While many a fighter walks on land and does battle with the monsters and beasts that dwell there, you, my friend, have a
different calling. While you may never have thought that you’re training would have brought you to the sea, it seems you and
the water are now forever connected by one who lives within it.
You are haunted by the image of a great beast from the depths. One destined to take something from you, or who already
has. Whether it was your leg, a hand, a trusted companion, or something else, the sea has taken much, but given you
something in return. A clear purpose. Whether it is seeking revenge against the creature who wronged you, preventing such a
thing from happening to others, or just a desire to free the oceans of such monsters, you set off on an expedition you’re sure
will never end.
There’s plenty of fun to be had as a fighter on the ocean, and plenty of money to be made if that’s what you’re after. But
remember, these distractions may make a fine distraction for a short time, but the purity of your purpose forces you ever
onwards, ever deeper into the ocean’s grip.
Avenging Captain FeaturesLevel Feature
3rd Strength of Arms, Bonus Proficiencies
7th Captain’s Sense
11th Visions in the Dark
15th Cast a Line
18th Whale Hunter
Strength of Arms
You have spent years training and perfecting your abilities
with a harpoon. You know the weight and feel of your
weapon in your hand. With this feat you gain a harpoon
attached to a line and are proficient in its use. The harpoon
has a range of 60/120 ft. and deals 1d6 + your Strength
modifier piercing damage at 3rd level. This increases to 2d6
+ your Strength modifier at 8th level. When you use your
harpoon, it takes one action to throw and one action to
retrieve your weapon.
Bonus Proficiencies
You’re one of the best trackers and fighters out there—
after all you can do it all on the sea! That’s impressive no
matter who you are. You’ve bested pirates, smugglers, a
really angry sea lion that one time, so take the win and
boost those proficiencies. At 3rd level, you can pick 2 bonus
proficiencies to add to your character.
Captain’s Sense
You know the ways of the sea in all its forms better than your
own name. You can feel the changes in the air and the water
as they approach. You could even say what or who it is that
is trying to sneak up on you and the rest of your shipmates.
At 7th level your passive Perception rises by +2. If you are at
sea, or any body of water, you gain advantage on all Wisdom
(Perception) checks. No water dweller will get the best of
this salty sea dog!
Visions in the Dark
At 10th level, as part of your increased senses now that
you’re a salty, seafaring scoundrel (or not as the case may
be), you also gain night vision. No need for a lamp out on
the waves to alert your enemies or scare your prey now! You
gain darkvision to 60 feet in all directions.
Cast a Line
At 15th level, you ensure no one gets left behind or
condemned to an early grave in the depths—the captain will
see to that! Whenever a friendly creature is reduced to 0 hit
points, if they are within range of your harpoon, you may
immediately stabilise them as a free bonus action. You may
use this ability twice per short rest. This increases to four
uses per short rest at 18th level.
Whale Hunter
When you get that beast in your sights, you don’t want to
be caught napping, now do you! You had better keep your
hand on your weapon at all times and don’t let a single
chance get away.
At 18th level you gain the ability to throw your harpoon
as a free bonus action, alongside your additional actions
and attacks. It still requires one action to retrieve your
harpoon, however.