The Shipwright builds and repairs ships, the trade the whole naval game rests on. It's a hybrid: free to play and the only class that reaches the master tier of the Shipwright skill, with a member unlock that opens the top of that tier and turns it into a business. A dockmaster with a mallet who can still crack a skull.
| Hit Die | d10 |
| Primary Ability | Strength and Intelligence |
| Saving Throws | Constitution, Intelligence |
| Armor | Light, medium |
| Weapons | Simple (tools as weapons: mallet, adze, spike, wrench) |
| Tools | Shipwright's tools, carpenter's tools, smith's tools |
| Skills | Choose 2 from Athletics, Investigation, Nature, Perception, Sleight of Hand |
Hit Points at 1st level: 10 + Constitution modifier. At higher levels: 1d10 (or 6) + Constitution modifier per level.
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Shipwright's Hands, Jury-Rig |
| 2 | +2 | Toolmaster |
| 3 | +2 | Yard (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Reinforce |
| 6 | +3 | Salvage |
| 7 | +3 | Yard feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Drydock |
| 10 | +4 | Field Repair |
| 11 | +4 | Master Craft |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Yard feature |
| 14 | +5 | Shipyard |
| 15 | +5 | Read the Hull |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Yard feature |
| 18 | +6 | Yard capstone |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | The Flagship |
Shipwright's Hands. Build vessels faster and better, the profession's edge. Jury-Rig. Field-patch a vessel or object; temp HP to a structure. Toolmaster. Mend, shape timber, drive spikes, caulk and seal. Reinforce. Harden a vessel or structure: HP and AC to ships. Salvage. Strip wrecks for materials (the Drowned Coast economy). Drydock. Stand up a build-and-repair site, the shipyard in miniature. Field Repair. Repair a vessel out of drydock (expanded by the master tier below). Master Craft. Legendary-tier vessel crafts at a rare rate. Shipyard. The skill to run a yard, and the standing to be considered for a berth in one. There are about sixteen berths in the world and four slips long enough to lay a warship keel; none of them are yours until a yardmaster says so. Read the Hull. Assess any vessel at a glance: weak points, remaining HP, quality, hidden damage. The Flagship. One unique, named masterwork vessel. You will need a berth for it.
Building hulls is a specialist trade, so the Shipwright skill has its own ladder (skiff → barge → sloop → coaster → ship):
Chosen at level 3 (features at 3, 7, 13, 17, 18).
Three of the four rungs need no berth at all: crew a ship, repair in the field, run your own drydock. The fourth is the one people know your name for.
Free to build; members run yards. See The Sea and Classes.
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