Birdfolk Dockmaster

Humblewood Campaign Setting p. 190 (Third Party)

Size
Medium
Type
humanoid (any birdfolk)
Alignment
any alignment
AC
14 (leather armor)
Hit Points
55 (10d8+10)
Speed
walk 30 ft.
Skills
Perception +5, Persuasion +4, Athletics +2
Passive Perception
15
Languages
Birdfolk, can also understand Auran but can't speak it
Challenge
2
Lineage
Birdfolk
STR
10
+0
DEX
16
+3
CON
13
+1
INT
8
−1
WIS
13
+1
CHA
15
+2

Traits

Proficiency Bonus

+2

Glide

When falling at least 10 feet, the dockmaster can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).

Confidence

The dockmaster adds their Charisma modifier to their initiative rolls.

Sneak Attack

Once per turn, the dockmaster deals an extra 3 (1d6) damage when they hit a target with a weapon attack and they have advantage on the attack roll, or when the target is within 5 ft. of an ally of the dockmaster that isn't incapacitated and the dockmaster doesn't have disadvantage on the attack roll.

Actions

Multiattack

The dockmaster makes two saber attacks and one dagger attack.

Saber

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Other data

description

It may be odd to see birdfolk working the docks and ships of Saltar's Port, but the sea is a way of life for some folk. Jobs in the seafaring industry are as lucrative as they are tough. For the birdfolk that choose to ply their trade on the water, life is about order and efficiency. One improperly stowed barrel or poorly lashed line can spell disaster on the sea. Dockmasters take their marine jobs very seriously.