You have made a pact with one of the lost ships crewed by listless
dead that wander the seas. Sailors see these ships, such as the
Flying Dutchman or Ship of One Hundred, as portents of doom,
but even in death the cursed crew and their damned captain retain
a fierce love of their vessel—the only home known to their
forsaken souls. The loyalty shared by captain, crew, and ship
pierces the veil between life and death and grant you your power.
Whether you are a member of the drowned crew sent alone on a
mission, a stowaway who chose an unfortunate vessel, or a sailor
rescued from a watery grave, the dead men follow you
everywhere—and the spectral ship itself powers your spells.
Expanded Spell List
The Ghost Ship lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are added to
the warlock spell list for you.
| Ghost Ship Spells |
Spell Level |
Spells |
1st |
dissonant whispers, fog cloud |
2nd |
gust of wind, silence |
3rd |
conjure barrage, speak with dead |
4th |
control water, phantasmal killer |
5th |
animate objects, conjure volley |
Haunted Hull
Starting at 1st level, you can manifest phantasmal fragments of
the Ghost Ship on the battlefield, crewed by ethereal spirits with
wispy skeletons and translucent flesh. You can use an action to
manifest parts of the ship as one of the following effects. Once
you manifest one of these effects, you can’t use this feature again
until you finish a short or long rest.
Crow’s Nest. You manifest a single undead lookout, which
hovers up to 120 feet directly above you for 1 minute. While you
aren’t deafened, you know the location of every creature within
120 feet of you, including those that are hidden, invisible, or on
the Ethereal Plane.
Possessed Rigging. You manifest
spectral ropes, which lash out at a
creature you can see within 60 feet
of you. The target must succeed on
a Dexterity saving throw against your
warlock spell save DC or be restrained
by ropes for 1 minute. A restrained creature
can use its action to make a Strength check
against your warlock spell save DC, freeing
itself and destroying the ropes on a success.
Stolen Sails. You manifest the tattered
masts of the ghostly ship, which drain the wind
out of your enemies’ sails. Your speed increases by
10 feet for 1 minute, and each creature of your choice
within 30 feet of you must make a Wisdom saving throw
against your warlock spell save DC. On a failed save, its
speed is reduced by 10 feet for 1 minute.
Learn from our Mistakes
At 1st level, the crewmen of the Ghost Ship pass some of their
nautical knowledge on to you. You gain proficiency with
navigator’s tools and vehicles (water). Additionally, you can
determine whether or not an item is cursed by spending 1 minute
examining it.
Bosun’s Lash
Beginning at 6th level, you can conjure a ghastly officer as a
bonus action on your turn, who cracks a spectral whip at a willing
creature of your choice within 15 feet of you before vanishing.
The creature takes 1d4 force damage and gains a bonus equal to
the damage taken to the next attack roll or ability check it makes
before the start of your next turn.
Eternal Sailor
Starting at 10th level, you gain some traits of the vessel’s ghostly
crew. You gain the following benefits:
- You are immune to poison and disease.
- You no longer need to breathe.
- You can sink in water at a rate of 60 feet per round, moving at the start of your turn.
- You suffer no penalties to your movement or attacks from being underwater.
Skeleton Crew
At 14th level, you gain the ability to summon the entire crew to
fight at your side. As an action, you can manifest a
Skeleton Crew
in an unoccupied space that you can see within 60 feet of you.
The crew is friendly to you and follow your commands. Roll
initiative for the crew, which has its own turn.
The skeleton crew disappears after 1 hour, when it drops to 0
hit points, or if you lose your concentration (as if you were
concentrating on a spell). The
Skeleton Crew can use your warlock
spell attack bonus and spell save DC in place of its own attack
bonuses or save DCs.
Once you use this feature, you
can’t use it again until you
finish a long rest.
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