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Sailor

You sailed on a seagoing vessel for years. In that
time, you faced down mighty storms, monsters o f the
deep, and those w ho wanted to sink your craft to the
bottom less depths. Your first love is the distant line of
the horizon, but the time has com e to try your hand
at something new.


Discuss the nature of the ship you previously sailed
with your Dungeon Master. Was it a merchant ship,
a naval vessel, a ship of discovery, or a pirate ship?
How famous (or infamous) is it? Is it widely traveled?
Is it still sailing, or is it missing and presumed lost
with all hands?


What were your duties on board—boatswain, captain,
navigator, cook, or some other position? W ho w ere the
captain and first mate? Did you leave your ship on good
terms with your fellows, or on the run?


Skill Proficiencies: Athletics, Perception


Tool Proficiencies: Navigator's Tools, vehicles (water)


Equipment: A belaying pin (club), 50 feet of silk rope,
a lucky charm such as a rabbit foot or a small stone
with a hole in the center (or you may roll for a random
trinket on the Trinkets table in chapter 5), a set of
com m on clothes, and a belt pouch containing 10 gp


Feature: Ship's Passage


When you need to, you can secure free passage on
a sailing ship for yourself and your adventuring
companions. You might sail on the ship you served on,
or another ship you have good relations with (perhaps
one captained by a form er crewmate). Because you’re
calling in a favor, you can’t be certain of a schedule or
route that will meet your every need. Your Dungeon
Master will determine how long it takes to get w here
you need to go. In return for your free passage, you
and your companions are expected to assist the crew
during the voyage.

Created by

Snoogle.

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