Sailor | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Sailor

Ability Score Increase
DEX +2, STR +1
Wealth, Reputation and Supply
WEA +1, SUP +3
Speed Modifier
+10
Skill Proficiencies
Navigation, Athletics, Nature, Survival, Perception, your choice of Circuitry or Mechanics
Weapon & Armor Proficiencies
Archaic Simple Melee Weapons, Archaic Martial Melee Weapons, Personal Melee Weapons, Personal Handguns, Personal Shotguns
Tool Proficiencies
Civilian Land Vehicles, Civilian Naval Vehicles, Commercial Naval Vehicles, Archaic Naval Vehicles,
Languages
3 of your choice
Equipment
Gloves, weather almanac, hat, and rugged work clothes. Fishing Equipment and a naval vehicle of Huge or smaller size.

FEAT: Sea Legs

A life of sailing has given you considerable expertise when it comes to climbing, and rigging is almost an extension of yourself. You gain a climb speed equal to your land speed, and proficiency in Athletics. You cannot be put at a disadvantage on any non-attack checks that involve rope, chain, or hooks. (I.E. Swinging on ropes, restraining things with a chain, catching a ledge with a hook.) A lifetime of spending time on land and sea has taught you to travel with ease over any terrain. You may ignore difficult terrain up to 1/2 your move speed. You gain +5ft movement speed and gain a +10ft bonus to movement speed on ships. Additionally, you have a swimming speed of 30 ft.

FEAT: Certain Death

As you feel the cold approach of death, your adrenaline pumps, your focus narrows, and you both know one of you won't be coming out of this alive. When you willingly try to attack a target on your turn, you may begin dueling with them as a bonus action. All subsequent melee and ranged attacks, including targeted effect attacks, you make against a target you are dueling deal an extra 1d6 in damage. If you are below 1/3 of your maximum health, any enemy you are dueling takes double the bonus dueling damage from your attacks, they cannot gain advantage against you, and your attacks against them cannot be at a disadvantage. Neither your target nor you may take reactions against any targets but each other. Should the enemy you're dueling die or begin dying, dueling immediately ends, you regain HP equal to 2 x your Tier, and if you were the one that put them into that state, you regain an additional 5 HP.

FEAT: Slippery as an Eel

If you take damage from a melee attack, as a reaction you may allow yourself to be flung backwards, thereby lessening the impact. If you make an Acrobatics check equal to or greater than the damage inflicted, you suffer only half the damage, on a natural 20 you dodge completely. You’re moved 5 feet away from the source of damage. At tier 5, you take half the damage if it’s equal to or greater than half the damage inflicted, dodge on a natural 19, and you’re moved 10 feet away from the source of damage.

FEAT: Harvest the Water

You gain advantage on ability checks made using fishing equipment. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.


Created by

BreePeterson.

Statblock Type

Element 133 Occupation

Link/Embed