Make your fortune as a sailor on the lawless Carrascan Sea.
Played | 30 times |
Cloned | 1 times |
Created | 140 days ago |
Last Updated | 5 days ago |
Visibility | Public |
Sailor's Knot
With a touch, you cause one rope, cord, or similar item (up to 50 feet long) to tie itself into a secure and complex knot. This knot is durable and resistant to being untied or broken. The first roll made to untie this knot has disadvantage. You can dismiss the spell (no action required) to untie the knot at any time before the spell's duration ends.
Salt Spray
As you swipe your hand, a sharp spray of salty seawater erupts in a 15-foot cone from your palm. Creatures in the area must succeed on a Dexterity saving throw or take 1d6 piercing damage from the sharp pressure of the spray and be pushed 5 feet away from you. The environment is briefly doused with water. This cantrip’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bilge
You create a magical pump that can remove up to 5 gallons of water per round from a ship's hold or any other contained area.
Sailor's Blessing
You bless a ship and its crew with good fortune. For the duration, the ship gains a +1 bonus to its AC and saving throws, and its speed increases by 1 knot (approximately 1.15 mph or 1.85 km/h).