Sailor (5e Subclass)

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Sailor[edit]

Fighter Subclass

Sailors are fighters who have embraced the salty air of the high seas, who always have the taste of grog on their lips and the smell of brine on their clothes.

Sailor Man

When you take this subclass at 3rd level, your time at sea has helped you to adapt to life at sea. You gain proficiency in Vehicles (Water) and are immune to the effects of drinking and ingested poison. In addition, you gain a swimming speed equal to your movement speed.

Scurvy Dog

Also at 3rd level, you can fight quick and dirty. Once per turn when you make an attack against a creature, you can roll a d6. If you roll below your proficiency bonus, you add the number rolled to your damage and you can use one of the following dirty tricks below:

  • You throw something on your enemy's eyes if that enemy is within 5 feet, gaining Advantage on the next attack made against that opponent until the end of your next turn. Alternatively, you can impose Disadvantage on the next attack made by that enemy against you, until the end of your next turn.
  • You take out an weapon or another object from your enemy's hands. The object falls to the ground or, if you are within 5 feet, have a hand free and the object can be held in one hand, you catch the object.
  • If you have a loaded pistol in one of your hands, you can use a Bonus Action to make an attack against a different target within range.
Belaying Monkey

At 7th level, you have become an expert in the art of knot tying. You have advantage on checks to end the restrained condition on yourself, and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it increases by 10 feet.

ANOTHER!

At 10th level, you have become so hardy that drinking in combat is second nature to you. You can drink potions as a bonus action. In addition, when you are holding a potion, tankard, bottle, flask, or any item used to store liquid, it acts as a shield, giving you a +2 to your armor class. If an attack misses you by 1, the item is hit by the attack and breaks.

Powder Monkey

Starting at 15th level, when you attack with any ranged weapon, you ignore the loading property, and you can load any siege weapon without using an Action

Sever Muscle

At 18th level, you gain the ability to sever the muscles of your opponent. When you hit a creature with a melee attack, you can use your bonus action to sever a muscle in either the arm or the leg. The effect lasts until the end of your next turn.

Arm. You sever a muscle in the arm of the target creature. Target creature must make a Constitution saving throw against a DC equal to your Proficiency Bonus + your Constitution Modifier + your Dexterity Modifier. On a failure, target creature drops their weapon and has disadvantage on attack rolls with that arm. On a success, target creature has disadvantage on attack rolls with that arm.
Arm. You sever a muscle in the leg of target creature. Target creature must make a Constitution saving throw against a DC equal to your Proficiency Bonus + your Constitution Modifier + your Dexterity Modifier. On a failure, they are knocked prone, and their speed is halved. On a success, their speed is halved. If you sever the muscles of both legs, target creature's speed is 0.


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