Editing
DnD5 theSavageTide
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===D&D 5th edition CHARACTER CREATION=== * Dungeons & Dragons 5th edition Players Handbook basics. Also allows rules from Xanathar's Guide to Everything (XGE) and Tasha's Cauldron of Everything (TCE) * 2nd level Character Class * Hit Points Max at 1st level and the the Average for every level after that. * 27 point buy per the PHB * All the species from the PHB except the '''Drow''' (no real underdark on this world) or '''Half-Elves'''. '''Half-Orcs''' are just called Orcs, with the 'Half' Orc being more a nickname for the more civilized kind (most Orcs are part of a heavy pirate/Viking raider culture). '''Humans''' gain the basic +1 bonus to all six stats and also gain Proficiency bonus in one additional Skill or Tool or Vehicle type of choice (Water craft is very common in this setting). For Gnomes add Green Camouflage (You have advantage on Dexterity [stealth] checks to hide in forest or jungle terrain) for '''Forest Gnomes''' and Stone Camouflage (You have advantage on Dexterity [stealth] checks to hide in rocky terrain) for '''Rock Gnome'''s. Also allowing are the '''Triton''' (as per Volo's Guide to Monsters). I am ok with the racial Feats from XGE along with the spells found there. * Hero Points from the DMG pg. 264 * Start with a beginning Feat of choice at 1st level (from the PHB or XGE or TGE) * Start with the begining background and class gear plus an additional 150 gold pieces worth of gear. Unspent gold is lost (only start with what you would gain from your background). * For Navel Ships and Crews using ideas from the '''Ghosts of Saltmarsh''' adventure. ====New Feats==== The following pirate flavored feats will allow your players to further customize their player characters.</br> '''DECK BRAWLER'''</br> ''Prerequisite'': Sailor Background (includes variants)</br> Accustomed to fighting on ships, barges or anything else that floats, you gain the following benefits</br> *Increase your Strength or Dexterity score by 1, to a maximum of 20. *You gain a +2 bonus to initiative while standing on anything that is floating on water. *Climbing doesn’t half your speed. *You can add your proficiency bonus to any check that involves boarding another sea vessel. '''FLINTLOCK EXPERT'''</br> Thanks to extensive practice with guns, you gain the following benefits</br> *You are proficient with pistols. *Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. *When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding. *You can use this feat for any pistols you are carrying that are loaded. '''NIMBLE'''</br> ''Prerequisite'': Dexterity 13 or higher</br> You are built for speed, so you are built to get out of the way of an attack! Gain the following benefits</br> *Increase your Dexterity score by 1, to a maximum of 20. *Add +1 bonus to your AC while you are wearing light or no armor. This stacks with any other effect that add to your AC. ====Variant Backgrounds==== '''VARIANT SAILOR: PRIVATEER'''</br> While pirates are often seen as fearsome and cruel criminals, the privateer is more often glamorized as a romantic hero. As a privateer your activities are similar to those of a pirate, but you are authorized by a country’s government by letters of marque to attack the ships of its enemies. You could be a member of the nobility, a commoner or even a former pirate.</br> What sets you above a pirate is your adherence to the Privateer Code, a set of rules to guide your conduct to be honorable and virtuous.</br> If you decide your sailing career involved privateering, you can choose the Friendly Shores feature instead of the Ship’s Passage feature.</br> VARIANT FEATURE: '''FRIENDLY SHORES'''</br> When you are in any settlement that is friendly to the flag you sail under, you are treated as a hero of the high seas. Everyone has heard the stories of your adventures and are inclined to think the best of you.</br> Both nobles and common folk will make every effort to accommodate your requests in exchange for news of your adventures, unless you act dishonorably.</br> </br> '''VARIANT SAILOR: SHIP’S SURGEON'''</br> Ship’s rarely have a true doctor onboard and this role is often filled by the cook, carpenter or whoever says yes to the job. In the past you may have been a physician, surgeon, barber, carpenter or nurse who used non magical healing to treat your patients and create medicine. For whatever reason you became a ship’s surgeon, your past medical experience (or lack of experience) is less important than your ability to focus and stop the bleeding when others panic.</br> If you decide your sailing career involved acting in the role of a Ship’s Surgeon, you can replace the Sailor proficiencies and equipment with the variant proficiencies and equipment below.</br> '''Skill Proficiencies''': Investigation, Medicine</br> '''Tool Proficiencies''': Herbalism Kit, vehicles (water)</br> '''Equipment''': Herbalism kit, a set of traveler’s clothes, and a pouch containing 10 gp If you decide your sailing career involved acting in the role of a Ship’s Surgeon, you can choose the Dead Reckoning feature instead of the Ship’s Passage feature.</br> VARIANT FEATURE: '''DEAD RECKONING'''</br> Your experience healing fallen allies during combat has provided you with the ability to snatch lives back from death. When using a healer’s kit you are able to heal a creature for 1 hit point. This ability can not be used again until you complete a long rest.</br> </br> '''VARIANT SAILOR: NAVIGATOR'''</br> You are a skilled navigator who has learned to combine your knowledge of cartography, sense of direction and superb sailing skills. Your past experience as a ship’s navigator makes you invaluable on any sea voyage.</br> You are used to keeping a daily log and maintaining charts, maps and navigation tools while on a ship.</br> If you decide your sailing career involved acting in the role of a navigator, you can replace the Sailor proficiencies and equipment with the variant proficiencies and equipment below.</br> '''Skill Proficiencies''': Nature, Perception</br> '''Tool Proficiencies''': Cartographer’s tools, Navigator’s tools, vehicles (water)</br> '''Equipment''': A set of traveler’s clothes, cartographer’s tools or navigator’s tools, a chart, and a pouch containing 10 gp</br> If you decide your sailing career involved acting in the role of a navigator, you can choose the Sense of Direction feature instead of the Ship’s Passage feature.</br> VARIANT FEATURE: '''SENSE OF DIRECTION'''</br> Your skills as navigator make you an excellent ship’s pilot, but they also have provided you with an excellent sense of direction. As long as you have a full view of the sun or moon, you can not become lost.</br> </br> '''VARIANT SAILOR: EXPLORER'''</br> You grew up dreaming of sailing the seas, exploring the far edges of civilization and beyond in search of the unknown. You might have been drawn to a life of sea exploration for the love of discovery or to get rich finding lost treasures.</br> If you decide your career as a sailor has focused on exploration, you can choose the Secret Discovery feature instead of the Ship’s Passage feature.</br> VARIANT FEATURE: '''SECRET DISCOVERY'''</br> Whatever reason you became an explorer, your journey brought you to some secret, mythical, far off, or otherwise inaccessible place from which only you returned. Only you know of the existence of this place and its secrets. Work with your GM on the specific details of the location and its people, dangers, treasure and more.</br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information