Sailor 5e (5th Edition) Background in D&D Backgrounds

Sailors make up the bulk of a ship’s crew, carrying out the integral duties imperative to see a vessel operate at its best. Whether serving as a deckhand on a service provider ship or crewing a swift pirate frigate, sailors recognize that the open seas hold many risks and most have had at least a small quantity of trips in a combat situation. Sailors count on being paid for their know-how and for the dangers they face, even if some sailors fritter away every single coin at the subsequent port of call. Many sailors have superstitions and extraordinary rituals that a sensible captain tolerates the observance of, due to the fact a sad and unpaid crew of sailors is recalcitrant, unruly, and occasionally even ripe for mutiny.


Sailor 5e

You have sailed on a seagoing vessel for a vast time span ordinarily years. In that specific time, you appeared down mighty storms, monsters of the deep, and additionally those who predicted or desired to sink your declaration to the bottomless depths. Your first love has been the far-off line of the horizon, however anyway, the time has come to strive your hand at something new.

The reality is that a sailor would possibly act like a difficult and merciless character and seem to be the same. Because they have to face such horrible and hazardous conditions whilst they are obeying their obligations on a ship. But anyhow the duties of the existence on a ship will make them probably be dependable as well.

  • Skill Proficiencies: Athletics, Perception
  • Tool Proficiencies: Navigator’s tools, vehicles (water)
  • Languages: None

You have spent your formative years in the maintenance of a horrible or dread pirate, a coldhearted jackfruit who taught you to get by means of in the area of sharks and wild animals. You respect hatchlings on the excessive seas and ship greater than one admirable soul to the shimmering tomb. Fear and butcher is now not any greater unconventional to you, and you have elevated some undesirable recognition in many port city zones.

Despite the place you go, human beings dread you due to the fact of your risky pics and a horrific reputation. When you are in a real-looking settlement, you can draw off minor crook offenses, for instance, declining to pay for sustenance at a hotel or breaking passages at a neighboring shop, as most with the aid of a way to record your enhancement to experts. won’t give.

Personality traits

D8Options For Personality Traits
1My friends know they can rely on me, no matter what.
2I work hard so that I can play hard when the work is done.
3I enjoy sailing into new ports and making new friends over a flagon of ale.
4I stretch the truth for the sake of a good story.
5To me, a tavern brawl is a nice way to get to know a new city.
6I never pass up a friendly wager.
7My language is as foul as an otyugh nest.
8I like a job well done, especially if I can convince someone else to do it.


D6Options For Flaw
1I follow orders, even if I think they're wrong.
2I'll say anything to avoid having to do extra work.
3Once someone questions my courage, I never back down no matter how dangerous the situation.
4Once I start drinking, it's hard for me to stop.
5I can't help but pocket loose coins and other trinkets I come across.
6My pride will probably lead to my destruction.


D6Options For Ideal
1Respect: The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2Fairness: We all do the work, so we all share in the rewards. (Lawful)
3Freedom: The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
4Mastery: I'm a predator, and the other ships on the sea are my prey. (Evil)
5People: I'm committed to my crewmates, not to ideals. (Neutral)
6Aspiration: Someday I'll own my own ship and chart my own destiny. (Any)


d6Options For Bond
1I'm loyal to my captain first, everything else second.
2The ship is most important – crewmates and captains come and go.
3I'll always remember my first ship.
4In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
5I was cheated out of my fair share of the profits, and I want to get my due.
6Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.

Because you are calling in a favor, you can not be sure of an agenda or route that will meet your each and every need. Your Dungeon Master will decide how long it takes to get to the place you want to go. In return for your free passage, you and your companions are anticipated to aid the crew in the course of the voyage.

Whenever you want to, you can put together a freeway for yourself and your gutsy buddies on a cruising ship. You can also have a relationship with the ship you serve, on that dispatch, or with some other ship. Since you are soliciting help, you can’t make certain of a timetable or path that will tackle each issue.


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