Sailor

You are a sailor, and have experience on ships on the Waking Sea and perhaps beyond. Whether you were in a Kingdom's navy, a merchant sailor or a pirate raider, you never need to find your sea legs and are comfortable on a variety of vessels. You can also, if pressed, steer a ship with minimal support.

Proficiencies and Skills
Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Navigator's tools, vehicles (water)

Languages: None

Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm, a set of common clothes, and a pouch containing 10gp

Feature: Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Alternative Feature: Bad Reputation
If your character has a Raider background, you may select this background feature instead of Ship's Passage.

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.