Crew
Crew
Establishing a crew requires someone to have trained to be a Captain. Once a crew is formed, potential members within the faction can join by investing 5 DT. Organizing a crew is crucial not only for survival but also for maintaining order and efficiency. Further, after joining a crew each member can train themselves to be assigned a specific role within the crew to gain benefits. After your Crew reaches the next rank of the game (Blues, Paradise, Ocean Floor, etc) your character unlocks the next tier of that crew role after investing the required DT to train into it.
Note: You may have two roles at once but that will be all. To acquire a third role you must remove all feats associated with that role and Ping a member of content letting them know that you have removed a role so you don't exceed the cap.
Captain Role
The Captain serves as the authoritative figure, leading the crew through perilous contracts and missions.
Captain I
Requirement: 8 DT for training
Benefit: +2 to either Persuasion or Intimidation, your choice.
Captain II
Requirement: Level 5, 12 DT for training
Benefit: Extra +1 to Persuasion or Intimidation
Morale Boost - May give encouragement to crewmates to raise their morale and productivity. A captain may choose up to 2 crewmates per week to receive a +3 bonus to their specific downtime activity or skill check. The crewmates must have a crew role for this to be applicable, and the +3 bonus only applies to the skill check mentioned in the crew role bonus. This extra bonus may be used when on the same island or ship as the Captain. Resets at the end of the Game week (Monday is the first day of the new game week).
Captain III
Requirement: Level 10, 12 DT for training
Benefit: Inspiring Leadership - May now choose up to 4 crewmates per week with Morale Boost. While on the same island or ship, all crewmates gain +2 to saving throws against fear or charm effects.
First Mate Role
First mates are the second in command and the backbone of the crew.
First Mate I
Requirement: 5 DT for training
Benefit: +1 to any one Skill/Tool Check. This must be decided upon training and can only be changed if you retrain the Crew Role.
First Mate II
Requirement: Level 5, 7 DT for training
Benefit: You gain an additional +1 to the Skill/Tool Check chosen at Rank I.
First Mate may now do one influence DTA per day in the name of their crew.
First Mate III
Requirement: Level 10, 12 DT for training
Benefit: Command Authority - Once per week, grant advantage to all crewmates' skill checks for a single downtime day. Influence DTAs now count as two DTAs instead of one.
Engineer Role
The Engineer is responsible for the maintenance of the ship's weapons and ensuring that all crew members' weapons are in optimal condition.
Engineer I
Requirement: 5 DT for training
Benefit: +2 to Weapon OR Armor crafting (Choose 1).
Engineer II
Requirement: Level 5, 8 DT for training
Benefit: Extra +2 to Tool selected at Rank I.
Selfless Work Ethic - Once per week you may change a crafting dice roll to 20.
Engineer III
Requirement: Level 10, 12 DT for training
Benefit: Master Craftsman - Once per week, you may upgrade one weapon or armor with a temporary +1 durability until it is next repaired. Reroll one failed crafting check per week.
Entertainer Role
The Entertainer is tasked with boosting crew morale.
Entertainer I
Requirement: 5 DT for training
Benefit: +2 to Performance Checks.
Entertainer II
Requirement: Level 5, 7 DT for training
Benefit: Extra +2 to Performance Checks.
Cheer up Everyone! - On an island where 1 or more crewmates are present besides the entertainer, you can make a performance check once a day as a DTA to cheer up your team for up to a week. If you succeed, they gain +1 to any DTA done for the rest of the week. You may retry again the next day if you failed, but failing for the 3rd time will instead sour the moods of your crew, giving them a -1 to their DTA for the rest of the week. Once you have succeeded once or failed for the third time, you cannot do this DTA until next week.
The DC to beat is 10 + 2 per crewmates present on the island including the entertainer. (Only the crewmates present on the island may be affected by the buffs or debuffs from this DTA).
With a Nat 20 on the performance check, you may choose to add the results to Influence an island, with all the pros and cons from doing so.
Entertainer III
Requirement: Level 10, 12 DT for training
Benefit: Encore Performance - Perform morale-boosting DTAs twice per week. Grant a larger bonus to crew DTAs and provide a single DTA reroll to one crew member. A natural 20 on the Performance Check grants all present crew members a reroll on one failed saving throw during the week.
Cook Role
The Cook ensures that everyone on board is well-fed, providing bonuses and boons to their crew by way of meals.
Cook I
Requirement: 5 DT for training
Benefit: +2 to Chef's Tools Checks
Cook II
Requirement: Level 5, 10 DT for training
Benefit: +2 to Chef's Tools Checks (total +4)
Hearty Meals - Once per week, you can prepare a special meal that grants temporary energy points equal to your proficiency bonus + your Constitution modifier to all crew members who consume it. These temporary energy points last for 24 hours.
Doctor Role
A vital role, the Doctor ensures the well-being of the crew, a crucial asset recognized by every good Captain.
Doctor I
Requirement: 5 DT for training
Benefit: +1 to Medicine Checks, +1 to Botanist's Tools Checks.
Doctor II
Requirement: Level 5, 10 DT for training
Benefit: +2 to Medical Tools Checks.
Check-Up - During a short rest, grant one of the following benefits to a crew member: +1 AC, +1 to a saving throw, or temporary energy points equal to your Intelligence modifier x their Constitution modifier. The benefit lasts until the selected crew member completes a long rest. You must be on the same island or ship as the target to use this feature.
Doctor III
Requirement: Level 10, 12 DT for training
Benefit: Life-Saving Expertise - Grant two benefits during a short rest. Automatically stabilize any crew member without a roll.
Scholar Role
Scholars are entrusted with preserving knowledge about the ship and possessing extensive knowledge about the world.
Scholar I
Requirement: 5 DT for training
Benefit: +2 to Artifact Knowledge.
Scholar II
Requirement: Level 5, 8 DT for training
Benefit: +2 to Research Checks.
Strategic Insights - Once per week, spend a day researching to provide strategic insights to the crew. These insights grant a +1 bonus to any skill check made by crew members for the rest of the week.
Scholar III
Requirement: Level 10, 12 DT for training
Benefit: Master Strategist - Grant a +2 bonus to crew members’ skill checks for the rest of the week. Additionally, once per week, provide information that grants advantage on one saving throw or skill check for any crew member.
Navigator Role
Navigators are responsible for planning and charting courses to guide the crew through the seas to their destinations.
Navigator I
Requirement: 5 DT for training
Benefit: +2 to Cartographer's Tools Checks.
Navigator II
Requirement: Level 5, 10 DT for training
Benefit: Extra +2 to Cartographer's Tools Checks.
Master of the Seas - Once per week, chart an optimal course to reduce travel time by half or provide a +2 bonus to checks made to avoid natural hazards during travel.
Navigator III
Requirement: Level 10, 12 DT for training
Benefit: Hazard Mitigation - Once per week, while traveling in the Grand Line you may re-roll your Navigation Encounter roll and take the new result, or while traveling Reverse Mountain you may remove one failed navigation attempt from the total for that journey by succeeding on a Cartographer's Tools Check. Additionally, charting a course now reduces travel costs by 2 TP.
Treasurer Role
Treasurers manage the crew funds and ship's supplies, ensuring the crew is well-stocked before every voyage.
Treasurer I
Requirement: 5 DT for training
Benefit: Gain a 10% discount at Island Shops for standard items (excluding Docks and Black Markets).
Treasurer II
Requirement: Level 5, 10 DT for training
Benefit: Gain a 15% discount at Weapon/Armor Shops and Black Markets.
Buying in Bulk: Once per week, purchase up to 10 identical items in a single transaction.
Apply a 20% reduction to the total cost of those items.
Treasurer III
Requirement: Level 10, 12 DT for training
Benefit: Resourceful Planner: Once per week, reduce travel preparation costs (supplies, repairs, food) by 10%.
Being in charge of the ship's stock allows you to reduce the number of travel encounters by 1 once per week during long-distance journeys.
Black Market Insight: When visiting a Black Market, you may ask the NPC vendor to reveal the true nature of an item once per visit, if the NPC knows it. If the NPC does not know the item's properties, they may provide speculative information or suggest someone who could.
Shipwright Role
Shipwrights maintain the ship's optimal condition, both before and after sailing or naval combat.
Shipwright I
Requirement: 5 DT for training
Benefit: +2 to Carpenter's Tools Checks.
Shipwright II
Requirement: Level 5, 8 DT for training
Benefit: Extra +2 to Carpenter's Tools Checks.
Efficient Repairs - Once per week, perform repairs on the ship that take half the usual time. You may reroll one failed Carpenter's Tools check related to ship maintenance or repair.
Shipwright III
Requirement: Level 10, 12 DT for training
Benefit: Master Engineer - Repairs now take one-third the usual time. Once per week, apply an enhancement to the ship that grants a +1 bonus to AC or damage output for one naval encounter.
Helmsman Role
Helmsmen steer the ship, ensuring smooth travel and safety through perilous waters.
Helmsman I
Requirement: 5 DT for training
Benefit: +2 to Vehicle (Water) Checks. Traveling costs 2 less TP.
Helmsman II
Requirement: Level 5, 8 DT for training
Benefit: Extra +2 to Vehicle (Water) Checks.
Expert Navigator - Once per week, plot a course that grants a +2 bonus to navigation checks and reduces the risk of encountering dangers at sea. Additionally, grant a +1 bonus to the ship's AC during naval combat for one encounter.
Helmsman III
Requirement: Level 10, 12 DT for training
Benefit: Master Helmsman - Once per week, reduce the risk of all hazards during a journey. Grant the ship an additional +2 AC during a single naval combat.
Angler Role
The Angler is the provider of fresh sustenance for the crew, responsible for fishing up all the needed supplies to keep the crew going on long voyages. Anglers also provide a vital source of income when extra fish can be sold to markets or traded for other resources.
Angler I
Requirement: 5 DT for training
Benefit: +2 to Angler's Tools Checks.
Angler II
Requirement: Level 5, 8 DT for training
Benefit: Extra +2 to Angler's Tools Checks.
Bountiful Catch - Once per week, use the best bait available to double the amount of fish caught for that day, excluding plunder.
Angler III
Requirement: Level 10, 12 DT for training
Benefit: Ocean’s Harvest - Once per week, roll with advantage on an Angler’s Tools Check to secure rare or high-quality fish. Any fish caught using this feature can be treated as a special ingredient. When used in a meal, the ingredient provides a +1 bonus to a crew member's saving throw of the cook’s choice for the next 24 hours.
Hunter Role
The Hunter is the tracker, the one who keeps a watchful eye on the enemies of your crew, to evade them or to find them.
Hunter I
Requirement: 7 DT for training
Benefit: May use an extra DT per day towards tracking or evading.
Hunter II
Requirement: Level 5, 10 DT for training
Benefit: Can't Hide/Can’t Catch Me - Each DT point used for tracking or evading counts as 2 DT points, allowing you to make two checks as part of one DTA rather than one.
Hunter III
Requirement: Level 10, 15 DT for training
Benefit: Terrain Expertise - Choose a favored terrain (forest, desert, tundra, mountains, etc.). While in this terrain:
You and your allies ignore difficult terrain penalties.
You can perform one additional tracking or evasion check per DTA without spending additional DT points.
You gain resistance to environmental damage (cold, heat, or similar hazards) based on the chosen terrain