If you are trying to get some oceanbound encounters and/or wish to purchase a ship, you'll want to read this.
However, we do not utilize the equipment nor ships found within the Naval combat guide, instead, please check out the Naval ships found in GREEK NAVAL SHIPS. These ships can be used as Strongholds.
You've grown adept in spears and similar weaponry through hard work and experience. You gain the following benefits:
You gain a +1 bonus to attack rolls you make with a spear, trident, or javelin.
When you use a spear, trident, or javelin, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. This effect does not stack with other effects that change your weapon's damage dice. If a weapon does not have the Versatile trait, it does not gain it from this ability.
When you make a successful weapon attack against a creature using a spear, trident, or javelin, you can use a bonus action to decrease the target's movement speed by 10 ft. until the end of your next turn.
When you use a spear, trident, or javelin, it has the reach property, increasing its range by 5 feet.
You have trained your body and mind in order to grant yourself a naturally defensive state even in the absence of armour.
Your AC becomes 13 + your Dexterity modifier while you are not wearing armor.
You can use your bonus action to take the Disengage action.
For some, the freedom of heroism is not enough if it only covers part of the world. Some adventurers have been blessed with an adaptable nature.
Walking the Path of Phenax doesn’t restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons.
They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. Their second life is theirs to do with as they please, but it’s typically a confused, cursed life, plagued by frustration, bitterness, loneliness, and melancholy. Such leads many Returned along dark paths.
You are the progeny of a mortal and a God (or Goddess). Granting you exceptional prowess even from a young age. Though raised on the mortal plane, a Demigod is exceptional in their abilities, and have the potential to do great things. However, their power is not free, and often a dark flaw lies in wait to humble them.
Some of the Mightiest of heroes inspire others not just through a show of martial skill, cleverness, or other such divine gifts; but from raw brute strength endowed to them by the Gods themselves. Myths of heroes slaying beasts with naught but their bare hands are some of the first myths to form, a basic gift, but one of the strongest.
Some of the Mightiest of heroes inspire others not just through a show of martial skill, cleverness, or other such divine gifts; but from raw brute strength endowed to them by the Gods themselves. Myths of heroes slaying beasts with naught but their bare hands are some of the first myths to form, a basic gift, but one of the strongest.
The gifts of Gods are not only given to the strong and healthy of the body, but may also be given to those that are in and of themselves disabled beyond conventional repair. The Gods may have been merciful and granted your character the ability to see without eyes.
While other supernaturally gifted individuals are able to perform great feats of strength, or channel the divinity of the gods, an immortal’s best feat is that of persistence. They simply do not age. They can be killed with some degree of certainty, but they rarely die naturally. Although some may simply wish for death.
War at sea was both your life and your bread and butter for a long while. Sailors may sail the ship, but you protect it with blood and steel. With your brothers-at-arms you learned the better points of coastal raids, boarding ships, and repelling boarders from your own. Whether you served in one of the great navies of the world, in the fleet of a merchant prince, or just as a hired thug for some petty warlord, you've learned your trade well, but it has left its marks upon you.
For some significant portion of your life, you have been someone else's property. This part of your life happened either by abduction, as punishment for a crime, sworn to a debt of life, or you were born into it. How did you become a slave? Are you a slave or a freeman? Who was your master and where are they? What were the conditions of your slavery? What did you do as a slave? Were you treated well, or were you abused? How much privilege or freedom did you experience, and was this granted to you, or taken by you? How would you treat your master after your servitude? Can you ever really leave your background behind you? Do you really even need to escape, or will you remain a slave for the rest of your journey? Do you have the willpower to create slavery-free actions, or has your background tainted your history and the actions that you can take later in your career? What would you do with your slaves?
A veteran of the trade has taken you after a tragedy or part of a deal. Regardless of circumstances, you’ve made a living by the culling of monsters. As long as the coin is there, your steel has followed. Countless hours have gone into the study of monsters and combat.
Martial Melee Weapon. 1 gp, .5 lbs.
1d4 bludgeoning. Light. Special.
Martial Melee Weapon. 25 gp, 2 lbs.
1d8 slashing. Finesse.
Uncommon Minor Item. Martial Melee Weapon. 10 lbs.
As Longsword: 1d8 slashing. Versatile (1d10). Special.
As Greatsword: 2d6 slashing. Two-handed. Heavy. Special.
Martial Weapon, Melee, (75gp meta),
1d4 piercing - hidden, light, finesse, special