Mariners are sophisticated sailors, with a love of the sea and an adventurous heart. They are quick-thinking and good with their hands, as the ships they are manning may suddenly change course or be threatened by one of the many sea monsters biding their time on the ocean floor. Mariners have an eye for gold, too, and never miss a chance to grab some treasure.
You sailed on a seagoing vessel for years, trained in battle on sandy beaches and rocky shores. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. Your first love is the distant line of the horizon, the water your second home, the rain your shelter, and the crashing waves your battle cry. 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? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
- Skill Proficiencies: You gain a proficiency for survival, athletics, insight, sleight of hand, or intimidation.
- Languages: Because of your time onboard a ship sailing to many different places, you can speak several different languages. Everyone onboard speaks common, though, to organize the crew.
Many sailors have learned and adapted cantrips from their travels, but because of their ship sailing away every week, they cannot commit to the art, and can only cast cantrips and level 1 spells.
Spell List
| Spell Level | Spells |
|---|---|
| 1st | cause fear, disguise self |
| 2nd | air bubble |
| 3rd | call lightning, water breathing, water walk |
| 5th | mislead |
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