Master and Commander (5e Feat)
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Master and Commander
Prerequisites: Charisma 15 or higher, Proficiency with Water Vehicles
Not just a veteran of the sail, you are the ultimate authority on yours or any ship you set foot upon with the hardiest of sea legs.
- While aboard a water vehicle, you gain advantage on all Charisma saving throws and skill checks.
- While aboard a water vehicle, you gain Tremorsense covering the entire vehicle.
- While aboard a water vehicle, you can use an action to give another friendly character aboard the vehicle an Inspiration die. You can use this trait a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. The Inspiration die expires if the character steps on dry land.
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