Paramechanical Dread Envoy
When you activate this feature you summon a ghost ship in the distance manned by an undead crew. The ghost ship grants you battlefield dark vision as it hovers above it.
When you first summon your ghost ship, it comes equipped with a single cannon that deals 1d10 force damage to a single target (ranged attack using your INT mod). At the start of each of your turns, your ghost ship fires its arsenal onto the battlefield (no action required). Whenever your ghost ship deals damage, you gain an amount of Plunder Pieces (PP) equal to the damage dealt. You can use this PP on your turn to purchase upgrades for your ghostship from the upgrade shop.
Upgrade Paths
Infantry Branch
| Name | Tier | PP Cost | Effect |
|---|---|---|---|
| Large Calibre | 1 | 10 | Your cannons' damage increase by 1d10 |
| Full Metal Jacket | 2 | 15 | Targets hit by your cannons must succeed a CON save or be vulnerable to damage dealt by Reavana and your personal turret. |
| New Recruit | 3 | 20 | Gain an additional cannon |
| Plasma Accelerator | 4 | 25 | Your cannons shoot lasers instead, requiring no attack roll. |
| Shatter Defenses | 5 | 50 | If a target fails their CON save they are instead vulnerable to all damage you deal to them on your turn. |
Explosive Branch
| Name | Tier | PP Cost | Effect |
|---|---|---|---|
| Missile Launcher | 1 | 10 | Gain a missile launcher that deals 3d6 fire damage in a 15 foot radius. Dex save or half damage. |
| Landmine | 2 | 15 | Gain the option to place a landmine at an unoccupied location. Any creature that steps on a landmine takes 2d6 fire damage. Dex save or half. |
| Napalm | 3 | 20 | Your missile radius increases to 20 feet. The damage increases to 4d6. It no longer requires a saving throw. |
| Claymore | 4 | 25 | Landmine damage increases to 4d6. |
| M.O.A.B. | 5 | 50 | Your missile radius increases to 30 feet. The damage increases to 5d6. CON save or vulnerable. |
Support Branch
| Name | Tier | PP Cost | Effect |
|---|---|---|---|
| Rope Ladder | 1 | 20 | At the start of your turn you can use the ship's rope ladder to move to another location within 45 feet of you. You do not provoke attacks of opportunity. |
| High Seas Thievery | 2 | 30 | Gain an additional 2d10 PP at the start of each of your turns |
| Call to Arms | 3 | 40 | Target up to PROF creatures. Until the start of your next turn, those creatures have advantage on their first attack. |
| Insider Trading | 4 | 50 | Gain an additional 2d10 PP at the start of each of your turns |
| Captain's Protection | 5 | 60 | When you are targeted by an attack you can make your ship attempt to intercept. Roll a d20, on a 17 or higher, the attack is redirected to the ship. |
Easter Egg (???)
Requirement
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Effect
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