1. Notes

Sailor

Sailor

Level

Proficiency Bonus

Riposte Die

Features

1

+2

1d4

Riposte, Bonus Ship Speed

2

+2

1d4

Quick Repair

3

+2

2d4

Sailor Archetype

4

+2

2d4

Ability Score Improvement

5

+3

3d4

Thicker Hull

6

+3

3d4

Cunning Action

7

+3

4d4

Parry

8

+3

4d4

Ability Score Improvement

9

+4

5d4

Sailor Archetype Feature

10

+4

5d4

Ability Score Improvement

11

+4

6d4

Boat Builder

12

+4

6d4

Ability Score Improvement

13

+5

7d4

Sailor Archetype Feature

14

+5

7d4

Sea Legs

15

+5

8d4

Diver

16

+5

8d4

Ability Score Improvement

17

+6

9d4

Sailor Archetype Feature

18

+6

9d4

Stormrider

19

+6

10d4

Ability Score Improvement

20

+6

10d4

Shipmaster


Hit Die: d8

Saving Throw: Constitution, Dexterity 

Skills: Choose 2- Craft (Ships), History, Acrobatics, Perception

Tools: Vehicles (water), Navigator’s Tools, 1 Gaming Set

Weapons: Simple Weapons, Rapier, Scimitar, Shortsword, Trident, Whip, Hand Crossbow, Heavy Crossbow, Longbow, Net

Armor: Light Armor and Bucklers

Features

Riposte

Whenever a creature targets and misses you, you can use your reaction to spend a number of Riposte die and deal that much damage to the attacking creature. You can use this feature a number of times a day equal to your Dexterity modifier. You regain all uses of your Riposte after a long rest.

Bonus Ship Speed

When you’re driving a ship, the ship gains a bonus to its speed equal to 5 ft per Sailor level.

Quick Repair

When repairing damages to parts of a ship, you can do so in half the normal time.

Sailor Archetype

  • Explorer: Resource Gatherer

  • Pirate: Primarily sea combat

  • Viking: Sea and Land combat


Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Thicker Hull

Ships that you build and repair gain a bonus to its hit points equal to 1d12 for every Sailor level.

Cunning Action

Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

Parry

When an attack would you, you can expend a use of your riposte die and add the result to your AC until the start of your next turn. If the attack wouldn’t hit your new AC, the attack instead misses.

Boat Builder

You can craft ships in half the time.

Sea Legs

When aboard a ship and are light or no armor, you gain a bonus to your AC equal to your Constitution modifier.

Diver

You gain a swim speed equal to your walking speed.

Stormrider

When driving a ship through a storm you ignore any disadvantage related to driving or saving throws for you and your ship. In addition to that, once per day you can cast Call Lightning.

Shipmaster

Ships you build have a +1 to AC and Saving Throws, +15 ft speed, and extra storage slots equal to your Proficiency Bonus.

Sailor Archetypes

Explorer

Bonus Proficiencies: Blowguns, Longswords, Pikes, Cartographer's tools, Survival, Nature

Hunter

You can harvest twice the normal amount of meat and hide.

Water Sense

At level 9 you have advantage on any Survival check made to find water. Whenever you are on a ship on water, your field of vision is doubled

Survivalist

At level 13 you always know how to build a shelter to keep yourself out of the elements. In addition to that, you always know which direction is North and you can accurately predict the weather up to 24 hours in advance.

Golden Eye

At level 17 you have advantage on all perception checks made to locate objects of value.

Pirate

Bonus Proficiencies: Brewer's Supplies or Cook's Utensils, 1 Musical Instrument, Pistols, Muskets, Grenades, Thieves Tools, Deception, Intimidation, Sleight of Hand

First Strike

If you hit a creature that hasn’t made an attack during the encounter, it’s automatically a critical hit.

Cannon Burst

At level 9 you can add additional damage dice to the total roll made with a cannon. You have a number of d12s you can add equal to your proficiency bonus. You restore all cannon burst die at the end of a long rest.

Cursed Gold

At level 13 if anybody takes a piece of your treasure, they become cursed and have disadvantage on all attack rolls, skill checks, and saving throws until the treasure is returned to you.

Rope Expert

At level 17, you never accidentally fall off of a rope whether swinging on it or climbing it.

Viking

Bonus Proficiencies: Smith's Tools or Carpenter's Tools, Battleaxes, Greataxes, Greatswords, Longswords, Medium Armor, Shields, Intimidation, Athletics, Stealth

Shield Wall

For every ally adjacent to you equipped with a shield, you gain a +1 bonus to your AC

Bred Without Fear

At level 9 you are immune to all fear effects.

Rage

At level 13 in battle, you fight with a primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits, as long as you aren't wearing heavy armor.

  • You have advantage on Strength check and Strength saves.

  • When you make a melee weapon attack using Strength, you gain a +2 to the damage roll.

  • You have resistance to bludgeoning, piercing, and physical damage.

If you can cast spells, you can't cast them or concentrate on them while raging.

You rage lasts 1 minute. It ends early if you are knocked unconscious or if your turn ends without you having attacked a hostile creature or taken any damage since your last turn. You can also end your rage on your turn as a bonus action.

Once you have raged a number of time shown for your barbarian level on the table above, you must finish a long rest before you can rage again.

Extra Attack

At level 17, you can attack twice, instead of once, whenever you take the attack action on your turn.


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