Royal Navy Sailor (5e Class)
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- 1 Royal Navy Sailor
- 1.1 Ahoy Matey!
- 1.2 Class Features
- 1.3 Path of the Officer
- 1.4 Path of the Enlisted
- 1.5 Path of the Marine
- 1.6 Path of the Diver
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.
As a Royal Navy Sailor you gain the following class features.
- Hit Points
Weapons: Simple weapons, Martial weapons, Blackpowder weapons
Tools: Navigation tools
Saving Throws: Constitution, Dexterity
Skills: Choose two skills from Acrobatics, Athletics, Climbing, History, Intimidation, Navigation, Rope Use, and Swimming
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.
|1st||+2||Fighting Style, Expert Swimmer|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement, Ability Score Improvement|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement, Ability Score Improvement|
|16th||+5||Ability Score Improvement, Ability Score Improvement|
|19th||+6||Ability Score Improvement, Ability Score Improvement|
|20th||+6||Extra Attack (3)|
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.
- 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.
- Firearm - You gain a +2 bonus to attack rolls you make with blackpowder weapons.
- Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action). Your natural swim speed increases by 10 feet, if you have a swim speed.
At 2nd level, your swim speed increases by 20 feet.
At 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. Your path options are: Officer, Enlisted, Marine, and Diver. The path you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
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.
You gain a +5 bonus on Dexterity checks made while on the deck or in the rigging of a ship. You can move across a slippery deck at your normal speed.
You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. Additionally, you can use a Wisdom check to predict the weather (as described in the Survival skill on page 83 of the Player's Handbook).
As long as you are on board a ship, you get a +2 bonus on Balance and Tumble checks and a +1 bonus on initiative checks.
Path of the Officer
- 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. You gain swimming, fishing, and spelunking as standard skills.
Once you reach 7th level, your family acknowledges you after years in the Navy. You have proven yourself worthy. You receive a +2 Charisma bonus when dealing with any other Naval Officer. This also gives advantage in any Naval situation when dealing with those that are not officers.
- Yes, I Can Fight Too
You have trained for years with the naval melee weapons. This experience gains you at 10th level these abilities…
- Parrying Weapon – When wielding a weapon in your off-hand, you are able to use it as a buckler shield (giving you +1 AC).
- Parry – If you hold your attack until your opponent attacks, you can use your attack to disarm the weapon from your opponent’s hand.
- Riposte – If you made a successful parry attack against your opponent, you can make a free melee attack against the same opponent.->
- Sea Brother
At 15th level, you have gained a good report with aquatic races that aren’t your opposite alignment (if you are good in any way, evil will have no dealings with you etc.). All dealings with these friendly races are +4 Charisma bonus with these races.
Path of the Enlisted
Upon gaining this path at 3rd level, you’re capable of spotting creatures, vessels, and other objects from a great distance, provided you have an elevated position from which to survey your surround9ings. For every 5 feet of elevation above the terrain you are observing, you triple the distance you can see without penalty to your observation checks.
- Endurance Swimmer
At 7th level you’ve carried enough gear from ship to shore that you are very adept at swimming while carrying a heavier than normal load. You only suffer a -1 strength check for every 20 pounds of armor or equipment you carry, up to your maximum load.
- You Bastard!
Upon reaching 10th level, your shore excursions and time aboard ship 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 licking dew off the rails and ropes 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 the seedy ports of call that sailors use as stopovers. You get a +4 Intelligence check when trying to acquire information in a seaside 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.
- Sea Dog
At 15th level you’re a honest to goodness lifer. You have a knack for sea travel. Gain a +6 bonus to any checks related to your duties while on board ship.
Path of the Marine
- 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…
- Two-Weapon Attack – With intense training almost inhuman-like, you receive no penalties when attacking with two melee weapons (as long as they don’t have a heavy or two-handed descriptor).
- Two-Weapon Defense – You can attack and defend simultaneously with your weapons. While your attacking with one weapon at a -2 to hit penalty, your defending weapon gains you a +2 to your AC score.
- 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.
- Improved Positional Advantage
At 10th level, you gain the knowledge to take on more than one opponent at a time. At 10th level, you can battle 2 enemies at one time (full attacks on each), at 15th level, you can battle 3 enemies, and at 20th level, you can battle 4 at once.
- Weapons of Opportunity
At 15th level, you are able to use just about any mundane object as a proficient weapon. Only the size of the item makes it different. SIZE DAMAGE RANGE Tiny 1d2 10' Small 1d4 10' Medium 1d6 10' Large 1d8 10'
Path of the Diver
- Child of the Sea
Upon taking the path of the diver at 3rd level, latent abilities come to fruition. Due to one of your ancestors being of an aquatic race, you are able to hold your breath much longer than most. For every five points of constitution, you may hold your breath for one hour before needing to surface for air.
- The Sea Welcomes You
Once you have reached 7th level, powers of the sea take notice upon you and grant you two abilities…
- Merfolk’s Blessing – You gain a +10 Strength bonus on swimming checks, you also gain a movement rate of 50 feet while swimming. If you have a swimming rate greater than this, your move is increased by 20 feet instead.
- Clearwater – You are able to see through the waters as if there were no debris, silt, or other fine obstructions in the water. Essentially your sight under water is the same as above water.
- Great Lungs
Upon reaching 10th level, swimming underwater has become your greatest joy. Your ability to hold your breath has increased to two hours for every five constitution points.
- Pressure Survival
After many dives and after attaining 15th level, you are now able to swim to great depths without suffering adverse effects from the pressures involved.