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Medium humanoid (human), any alignment

Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

11 (+0) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Tools choose one from gaming set, sailmending tools, musical instrument, navigator’s tools, or water vehicles
Skills Nature +2
Senses passive Perception 10
Languages Common
Challenge 1/4 (50 XP)

Special Traits

  • Sure Footed. The sailor has advantage on Dexterity saving throws when on board a ship.


  • Belaying Pin. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  • Pistol. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  • Short Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.


Sailors make up the bulk of a ship’s crew, carrying out the essential tasks necessary to see a vessel perform at its best. Whether serving as deckhand on a merchant ship or crewing a swift pirate frigate, sailors know that the open seas hold many dangers and most have had at least a small amount of experience in a battle situation. Sailors expect to be fairly paid their expertise and for the hazards they face, even if some sailors fritter away every single coin at the next port of call. Many sailors have superstitions and peculiar rituals that a wise captain tolerates the observance of, because an unhappy and unpaid crew of sailors is recalcitrant, unruly, and sometimes even ripe for mutiny.

Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.