You grew up surrounded by pirates. Your parent(s) trained you to be a top pirate and follow in their footsteps. They are some of the most feared people in the universe, and when you traveled with them, others always looked at you differently because of who your parents were. But your whole life, you wanted to escape the shadow of being the child of a pirate leader and forge your own path. Then one day, at a distant port, you left everything you knew behind taking only your skills and what you could carry.
- Ability Scores: You gain +1 to Dexterity, Intelligence, and Charisma—or choose one stat to increase by +2 and another by +1. Much of your childhood was spent sneaking out to explore ports alone and causing trouble. You learned how to get out of any situation by any means, whether through lockpicking or charm.
- Feat: You gain the Tavern Brawler feat.
Your upbringing in pirate taverns taught you to fight dirty and use whatever’s at hand. - Skill Proficiencies: You gain proficiency in Intimidation and Acrobatics.
From rough brawls on ship decks to scaling rigging, you learned to fight and move like few others.Optional: If your DM allows, you may gain proficiency in one additional skill of your choice from Stealth, Perception, or Survival.
- Tool Proficiencies:
You are proficient with Navigator’s Tools and Thieves’ Tools.
Years at sea taught you to find your way and pick locks alike.(DM Note: For game balance, some tables may allow only one tool proficiency.)
- Languages: You know Thieves’ Cant and one other language of your choice.
Your travels exposed you to many tongues, but you learned the secret speech of the underworld well. - Equipment: A pair of daggers (proficient), A set of traveler’s clothes, A backpack, A compass that never quite points north and , 25 gold pieces
Optional: One personal item worth less than 30 gp (a keepsake, stolen trinket, or gift from your past)