From this background the sea would be raged with a fury of a god. Of course a half-orc sailor has struggles in order to keep his small ship from almost being torn asunder by some crashing waves and also the howling winds. Even though, his companion-a human wizard—waits till in a ship’s small cabin, frozen with the terror.
Of course with all of his friend’s life on a line, and the sailor carefully ties a bowline knot and also remembers the words of his father such as: “Always check your knot twice, son.” So with that sailor 5e background, your character shall be one master of the high seas. Anyways, not only would you know how to sail a ship, but you’ll have the salty swagger of a veteran sailor though.
So it’ll always be up to you in that case decide how you’ve learned this trade. But you maybe were being employed upon a merchant’s ship, or else it was raised by the pirates. So either way, you’ll know how to use a compass and fight with the sharks carefully to win.
You have been sailed on a seagoing vessel for a significant time span mostly years. In that specified time, you looked down mighty storms, monsters of the deep, and also those who expected or wanted to sink your claim to the bottomless depths. Your first love has been the distant line of the horizon, but any way, the time have been come to try your hand at something new.
First, talk about with your DM the idea of the sailed ship. Is it safe to say that it was a shipper deliver, a maritime ship, a ship of revelation or a pirate ship? How renowned (or scandalous) is this? Has it voyaged generally? Is it still sailing, or is it absent and missing from all hands? What were your duties on the board- like boatswain, captain, navigator, cook, or some other position? Who were the captain and the first mate too? Did you leave your ship on good terms with your fellows, or on the run? Also check out veteran 5e.
- Skill Proficiencies: Athletics, Perception
- Tool Proficiencies: Navigator’s tools, vehicles (water)
- Languages: None
- Equipment: The equipments are: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp.
You might also like to use inheritor background 5e.
Reality is that a sailor might act like a tough and cruel person and look the same. Because they have to face such horrible and dangerous situations while they are obeying their duties on a ship. But any how the responsibilities of the life on a ship will make them likely to be reliable as well. The life abroad a ship shapes their outlook and also do form their attachments which seems to be most important.
|D8||Options For Personality Traits|
|1||My friends know they can rely on me, no matter what.|
|2||I work hard so that I can play hard when the work is done.|
|3||I enjoy sailing into new ports and making new friends over a flagon of ale.|
|4||I stretch the truth for the sake of a good story.|
|5||To me, a tavern brawl is a nice way to get to know a new city.|
|6||I never pass up a friendly wager.|
|7||My language is as foul as an otyugh nest.|
|8||I like a job well done, especially if I can convince someone else to do it.|
|D6||Options For Flaw|
|1||I follow orders, even if I think they're wrong.|
|2||I'll say anything to avoid having to do extra work.|
|3||Once someone questions my courage, I never back down no matter how dangerous the situation.|
|4||Once I start drinking, it's hard for me to stop.|
|5||I can't help but pocket loose coins and other trinkets I come across.|
|6||My pride will probably lead to my destruction.|
|D6||Options For Ideal|
|1||Respect: The thing that keeps a ship together is mutual respect between captain and crew. (Good)|
|2||Fairness: We all do the work, so we all share in the rewards. (Lawful)|
|3||Freedom: The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)|
|4||Mastery: I'm a predator, and the other ships on the sea are my prey. (Evil)|
|5||People: I'm committed to my crewmates, not to ideals. (Neutral)|
|6||Aspiration: Someday I'll own my own ship and chart my own destiny. (Any)|
|d6||Options For Bond|
|1||I'm loyal to my captain first, everything else second.|
|2||The ship is most important – crewmates and captains come and go.|
|3||I'll always remember my first ship.|
|4||In a harbor town, I have a paramour whose eyes nearly stole me from the sea.|
|5||I was cheated out of my fair share of the profits, and I want to get my due.|
|6||Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.|
Variant Sailor: Pirate:-
You have spent your adolescence in the hold of a terrible or dread pirate, a coldhearted jackfruit who taught you to get by in the domain of sharks and wild animals. You appreciate hatchlings on the high seas and send more than one admirable soul to the shimmering tomb. Fear and butcher is not any more unconventional to you, and you have expanded some unwanted reputation in many port urban zones.
If you adopted the piracy in your sailor career, you can pick the Bad Reputation incorporate underneath as opposed to the ship’s passage functions.
Variant Feature: Bad Reputation:-
In case your character has this sailor background, you can pick this background feature besides the Ship’s Passage.
Despite where you go, people dread you because of your danger images and a bad reputation. When you are in a reasonable settlement, you can draw off minor criminal offences, for instance, declining to pay for sustenance at a lodge or breaking passages at a neighboring shop, as most by far report your improvement to experts. won’t give.
This shows a different character of yours, it also gives you a little bit of calm in your mind. By this, you can stay away from some minor crime because at this time you are living in your normal life.
Feature: Ship’s Passage:-
Whenever you want to, you can prepare a free and way for yourself and your gutsy pals on a cruising ship. You may have a relationship with the ship you serve, on that dispatch, or with another ship (probably captained by a past gathering). Since you are requesting help, you can’t make sure of a schedule or course that will address your every issue.
Your DM will decide how long time it will take you to arrive. As a byproduct of your free segment, you and your associates are depended upon to help the gathering all through the experience.
Life At Sea
You’ll always need to decide how your character has come to be a sailor. Here a question raised, were you born into a life of piracy? Of course you have spent some years on a merchant ship after running away from your home. Or did you grow up in a small fishing village/rural area where your father was taught you to knot a rope and follow the stars?
So here whatever the origin of yours is, you’ll have to talk to your DM about all of your experience like a sailor and figure out what kind of ships that your character is familiar with. So discuss what role your character had on the vessel. Like were you the boatswain, a cook, or else a sailing master? But maybe you were once the captain of your own ship before falling victim to a vicious mutiny.
Here are the possibilities for all of your character are like open as the sea. Even though by spending some time on your character’s backstory, However you should ensure about you have plenty to draw from when it comes to roleplaying. The sailor can be the militaristic nobles or even the outrageous outlaws. As the pirates, sailors make wonderful, if not unconventional, adventurers.
In any case do you know how to play the sailor? The look at the below paragraph
How To Play Sailor
By the way…giving up your sailor’s life is not an easy, but there it comes a time whenever each and every sailor should need to say goodbye for the freedom and mystery of a deep blue sea and of course must be try their fortunes back on the land.
During any kind of character could always take the sailor background and some classes would have an easier time falling of this role. Maybe whether you’re trying to play the swashbuckling pirate or even a battle-worn marine, selecting the right class is the key for building a successful character.
Of course no matter what class you select, your character will be one of an expert navigators and even experienced sailor. So that these skills are to be sure for being to come in a handy no matter where your journey takes you.
If you would like to play the classic pirate, and also select a rogue class. Being a rogue, you’ll be no stranger to the scoundrels, ruffians, and other cutthroats. However your time at sea has been taught you some dangerous lessons. Mainly you sleep with the dagger under your pillow and one eye open. So in that way no stranger for the pirate’s game and you know that only the strongest survive whenever the mutineers draw their swords.
Suppose, if you could see your character like a master swordsman and select the swashbuckler roguish archetype. It is available in the xanathar’s guide to everything, mainly Swashbuckler archetype is a perfect choice for an elegant duelist those who relies on the charisma and also the fancy footwork rather than brute strength.
As per this 5e class the life on an open seas isn’t just for the pirates and rogues. Those whoever seeks an adventure for the sake of its own, or else for the glory of the good tale, which are also drawn for the sake of life of a sailor. And of course no one shall tell the better tale than the bard.
Like a bard, your individual character shall have been mastered so much more than its just sailing. A jack-of-all trades, even the bard has knowledge that how to inspire and bring the best out of the others.
So that like a sailor, you saw the worst the sea has to be offered. Now you could sing some songs which are interested to you mostly about storms, you can sea the monsters and even dangerous tempests which is threatened for sending you to the watery grave.
Here if your character has been spent some duration aboard a naval ship that is protecting the seas from pirates, brigands, and also the rival military forces, in any case you’re probably the fighter. So being a fighter, your time at the sea may have given you some chance to study the sword and the strategy. Even though you can tie a knot and also you could wrestle.
So in that way, probably you’re a captain to yourself, in any case training daily with your master-of -arms while you’re hunted the pirates off of the coast of faraway places. You’ve already fought so much bad than the rogues and bandits and have the battle scars to prove it.
Sailor Features and Variants
In d&d 5th edition the players handbook offers couple of variants for the sailor background. So if your character has been indulged in the high seas robbery, so in keeping company with the scallywags and ruffians, you should select the Pirate variant here.
So in this specific case, like a pirate, the people shall know to get out of your way. They may have even heard about your exploits. Suppose, if your character was awful in a realistic sense, then you can select the Bad Reputation feature instead of Ship’s Passage.
So with this optional bad reputation feature, you’ll always may strike fear into heart of civilized folks. You are capable of even get away with the crimes like stealing, fighting, and also breaking down doors.
Here many people shall go anything for avoiding to get on the bad side of a notoriously ruthless pirate, like yourself.
Many sailors have found themselves caught between devils and also the big blue sea. So the question is What made you to give up your voyages and take up the mantle of adventurer?
So here like you explore the world of d&d, you’ll have plenty of opportunities for using your sailing talents. However you’re usually need to book passage on the ship or even search for the treasure on the long-lost island.
Here anything could happen in the d&d, I mean What if you’re challenged with hunting down a group of bloodthirsty pirates? all of your friends will be happy to have someone around who knows the ropes. It’s similar to fate will see you return to your one true love: the sea.