Pistomnite world illustration - Dystopian theme
Dystopian

Pistomnite

T
TheGger25

The planet of oppression and corruption and chaos

Played2 times
Cloned0 times
Created
38 days ago
Last Updated
24 days ago
VisibilityPublic
Cannon Barrage (Pirate)
4

Cannon Barrage (Pirate)

You summon a spectral cannon that unleashes a devastating 20-foot-radius explosive barrage. Creatures within the area must succeed on a Dexterity saving throw or take 6d6 force damage, halved on a successful save. The area becomes difficult terrain until the start of your next turn, making it harder for foes to maneuver. This spell is favored by Corsairs for its ability to disrupt and devastate Verdant Pact convoys.

Maelstrom’s Grasp (Pirate)
2

Maelstrom’s Grasp (Pirate)

You summon spectral water tendrils from the Great Maelstrom, targeting one creature. It must succeed on a Strength saving throw or be restrained, taking 2d6 cold damage each turn. It can retry the save at the end of its turn to escape. Corsairs use this to immobilize foes during naval battles.

Siren’s Deceptive Call (Pirate)
3

Siren’s Deceptive Call (Pirate)

You sing a merfolk-like melody to charm up to three creatures, which must succeed on a Wisdom saving throw or move toward you at half speed, taking no other actions. The effect ends if they take damage or are shaken free. Maelstrom Corsairs lure enemies into traps with this spell.

Stormfang Slash (Pirate)
1

Stormfang Slash (Pirate)

You channel the fury of the Maelstrom Ocean into your blade, unleashing a crackling arc of lightning that mimics Captain Blackfin’s Stormfang. Make a melee spell attack against one creature within 5 feet. On a hit, the target takes 2d8 lightning damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be pushed 10 feet away. If the target is pushed into another creature, both take 1d6 thunder damage from the collision.

Wrath of the Maelstrom (Pirate)
5

Wrath of the Maelstrom (Pirate)

You summon a 30-foot-radius, 40-foot-high storm cylinder, heavily obscuring the area. Creatures inside take 4d8 lightning and 4d8 thunder damage each turn, with a Dexterity saving throw for half damage. Ranged attacks through the storm have disadvantage. Corsairs use this to defend Coral Fang Isle from Shadowveil assaults.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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