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

Sailor 5e: You have been sailed on a seagoing vessel for a big-time span mostly years. Therein specified time, you looked down mighty storms, monsters of the deep, and also those that expected or wanted to sink your claim to the bottomless depths. Your old flame has been the distant line of the horizon, but anyway, the time is come to undertake your hand at something new.

Check also: Charlatan 5e

First, mention together with your DM the thought of the sailed ship. Is it safe to mention that it had been a shipper deliver, a maritime ship, a ship of revelation, or a pirate ship? How renowned (or scandalous) is this? Has it voyaged generally? Is it still sailing, or is it absent and missing from all hands?

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Sailor Background 5e

Sailor Background 5E

  • Skill Proficiencies: Athletics, Perception
  • Tool Proficiencies: Navigator’s Tools, Vehicles (water)
  • Languages:
  • Feature: Ship’s Passage

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.

What were your duties on the board- like boatswain, captain, navigator, cook, or another position? Who were the captain and therefore the mate too? Did you allow your ship on good terms together with your fellows, or on the run?

The reality is that a sailor might act sort of a tough and cruel person and appearance an equivalent. Because they need to face such horrible and dangerous situations while they’re obeying their duties on a ship. But anyhow the responsibilities of life on a ship will make them likely to be reliable also. The life abroad a ship shapes their outlook and also does form their attachments which seems to be most vital.

You have spent your adolescence within the hold of a terrible or dread pirate, a coldhearted jackfruit who taught you to urge by within the domain of sharks and wild animals. You appreciate hatchlings on the high seas and send quite one admirable soul to the shimmering tomb. Fear and butcher isn’t any longer unconventional to you, and you’ve got expanded some unwanted reputation in many port urban zones.

In case your character has this sailor background, you’ll pick this background feature besides the Ship’s Passage.

Despite where you go, people dread you due to your dangerous images and nasty reputation. once you are during a reasonable settlement, you’ll draw off minor criminal offenses, as an example, declining to buy sustenance at a lodge or breaking passages at a neighboring shop, as most far and away report your improvement to experts. Won’t give.

This shows a special character of yours, it also gives you a touch a little bit of calm in your mind. By this, you’ll stand back from some minor crime because at this point you’re living your normal life.

Whenever you would like to, you’ll prepare a free and way for yourself and your gutsy pals on a cruising ship. You’ll have a relationship with the ship you serve, thereon dispatch, or with another ship (probably captained by a past gathering). Since you’re requesting help, you can’t confirm a schedule or course which will address your every issue.

Your DM will decide how while it’ll take you to arrive. As a byproduct of your free segment, you and your associates are depended upon to assist the gathering during the experience.

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