th scrying
 

Sea’s Fury

At 3rd level, your affinity to the ocean tides lends you strength and power, giving you the ability to imbue your attacks with chilling brine and shrug off hits with ease. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. When you miss a creature with a weapon attack, you can choose to deal cold damage equal to your Wisdom modifier to the creature and hostile creatures within 5 feet of the target.   Bold Reputation Also at 3rd level, stories of your adventures and deeds come easily to the mind and lend you a certain power. You gain the following benefits:  
  • Child of the Sea. You gain a swimming speed equal to your walking speed, and you gain advantage on Athletics checks made to swim or climb.
  • Remarkable Sailor. You gain a bonus to rolls made to operate, create, or repair a water vehicle equal to twice your proficiency bonus.
  • Charming Smile. You gain advantage on Persuasion checks made to interact with friendly creatures.
  • Quickdraw. You can draw or sheathe a weapon whenever any turn starts or ends.
 

Dread Captain

At 7th level, your reputation sinks into the fabric of legend, even to those who’ve never heard your name. You can use your bonus action to instill a summarized tale of your deeds in the minds of those that can see you. You gain advantage on Intimidation checks with creatures that know of your fearsome reputation. You can use your action to exude an aura of menace. Each hostile creature within 30 feet of you that can see you must make a Wisdom saving throw against your ranger spell save DC. If a creature fails, it is frightened of you until the start of your next turn. You can use your bonus action to make one weapon attack after using this action.  

Moonlight Sailor

At 11th level, your connection to the sea and stars grants your weapons an eerie shine, and allows you to sail on beams of moonlight. When you deal damage to a creature that is frightened, it takes an extra 2d8 radiant damage. While you are operating a water vehicle,you can use your bonus action to double the movement speed of that vehicle until the start of your next turn. At night, you can expend spell slots to cause the water vehicle you are operating to fly, ascending and descending at your command. This flight lasts for 1 hour per level of the spell slots expended. If you stop operating it while it is flying, it remains in place until touched by sunlight or you move it again. When touched by sunlight while flying, it gently descends 60 feet per round as it flies until it safely lands.  

The Crescent’s Tear

At 15th level, you learn to craft a mighty vessel from the light of the moon and stars. During a long rest while outdoors or at a port, you can perform an 8-hour ritual to assemble this water vehicle. It appears as a caravel that is 65 feet long, has a depth of 8 feet, is 20 feet wide at the largest point, and has three masts, the tallest at 40 feet above the water.   The ship can carry up to 60 tons and can comfortably hold 30 Medium-sized creatures. The ship has 500 hit points and is immune to any damage that would deal less than 10 points of damage to it at once. It moves at a speed of 65 feet, or 7 miles per hour.   Your connection to this ship allows you to control its movements and operate it at will without using your action so long as you can see it. If you are not present, the ship can be crewed by 10 creatures instead. The ship is equipped with four magical cannons on each side. A creature can use its action to fire a cannon, making a ranged weapon attack targeting a creature or object within 500 feet. On a hit, the target takes 3d12 radiant damage and must make a Strength saving throw against your ranger spell save DC or be knocked prone. Each cannon has 50 hit points and AC 15. You can fully repair the ship and cannons by performing the summoning ritual again during a long rest while aboard. If you summon a second ship, the first one vanishes.

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