+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+5 | Strength | |
+0 | Dexterity | |
+6 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
-3 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+5 | Athletics | STR | |
-3 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+5 | Perception | WIS | |
-3 | Performance | CHA | |
-3 | Persuasion | CHA | |
+0 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Montante | +5 | STR | 2d6+2 | slashing | |
Heavy, Two-handed, Reach, Unwieldy | |||||
2 Handaxes | +5 | STR | 1d6+2 | slashing | |
Light, Thrown (20/60) | |||||
4 Javelin | +5 | STR | 1d6+2 | piercing | |
Thrown (30/120) |
Darkvision - 60ft
Adreneline Rush - BonAct: Dash, gain Temp HP equal to Prof Bon. Can use a number of times equal to Prof Bon per Long Rest
Powerful Build - Count as one size higher for carrying capacity. If you are proficient in Intimidation and your CHA Mod is less than 0, it becomes 0 for the purposes of calculating your Intimidation Modifier
Relentless Endurance - Once per long rest, go to 1hp instead of 0.
Ship's Passage - Secure free passage by sea for self and adventuring party. Party will be required to help around the ship. Schedule may vary.
Prof in Athletics, Survival
Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can have the target take an extra 1d6 lightning damage. If you do, and the target is a creature, it must succeed on a Constitution saving throw (DC 8 + Prof Bon + STR or CON Mod), or it has disadvantage on attack rolls until the start of your next turn.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wis increased by 1
As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature’s speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rage:
Unarmoured Defence - While not wearing any armour, AC equals 10 + Dex Mod + Con Mod
Danger Sense - Adv on Dex ST against effects you can see
Reckless Attack - Adv on melee attacks for a turn, but enemies get advantage on attacks against you until your next turn.
Extra Attack
Fast Movement - 10ft extra movement when not wearing heavy armour
Storm Aura - When you rage, gain a 10ft radius aura. Its effects activate when you rage and can be reactivated as a bonus action on each of your turns. Sea - When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Storm Soul - Gain benefits even when aura is inactive. Sea - You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.
If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.
The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
Belaying pin
50ft of silk rope
A lucky charm
Common clothes
Common, Undercommon
Simple and Martial Weapons
Light and Medium Armour, Shields
Navigator's Tools
Vehicles (Water)
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.