You are a seasoned sailor with experience navigating the high seas. As life on land feels unsteady, your sea legs grant you unique advantages as well as challenges in combat.
- Skill Proficiencies: Athletics, Perception
- Tool Proficiencies: Navigator's tools, vehicles (water)
- Equipment: A belaying pin, Rope, Hempen (50 feet), 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 Clothes, Common and a pouch containing 10gp
Feature: Sea Legs
You have mastered the art of maintaining your balance on unstable surfaces but carry some quirks from your time at sea. This feature grants the following benefits and drawbacks:
- Unsteady Movement
- Your natural wobble makes you difficult to predict. Attack rolls against you with ranged weapons are made with disadvantage.
- However, your unsteady footing also affects your own aim. When you make a ranged attack, you roll with disadvantage.
- This does not apply while you are on a moving vehicle, mount, or while flying.
- Steady Aim
- As a bonus action, you can steady yourself to focus entirely on accuracy. Until the end of your turn, you gain advantage on ranged attack rolls. However, until the start of your next turn, ranged attack rolls made against you are also made with advantage.
- Using Steady Aim requires you to remain completely still. You cannot move during the turn in which you use this feature.
- Land Sickness (Mal de Débarquement Syndrome)
- When you remain on land for more than 24 hours, you may experience occasional vertigo, balance issues, or dizziness. At the DM’s discretion, this may impose disadvantage on Dexterity (Acrobatics) checks to maintain balance or avoid being knocked prone.
- To mitigate this effect, you can return to a ship or spend at least an hour near a large body of water, which restores your sense of balance.
- When aboard a moving vehicle or mount, your familiarity with unstable surfaces grants you advantage on Dexterity (Acrobatics) checks to maintain balance or avoid being knocked prone.
Suggested Characteristics
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Personality Trait |
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1
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My friends know they can rely on me, no matter what.
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2
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I work hard so that I can play hard when the work is done.
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3
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I like a job well done, especially if I can convince someone else to do it.
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4
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I enjoy sailing into new ports and making new friends over a flagon of ale.
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5
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I stretch the truth for the sake of a good story.
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6
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I don’t pay attention to the risks in a situation. Never tell me the odds.
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7
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The best way to get me to do something is to tell me I can’t do it.
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8
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My language is as foul as an otyugh nest.
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| d6 |
Ideal |
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1
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Honor. I don’t steal from others in the trade. (Lawful)
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2
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Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
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3
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Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)
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4
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Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
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5
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People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
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6
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Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
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| d6 |
Bond |
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1
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I'm loyal to my captain first, everything else second.
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2
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My ill-gotten gains go to support my family.
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3
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Something important was taken from me, and I aim to steal it back.
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4
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I'll always remember my first ship.
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5
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In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
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6
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Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
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| d6 |
Flaw |
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1
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I'll say anything to avoid having to do extra work.
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2
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Once someone questions my courage, I never back down no matter how dangerous the situation.
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3
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If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
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4
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Once I start drinking, it's hard for me to stop.
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5
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I turn tail and run when things look bad.
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6
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I can't help but pocket loose coins and other trinkets I come across.
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