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The Smuggler's Port

Doran's & Dragons


Table Of Contents
Topic Page
Part 1 - Character Options 1
   Tidal Trickster 1
Part 2 - Creature Statistics 2
   Smuggler's Port Dwellers 2
   Prowling Cutthroat 3
   Razorscale Hunter 3
   Gigalodon 4
Part 3 - Magic Items 5
   Bone Skewer 5
   Rageknife 5
   Serpent's Fang 5

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Trickster
Tidal Trickster Starting at 13th level, whenever you successfully Tumble
Mischief, nimbleness, and guile are the qualities the spirits of through a creature's space you can use your bonus action to
the Guardian Sea search for when choosing their Tidal make a melee attack against that creature.
Tricksters. Upon finding a worthy candidate the spirits will If you hit with the attack, the target's speed is halved until
conjure a Seastone in the nearest body of water and project the start of your next turn.
visions of it to their chosen. They will ensure danger meets
them on the path to retrieve the Seastone, but surmounting Chum The Waters
this danger will grant them a boon that few have known. Starting at 17th level, your Seastone can channel a one-way
portal to the Guardian Sea and summon one of the
Tidal Trickster Features gigalodons that call it's waters home.
Rogue As an action, you aim your Seastone-bonded weapon to a
Level Feature point within 60 feet. You create a 10-foot-radius circle
Nimble Fighter, Seastone Weapon, Urchin
centered on the point. The circle is filled with the image of
3rd
Strike dark blue water and a fast approaching shadow. A gigalodon
surges up through the circle striking any creature in its path.
9th Playful Any creature in the area must succeed on a Dexterity
13th Trickster saving throw or take 14d6 piercing damage, which counts as
magical for the purpose of overcoming resistances and
17th Chum the Waters immunity to nonmagical attacks.
The Spell save DC for this feature = 8 + your proficiency
Nimble Fighter bonus + your Dexterity modifier
Starting at 3rd level when you choose this Roguish Once you use this feature, you must finish a long rest
Archetype, you gain proficiency in Acrobatics. If you already before you can use it again.
have this skill proficiency, you gain proficiency with one other
skill of your choice.
You may also take the Tumble action as a free action once
per turn, and you have advantage on the Acrobatics check
associated with the Tumble action. This movement does not
provoke an opportunity attack.
Seastone Weapon
At 3rd level, you learn a ritual that creates a magical bond
between one weapon and your Seastone. You perform the
ritual over the course of 1 hour, which can be done during a
short rest. The weapon and the Seastone must be within your
reach throughout the ritual, at the conclusion of which you
touch the weapon and Seastone forging the bond.
You can perform the same ritual to unbind your Seastone
from a weapon.
Urchin Strike
Once you have bonded a weapon to the Seastone, you can
imbue your Sneak Attacks with the chilling power of the
Guardian Sea. Whenever you deal Sneak Attack damage with
your Seastone-bonded weapon you can choose to deal an
additional 1d4 cold damage to the target.
The cold damage increases to 2d4 at level 9, 3d4 at level
13, and 4d4 at level 17.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Playful
Starting at 9th level, you gain expertise with Acrobatics. If you
already have this skill expertise, you gain expertise with one
other skill of your choice.
Additionally, any time you succeed on a Dexterity
(Acrobatics) check, you gain advantage on your next attack
roll.

1
Smuggler's Port Dwellers
The Smuggler's Port is a dangerous city, with smugglers, scoundrels, and pirates galore. These people all came to the port city to
escape the wrath of the mainland factions whose laws would have most of them in irons or hanging from a noose. At least thats
how it started, now entrepreneurs who see the value of piracy and running their own criminal enterprise have started popping up
among the populace. With them comes corruption and desire for control. The port city has no elected leaders, just several captains
claiming territory and enforcing their rules with iron fists. Keep your head on a swivel as you traverse this place, because your
back isn't the only thing you need to watch.
Prowling Cutthroat
Prowling Cutthroats are a staple throughout the Smuggler's Port, as common as a deck plank. As a whole, their morality extends
all the way to the gold of the coin you pay them to do your dirty work. Once contracted, these cutthroats won't stop until their
mission is complete, or die trying because they know the consequence of failure is worse than death. A cutthroat who fails their
contract is seen as less than trash among the folks of the port city, and most are either run out of town or shunned into leaving
voluntarily. This adds a level of desperation that makes them unrelenting and very dangerous because to them, failure is not an
option.
Razorscale Hunter
The Razorscale Hunter is an unknown quantity surrounded in rumor and mysticism. Is it a human or a fish? Or perhaps both, or
neither? The only thing we know for certain is that it never fails to capture its prey, dead or alive. Its determination and seemingly
unending endurance has carried it to victory far more times than not and it doesn't appear to be slowing down, even after decades
of being spotted in the Smuggler's Port. The more paranoid folks of the city wonder though, is it one being? Or is there an entire
army of the Razorscale lurking just beneath the surface?
Gigalodon
Gigalodons are a massive breed of shark found all around the waters of the Smuggler's Port. They can range in size from 40 to 80
ft and pack a wallop. Their dagger-sharp teeth pierce through hide and the hulls of ships with little effort. Many juvenile gigalodon
have taken down entire galleons by their lonesome with their powerful jaws and the strength and speed of their ramming attacks.
Thankfully gigalodon tend to hunt the larger prey down in the depths of the Guardian Sea, only coming to the warmer waters of
the port city occasionally. But when you hear the crow's nest squawking that "The gigs are coming!", you will see the fear and
panic that these apex predators have earned.

2
Prowling Cutthroat Challenge 2 (450 XP) Proficiency Bonus +2
Medium humanoid, lawful evil
Cutthroat. Any hit the prowling cutthroat scores against
a creature that is surprised is a critical hit.
Armor Class 15 (Studded Leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft. Actions
Multiattack. The prowling cutthroat makes three melee
STR DEX CON INT WIS CHA attacks: two with its scimitar and one with its dagger.

15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Saving Throws STR +4, DEX +5, WIS +2 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or
Skills Athletics +4, Deception +4 range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing
Senses passive Perception 10 damage.
Languages Common

Razorscale Hunter Amphibious. The razorscale hunter can breathe air and
Medium humanoid, chaotic neutral water.
Nimble Escape. The razorscale hunter can take the
Armor Class 13
Disengage or Hide actions as a bonus action on each of
Hit Points 32 (5d8 + 10)
its turns.
Speed 30 ft., swim 30 ft.

Actions
STR DEX CON INT WIS CHA
Multiattack. The razorscale hunter makes two melee
16 (+3) 11 (+0) 14 (+2) 10 (+0) 15 (+2) 11 (+0) attacks with its trident.
Trident. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Skills Nature +4, Perception +4
one target. Hit: 7 (1d8 + 3) piercing damage.
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2

Gigalodon Actions
Huge beast, unaligned Multiattack. The gigalodon makes two melee attacks:
two bites attacks. Or the gigalodon makes a bite attack
Armor Class 13 (natural armor) and a swallow attack.
Hit Points 157 (15d12 + 60)
Speed 0 ft., swim 50 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 22 (3d10 + 6) piercing damage, and the
target is grappled (escape DC 15). Until this grapple
STR DEX CON INT WIS CHA ends, the target is restrained, and the gigalodon can’t
bite another target.
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
Swallow. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one Medium or smaller creature the gigalodon is
Skills Perception +5 grappling. Hit: 22 (3d10 + 6) piercing damage, the
Senses blindsight 60 ft., passive Perception 15 target is swallowed, and the grapple ends. The
Languages -- swallowed target is blinded and restrained, it has total
Challenge 9 (5,000 XP) Proficiency Bonus +4 cover against attacks and other effects outside the
gigalodon, and it takes 10 (3d6) acid damage and 11
Blood Frenzy. The gigalodon has advantage on melee (2d10) cold damage at the start of each of the
attack rolls against any creature that doesn't have all its gigalodon’s turns. The gigalodon can have only one
hit points. target swallowed at a time.
If the gigalodon dies, a
swallowed creature is no longer restrained by it and can
Water Breathing. The gigalodon can only breathe
escape from the corpse using 5 feet of movement,
underwater.
exiting prone.

3
Magic Items
Magic items are presented in order of rarity. A magic item's
description gives the item's name, its category, its rarity, and
its magical properties.
Bone Skewer
Weapon (dagger), rare
A bone dagger with sharpened teeth carved into the side, that
is tethered at the base with a 15-foot long rope.
You gain a +1 bonus to attack rolls and damage rolls you
make with this weapon. On a hit with this weapon, the target
takes an extra 1d6 piercing damage.
Harpoon. When you use this weapon to make a ranged
attack and hit a creature within 15 feet of you, the target must
succeed on a Strength saving throw (DC = 8 + your
proficiency bonus + your Strength modifier) or be pulled up
to 10 feet in a straight line toward you.
Rageknife
Weapon (dagger), rare (requires attunement)
This rare magic item requires attunement. A creature
attuned to it gains the Wrath property as long as the dagger
remains in their possession.
You gain a +1 bonus to attack rolls and damage rolls you
make with this weapon.
Wrath. You can choose one weapon damage die when
determining the extra damage for a critical hit and instead of
rolling, use the highest number possible.
Serpent's Fang
Weapon (longsword), very rare
You gain a +2 bonus to attack rolls and damage rolls you
make with this weapon.
The longsword has 3 charges. When you hit a creature
with an attack, you can expend 1 charge to deal an extra
1d10 poison damage to the target. The longsword regains
1d3 expended charges daily at dawn.
Shield Reaver. When you hit a creature with an attack
using this weapon, the attack deals an extra 1d8 slashing
damage, and the creature must succeed on a Constitution
saving throw (DC 16) or lose all temporary hit points.

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