Naanomi
2016-04-18, 11:00 PM
Earlier this year, I participated in a brief nautical campaign. It was a lot of fun, but thanks to some... poor decisions... it ended up being a deadly game of Gilligan's Island more than Sinbad; and the whole crew died trying to make it through an underwater dungeon to get a new ship.
Still, the concept was appealing to me and got me thinking about who is best suited to adventure on the high seas. Here are some thoughts:
Races can offer several useful things to a potential seaman. Variant Half-Elf and Water Gensai both offer a swim speed, which has obvious applications for work overboard (both voluntary and accidental!)... the latter (along with Warforged and Air Gensai) also don't worry about breathing. However, I find myself in desperate need of skills in what has to be a more 'self-sufficient' party than normal; and Variant Human and Half-Elf are very tempting. If the GM gives them a pass, flying races have obvious advantages in life on the seas, so Variant Tiefling and Aarakocra both have clear advantages (again, if they are available). Aarakocra talking like a parrot is optional. No race is obviously ill-suited for a sailing life; but nothing else really stands out to me.
While every class brings something to the table, a few stand out as clear winners.
Rangers are great options in any 'wilderness' setting; and just how much is shines here depends on two rulings around Natural Explorer. First, what terrain type the ocean counts as? If Coast covers it all (or most of it) then the results are stellar, though even if it only covers the actual coast it still opens a lot of potential. (Other terrain choices to consider are Arctic, Swamp, and Underdark... for the every present underground sea). The other rule point to consider is how much of the Natural Explorer bonuses count for vehicular movement? Does the ranger need to captain the ship, or can he just be the navigator? Can the whole vehicle ignore difficult terrain? Don't forget that Navigation and Vehicle rolls are likely to be Wisdom or Intelligence rolls (and there is no way to get Expertise in these skills even if you wanted to)!
Both subclasses bring power to the table, the combat bonuses of Hunter are obvious (though selecting between specializing in 'fighting the kraken' and 'fighting the horde of sahuagin/pirates' may be challenging). On the other hand, a Beast-Master's Giant Crab or Blood-Hawk pet may never find a better home than on the sea. Favored Enemy options abound; the sea has Beasts, Elementals, Dragons, Giants, Horrors, and Monstrosities all are clearly represented; though don't discount Undead (ghost ship!), and Humanoids (sahuagin, merfolk, and other prominent sailing races of the campaign).
Not a whole lot to say here other than Storm Sorcerer is the only class who explicitly has sailing referenced in it's abilities with Storm Guide, and the maneuverability of Heart of the Storm and Wind Soul are good for getting around the ship (or abandoning ship!)
Other classes with a lot of potential, though not so obvious as the aforementioned classes
Bards offer Bard Song, the ability to buff up any skill, even untrained skills. Along with Jack-of-All-Trades and a big collection of skills to begin with, this really covers a lot of bases for a party that can't expect to have much NPC assistance during much of their career... and which can buff up the vital Navigation and Vehicle skills that can be difficult to boost. While both have potential, I prefer Lore bard for this: more skills via Bonus Proficiencies and Additional Magic Secrets to pick up the widespread nautical-themed spells. The humor of using Cutting Words to mess up another pilot's Vehicle roll is not lost on me, but the range limitations probably make the potential limited.
In addition to being good swimmers not reliant on armor, the Totem's Aspect of the Beast (Eagle) has no better home than on the open ocean; and the rest of the Eagle abilities also fit well. The mile-long detail vision is so impressive that by itself it earns a spot on my team.
A few other options that don't bring anything super-special to the table mechanically but offer good thematic options:
Cleric: Clerics of sea-Gods (probably Tempest clerics) don't offer anything stellar mechanically that they wouldn't offer to any party, but fit well conceptually
Druid: Moon druids can turn into sea-monsters and Land (Coast) druids are inherently Nautical. Druids also have almost all the 'sea-worthy' spells.
Fighter or Rogue: The classic image of the swashbuckler is iconic enough to earn the Swashbuckler and Battlemaster a place on this list
No class is worthless on the high sea, though anything with Heavy Armor and no Swim Speed can face the threat of sinking when (not if, when) you go overboard.
Monk: Elemental monks have a few unique water-themed abilities, and of course running on water opens up a lot of tactical options
Warlock: Not much specific to say other than lots of Old Ones historically live in the ocean depths
Like races, no Class is inherently unsuited for adventuring on a ship, though heavy armor (without a Swim speed) is a risky proposal
Athletics: Swimming, navigating rigging, pushing people overboard, not getting pushed overboard. Normally I prefer Acrobatics (which would also have use with all the ropes) but I lean towards Athletics when a ship and water are central
Nature and Survival are both important when your life depends on your ability to keep alive on the ocean, even if traditional 'tracking' uses of Survival are less apparent
Trading at port is a big part of nautical life, and Persuasion (and/or Deception) have obvious application here (along with Insight)
Perception is important for any adventurer, but having strong look-outs keeping an eye for other ships, land, and underwater threats is perhaps even more important in this style of play
While not offering a whole lot mechanically, especially as more spells come online, but Medicine perhaps has more value here than in other campaigns... treating exotic diseases (perhaps gotten from a lady at port?) and sewing on peg-legs doesn't happen by itself!
Perhaps more than any other concept, the tool skills are important when your life depends on a functioning ship beneath you. Navigation and Water Vehicles are a most obvious: you can't go anywhere if you can't run the ship or figure out where you are going. Artisan Tools have use as well, Carpenter, Weaver, and Cartographer most basically, but Cook, Grog Brewers, and Woodcarvers probably will serve to keep the ship and crew happy. Diversity of languages probably helps world explorers of course. Consider picking up as many of these Tools/Languages as you can on long 'sailing around' downtimes.
Sailor is the most obvious background, offering great skills and surprisingly important tools; and the background trait is a good way to get on the sea before you own your own boat (or when you have lost your own); almost as good is Outlander to keep everyone fed on shore leave (or in the life raft) and a fail-proof navigation tool; however almost any background can be turned to a nautical theme:
Acolyte of a Sea-God is a good way to get some divine support if you lack a cleric; Criminal easily becomes a smuggler or fence with contacts in every seedy port (pro-tip: they are all seedy ports); Artisan seems an odd choice until one considers the value that a good Cartographer might have; there is no reason a Folk Hero to not be a simple fisherman; there may be no better place to be a Hermit than on a deserted island; and a Soldier in the King's Navy may have as much support at sea as a sailor
Consider the potential to switch out skills for a custom background, most obviously for Navigation and Water Vehicles; though many could be adjusted to better fit a sailor's life
Normal adventuring magic generally applies; but be careful with your blasting magic... fire magic may put the other guy's ship out quickly, but tends to sink the loot, and risk taking your own ship down as well! There may also be something to say for scrying magic to bolster and support your exploration of the unknown.
Beyond that there is some obviously 'sea-important' spells stand out.
Guidance, Foresight: every boost to Navigation/Sea Vehicle you can find is nice
Goodberry, Create Food, Hero's Feast: while skills go a long way to solve this, anything to prevent starvation on the life boat or deserted island can't hurt
Message, Animal Messenger, Skywrite
Conjure Animals, Conjure Minor Elemental, Conjure Woodland Beings, Conjure Fey, Planar Ally: Just be aware of new aquatic options that might be at your disposal... or heavy/non-swimming options that lose a lot of potential
Tongues: Talking to new people is important on an unexplored island or exotic trade port
Wind Wall : Surprisingly effective at keeping away arrows, grappling hooks, etc. from your ship
Mend, Fabricate, Creation: Repair the ship, build a new one from scrap, lots of potential here
Control Winds: While Storm Sorcerer comes with some of this built-in; still one of the few spells with obvious sailing potential
Arcane Gate, Teleport: Landing (or boarding) parties were never easier; think about Forbiddence on your ship to prevent similar tactics in a high-magic world
Water Walking, Water Breathing: Niche spells with a lot more potential to be staples
Tsunami, Storm of Vengeance: The only two spells with very clear 'anti-ship' potential on a large scale; for when the enemy navy is after you!
In the end I think my four-man party would be something like (all with tweaked custom background skill-lists):
Water Gensai /// Sailor /// Ranger (Beastmaster)
Half-Elf /// Criminal /// Bard (Lore)
Variant Human /// Outlander /// Barbarian (Totem)
Half-Elf /// Soldier /// Sorcerer (Storm)
Still, the concept was appealing to me and got me thinking about who is best suited to adventure on the high seas. Here are some thoughts:
Races can offer several useful things to a potential seaman. Variant Half-Elf and Water Gensai both offer a swim speed, which has obvious applications for work overboard (both voluntary and accidental!)... the latter (along with Warforged and Air Gensai) also don't worry about breathing. However, I find myself in desperate need of skills in what has to be a more 'self-sufficient' party than normal; and Variant Human and Half-Elf are very tempting. If the GM gives them a pass, flying races have obvious advantages in life on the seas, so Variant Tiefling and Aarakocra both have clear advantages (again, if they are available). Aarakocra talking like a parrot is optional. No race is obviously ill-suited for a sailing life; but nothing else really stands out to me.
While every class brings something to the table, a few stand out as clear winners.
Rangers are great options in any 'wilderness' setting; and just how much is shines here depends on two rulings around Natural Explorer. First, what terrain type the ocean counts as? If Coast covers it all (or most of it) then the results are stellar, though even if it only covers the actual coast it still opens a lot of potential. (Other terrain choices to consider are Arctic, Swamp, and Underdark... for the every present underground sea). The other rule point to consider is how much of the Natural Explorer bonuses count for vehicular movement? Does the ranger need to captain the ship, or can he just be the navigator? Can the whole vehicle ignore difficult terrain? Don't forget that Navigation and Vehicle rolls are likely to be Wisdom or Intelligence rolls (and there is no way to get Expertise in these skills even if you wanted to)!
Both subclasses bring power to the table, the combat bonuses of Hunter are obvious (though selecting between specializing in 'fighting the kraken' and 'fighting the horde of sahuagin/pirates' may be challenging). On the other hand, a Beast-Master's Giant Crab or Blood-Hawk pet may never find a better home than on the sea. Favored Enemy options abound; the sea has Beasts, Elementals, Dragons, Giants, Horrors, and Monstrosities all are clearly represented; though don't discount Undead (ghost ship!), and Humanoids (sahuagin, merfolk, and other prominent sailing races of the campaign).
Not a whole lot to say here other than Storm Sorcerer is the only class who explicitly has sailing referenced in it's abilities with Storm Guide, and the maneuverability of Heart of the Storm and Wind Soul are good for getting around the ship (or abandoning ship!)
Other classes with a lot of potential, though not so obvious as the aforementioned classes
Bards offer Bard Song, the ability to buff up any skill, even untrained skills. Along with Jack-of-All-Trades and a big collection of skills to begin with, this really covers a lot of bases for a party that can't expect to have much NPC assistance during much of their career... and which can buff up the vital Navigation and Vehicle skills that can be difficult to boost. While both have potential, I prefer Lore bard for this: more skills via Bonus Proficiencies and Additional Magic Secrets to pick up the widespread nautical-themed spells. The humor of using Cutting Words to mess up another pilot's Vehicle roll is not lost on me, but the range limitations probably make the potential limited.
In addition to being good swimmers not reliant on armor, the Totem's Aspect of the Beast (Eagle) has no better home than on the open ocean; and the rest of the Eagle abilities also fit well. The mile-long detail vision is so impressive that by itself it earns a spot on my team.
A few other options that don't bring anything super-special to the table mechanically but offer good thematic options:
Cleric: Clerics of sea-Gods (probably Tempest clerics) don't offer anything stellar mechanically that they wouldn't offer to any party, but fit well conceptually
Druid: Moon druids can turn into sea-monsters and Land (Coast) druids are inherently Nautical. Druids also have almost all the 'sea-worthy' spells.
Fighter or Rogue: The classic image of the swashbuckler is iconic enough to earn the Swashbuckler and Battlemaster a place on this list
No class is worthless on the high sea, though anything with Heavy Armor and no Swim Speed can face the threat of sinking when (not if, when) you go overboard.
Monk: Elemental monks have a few unique water-themed abilities, and of course running on water opens up a lot of tactical options
Warlock: Not much specific to say other than lots of Old Ones historically live in the ocean depths
Like races, no Class is inherently unsuited for adventuring on a ship, though heavy armor (without a Swim speed) is a risky proposal
Athletics: Swimming, navigating rigging, pushing people overboard, not getting pushed overboard. Normally I prefer Acrobatics (which would also have use with all the ropes) but I lean towards Athletics when a ship and water are central
Nature and Survival are both important when your life depends on your ability to keep alive on the ocean, even if traditional 'tracking' uses of Survival are less apparent
Trading at port is a big part of nautical life, and Persuasion (and/or Deception) have obvious application here (along with Insight)
Perception is important for any adventurer, but having strong look-outs keeping an eye for other ships, land, and underwater threats is perhaps even more important in this style of play
While not offering a whole lot mechanically, especially as more spells come online, but Medicine perhaps has more value here than in other campaigns... treating exotic diseases (perhaps gotten from a lady at port?) and sewing on peg-legs doesn't happen by itself!
Perhaps more than any other concept, the tool skills are important when your life depends on a functioning ship beneath you. Navigation and Water Vehicles are a most obvious: you can't go anywhere if you can't run the ship or figure out where you are going. Artisan Tools have use as well, Carpenter, Weaver, and Cartographer most basically, but Cook, Grog Brewers, and Woodcarvers probably will serve to keep the ship and crew happy. Diversity of languages probably helps world explorers of course. Consider picking up as many of these Tools/Languages as you can on long 'sailing around' downtimes.
Sailor is the most obvious background, offering great skills and surprisingly important tools; and the background trait is a good way to get on the sea before you own your own boat (or when you have lost your own); almost as good is Outlander to keep everyone fed on shore leave (or in the life raft) and a fail-proof navigation tool; however almost any background can be turned to a nautical theme:
Acolyte of a Sea-God is a good way to get some divine support if you lack a cleric; Criminal easily becomes a smuggler or fence with contacts in every seedy port (pro-tip: they are all seedy ports); Artisan seems an odd choice until one considers the value that a good Cartographer might have; there is no reason a Folk Hero to not be a simple fisherman; there may be no better place to be a Hermit than on a deserted island; and a Soldier in the King's Navy may have as much support at sea as a sailor
Consider the potential to switch out skills for a custom background, most obviously for Navigation and Water Vehicles; though many could be adjusted to better fit a sailor's life
Normal adventuring magic generally applies; but be careful with your blasting magic... fire magic may put the other guy's ship out quickly, but tends to sink the loot, and risk taking your own ship down as well! There may also be something to say for scrying magic to bolster and support your exploration of the unknown.
Beyond that there is some obviously 'sea-important' spells stand out.
Guidance, Foresight: every boost to Navigation/Sea Vehicle you can find is nice
Goodberry, Create Food, Hero's Feast: while skills go a long way to solve this, anything to prevent starvation on the life boat or deserted island can't hurt
Message, Animal Messenger, Skywrite
Conjure Animals, Conjure Minor Elemental, Conjure Woodland Beings, Conjure Fey, Planar Ally: Just be aware of new aquatic options that might be at your disposal... or heavy/non-swimming options that lose a lot of potential
Tongues: Talking to new people is important on an unexplored island or exotic trade port
Wind Wall : Surprisingly effective at keeping away arrows, grappling hooks, etc. from your ship
Mend, Fabricate, Creation: Repair the ship, build a new one from scrap, lots of potential here
Control Winds: While Storm Sorcerer comes with some of this built-in; still one of the few spells with obvious sailing potential
Arcane Gate, Teleport: Landing (or boarding) parties were never easier; think about Forbiddence on your ship to prevent similar tactics in a high-magic world
Water Walking, Water Breathing: Niche spells with a lot more potential to be staples
Tsunami, Storm of Vengeance: The only two spells with very clear 'anti-ship' potential on a large scale; for when the enemy navy is after you!
In the end I think my four-man party would be something like (all with tweaked custom background skill-lists):
Water Gensai /// Sailor /// Ranger (Beastmaster)
Half-Elf /// Criminal /// Bard (Lore)
Variant Human /// Outlander /// Barbarian (Totem)
Half-Elf /// Soldier /// Sorcerer (Storm)