Martial Archetype: Spectrateer
Whether you found yourself drifting in the oceans, or you lost someone near and dear to the sea, or you became cursed to carry the burdens of the drowned, you know that you are never truly alone. As one of those who have brushed death, yet lived to tell the tale, Spectrateers call upon the powers of the dead to even the numbers on the battlefield.
Pirate captains are especially eager to hire Spectrateers, each serving as a formidable squad but for the price of a single mercenary. On a boarding party, Spectrateers excel at causing havoc in skirmishes. While raiding and pillaging, Spectrateers instill terror and panic. However, despite their combat prowess, Spectrateers are frequently given a wide berth. After all, there are few that enjoy the company of someone so mired by the stench of death.
Sea Legs
Beginning at 3rd level, you gain proficiency with vehicles (water) and navigator's tools. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your fighter has been exposed to the operation of such weapons, your fighter is proficient with them.
In addition, when you make an attack with a ranged weapon that lacks the two-handed property, you can draw it as part of the attack.
No Rest for the Wicked
Additionally at 3rd level, you can raise ghosts of the past to aid you in battle. As a bonus action, you can spend 2 gold pieces to summon a pirate specter in an unoccupied space you can see within 10 feet of you.
The specter is friendly to you and your companions and obeys your commands. Specters are Medium undead that appear as deathly and translucent husks of the people they were in life, but have 0 speed and are intangible. Features, attacks, spells, and effects that target specters are ineffectual. Once created, a specter remains in your service for 10 minutes or until you dismiss it (no action required). Specters are also destroyed by dispel magic and other antimagic effects, or if you die.
In combat, specters act on your turn. They take no actions unless you take a bonus action to command a specter to take one of the following actions.
Scimitar. Melee Weapon Attack: your proficiency bonus + your Wisdom modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier slashing damage.
Pistol. Ranged Weapon Attack: your proficiency bonus + your Wisdom modifier to hit, range 30/90 ft., one target. Hit: 1d10 + your Wisdom modifier piercing damage. The specter must take the Reload action before taking this action again.
Reload. The specter reloads the fired pistol, allowing it to fire again.
If you control multiple specters, you can command all of them with the same bonus action. You can issue a different command to each individual specter.
The maximum number of specters you can control at a time is 1, and creating a new specter past the maximum causes the oldest specter to disappear. This number increases to 2 at 10th level and 3 at 18th level.
Lethal Corsairs
Beginning at 7th level, you can sacrifice one of your attacks when you take the Attack action to command your specters to take an action from No Rest for the Wicked.
In addition, your specters' attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Collecting Bounties
Beginning at 10th level, your control of the dark arts allows you to reclaim lost wealth. When you or a specter you control reduces a hostile creature to 0 hit points, you gain a number of gold pieces equal to twice your Wisdom modifier (minimum of 2). Creatures with a challenge rating less than 1 instead do not grant gold pieces.
All Hands on Deck
Beginning at 15th level, when you use Action Surge, your specters can also take one additional action on that turn.
In addition, the range of No Rest for the Wicked that you can summon specters in increases to 30 feet.
Promotion to Cap'n
Beginning at 18th level, you've become a dreaded leader of an undead crew. When you use No Rest for the Wicked to summon a specter, you can summon up to 3 specters in 3 different unoccupied spaces of your choice.
In addition, your summoned specters gain a walking speed of 15 feet. When you command your specters to take an action, you also command their movement.
Finally, your specters deal an extra 1d8 necrotic damage when they hit on an attack.