While there are plenty of elder evils of the deep and undead liches to pledge allegiance to, there is no patron better fit for a pirate than Davy Jones himself. This sea-devil grants his warlocks skills and magic on the high seas with spells that manipulate fog and weather as well as control over the spirits of dead sailors, including using their power to grant you a ghostly wrath greater than the likes of an mundane pirate!
Expanded Spell List:
1st: Fog Cloud, Silent Image
2nd: Gust of Wind, Moonbeam
3rd: Bestow Curse, Water Walk
4th: Control Water, Leomund’s Secret Chest
5th: Cone of Cold, Maelstrom
Spellbound Sailor
At 1st level when you choose this archetype, you gain proficiency with water vehicles, navigator’s tools, scimitars, rapiers, tridents and nets. If you start as the warlock class, you can elect to take one of those weapons instead of a light crossbow or a simple melee weapon.
Additionally, you gain a swimming speed of 20 feet, and can breathe in water as well as you can air.
Spectral Trance
Also at 1st level, you can enter a trance fueled by your pact with Davy Jones as a bonus action on your turn, taking on a more skeletal or ghostly appearance. You gain the following benefits for the next minute:
-As long as you are not wearing medium or heavy armor or holding a shield, you gain a bonus to your armor class equal to your Charisma modifier.
-You gain proficiency in Dexterity saving throws.
-When you cast a Warlock spell or cause a creature within 10 feet of you to fall to 0 hit points, all hostile creatures within 10 feet of you must succeed a Charisma saving throw equal to your spell save DC or be frightened until the end of your next turn. Undead and aberrations are immune to this effect.
-You gain darkvision for up to 120 feet, if you already have darkvision, it extends by 60 feet.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Skeleton Crew
At 6th level, as an action you can expend a warlock spell slot to summon a ghostly crew to do your bidding, consisting of the souls of dead sailors that belong to your patron. You summon a number of crew members equal to twice the level of the slot spent. Each crew member acts similarly to an Unseen Servant spell, except that each soul counts as undead and speaks at least one language you understand, can move up to 200 feet away from you, and is capable of attacking indirectly through methods such as operating siege weapons or setting off traps. Additionally, you can use a bonus action to teleport any individual soul to be within 10 feet of you in an unoccupied space.
Raging Storm
At 10th level, while in a Spectral Trance, once on each of your turns when you hit a creature with a melee attack, they take an additional 1d8 lightning damage. In addition to this, fr the duration you have resistance to slashing, piercing and bludgeoning damage from weapons not made from silver.
Davy Jones’ Locker
At 14th level, you gain an otherwise mundane chest with a lock on it that magically opens for you but has no key except the one possessed by Davy Jones. The lock cannot be picked normally and using the Knock spell allows a creature one attempt to pick it (with a DC equal to your spell save) You always know where this chest is as long as you are on the same plane of existence. Additionally, the inside of the chest is a room that is 30 cubic feet in size and can hold up to one thousand pounds of gear without weighing more than thirty pounds. While in the chest, you can use a bonus action to conjure magical lanterns that cover the room in bright light. As long as you are on the same plane of existence as your chest, you know if someone has tried to pick its lock.
When you would fall to 0 hit points, you can choose to instead fall to 1 hit point and teleport inside of your chest. Once you use this feature in this way, you can’t do so again until you finish a short or long rest.
If your chest is ever destroyed, all of its contents spill out and it becomes a mundane, broken chest. You must create a new one using a 1 hour ritual involving 500gp in offerings of treasure and spoils taken from your enemies to Davy Jones.
The card caster uses a set of arcane tarot cards to release powerful magic, playing cards to cast spells—although the caster, as intelligent as they may be, may not always have control over what spells are cast by their hands.
The fifth edition rules treat the card caster as a new wizard tradition that focuses on using tarot cards to cast spells, which you can choose starting at 2nd level.
Infuse Arcane Card
Starting at 2nd level, you can produce a set of arcane cards containing powerful magic.
You can use your "Arcane Recovery" ability to create a scroll instead of regaining expended spell slots.
You must finish a short rest, then spend 10 minutes with the card of your choice, from a standard set of Tarot Cards, and any Material components needed to create an Arcane Card containing one spell chosen from those you know.
Subtract the spell’s level from the total levels worth of slots you regain using "Arcane Recovery".
This reduction to your "Arcane Recovery" applies until you use the Card and then finish a long rest.
Alter Arcane Card
At 2nd level, your mastery of the Arcane Cards allow you to alter the spell contained with the Arcane Cards you carry.
When you use your "Infuse Arcane Card" Ability to infuse an Arcane Card with a spell that deals acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, you can substitute that damage type with one other type from that list .
(You can change only one damage type per casting of a spell using your Arcane Cards.)
You can replace one damage type for another by altering the spell’s formula as you imbue the Arcane Card.
This may be through Verbal Commands, Material Components, or Somatic Gestures.
Once you have changed a spell in this way, and infused an Arcane Card with said Spell, you cannot do so again until you use the Arcane Card or finish a short or long rest.
Arcane Cards are a way for the Card Caster to store his or her spells. Using an Arcane Card, whether in or out of combat, is the same as casting the spell which the Arcane Card contains.
Only Spells of 1st Level or higher can be infused with a Arcane Card, after the Arcane Card is used to cast the spell it contains, the Arcane Card becomes non-magical, and allows the Card Caster to use the Arcane Card again, to infuse the card with a new spell to be used later.
Beginning at 6th level, you can choose to use two of your Arcane Cards, instead of one, whenever you take the Attack action on Your Turn.
The number of Arcane Cards you may use in a single Attack action increases to three when you reach 11th level in this class and increases again to four when you reach 17th level in this class.
Master of the Game
Beginning at 10th level, you have the ability to play a card that may topple your foes, even when you are close to defeat.
Whenever you are surprised, you can as a reaction to choose to not be surprised and instead play an Arcane Card from your hand to cast a spell of your choice from the Arcane Cards you have infused using the "Infuse Arcane Card" Ability.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 18th level, you can use it twice before taking a short or long rest.
Untameable Cards
Beginning at 14th level, you have the ability to have an Arcane Card infused with a spell prepared by you, even when you have not created with Arcane Card through the "Infuse Arcane Card" Ability.
You can use an action to designate one card which remains in your set of Arcane Cards and cast a spell of your choice using that card.
(Even though you have not spend time or components to infuse the Arcane Card with this spell).
When you do so, the Magic within the Arcane Card becomes uncontrollable, causing the Arcane Card to disintegrate after its use.
(Once an Arcane Card has been Expended due to this Ability, that card cannot be used again.)
Once you use this feature, you must finish a long rest before you can use it again.
Starting at 20th level, you can use it twice before a rest.
While at a glance anyone would assume a knight raising their sword in the honor of devils and demons would be with the likes of oathbreakers and those who take an oath of conquest, the oath of devilry is not one of outright evil. Paladins who take this oath are doing so for the one people that entire legions of priests and crusaders would never dare say are redeemable: the creatures of hell itself. This oath is about defending yourself and those around you from the corrupt, including fallen celestials and ill-tempered demons, as well as using the powers of the infernal to unleash curses and hellfire on your enemies, and offer an opportunity for even the most vile of fiends to turn a new leaf and join your holy quest for redemption of their kind.
Tenets:
Burn away corruption. Not even an angel is exempt from the temptations of evil. All must face justice regardless of divine status or authority.
Raise the Fallen. If the aasimar can fall and celestials can become radiant idols that lead cults, who is to say that the imp or the pit fiend cannot rise above their station? Beings considered to be evil incarnate must be allowed to rehabilitate.
Evil is Subjective. All who are called wicked and black-hearted may not truly be. The hand pointing the finger may have done far worse than the party they accuse of evil. Do not let yourself be misguided by such lies and misdirections.
Equal on All Planes. Whether it be an elemental, a pixie or an astral dreadnought, not one creature is exempt from sin, or exempt from humanity. Beings deserve veneration or vilification for their deeds, not their form. All beings deserve an equal amount of deserved respect.
Oath Spells:
3rd: Searing Smite, Hex
5th: Darkness, Pyrotechnics
9th: Bestow Curse, Summon Lesser Demons
13th: Banishment, Wall of Fire
17th: Infernal Calling, Planar Binding
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Instruct the Unholy. As an action, you target one fiend you can see within 30 feet of you. The target must make an Intelligence saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. A fiend whose challenge rating is equal to or greater than your paladin level is immune to this effect. If the duration expires after 24 hours, make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check, upon winning the contest, the fiend’s secondary alignment changes to good if it isn’t already.
Rebuke Corruption. As a bonus action, you can present your holy symbol and ward away what would corrupt those around you. Each creature within 30 feet of you of your choice has the charmed, frightened or poisoned condition removed from them. Additionally, if a creature you have chosen is taking an illusory or otherwise false form, they must succeed a Constitution saving throw or be reverted to their original form.
Aura of Sequestration
Beginning at 7th level, you can shield yourself and your allies from the prying eyes of holier-than-thou tyrants and those who seek to dominate your minds. You and friendly creatures within 10 feet of you cannot be detected by Divination magic and cannot have your minds read against your will. This includes magic that would compel you to tell the truth or otherwise reveal whether or not you are telling the truth.
At 18th level, the range of this aura increases to 30 feet.
Watcher of the Gates
Starting at 15th level, you have bolstered yourself to deal with archangels and archdemons, and have built a rapport with the denizens of the underworld that no typical summoner could make. You gain resistance to fire and radiant damage. Additionally, when you summon a fiend via spellcasting that would normally be unfriendly or hostile toward you and your allies, they are instead indifferent at worst, but still be hostile to other creatures.
Hero of Hell
At 20th level, you have become a paragon amongst demons and devils alike, and can draw upon their power to fight on the behalf of them and your comrades. You can use your action to gain the following benefits for 1 hour:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons not made from silver.
• When a creature within 30 feet of you deals damage to you or one of your allies, they take fire damage equal to your Charisma modifier (minimum of 1)
• Your allies within 30 feet of you gain resistance to fire and radiant damage
• When a fiend starts its turn or moves within 30 feet of you, it must succeed an Intelligence saving throw or become charmed to you for 1 minute or until you or an ally deals damage to it.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
In a world where magic meets music, a work song can be enchanted just as well as any blade. The college of shanties is an archetype for maritime bards who can using their song to whip their crew into shape and carry out orders enmasse in a simultaneous fashion, as well as utilizing an experience of their time at sea to their advantage.
Nautical Experience
At 3rd level when you choose this archetype, you gain proficiency with water vehicles and navigator’s tools. Additionally, you gain a swimming speed equal to your walking speed if you do not have one already.
Commandeering Call
Also at 3rd level, you can use your bardic magic to give yourself a booming voice that calls your allies to action at a moment’s notice.
As a bonus action, you can expend a use of your Bardic Inspiration, and choose a number of allies that can hear and understand you within 60 feet up to your Charisma modifier (minimum of one), the ally can then use its reaction to make the Help, Ready, Search or Use an Object action, or make a single attack against a target of your choice, dealing additional damage equal to your bardic inspiration die on a hit.
Additionally, until the end of your next turn, all targeted allies cannot be charmed or frightened. This extends to two rounds at 5th level, four rounds at 10th level, and eight rounds at 15th level.
Synchronized Crew
At 6th level, when you give orders, you can enchant them with magic that allows anyone who follows them to do so without falter.
As an action, you can choose up to five creatures within 60 feet of you that can hear and understand you, each of those creatures can then perform the same kind of action without using their action on their turn or reaction. Your orders can be as simple or specific as you choose as long as they can be summed up in one sentence, and can be followed using only an action.
After using this feature, you can’t use it again until you finish a long rest.
Spell-Shanty
At 14th level, when you cast a Bard spell, you can choose to have any ally that can hear you that you can hear yourself repeat the components of the spell as a reaction, and cast it as if the ally was the caster, but still using your spell save DC and spell attack bonus. The ally then gains temporary hit points equal to your Charisma modifier + the level of the slot used (minimum of 2).
While the artillerist can conjure booming cannons and the battlesmith constructs a hulking iron companion to fight by its side, your craft takes a more subtle approach to combat. As a trapper you use a mixture of druidic sigils and deadly mechanisms to create traps for your prey to fall into, hunting them with bow and arrow as they are left vulnerable.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with weaver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Trapper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
At 3rd level, you’ve studied survival tactics and hunting techniques for long enough to gain the following benefits:
-You are proficient with hand crossbows, heavy crossbows, longbows and nets
-You gain proficiency in two of the following skills of your choice: acrobatics, athletics, perception, survival, stealth, sleight of hand
Druidic Sigils
Additionally, at 3rd level, you learn Druidic, and can create traps using magical runes written in the language using either thieves’ tools or weaver’s tools. You can instantaneously create a Druidic Sigil a number of times equal to your Intelligence modifier +1 (minimum of 2) and must finish a short or long rest to regain these Instantaneous uses. You may instead spend a 10 minute ritual creating this sigil-trap using the appropriate tools. Each sigil takes up a 5 by 5 foot space, and if intentionally hidden, creatures must succeed a Perception check made against your spell save DC to detect it.
As an action, you can dispel one of your sigils that is closest to you, or they will fade on their own after 1 hour.
You start with the following sigil designs:
Ctenizidae. When a creature other than you steps upon the sigil, a strong restraint mechanism is conjured and set off around them, they take 1d6 piercing damage and they become restrained. At the beginning of each of the creature’s turns, they can choose to make a Strength saving throw, on a failed save, they take an additional 1d6 piercing damage, on a successful save, they are no longer restrained. Another creature within 5 feet can instead use their action to attempt to free the creature using a Strength check against your spell save DC or may instead use a check with thieves’ tools or a Wisdom (survival) check, resulting in no additional damage if they fail.
Hemlock. When a creature other than you first comes within 10 feet of the sigil, it explodes with a cloud of poisonous gas, each creature within 10 feet must succeed a Constitution saving throw or take 2d8 poison damage, taking half as much on a successful save. Creatures that failed their saving throw also become poisoned, and remake their saving throw at the beginning of each of their turns, ending the condition on a successful save.
Wounded Prey
At 5th level, when a creature triggers one of your Druidic sigils, you gain advantage on all attack rolls made against them until the end of your next turn. Additionally, you can then use a reaction to make an attack against them if they are within range of your weapon. You also gain the following sigil design:
Obsidian. When a creature other than you comes within 10 feet of the sigil, it erupts into flames, igniting anything flammable that is not held within 10 feet of it, creating fire in that radius that deals 2d4 fire damage to all creatures in the area. Whenever a creature enters this area or ends their turn within it, they take another 2d4 fire damage. Once triggered, this sigil will remain active for 10 minutes before fading.
Advanced Sigils
At 9th level, when you create a sigil, you can choose for it to take up a 10 by 10 foot space instead of a 5 by 5 foot space. If you choose to create a smaller sigil, you can decide for its trigger condition to be more complex than a creature coming within its radius or stepping on it, such as when a specific word is said or making it specifically so that it does not trigger from the footsteps of your allies. Additionally, while you are within 60 feet of one of your druidic sigils, you can mentally command it to trigger as an action.
You also gain the following sigil design:
Canis. When a creature other than you steps on this sigil, you are mentally alerted to it and the target becomes marked with an image of the sigil that only you and those who can read Druidic can see. You can detect whether or not a marked creature is within 30 feet of you but you do not know the exact identity or location of that particular individual, but you do learn their creature type. A creature remains marked for 1 minute or until they fall to 0 hit points.
Hunter’s Hexcraft
At 15th level, when you create a sigil through a 10 minute ritual, you can additionally expend a spell slot and choose a spell you have prepared of the same level to infuse into the sigil. When a creature first triggers the sigil, the spell is then cast centered upon that creature. Additionally, you gain the following sigil design:
Nidavellir. You use an action to switch this sigil between its “active” and “inactive” states, while active, if a creature steps on the sigil they teleport within 10 feet of you as long as you are within 300 feet of the sigil. Once this sigil has teleported up to eight creatures, it automatically fades.
While many artisans build things to last, whether it be solid walls that can withstand any blow or advanced automatons that can defeat even the greatest warriors in single combat. As a grenadier your creations are quite the opposite, being made to be destroyed as soon as they are built. Coincidentally, such creations tend to do a good job at destroying the ones mentioned earlier.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Grenadier Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
As long as you have a set of alchemist’s supplies on hand, you can use a bonus action to expend a spell slot and prepare an alchemical payload, this can either be attached to a thrown weapon or a piece of ammunition, or instead thrown with a range of 20/40 feet, dealing 1 + your Strength modifier (minimum of 1) bludgeoning damage on a hit on its own. You can create the following alchemical payloads:
Incendiary. Each creature within a 10 foot radius must succeed a Dexterity saving throw or take 1d8 fire damage for every level of the spell slot spent, taking half as much damage on a successful save.
Shrapnel. A number of creatures equal to the level of the spell slot spent, starting from closest to farthest from where the payload detonated, are lacerated with metal scrap, taking 1d4 slashing damage, and attack rolls made against each affected creature have advantage until the end of your next turn.
Concussive. This payload emits a loud, thundering boom that can be heard up to 300 feet away. Each creature within 20 feet of the point of detonation must succeed a Constitution saving throw or be blinded and deafened for a number of rounds up to the level of the spell slot spent, until the end of their next turn that round.
Heavy Ordinance
At 5th level, when you use an alchemical payload, you can choose to make the initial target make a Constitution saving throw or become stunned until the end of their next turn. Additionally, choose one of your alchemical payloads, when you deploy that payload, treat the level of the spell slot spent as one higher.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Attrition
At 15th level, you can use all of your alchemical payloads as if with 1st level spell slots without having to expend any, for your payload you chose as part of your Heavy Ordinance feature, you can instead use it as if with a 2nd level spell slot.
Additionally, when you deploy an alchemical payload, you can choose to spend a 5th level spell slot but treat the payload as if you had used an 8th level spell slot, once you use this feature in this way, you can’t do so again until you finish a long rest.
When you’ve spent a while picking locks and pockets, breaking into musty dungeon ruins and burgling the wealthy, you start to take a look at what exactly you’re stealing and start to realize their value, and start to notice pattern in how those ancient catacombs and elven castles set up their traps and secret passage ways. The Antiquary is a roguish archetype focusing on the traversal of dungeons full of traps and secrets as well as having a keen awareness of the treasures that lie within them.
Arcane Appraisal
At 3rd level when you choose this archetype, you can cast the spells Identify and Detect Magic, but only as rituals. Your spellcasting ability is Intelligence.
Ruin-Wary
Additionally at 3rd level, Whenever you make a Wisdom (Perception) check to find hidden traps, treat a roll of 7 or lower on the d20 as an 8.
Gear-Savvy
At 3rd level, you have accumulated knowledge on the craftsmanship of all kinds of arms and armor. As part of your cunning action, you can choose a target within 30 feet of you that you can see, you then choose their weapons or their armor, you learn the following information about whichever you choose, in addition to information on their shield if they have one:
-The kind of weapon/armor if it is of a standard make
-The material is it made from
-Whether or not it is magical
-How much damage the weapon deals and in what type
-How much armor class the shield/armor supplies
-The value of the gear if is is of a standard make
Cautious Step
Starting at 9th level, you have advantage on Dexterity saving throws made against traps and spells if you move no more than half your speed on the same turn.
Eye for Secrets
At 13th level, you’ve grown to have an impeccable skill in identifying what is hidden in ruins and dungeons across the world. As an action, you can identify all illusions, hidden mechanisms such as buttons and levers, traps (including spells of a trap-like nature such as Alarm or Glyph of Warding), keys, and containers holding valuables within 30 feet of you.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Rapid Appraisal
At 17th level, when you use Gear-Savvy, you learn information on both the target’s weapons and their armor, and if any of their gear is magical, they are treated as if they have had an Identify spell cast upon them. Additionally, you always know when you are being lied to, unless the creature lying is warded against having their thoughts detected or read, or if they are a construct, undead, or ooze.