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Able Bodied Seaman (Common Sailor) in Dungeons & Dragons 5e

Tellus' Standard Reference

Able Bodied Seaman (Common Sailor)

Medium Any, Sailor, Any

Armor Class 12
Hit Points 1d8+2
Speed: 30 ft

STR

14
( +2 )

DEX

12
( +1 )

CON

16
( +3 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

10
( +0 )

Saving Throws Str, Con
Skills
Athletics +5, Survival (Ocean) +5
Senses
Passive Perception: 12
Languages Common
Challenge Rating 1
Proficiency Bonus +2

Description

Sailors ply the oceans and waterways of the world for a living, experts in watercraft of all kinds.

Ideals

Teamwork

Bonds

Their crew and captain

Flaws

They like to drink a little too much, as a general rule

Suggested Environments

The deck of a ship, or a seedy tavern with fantastic music.


Sea Legs: Years spent aboard heaving decks, dodging swinging blocks and tackle, have made sailors extremely hard to knock down.   Sailors get advantage on saving throws against being knocked prone.

Actions

Dagger: +4 to hit, 1d4 Piercing Damage Belaying Pin (club): +5 to hit, 1d4 Bludgeoning Damage Light Crossbow: +3 to hit, 1d8 Piercing Damage

Reactions

One Hand for the Boat: Using the age-old axiom "one hand for the boat, one hand for yourself", sailors have gotten used to hanging on during rough weather, when the boat kept trying to throw them overboard.   If a sailor falls from a height, at the GM's discretion they can make a DC15 Athletics check to catch themselves at the last second.


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