Keen Hearing and Sight. The Sailor has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Vinegaroon's Proofing. This garment was made for men who ride the vinegar waves of the high seas. Finely oiled canvas stitched with hardened leather plates to protect vitals, it provides significant cover whilst not weighing down a sailor tossed overboard. Provides resistance to piercing damage.
Gripping Boots. Rubber soled shoes provide good grip for sailors on the wet and slippery decks of ships. 10 ft. additional movement on the deck of a ship and ADV on DEX saves against being thrown overboard.
Multiattack. The sailor makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Description
Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.







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