Royal Navy Sailor (5e Class)
[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: Light armor
Weapons: Simple weapons, Martial weapons, Black Powder weapons
Tools: Navigation tools
Saving Throws: Strength, 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.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style, Expert Swimmer |
2nd | +2 | Rapid Swimming, Vigor |
3rd | +2 | Nautical Rating |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
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 | Ability Score Improvement |
15th | +5 | Rating Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Sea Legs |
18th | +6 | Vigor Improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Expert Swimmer[edit]
Starting at 1st level, the amount of time you can hold your breath before starting choking, and you take 1 minute to be reduced to 0 hit points while choking.
In addition, you gain a swimming speed equal to your movement speed, and have Advantage on Strength (Athletics) checks made to swim.
Fighting Style[edit]
Also at 1st level, 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.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- 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.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Vigor[edit]
At 2nd level, your experience in the sea have awarded you with a huge deal of vigor. You gain a number of Vigor points equal to your Royal Navy Sailor level, and regain your spent points after a short or a long rest.
On a single turn, you can't spend more Vigor points than your proficiency bonus. You can use your Vigor to fuel the following abilities:
- Quick Draw
If you have one free hand, you can spend 2 vigor to draw a weapon and attack with it using a bonus action. The weapon must lack the heavy or two-handed property. You can make one additional attack for each 2 vigor spent.
Improvement. At 18th level, when you spend 6 vigor on a quick draw, each attack automatically hit (no attack required). In addition, a creature damaged by your Quick Draw attack is Stunned for 1 minute, being able to make a Constitution save at the end of each turn to end the effect.
- Parry
As a reaction when you are hit by an attack, you can use Vigor to add your proficiency bonus to your AC, potentially turning that hit into a miss. This bonus lasts until the start of your next turn.
On a success parry against an attacker within 5 feet, you can spend additional vigor to riposte that attack, causing damage to your attacker from the type of your weapon's type equal to your proficiency bonus per vigor spent. You must be wielding a melee weapon to do so.
Improvement. At 18th level, when you spend 6 vigor on a parry, you gain 60 temporary hit points.
- Recovery
As a Bonus Action, you can spend your vigor to regain hit points, recovering a number of hit points equal to your proficiency bonus per vigor point spent.
Improvement. At 18th level, when you spend 6 vigor on a Recovery, you end all harmful conditions or effects currently affecting you. If you can' use an Action or Bonus Action on your turn due to a harmful condition, you can use this feature at the end of your turn, without using an Action.
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.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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]
At 9th level, you gain a +5 bonus on Dexterity checks made when trying to retain your balance, and on Dexterity saving throws to avoid falling prone on slippery or unstable floor or due to losing your balance.
In addition, when walking on difficult terrain caused by slippery or unstable floor, you can move at your normal speed.
Old Salt[edit]
At 13th level, you gain proficiency in the Acrobatics, History and Nature skills. If you are already proficient, your proficiency bonus is doubled with those skills.
Additionally, you can attempt to predict the Weather. If you spend 10 minutes focusing on the clouds and wind blowing patterns, you can accurately tell the weather in that general region within the next 24 hours.
Sea Legs[edit]
At 17th level, while on board of a ship, you have Advantage on Strength and Dexterity checks.
In addition, you have a +5 bonus on Strength checks made to avoid being moved against your will by an outside force (such as being pusher or pulled by a creature, strong winds or spell). This doesn't work against mind controlling effects.
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.
In addition, this tattoo grants you the power of conjuring elemental power. The save DC for your elemental control is 8 + your proficiency bonus + your Wisdom modifier. As a Bonus Action, you can conjure winds and lightning in the following ways:
- While outdoors, you can call lightning from the sky, causing one creature within 30 feet to make a Dexterity saving throw or take 1d6 lightning damage. You can empower this lightning by spending vigor, causing additional 1d6 lightning damage per vigor spent. When using vigor, all creatures within 5 feet of that target must also succeed on the save, and a success only half the damage, instead of avoiding it entirely.
- You can cause a gust of wind to blow forward in a place where there's air. A creature must succeed on a Strength saving throw, or is pushed 15 feet back. You can empower this wind by spending vigor, increasing the distance pushed by 15 feet per point spent. When using Vigor, all creatures in a 15-foot cone in front of you must also succeed on the save, and a success only half the damage, instead of avoiding it entirely.
- You can fly up to half your movement speed. You can spend vigor to increase the distance you fly by 15 feet per point spent. If you end your turn in the air, you can use your reaction to slowly descent into the ground, up to a height equal to your level x 10 feet.
- 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 spend 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 movement 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 Constitution 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, any creature of your choice within 10 feet add your Wisdom modifier as a bonus on Strength, Dexterity and Constitution checks. In addition, they also add this bonus on any checks made to operate or repair an airship or to operate airship siege weapons.
Inside a bonded ship, this bonus affects all creatures of your choice that can see and hear you within the ship.
- Master Pilot
Once you reach 10th level, you have Advantage on all checks you make related to operate, control and repair an airship, and on attacks made using airship weapons.
- Aerial Tactics
Also, at 10th level, you can use an Action to direct a number of allies up to the amount of Attacks you can make as part of the Attack action. When you do so, you can allow each of those commanded allies to move up to their movement speed and take an Action using their reaction.
The action must be one of the following: a single weapon attack, operate a siege weapon or airship weapon, make a check with a skill or tool to operate or repair the airship, Help, Dash or Disengage.
- 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 Wisdom modifier.
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 once per turn without using an Action.
Finally, you can call upon your bound elemental, conjuring it using an Action. This conjuration works as the Conjure Elemental spell, but it only lasts for 1 minute and it doesn't require concentration. While the elemental is conjured, you lose the benefits of your Ship Bond.
Once you do so, you can't conjure it again until you complete a short or a long rest.
Rating of the Airship Enlisted[edit]
- 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:
- You can engage in two weapon fighting when wielding any one handed weapons on each hand (not requiring the light property). You also add your ability modifier to the off-hand attack damage.
- When engaged in two weapon fighting, you can use your reaction to add a +2 to your AC against an attack with a weapon made against you.
- 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. If you have a smith's tools on you, can spend a short rest modifying a suit of armor to better work underwater. You are considered proficient with that suit of armor, regardless of type, and that suit of armor is considered light armor for you. You ignore any Disadvantage on Dexterity (Stealth) checks and Strength requirements for the armor. This armor also grants you a +2 to your AC while underwater.
In addition, you gain proficiency with the Smith's Tools. If you are already proficient with it, you add twice your proficiency bonus in checks with this tool.
- Improved Positional Advantage
At 10th level, you gain the knowledge to take on more than one opponent at a time. At 10th level, whenever you make an attack against one creature, you can also make one attack using that same action against another creature within 5 feet.
- Weapons of Opportunity
At 15th level, you are able to use just about any mundane object as a weapon. You add your proficiency bonus to any attacks that would normally not add your proficiency bonus, and any attack that adds your proficiency bonus is considered magical for the purposes of overcoming resistances and immunities to damage. In addition, whenever you pick an object that can be used as an improvised weapon on your turn, you can use a reaction to attack with it.
[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. While swimming, you can Dash as a Bonus Action, and you gain advantage on Dexterity, Intelligence and Wisdom checks made for fishing and spelunking.
- Command (Morale Bonus)
Also at 3rd level, you are able to make inspiring commands. Your voice can be heard at great distance, and your authority inspire your allies. As an Action, or in place of one of your attacks made during an Attack action, you can issue a command. A number of allies up to your proficiency bonus that can hear you within 60 feet gain a bonus equal to half your proficiency bonus to all attacks, checks and saves they make for 1 minute.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a short or a long rest.
- Naval Heritage
Once you reach 7th level, your family acknowledges you after years in the Navy. You have proven yourself worthy. You gain proficiency in Persuasion and Intimidation, and can use your Wisdom modifier, rather than Charisma, for checks with these skills.
- Command (Readiness)
Also at 7th level, you can spend one use of your Command to spend one minute barking orders at a number of allies equal to your Wisdom modifier (minimum 1). Each creature that benefits from this command gain Advantage on their next Initiative check made before the next rest.
- Yes, I Can Fight Too
You have trained for years with the naval melee weapons. This experience gains you at 10th level these abilities:
- Block: When wielding a weapon in your off-hand, you are able to use it as a buckler shield, giving you +1 AC.
- Parry: You can use a Ready action to prepare to parry an attack. If a creature within 5 feet hits you with an attack, you can use your reaction to make an attack against that creature. On a hit, you cause no damage, but causes the attack to miss and the opponent's weapon falls to the ground.
- Riposte: If you ready an action and a creature attacking you misses the attack, you can take the Attack action as part of the same reaction. All attacks must be made against that opponent.
- Command (Break Enchantment)
Also, at 10th level, you can spend a use of your command to allow a number of allies up to your Wisdom modifier (minimum 1) to reroll the save against a harmful effect, condition or spell currently affecting them.
- Sea Brother
At 15th level, you have gained a good report with aquatic races that aren’t your opposite alignment. You have Advantage on Charisma checks made to interact with those friendly aquatic beings.
- Strategist
Also, at 15th level, you have become a master naval strategist. When engaged in a naval battle, you and all allies within 30 feet add your Wisdom modifier (minimum +1) to their initiative rolls. In addition, whenever a friendly creature you can see within 30 feet (other than yourself) and that can hear you is hit by an attack you can use a reaction to alert that creature of that attack. If that creature has a reaction available, it can use it to halve the damage of the attack.
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. You gain proficiency with Medicine, and can spend use of a Healer's Kit to make a Medicine check with Advantage. In addition, you can make a Medicine check or use the Healer's kit as a Bonus Action on your turn, rather than an Action.
- Spellcasting
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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