SIGNING IN

Merkmale

Coffin Rider

The sinner has a magic coffin that has Immunity to all damage. While standing on the coffin, the sinner rides it on a ghostly wave of swamp water with a Speed of 60 feet and can move over liquids as if they were solid.

Curse Bottle

The sinner has a bottle that holds cursed magic. The bottle has AC 15, HP 25, and Immunity to all damage except Force. If the bottle is destroyed, the sinner can magically create a new one when he finishes a Long Rest.

Legendary Resistance (3/Day)

If the sinner fails a saving throw, he can choose to succeed instead.

Overweening Pride

As a Bonus Action, a creature can insult the sinner's skill and renown as a pirate captain. The sinner must succeed on a DC 15 Wisdom saving throw or take 10 Psychic damage and have Disadvantage on attack rolls against any target other than the creature.

Zauberwirken

Spellcasting (Requires Curse Bottle)

The sinner casts one of the following spells using his Curse Bottle (and no other Material components) and using Charisma as the spellcasting ability (spell save DC 17):

At Will:

Bane, Bestow Curse, Major Image, Remove Curse

1e/day:

Animate Dead, Creation, Darkness

Aktionen

Multiattack

The sinner makes two attacks, using Hex Grasp or Blunderbuss in any combination. He can replace one attack with a use of Spellcasting to cast Bane.

Hex Grasp

Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Necrotic damage. If the target is a creature, it is cursed until the start of the sinner's next turn, or until the sinner curses it in this way again. While cursed, the target has Disadvantage on attack rolls and on ability checks that rely on an ability of the sinner's choice.

Blunderbuss

Ranged Attack Roll: +9, range 30/90 ft. Hit: 18 (3d8 + 5) Force damage. If the target is a Large or smaller creature, it is pushed up to 10 feet straight away.

Curse Blast (Recharge 5–6)

The sinner unleashes one of the following curses from his blunderbuss:

  • Jack's Anguish

    A magenta wave fires out with a deep, wailing moan. Wisdom Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition.

    The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

    After 1 minute, it automatically succeeds. Success: Half damage only.

  • Shadowy Friends

    A wave of shadow coughs forth and wraps around foes. Dexterity Saving Throw: DC 17, each creature in a 15-foot Cone. Failure: The target has the Paralyzed condition until the end of the sinner's next turn. If a Paralyzed target takes damage, the condition ends early.

Legendäre Aktionen

Barbed Curse

Wisdom Saving Throw: DC 17, one creature cursed by the sinner or affected by his Bane spell within 30 feet. Failure: 6 (1d12) Force damage.

Grinning Grasp

The sinner teleports to an unoccupied space he can see within 30 feet. He makes one Hex Grasp attack before or after teleporting and can't take this action again until the start of his next turn.

Jinxed Ground

Charisma Saving Throw: DC 17, each creature within a 20-foot Emanation originating from the sinner. Failure: The target has the Prone condition. Failure or Success: The sinner can't take this action again until the start of his next turn.