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Languages: Common and two others​

Skills: two of your choice: (Recommended: Perception and Survival)

Tools and Vehicles

  • Two tools or vehicle types of your choice

  • Water Vehicles

Items: common clothes, traveler's clothes, and the tools (but not vehicles) you gained proficiency with above

Starting Gold: 25 gold, which can be spent at character creation to buy nonmagical equipment at base cost.

​Feat: Strong Swimmer. If you already have a swim speed, you can instead choose a different level 1 feat.​​​​

​​​

​Sailor's Vigilance

Growing up near the water, you remain alert to your surroundings at all times.

Reaction - Self - 1/Short Rest

Trigger: You roll initiative.

  • You reroll Initiative, taking the higher of the two rolls.

Languages: Common and two others​

Skills: two of your choice: (Recommended: Perception and Survival)

Tools and Vehicles

  • Two tools or vehicle types of your choice

  • Water Vehicles

Items: common clothes, traveler's clothes, and the tools (but not vehicles) you gained proficiency with above

Starting Gold: 25 gold, which can be spent at character creation to buy nonmagical equipment at base cost.

​Feat: Strong Swimmer. If you already have a swim speed, you can instead choose a different level 1 feat.​​​​

​​​

​Sailor's Vigilance

Growing up near the water, you remain alert to your surroundings at all times.

Reaction - Self - 1/Short Rest

Trigger: You roll initiative.

  • You reroll Initiative, taking the higher of the two rolls.

Languages: Common and two others​

Skills: two of your choice: (Recommended: Perception and Survival)

Tools and Vehicles

  • Two tools or vehicle types of your choice

  • Water Vehicles

Items: common clothes, traveler's clothes, and the tools (but not vehicles) you gained proficiency with above

Starting Gold: 25 gold, which can be spent at character creation to buy nonmagical equipment at base cost.

​Feat: Strong Swimmer. If you already have a swim speed, you can instead choose a different level 1 feat.​​​​

​​​

​Sailor's Vigilance

Growing up near the water, you remain alert to your surroundings at all times.

Reaction - Self - 1/Short Rest

Trigger: You roll initiative.

  • You reroll Initiative, taking the higher of the two rolls.

Maritime

Languages: Common and two others​

Skills: two of your choice: (Recommended: Perception and Survival)

Tools and Vehicles

  • Two tools or vehicle types of your choice

  • Water Vehicles

Items: common clothes, traveler's clothes, and the tools (but not vehicles) you gained proficiency with above

Starting Gold: 25 gold, which can be spent at character creation to buy nonmagical equipment at base cost.

​Feat: Strong Swimmer. If you already have a swim speed, you can instead choose a different level 1 feat.​​​​

​​​

​Sailor's Vigilance

Growing up near the water, you remain alert to your surroundings at all times.

Reaction - Self - 1/Short Rest

Trigger: You roll initiative.

  • You reroll Initiative, taking the higher of the two rolls.

In the world of Elkan, the Isles of Takat are a cold, unforgiving place. While there is a thriving lumber industry, most youth grow up in the water, rolling logs down rivers or working on ships. The human and elven shipwright families are the most influential, and determine who is able to advance to a lucrative career. Nearby, there are strange creatures in the deeps, but the people of Takat maintain their willingness to brave the terrible tentacled horrors.

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