Ironfall Seafarer
Quelling any trace of seasickness, rubbing elbows with pirates and sailors alike, and fully acclimating to the seafaring lifestyle has gained you the following benefits.
● Your Dexterity or Charisma increases by 1, to a maximum of 20.
● You learn Thieves’ Cant. If you already know Thieves’ Cant, instead you gain an expertise die when using it to make a Deception, Intimidation, or Persuasion check.
● You also learn the other universal language of pirates: fistfighting. You can roll 1d4 in place of your normal damage for unarmed strikes.
● With your newfound sealegs, you gain an expertise die on Acrobatics and Athletics checks made on a boat.
● You can always tell the strength and direction of the wind, you gain a 1d6 expertise die on navigator’s tools checks, and so long as you are able to see the stars you can use them to make navigator’s tools checks.