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Ship Mage (3pp)

The ship mage combines his arcane mastery with a supernatural link to ships.

Ship Bond

When you adopt this tradition at 2nd level, you gain proficiency with water vehicles and you can bond with a single ship within 30 feet and line of sight as an action. You can utilize the power of this link to remotely operate the ship as if he was its pilot (as long as he’s within 150 feet). The ship still requires a crew to man the rigging, propulsion, and siege weapons.

If another character is piloting the bonded ship when the bonding takes place, that character may make a Strength check (water vehicles proficiency applies) to prevent the ship mage’s bond and maintain control (DC = 8 + proficiency bonus + ship mage’s Intelligence modifier). Any creature adjacent to the steering control may attempt this check on subsequent rounds to break the bond as an action.

A ship mage can willingly cede control to another character without breaking his bond. A pilot can cede control of a ship to a bonded mage. A ship mage can only bond with a ship 3 times per day. Each use of the ability lasts a number of hours equal to your proficiency bonus with water vehicles.

Improved Bond

At 6th level, a ship mage’s control over the ship grows. The bonded ship moves with a life of its own, tying ropes, unfurling sails, and adjusting the rudder. The bonded ship requires 10 fewer crew to operate. Every level thereafter, the ship mage’s power provides a substitute for 10 additional crew, up to 90 at 14th level. These phantom crew members have a Strength score of 10 and use your proficiency bonus for any checks related to sailing the ship. They cannot be harmed, destroyed, or otherwise affected. Your phantom crew cannot fight or operate siege weapons.

Empower Ship

Beginning at 10th level, as a bonus action you may sacrifice a prepared spell to empower your bonded ship. This has one of the following effects.

  • Maneuver: You gain a bonus equal to the level of the prepared spell on your next check related to the piloting or operation of your ship. This may also apply to your crew substitute effect.
  • Repair: Your bonded ship regains 1d6 hit points per level of the spell sacrificed.
  • Speed: Your bonded ship’s speed increases by 10 ft. per level of the spell sacrificed. This effect lasts for one round.

Perfect Bond

At 14th level, you may also operate all of your bonded ship’s siege weapons by magic without any crew.

Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.