Royal Navy Sailor (5e Class)

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Royal Navy Sailor[edit]

Royal Navy Sailors are the true backbone of any large and expanding kingdom. These are the men and women that man the ships that enable intercontinental expansion. The Army managed to take a few hundred miles? Well don't you feel special! The Navy traveled thousands of miles, met exotic people, and conquered them.

Ahoy Matey![edit]

Class Features

As a Royal Navy Sailor you gain the following class features.

Hit Points

Hit Dice: 1d10 per Royal Navy Sailor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Royal Navy Sailor level after 1st

Proficiencies

Armor:
Weapons: Simple weapons, Martial weapons, Blackpowder weapons
Tools: Navigation tools
Saving Throws: Constitution, Dexterity
Skills: Choose two skills from Acrobatics, Athletics, History, Intimidation, Nature, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Martial weapon or (b) Blackpowder weapon
  • (a) Simple weapon or (b) Martial weapon
  • (a) Heavy crossbow or (b) Harpoon
  • Sailor's outfit and Ditty bag
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Royal Navy Sailor

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Expert Swimmer
2nd +2 Rapid Swimming
3rd +2 Nautical Rating
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3
7th +3 Rating Feature
8th +3 Ability Score Improvement
9th +4 Sailor's Balance
10th +4 Rating Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Old Salt
14th +5
15th +5 Rating Feature
16th +5 Ability Score Improvement
17th +6 Sea Legs
18th +6
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Firearm - You gain a +2 bonus to attack rolls you make with blackpowder weapons.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Expert Swimmer[edit]

You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action). If you have a natural swim speed increases by 10 feet.

Rapid Swimming[edit]

At 2nd level, due to intensive swimming training, your swim speed increases by 10 feet.

Nautical Rating[edit]

At 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. Your path options are: Airship Officer, Airship Enlisted, Marine, Mystic Navigator, Ship's Officer, Ship's Enlisted and Warrant Officer. The path you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sailor's Balance[edit]

You gain a +5 bonus on Dexterity checks made while on the deck or in the rigging of a ship. You can move across a slippery deck at your normal speed.

Old Salt[edit]

You gain a +1 bonus on Acrobatics, History and Nature checks. Additionally, you can use a Wisdom check to predict the weather (as described in the Survival skill on page 83 of the Player's Handbook).

Sea Legs[edit]

As long as you are on board a ship, you get a +2 bonus on Acrobatics and Athletics checks and a +1 bonus on initiative checks.


Rating of the Airship Officer[edit]

Airship Pilot

At 3rd level, after much training with current airship officers, you gain the ability to pilot an airship. You are now finally familiar with all the gauges, levers, and knobs required for airship operation.

Elemental Control

Also, at 3rd level, you receive a tattoo on your left forearm; this enables you to communicate with the elementals on an elemental powered airship whilst at the helm.

Lesser Shipbond

Once you reach 7th level, you can forge a magical bond with a single vessel powered by a bound elemental. This process requires raw materials with a cost equal to 1/25 of the vessel's value. You must also expend experience points equal to 1/10 of the vessel's value, and spend a full day of uninterrupted meditation to complete the bonding process.

  Once the lesser shipbond is established, it grants you several benefits with regard to that specific vessel.
  You can telepathically communicate with the elemental without standing at the helm, allowing you to give it orders from anywhere aboard the ship as a move action.
  The vessel's top speed increases by +20 feet while you are at the helm, giving a standard airship a speed of 24 miles per hour overland (or 576 miles per day). This increase is an enhancement bonus.
  It also offers advice when it can and warns you of any approaching danger, even if you are not at the helm.
  You can have a lesser shipbond with only one vessel at a time. If the vessel is destroyed (or if you wish to revoke the shipbond so that you might bond with a different vessel), you must make a DC 15 Fortitude save. Failure means you lose 200 XP per windwright captain level; success reduces the loss to one-half that amount.
Aerial Command

Also, at 7th level, while you are on the deck, your crew receives a +2 morale bonus to any task directly related to the operation of the airship. This bonus does not apply to attack or damage rolls from ship’s weapon crews.

Master Pilot

Once you reach 10th level, you gain a +4 to all rolls associated with airship duties. Includes piloting, combat, and even Cha checks when dealing with the crew.

Aerial Tactics

Also, at 10th level, you are able to direct a number of airship weapon crews equal to one-half your level. These weapon crews gain a morale bonus which gives them a +2 to hit and a +2 to damage per die of damage.

Greater Shipbond

At 15th level, your bond to your chosen ship increases in power. You can now telepathically communicate with your vessel's bound elemental at any range, up to 1 mile per point of your Charisma bonus. You can even order the elemental to begin moving the ship while you are not aboard, though the elemental's piloting skills are inferior to your own.

  If you are aboard the vessel, you and it act almost as one, allowing you to command it as a free action instead of a move action.


Rating of the Airship Enlisted[edit]

Bonus Proficiency

Airship Weapons

  Upon gaining this path at 3rd level, you are capable of operating specialized airship weapons. These would include dropped bombs; explosive tipped pneumatically shot ballistae, and pneumatically shot ship’s guns. Any crewed weapon operated with you on the team will be +3 to hit and +2 to damage.
Wasserkuppe Pilot (Hang Glider)

At 7th level, you’ve learned to fly the wasserkuppe. Typically, not good ideas to have two airships try boarding actions against each other due to elemental fire rings or giant airbags keeping the fighting platforms away from each other. So, they will use wasserkuppe to fly over to the other ship to do boarding attacks.

You Bastard!

Upon reaching 10th level, your shore excursions and time aboard ship gain you these abilities…

  • Cast-Iron Stomach – When in the air for long periods, food goes a bit awry. You’ve dealt with this long enough on board that you derive nourishment from spoiled food and can avoid dehydration by drinking condensation off the rigging with no ill effects. This doubles the amount of time you can go without fresh food/water (6 days instead of 3).
  • Port Savvy – You have learned all the ins and outs of life in foreign ports of call that air sailors use as stopovers. You get a +4 Intelligence check when trying to acquire information in an airport.
  • Barroom Brawler – You can dish it out and take it in a tavern fight. You gain +4 hit points for the purpose of defending against subdual damage. In addition, your unarmed attacks do 1d4 subdual damage (1d3 if you’re small) plus your Strength modifier.
  • Clearcloud - You are able to see through the clouds as if there were no clouds. Essentially your sight is normal. You are still not able to see through storm clouds.
Child of the Air

At 10th level, latent abilities come to fruition. You are able to breathe the thinner air at excessively high altitudes. For every five points of constitution, you may breathe thin air for 2 hours.

Get a Hammer, It’ll Fit!

At 15th level, you are able to squeak out emergency repairs to any mechanical system on the ship. Any repair attempted without the “proper” tools can still be accomplished with a Strength DC 15 check.

Gimme That Damn Thing!

After attaining 15th level, you are now a crack shot with a rifle. Years aboard an airship have given you lots of practice with one. You gain a +4 to hit and to damage with any style of rifle (this would even include the long-barreled blunderbuss). Also, you are able to completely break down, clean, and reassemble a rifle within two melees.

Rating of the Marine[edit]

Jarhead's Juggle

Upon taking the Marine path at 3rd level, you have been trained in two-weapon combat extensively and gain the following abilities…

  • Two-Weapon Attack – With intense training almost inhuman-like, you receive no penalties when attacking with two melee weapons (as long as they don’t have a heavy or two-handed descriptor).
  • Two-Weapon Defense – You can attack and defend simultaneously with your weapons. While your attacking with one weapon at a -2 to hit penalty, your defending weapon gains you a +2 to your AC score.
Aquatic Armor Proficiency

At 7th level, you have learned the intricate ways of armor designed specifically for sea races and specialty armors for land-born races to enhance abilities at sea.

Improved Positional Advantage

At 10th level, you gain the knowledge to take on more than one opponent at a time. At 10th level, you can battle 2 enemies at one time (full attacks on each), at 15th level, you can battle 3 enemies, and at 20th level, you can battle 4 at once.

Weapons of Opportunity

At 15th level, you are able to use just about any mundane object as a proficient weapon. Only the size of the item makes it different. SIZE DAMAGE RANGE Tiny 1d2 10' Small 1d4 10' Medium 1d6 10' Large 1d8 10'

Rating of the Mystic Navigator[edit]

Navigation

Upon attaining this rating, you gain a +1 on any checks that pertain to navigational abilities such as: Direction finding, distance, and ship’s speed.

Master of Winds

Once you reach 7th level, once per day you can perform a ceremony to change the winds. This ceremony takes one hour and causes 1d4 temporary Wisdom damage. The base DC to raise a favorable wind when the prevailing winds are light or nonexistent is 15. Creating a favorable wind during stronger wind conditions is harder, as shown on the table below.

  Winds raised with this ability surround the ship to a radius of one mile and follow the ship as it moves. The duration of this ability’s effects is one day.
<tbody> </tbody>

Wind Strength

DC Mod

Moderate

+2

Strong

+4

Severe

+6

Windstorm

+8

Hurricane

+10

Tornado

+12


Master of the Reef

Once you reach 10th level, once per day you can perform a ceremony to reshape the sea floor within a half-mile of your position, this ceremony takes one minute and causes 1d4 temporary Strength damage. The base DC to manipulate undersea materials is as follows.

<tbody> </tbody>

Material

Base DC

Sand

15

Soft Stone

20

Coral

25

Hard Stone

30

Master of Tides

At 15th level, once per day you can perform a ceremony to bring ocean tides into line with your will. The ceremony takes one hour and causes 1d4 temporary Dexterity damage. The DC to speed up your ship 20% is 15 and the DC to slow another ship 20% is 20. This ability has a range of sight when used to target another ship, but the effect follows the other ship even when it goes out of sight. This ability lasts for one day.

Rating of Ship's Officer[edit]

Waterfront Native

Growing up in an area close to water – an Oceanside town, a fishing village, or a lakeside city, you are adept at operating in and under the water. At 3rd level when you take this path, you recall childhood abilities. You gain swimming, fishing, and spelunking as standard skills.

Command (Morale Bonus)

Also at 3rd level, you are able to make inspiring commands. Your voice can be heard at great distance, a normal person’s voice carries 30’, and yours carries 60’. If you take a move-equivalent action to bark orders, all friendly crew within the sound of your voice gain a +2 morale bonus to all saves and checks.

Naval Heritage

Once you reach 7th level, your family acknowledges you after years in the Navy. You have proven yourself worthy. You receive a +2 Charisma bonus when dealing with any Naval personnel.

Command (Readiness)

If you spend one minute barking orders, all friendly crew within the sound of your voice gain a +4 morale bonus on their next initiative check (must be used within 10 minutes).

Yes, I Can Fight Too

You have trained for years with the naval melee weapons. This experience gains you at 10th level these abilities…

  • Parrying Weapon - When wielding a weapon in your off-hand, you are able to use it as a buckler shield (giving you +1 AC).
  • Parry - If you hold your attack until your opponent attacks, you can use your attack to disarm the weapon from your opponent’s hand.
  • Riposte - If you made a successful parry attack against your opponent, you can make a free melee attack against the same opponent.
Command (Break Enchantment)

Also, at 10th level, if you take a move-equivalent action to bark orders, all friendly crew within the sound of your voice can attempt a new save against any mind-affecting spell or effect. You can use this up to three times per day.

Sea Brother

At 15th level, you have gained a good report with aquatic races that aren’t your opposite alignment (if you are good in any way, evil will have no dealings with you etc.). All dealings with these friendly races are +4 Charisma bonus with these races.

Strategist

Also, at 15th level, you have become a master naval strategist. When engaged in a naval battle, you can make an Intelligence check at DC 22. If you succeed, all ships under your command (or sway) gain a +4 to their initiative rolls.

Rating of Ship's Enlisted[edit]

Bonus Proficiency
  • Black Powder Weapons (Heavy)
  Upon gaining this path at 3rd level, you are capable of operating specialized ship weapons. These would include ship’s guns, swivel guns, and fire projectors. Any crewed weapon operated with you on the team will be +3 to hit and +2 to damage.
Lookout

Also, at 3rd level, you gain the ability to spot ships, monsters, or possibly even people in the water at long distances. For every five feet of elevation above the deck, you can see up to one mile away (to a maximum of 15 miles).

Scurvy Dog

At 7th level, you are more resistant to diseases due to dealing with life aboard ships in close confinement. You gain a +4 bonus to any save against being sick or diseased, whether it be natural or magical.

You Bastard!

Upon reaching 10th level, your excursions and time aboard airships gain you these abilities…

  • Cast-Iron Stomach - When at sea for long periods, food goes a bit awry. You’ve dealt with this long enough on board that you derive nourishment from spoiled food and can avoid dehydration by drinking sea water with no ill effects. This doubles the amount of time you can go without fresh food/water (6 days instead of 3).
  • Port Savvy - You have learned all the ins and outs of life in foreign ports of call that sailors use as stopovers. You get a +4 Intelligence check when trying to acquire information in a sea port.
  • Barroom Brawler - You can dish it out and take it in a tavern fight. You gain +4 hit points for the purpose of defending against subdual damage. In addition, your unarmed attacks do 1d4 subdual damage (1d3 if you’re small) plus your Strength modifier.
  • Clearwater - You are able to see through the water as if it wasn’t there. Essentially your sight is normal. You are still not able to see through highly stirred up silty water.
Child of the Sea

Also, at 10th level, latent abilities come to fruition. You are able to hold your breath for long periods underwater. For every five points of constitution, you may hold your breath for one hour.

Get a Hammer, It’ll Fit!

At 15th level, you are able to squeak out emergency repairs to any mechanical system on the ship. Any repair attempted without the “proper” tools can still be accomplished with a Strength DC 15 check.

Gimme That Damn Thing!

After attaining 15th level, you are now a crack shot with a rifle. Years aboard an airship have given you lots of practice with one. You gain a +4 to hit and to damage with any style of rifle (this would even include the long-barreled blunderbuss). Also, you are able to completely break down, clean, and reassemble a rifle within two melees.

Warrant Officer[edit]

Medicine Skill

Upon taking the Warrant Officer path at 3rd level, you have been trained in the Medicine skill extensively. As such, when you apply these skills to any wounded individual on the ship (or any animal connected with the ship), you gain a +6 bonus to properly heal (+3 if you’re not on your ship).

  You can heal up to 2d6 HP per day per individual/animal healed.
Spellcasting
<tbody> </tbody>

Warrant

Cantrips

Spells

--- Spell Slots per Spell Level ---

Level

Known

Known

1st

2nd

3rd

4th

3

3

3

2

---

---

---

4

3

4

3

---

---

---

5

3

4

3

---

---

---

6

3

4

3

---

---

---

7

3

5

4

2

---

---

8

3

6

4

2

---

---

9

3

6

4

2

---

---

10

4

7

4

3

---

---

11

4

8

4

3

---

---

12

4

8

4

3

---

---

13

4

9

4

3

2

---

14

4

10

4

3

2

---

15

4

10

4

3

2

---

16

4

11

4

3

3

---

17

4

11

4

3

3

---

18

4

11

4

3

3

---

19

4

12

4

3

3

1

20

4

13

4

3

3

1

Cure Fever

At 7th level, a Warrant Officer masters the complex techniques required to cure deadly diseases that leave most mundane doctors baffled. Make a medicine check once per week for each individual under your care. The DC to cure the disease is 20, but any result of 15 or higher keeps the patient alive for another week.

Back from the Brink

At 10th level, you devise various salves and elixirs to coax life back into a dying body (this is classified as -11 to -15 HP). The life you “bring back” is only temporary. So normally used as a tool to gain information or allow a last goal to be finished by the patient. You roll a medicine check at +20. The final result is shown in the table below.

<tbody> </tbody>

Medicine Roll

Life Remaining

35

1 round

36

2d6 rounds

37

2d6 minutes

38

2d6 hours

39

1d4 days

40

1d4 weeks

41+

1d4 months

Last Chance Shipmate!

At 15th level, you are able to use your Medicine check at DC 21 to truly resurrect a dead crewmember. If the crewmember dies again, they stay that way (i.e.: you can only resurrect an individual crewmember once).



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