Sailor

You sailed o n a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely travelled? Is it still sailing, or is it missing and presumed lost with all hands?

What were your duties on board-boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Ghosts of Saltmarsh
Countless sailors have walked the streets of Saltmarsh. If you select this background, decide whether you are a local who took to the seafaring life or a foreigner who arrived here from a distant port.

Local Sea Dog:
As a sailor native to town, you know plenty of people down by the docks. You have friends in with certain families who can get you access to a prominent local leader, as needed. You also have friends among the sailing crews and know the best and worst of the businesses that cater to them. #infoToShare

Traveller from Afar:
You are new in town and are unfamiliar to most locals. You know the ways of the sea, however, and you blend in at the docks with ease. You can mingle with foreign crews, learn news from them, and strike up easy friendships. Some of them have contacts with local smugglers, and you have heard that there are hidden sea caves outside town where a wizard trades in arcane goods. #infoToShare

Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles(water)
Equipment: A belaying pin (dub), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (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: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favour, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.