Master and Commander (5e Feat)

From D&D Wiki

Jump to: navigation, search


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.


0.00
(0 votes)

Back to Main Page5e HomebrewFeats

Home of user-generated,
homebrew pages!


Advertisements: