Variant Sailor (Pirate)
D&D 2024 background: Variant Sailor (Pirate). Source: Player's Handbook (2014). skills Athletics, Perception, tools Navigator's Tools, Vehicles (water) Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator's tools, vehicles (water) Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp Feature: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. Suggested Characteristics Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. 1 My friends know they can rely on me, no matter what. 2 I work hard so that I can play hard when the work is done. 3 I enjoy sailing into new ports and making new friends over a flagon of ale. 4 I stretch the truth for the sake of a good story. 5 To me, a tavern brawl is a nice way to get to know a new city. 6 I never pass up a friendly wager. 7 My language is as foul as an otyugh nest. 8 I like a job well done, especially if I can convince someone else to do it. 1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) 2 Fairness. We all do the work, so we all share in the rewards. (Lawful) 3 Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) 4 Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) 5 People. I'm committed to my crewmates, not to ideals. (Neutral) 6 Aspiration. Someday, I'll own my own ship and chart...