Classes and Skills

Classes

Again, choose any class you like, with the understanding that in this seagoing setting, some classes are more effective than others. For instance, the following classes might not be awesome:
  • Paladin - I'm sure you could make this work, but a lawful moral code + reliance on armor would be a challenge
  • Armored Guy - On a similar note, a character like a dwarf fighter that needs a plate and shield is not ideal - a clever player may make it work, though!
  • Beastmaster Ranger - Leave the drow + panther combo at home, son! Animal companions are definitely possible but will require some extra effort on the player's part

Skills

Every character begins with one additional skill, tool, or proficiency bonus that corresponds to their backstory. All I ask is that you can justify the proficiency through your character's origin.

Consider adding:
  • An additional language - Aquan is spoken by undersea races and may come in useful
  • Vehicle (water) - This is the skill you check when handling small boats or big vessels
  • Handy tools - You may actually use Cartography, Navigation, and Carpentry tools in this campaign
Proficiency in Vehicles (water) is important

Backgrounds

Players may choose any background from the Player's Handbook , Sword Coast Adventurer's Guide, or Ghosts of Saltmarsh. Don't bother with traits, flaws, and shit like that unless you're really into it. Here are some nautical backgrounds from Saltmarsh to consider:

Look at this dude
Fisher


Skill proficiencies: History, Survival
Languages: One of your choice
Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes and a belt pouch containing 10 GP
Feature: Harvest the water
You gain advantage on ability checks using fishing tackle. If you have access to a body of water that contains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten people each day.

Shipwright


Skill proficiencies: History, Perception
Tool proficiencies: Carpenter’s tools, Vehicles (water)
Equipment: a set of well-loved carpenter’s tools, a blank book, 1 ounce of ink, and ink pen, a set of traveller’s clothes and a belt pouch containing 10GP
Feature: I’ll patch it!
Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, your restore a number of hit points to the hull of a water vehicle equal to 5 times your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.

Smuggler


Skill proficiencies: Athletics, Deception
Tool proficiencies: Vehicles (water)
Equipment: a fancy leather vest or a pair of leather boots, a set of common clothes and a pouch containing 15GP
Feature: Down low
Whilst in any coastal town in the Obari Reach, you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. Whilst staying in a safehouse, you can choose to keep your presence (and that of your companions) secret.

Smugglers have friends in low places