The Voyager, Ship of Sylas

Description

A warship built by Forgekeeper Periphetes, favoured of Katas, and designed to ferry the spirits of the dead, forever bound to The Call.
 

Mechanics

Psychopomp's Ferry

Voyager is an airship with both a sailing and flying speed of 80 ft. It has 600 hit points, immunity to Non-magical weapons, Poison and Psychic damage, along with resistance to all other types of Non-Epic damage. It has an AC of 15, and immunity to the Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, and Unconscious conditions.
  The ship is crewed by 20 spectral warriors which may not leave the vehicle. Each spectral warrior has the stats of a Sword Wraith Warrior. A warrior reduced to 0 hit points disappears, and returns at midnight the next day.
  If the ship is reduced to 0 hit points, both it and the crew are banished to its pocket dimension. By conducting an 8 hour ritual upon the horn while the ship is in its pocket dimension for any reason, you may magically repair the ship to full hit points.
  Upgrade - airship time!
 

Ship in a Bottle

As an action, you may banish the airship, along with any cargo it is carrying, into its own pocket dimension, as long as it is within 500ft of you. At any time while the vehicle is in this pocket dimension you may use an action to blow on your horn to summon it to an unoccupied space which can fit the vehicle within 500ft of you.
  Creatures other than yourself and the ship's spectral crew may not enter the pocket dimension, and fall to the ground when the ship is banished. If you are on the airship while it is banished, you hide within the dimension alongside it, and may only use your Action to bring yourself and the ship out of the dimension together.
  New ability - keep Voyager in your pocket by combining it with the Call's summoning features
 

Captain's Command

While the horn is on your person, you always instinctively know where Voyager is, even across planes, and you may use a bonus action each round to control it. You may move it up to its speed in a straight line, or half its speed but turn it in any direction. You may also make two ballista attacks with it, each with a range of 120/480ft and dealing 3d10 piercing damage on a hit. You may add your proficiency bonus to the attack rolls, and use your Charisma or Dexterity modifier to calculate attack and damage bonuses.
  Upgrade - can control the ship remotely instead of needing to be in the pilot's seat
 

Ethereal Sight

Any creature aboard the ship may see 60ft into The Dreaming while it is in either the Material Plane or The Underworld.
  New ability - ship is for ferrying souls around, gotta let you see the edges of the go-between realm.
 

Incorporeal Movement

You gain a flying speed equal to your walking speed. In addition, you may move through other creatures and objects as if they were difficult terrain. If you end your movement still within another object or creature, you are shunted towards the nearest unoccupied space and take 1d10 damage for every 5ft you were moved.
  New ability - The Call calls spirits and Voyager lets you travel. Now you can travel like a spirit!
 

Sea Legs

You gain a swimming speed equal to your walking speed. In addition, while you are aboard or within 30ft of the ship, your walking speed increases by 20ft.
  New ability - basically to replace the speed lost from Celerity, but ties it to the ship
 

Messenger of the Dead

You may cast the Sending spell at will. As an action, you may blow your horn and send a 25 word message to all creatures within 2 miles of the ship, as if casting Sending on them all but without allowing a reply. You may select to have the message be heard only by living creatures, undead creatures, or both.
  Upgrade - The Call's primary function now usable at will with a bit of variety
 

Collect & Deliver

As an action, you may collect the soul of a creature which has died within 1 minute by placing a hand on their corpse, housing the soul safely within the horn. While a creature's soul is within the horn, its spirit appears on your ship as a passenger, and it is under the effects of the Gentle Repose spell. While in the Underworld, you may release all held spirits to the afterlife as an action.
  New ability - keeps folk safe from being turned undead and extends the time limit for resurrection spells
 

Recall Spirit

This horn has a maximum of 20 charges, regaining 1 charge each day at midnight. As an action, you may expend any number of charges to summon the spirit of a creature to your aid with a Challenge Rating equal to the charges expended. It obeys your mental commands (no action required) and lasts for 1 hour or until killed.
  Once per day, you may use an action to siphon power from a creature that you collect using your Collect & Deliver feature. You gain a number of charges equal to half of its challenge rating.
  Upgrade - big upgrade, lets you choose what to summon and recharges faster.
 

Across The Sea

As an hour long ritual, which may be done during a short rest, you may teleport Voyager and all aboard it to a location of your choice, as if sailing through a Gate large enough to accomodate the ship.
  You may use this property once per day, and regain the ability to do so again at midnight. You may expend 10 charges to recharge this ability immediately.
  New ability - allows travel within or between dimensions. Side-grade from Celerity
 

Return to Stations

As an action you may teleport to Voyager as long as you are on the same plane of existence. You may expend charges to teleport a number of willing creatures along with you equal to the number of charges expended.
  Alternatively, if you would fall to 0 hit points, you may use your reaction to instead fall to 1 hit point and teleport to Voyager, even if you are on separate planes of existence.
  You may use this property once per day, and regain the ability to do so again at midnight.
 

Minor Artifact

Though it was neither crafted nor blessed by the Gods, this item is nevertheless an artifact of power. It has 2 Random Minor Beneficial properties, and 1 Minor Detrimental Property.
 

Upgrade Ideas

    • Replace ballista with Niccolo's cannons?
    • Upgrade incorporeal movement to let you stay within objects, taking a little damage each round
    • Let you keep your memories after traveling to the Underworld and back

Details

Vehicle (Airship), Artifact   Requires Attunement

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