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Sinbad the Sailor, Master of the Seven Seas

“Sinbad the Sailor: Unbelievable Adventures on the High Seas!”

Sinbad the Sailor
Midjourney
  • Alias: Sinbad the Sailor
  • Gender: Male
  • Race: Human
  • Occupation: Adventurer, Sailor, Merchant
  • Religion: Believes in fate and destiny
  • Allies: Fellow sailors, travelers, and the occasional supernatural being
  • Enemies: Sea monsters, mythical creatures, and treacherous individuals
  • Abode/Base of Operations: Travels the world on his ship
  • Nationality: Arabian
  • Languages: Fluent in multiple languages due to his travels
  • Alignment: Chaotic Good
  • Affiliation(s): None in particular, but he often finds himself entangled in the affairs of kings and magical beings.
  • Significant Others: His heart is devoted to the spirit of adventure and the wonders of the world.

Sinbad, a fearless sailor and adventurer, embarks on daring journeys across the vast oceans. His heart pulses with wanderlust, forever yearning to explore uncharted territories and unveil the mysteries of the world’s farthest corners. This intrepid soul fears not the tempestuous seas, monstrous creatures, or treacherous islands that stand in his path.

Driven by an insatiable curiosity, Sinbad’s life is a tapestry of legendary exploits. He believes that true wealth lies not in gold and jewels but in the stories and experiences he accumulates. With each adventure, he seeks to expand his knowledge, meet new people, and understand the diverse cultures that grace the lands he visits.

Sinbad’s path is not one of conquest or domination but of discovery and enlightenment. He aspires to foster harmony among the world’s inhabitants by bridging cultural divides through shared stories and shared experiences. As he sails from one perilous voyage to the next, he aims to create a legacy of unity, understanding, and wonder that will inspire generations to come.


Sinbad the Sailor

Sinbad the Sailor
Midjourney

Medium humanoid (human), Chaotic Good

Armor Class 16 (studded leather armor)

Hit Points 133 (17d8 + 51)

Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)18 (+4)16 (+3)12 (+1)14 (+2)18 (+4)

Skills Athletics +7, Perception +6, Persuasion +8

Senses passive Perception 16

Languages Arabian, Greek

Challenge 8 (3,900 XP)

Background: Sailor. Sinbad has advantage on Intelligence (Nature) checks related to the sea.

Evasion. If Sinbad is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and half damage on a failed save.

Actions

Multiattack. Sinbad makes two scimitar attacks.

  • Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 4) slashing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Legendary Actions

Sinbad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Sinbad regains spent legendary actions at the start of his turn.

  • Move. Sinbad moves up to his speed without provoking opportunity attacks.
  • Parry. Sinbad adds 3 to his AC against one melee attack that would hit him. To do so, Sinbad must see the attacker and be wielding a melee weapon.
  • Inspiring Words (Costs 2 Actions). Sinbad can use his legendary presence to inspire his allies. Each friendly creature within 30 feet of Sinbad that can hear him gains temporary hit points equal to Sinbad’s level (minimum of 1) and has advantage on saving throws against being frightened.

Equipment

  • Scimitar
  • Dagger
  • Studded leather armor
  • Sailor’s attire
  • Belt pouch with 50 gp

Magic Items

  • Sinbad’s Compass (Wondrous Item, Rare): This enchanted compass always points toward the nearest body of water, making it an invaluable tool for navigation. Sinbad is known for his exceptional sense of direction, and this magical compass is said to be the source of his uncanny ability to find his way even on uncharted seas.

Mythological Figures: Sinbad (5E)

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Mythological Figures: Sinbad (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Sinbad has been used in a bunch of different stories that aren’t from his first (late) appearance in 1,001 Arabian Nights (where most of the original tales from his seven voyages involve him getting shipwrecked). He does a lot of interesting things during his journeys:

  • got married and entombed with his recently deceased wife (surviving by stealing and eating the rations of other unfortunate spouses doomed to the same fate)
  • made rafts and sailed them (sometimes pretty far) several times
  • hitches a ride from rocs and bird people
  • blinds a monstrous giant
  • carries around the Old Man of the Sea on his shoulders
  • gets rich over and over again
  • is enslaved more than once
  • kills so many elephants that he’s taken to the elephant’s graveyard by the king of the elephants

The guy gets around! In the typical fashion for 1,001 Arabian Nights all of these stories are told via a framing story from an older man named Sinbad to a younger, poorer fellow also named Sinbad.


Sinbad
Medium humanoid (human), lawful good rogue 2/ranger 1/fighter (archer) 7

Armor Class
 15 (studded leather)
Hit Points 73 (2d8+8d10+20)
Speed 30 ft.

STRDEXCONINTWISCHA
11 (+0)16 (+3)14 (+2)14 (+2)14 (+2)14 (+2)


Saving Throws Dex +7, Int +6
Skills Animal Handling +6, Athletics +4, Insight +6, Investigation +6, Perception +6, Persuasion +10, Stealth +7, Survival +6; thieves’ tools +7, vehicles (water) +11
Senses passive Perception 16
Languages Common
Challenge 5 (1,800 XP)

Action Surge (1/Short Rest). On his turn, Sinbad can take an additional action on top of his regular action and a possible bonus action.

Attentive Gaze. He can use a bonus action to take the Search action.

Background: Nautical. He is able to acquire passage on a sailing ship for him and his allies free of charge. He has no control over the ship’s route, departure, or return, and although no coin is required he and his companions do have to help crew the vessel.

Cunning Action (1/Turn). He can use a bonus action to take the Dash, Disengage, or Hide action.

Excellent Aim (3/Short Rest). He can spend a bonus action to aim a wielded ranged weapon at a target within his range. Until the end of his turn, ranged attacks that Sinbad makes against the target deal an extra 5 damage.

Favored Enemy. He has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.

Feat: Superb Aim. He ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Sinbad makes his first ranged weapon attack in a turn, he can choose to take a -5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.

Natural Explorer: Coasts. When Sinbad makes an Intelligence or Wisdom check related to the coast, his proficiency bonus (+4) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Sinbad gains the following benefits:

  • Difficult terrain doesn’t slow his group’s travel.
  • Sinbad’s group can’t become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Sinbad remains alert to danger.
  • If Sinbad is traveling alone, he can move stealthily at a normal pace.
  • When he forages, Sinbad finds twice as much food as he normally would.
  • While tracking other creatures, Sinbad also learns their exact number, their sizes, and how long ago they passed through the area.

Second Wind (1/Short Rest). On his turn, Sinbad can use a bonus action to regain 1d10+7 hit points.

Sneak Attack (1/Turn). He deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sinbad that isn’t incapacitated and Sinbad doesn’t have disadvantage on the attack roll.

ACTIONS

  • Extra Attack. He attacks twice, instead of once, whenever he takes the Attack action on his turn.
  • Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
  • Dagger. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
  • Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.

Sinbad the Sailor

Sinbad the Sailor
Midjourney

Human Swashbuckler 10

Init +7; Senses Perception +14

DEFENSE AC 22, touch 17, flat-footed 17 (+5 mithral shirt, +4 Dex, +1 dodge, +2 deflection) hp 80 (10d10+20) Fort +8, Ref +12, Will +6

OFFENSE Speed 30 ft. Melee +1 scimitar +16/+11 (1d6+6/15-20) Ranged composite shortbow +11 (1d6+3/Ă—3) Special Attacks Precise Strike +5d6, Swashbuckler Finesse, Opportune Parry and Riposte

TACTICS Sinbad is a swashbuckler renowned for his agility and flair in combat. He prefers to engage enemies in one-on-one duels, showcasing his skill with the scimitar. He uses his Panache points for Opportune Parry and Riposte, deflecting incoming attacks and countering with his own precise strikes.

STATISTICS

Str 16, Dex 18, Con 14, Int 12, Wis 14, Cha 18 Base Atk +10; CMB +13; CMD 30

Feats Combat Expertise, Dodge, Extra Panache, Improved Critical (scimitar), Improved Initiative, Mobility, Power Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar)

Skills Acrobatics +19, Bluff +13, Climb +10, Diplomacy +13, Escape Artist +15, Knowledge (geography) +7, Knowledge (local) +7, Perception +14, Profession (sailor) +12, Sense Motive +10, Sleight of Hand +11, Swim +10

Languages Common, various others based on adventures SQ Deeds (Derring-Do, Dodging Panache, Menacing Swordplay, Opportune Parry and Riposte, Precise Strike, Swashbuckler Initiative), Nimble +3

EQUIPMENT

+1 scimitar (an intricately crafted weapon known as the “Sailor’s Blade”), composite shortbow, 20 arrows, mithral shirt, belt of incredible dexterity +2, ring of protection +2, amulet of natural armor +1, enchanted turban (functions as a Hat of Disguise)

SPECIAL ABILITIES

Panache (Ex): He gains 1 panache point each time he confirms a critical hit or makes a killing blow with a scimitar. He can use panache points to perform deeds, such as Dodging Panache and Opportune Parry and Riposte.

Precise Strike (Ex): When he hits with a melee weapon that deals damage, he adds his swashbuckler level to the damage dealt.

Swashbuckler Finesse (Ex): He can use his Dex modifier instead of Str on attack rolls with a scimitar. He can also use his Dex modifier to damage rolls with a scimitar when wielding it one-handed.

Nimble (Ex): He adds +3 to his AC when wearing light or no armor.

Feats: His feats are tailored to his swashbuckling style, emphasizing mobility and precision with his scimitar. Improved Critical allows him to expand his critical threat range with the scimitar, making him even deadlier in combat.

Skills: He excels in skills related to sailing, combat, and social interactions, reflecting his adventurous and charismatic nature. His profession as a sailor and his extensive travels have honed his geographical knowledge.

Equipment: Sinbad wields a masterwork scimitar known as the “Sailor’s Blade,” a finely crafted weapon that reflects his expertise. His enchanted turban allows him to alter his appearance with ease, aiding in his disguises and negotiations during his adventures.

Currently in the World

Sinbad the Sailor is a tall and weathered man, his sun-kissed skin telling the tale of countless days spent under the blazing sun. His jet-black hair, streaked with silver, flows down to his shoulders, framing a rugged face adorned with a trimmed beard and mustache. His deep brown eyes, often sparkling with curiosity, have witnessed the wonders and perils of the seven seas.

At the moment, Sinbad is clad in his customary attire of billowing, earth-toned trousers secured by a leather belt, which holds various tools and pouches for his adventures. He wears an intricately embroidered vest over a loose-fitting shirt, both in shades of sea blue. His feet are protected by sturdy leather boots, well-worn from many a journey on both land and sea.

Currently, Sinbad stands on the bustling docks of a distant harbor, overseeing the loading of exotic goods onto his magnificent ship. The smell of saltwater hangs in the air as seagulls caw overhead, and the vibrant colors of merchant stalls selling spices, textiles, and trinkets create a lively backdrop. His mood is one of anticipation, eager for the next adventure that awaits him beyond the horizon.

In Myth

Sinbad the Sailor
Simorgh and Zal 18th century Scanned from the original Persian manuscript Farschi

Sinbad is from Basrah, during his voyages throughout the seas east of Africa and south of Asia, he has fantastic adventures going to magical places, meeting monsters, and encountering supernatural phenomena.

  1. The Voyage to the Island of the Birds:
    • Sinbad, a poor porter in Baghdad, longs for adventure and wealth. He joins a merchant’s crew, hoping for a brighter future. They arrive on an island inhabited by enormous birds. The crew collects valuable bird eggs.
    • He strays from his companions, exploring the island’s interior. Lost and exhausted, he is rescued by a kind Roc (giant bird) and later reunited with his crew.
    • After returning to Baghdad, Sinbad is richer than he ever imagined, thanks to the eggs. This marks the beginning of his legendary voyages.
  2. The Voyage to the Island of the Cannibals:
    • He embarks on his second journey. His ship reaches an island inhabited by savage cannibals. The crew is ambushed, and he narrowly escapes, taking refuge in a tree.
    • Sinbad later finds a raft and drifts to another island, where he discovers a giant roc’s egg. He uses the eggshell as shelter and ultimately reunites with his crew, which had survived.
  3. The Voyage to the Land of the Giants:
    • In his third voyage, Sinbad encounters an island inhabited by gigantic men, giants. Captured by the giants, He and his crew are held prisoner.
    • Sinbad’s wit and resourcefulness allow him to escape from captivity. He finds a hidden valley where diamonds are abundant and uses these gems to secure his passage back home.
  4. The Voyage to the Old Man of the Sea:
    • On his fourth voyage, Sinbad faces a unique challenge. He and his crew discover a mysterious old man on an island. The old man persuades Sinbad to carry him on his back, but he refuses to let go.
    • Sinbad is forced to carry the old man, who reveals himself as a malevolent jinn (genie). Through clever tactics, he finally escapes the jinn’s grasp.
  5. The Voyage to the City of Serpents:
    • Sinbad’s fifth voyage takes him to an island inhabited by serpents. He and his crew are captured by the serpents, but Sinbad manages to escape enslavement.
    • Using his knowledge of magic, Sinbad tames and befriends the serpents. In gratitude, the serpents share their treasure with him, enriching his journey further.
  6. The Voyage to the Land of Diamonds:
    • In his sixth adventure, he becomes stranded on an island adorned with colossal diamonds. Without a ship, he devises a plan to escape.
    • Sinbad constructs a raft from bamboo, ties empty jars to it for buoyancy, and uses his clothes as sails. With this makeshift vessel, he navigates treacherous waters and reaches safety with the diamonds.
  7. The Voyage Home:
    • In his final voyage, he faces the most perilous challenge. His ship is caught in a massive whirlpool, and all seems lost. Many crew members perish.
    • Miraculously, he survives by clinging to a wooden plank. He drifts to the surface and is eventually rescued by a passing ship. After a long and arduous journey, he returns home to Baghdad, now incredibly wealthy.

These seven voyages of Sinbad showcase his resilience, adaptability, and cleverness as he overcomes numerous trials and adversaries, amassing great wealth and knowledge during his legendary adventures.

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