You flip, twist, and turn in the water with grace.
Benefit:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain a swim speed equal to your walking speed. If you already have a swim speed, or if you are at least level 10, your swim speed increases by 10 feet.
- You may hold your breath twice as long before suffocating, and if you start suffocating, you can survive for an additional 2 rounds before dropping to 0 hit points.
You can hurl your body out of the water up and over obstacles and creatures, and even crash down on those below.
Prerequisite: Str 13, swim speed.
- You can take the Dash action or Disengage action as a bonus action on your turn if you are swimming.
- If you fall into water, the maximum falling damage you may suffer is 3d6 no matter what height you fall from.
- You gain advantage on Dexterity (Acrobatics) checks made to jump when you are swimming. If you are swimming and you jump at least 5 feet immediately before attacking, you gain a +1 bonus on damage rolls for every 5 feet you jump.
Prerequisite: Sailor Background (includes variants)
Accustomed to fighting on ships, barges or anything else that floats, you gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain a +2 bonus to initiative while standing on anything that is floating on water.
- Climbing doesn’t half your speed.
- You can add your proficiency bonus to any check that involves boarding another sea vessel.
Thanks to extensive practice with guns, you gain the following benefits:
- You are proficient with pistols.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.
- You can use this feat for any pistols you are carrying that are loaded.
Prerequisite: Dexterity 13 or higher
You are built for speed, so you are built to get out of the way of an attack! Gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Add +1 bonus to your AC while you are wearing light or no armor. This stacks with any other effect that add to your AC.
Your eyes are accustomed to penetrating the murk of the sea and the creatures lurking in it.
Prerequisite: Perception proficiency, swim speed.
Benefit:
- You can see out to double the normal range in the water. If you have darkvision, the range of that darkvision is also doubled underwater.
- When your attack misses a creature in the water due to obscurement, you can reroll that attack once.
- You have advantage on Wisdom (Perception)rolls when underwater.
Your blend your knowledge of the natural and the magical into true nautical expertise.
Prerequisite: Proficiency in Nature or Survival, the ability to cast at least one spell.
Benefit:
- You do not have to make concentration checks as a result of an unsteady ship, even in a storm.
- You gain advantage on checks to identify aquatic creatures.
- You can spend one week familiarizing yourself with a specific ship, living and working aboard it. Once you have done so, spells that you cast that deal hit point damage do not harm the ship. This benefit ends if you spend more than one month away from your ship or if you familiarize yourself with another ship.