Grid Movement

When a ship finds itself in combat or any other situation where the specific position of a ship relative to its surroundings is relevant, utilize the following rules.

Squares

Each square in a grid intended for use by ships is considered to be 200 by 200 feet.

Heading

When on a grid, a ship or creature can have one of eight different headings, represented by the eight squares that share an edge or a corner with the square it is currently occupying. A ship will always be facing one of these eight directions (and its corresponding square). A ship’s heading determines the only square it may move to during its movement. A ship may change its heading by turning during its turn, as described in the ship stat blocks section below.


A ship (in red) and the eight headings available to it (in black).

Points off heading

Sometimes, it is important to know how far a direction is from a ship’s heading: this is measured in how many points off its heading the direction is.

To determine how many points off a ship’s heading a direction is, count how many squares one must move from the square determined by the ship’s heading (counting only squares adjacent to the ship’s own, but not the ship’s square itself) to reach the square pointed to by the direction in question.

The distance is how many points off the ship’s heading that direction is.









Two examples of a ship and its heading (in red) and how many points off its heading adjacent squares are.

Wind

When on a grid, a DM may choose if wind is blowing and in what direction; if the wind is not blowing it is assumed there is enough air circulating to allow ships to move in any direction unimpeded.

Once the direction of the wind has been determined (either through choice or randomly), it applies unvaried to every square on the map, except those that are in dead calm (because they are somehow enclosed or magically becalmed).

Dead Calm: in certain areas, there may be no movement at all in the air that allows ships to move using their sails. In such areas, any ship components that have a wind modifier have their speed and current speed reduced to 0.

The direction of the wind relative to a ship affects it in one of three ways:

Wind Astern: when the direction of the wind the 0 or 1 point off of a ship’s heading, that ship has the wind astern. Ships with a current speed of at least 1 add each of their Movement components’ wind modifiers to those components’ current speeds if they begin their turn with wind astern.

Wind Abeam: when the direction of the wind is 2 points off a ship’s heading, that ship has the wind abeam. Any character attempting a check using navigator’s tools has disadvantage if their ship begins its turn with wind abeam.

Head-to Wind: when the direction of the wind is 3 or 4 points off a ship’s heading, that ship has head-to wind. Ships with a current speed of at least 1 subtract each of their Movement components’ wind modifiers from those components’ current speeds if they begin their turn with head-to wind. A ship’s sailing speed cannot be reduced below 0.

Changing a Ship’s Heading

Ships are cumbersome vehicles, and cannot simply turn on a dime. Whenever a ship moves, it may change its heading as allowed by the maneuverability of its control component.

A ship’s maneuverability shows the amount of squares a ship must move before its control component gains the ability to change its heading and by how many points it may change it each time: for example, a ship that has a control component with a maneuverability of 2/1 must move at least two squares before it is allowed

 

 

to change its heading by one point.

This amount does not stack, so the ship above would not be able to change its heading twice in a row if it moved 4 squares in a straight line on its turn. However, once a ship changes its heading, it may do so again in the same turn, provided it once again moves by the required distance before doing so.


A ship with a turn rate of 2/1 moves and changes its heading twice.

Facing

The innate structure of ships usually means that some parts are more sturdy than others. In addition, naval weapons are generally too cumbersome to be quickly repositioned, so they can only fire from where they are mounted on a ship. This makes knowing where a ship is in relation to another ship’s facing very important: you’re usually safe when aft of an enemy, but should expect a full broadside if you’re in their side arc!

To determine a ship’s facing, draw four lines that run from its center to the center of the squares that are 1 and 3 points off its heading. This creates four arcs around the ship:

Prow Arc

Contains the square that is 0 points off the ship’s heading.

Side Arcs

Contain the squares that are 2 points off the ships heading.

Port and Starboard

Most of the time, a ship won’t be affected on or be able to affect both of its sides, but one. The left side of a ship relative to its heading is its port arc, while the one to the right is its tarboard arc.

Aft Arc

Contains the square that is 4 points off the ship’s heading.


Two examples of a ship and its prow, side, and aft arcs.

In Combat

Many ship-mounted weapons have limited arcs of fire. A ship’s stat block will list which arcs weapon spaces can target. Weapons mounted in those spaces can only target creatures or objects that occupy a square in their available arcs.

When a ship occupies a square that lies within more than one arc of fire, the ship with the highest semanship value (see Ship Combat for more details) decides which arc the ship occupies relative to the attacking ship.

When firing a weapon, a ship attacks the facing of its target it is currently in. For instance, a ship targets another ship that lies within its side (port) arc. The target ship is headed straight for the firing ship, which means it is being fired at from its prow arc. This means the firing ship will need to beat the AC of the target’s hull for its prow arc, and can only target it with weapons that can fire in its port arc.


A ship (in red) firing weapons from its side arc at an enemy ship (in blue) which receives the hit in its prow arc.

 

 

Ship Stat Blocks

Basic Statistics

A ship has three main parts, basic statistics, components, and action options. Ships can’t take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.

Size

Most ships are Large, Huge, or Gargantuan. A ship’s size category is determined by its length or width, whichever is greater. For instance, a ship that is 20 feet long and 10 feet wide would use the size category that has a 20-foot length, which means the ship is gargantuan.

Height and Draft. A ship’s height represents the distance from the surface of the water to its deck; its draft is the minimum depth of water required for it to navigate.

Firing Decks. The amount of decks aboard a ship primarily dedicated to housing weapons. Some heavier ship weapons can only be mounted on certain firing decks (the number will be specified on the weapon).

The higher the number of a firing deck, the further down it is from a ship’s main deck.

Cargo Capacity

A ship’s stat block indicates how much cargo it can carry. a vessel can’t move -or might even start taking on water- if its cargo exceeds this capacity.

Creature Capacity

The maximum amount of crew units the ship can carry. Every 5 non-crew passengers or portion thereof occupy the same space as one crew unit. Officers are counted individually, as each has their own cabin.

Ability Scores

A ship has six abilit scores (Strength, Dexterity, Constitution, Inelligence, Wisdom and Charisma)and the corresponding modifiers.

The Strength of a ship expresses its size and weight. Dexterity represent’s a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction.Ships usually have 0 in Intelligence, Wisdom and Charisma. If a ship has 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Vulnerabilities, Resistances, and Immunities

A ship’s vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. Ships are typically immune to poison and psychic damage.

Ships are also usually immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconsious.

Components

Hull. A ship’s hull is its basic frame, on which the other components are mounted.
Control. A control component is used to steer the ship.
Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed (expressed in squares per round).
Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separetely. Each weapon mount is a part of a specific deck, which is important to determine if certain weapons can be mounted there. Any weapon mount without a specified deck is assumed to be mounted on the main deck.

A ship’s components might have special rules, as described in the stat block.

Armor Class

A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Different facings on a ship may have different ACs.

Hit Points

A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.

A ship doesn’t have Hit Dice.

Damage Threshold

If a ship component has a damage threshold, that threshold apears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn’t reduce the component’s hit point.

Crew

The amount of crew units necessary for the ship to be able to use a component. Each crew unit that is occupied operating a component is not available to operate any others. Keep track of how crew units are assigned during the turn so as to know when there aren’t enough to perform a given task.

Speed

When a ship’s component has a speed value, that is the maximum amount of current speed that component can have at any given time.

 

 

A component’s current speed indicates how far its ship must move during its turn.

A ship’s current speed is the sum of the current speeds of all of its components. Certain modifiers, such as the wind, can also affect the a ship’s total current speed.

Maneuverability

A component’s maneuverability value shows how far a ship must move before being able to change its heading, as described in the “Changing a Ship’s Heading” section on page x.

 

 

Crew

Officers

Officers are specialized crew members (either PCs or NPCs) that have increased capacity to act independently on a ship and can command crew units to increase their effectiveness. PCs can become officers on a ship by being elected by the crew or appointed by an entity with authority over the ship (in the captain’s case) or by being appointed by the captain; in either case, the PC or NPC requires the appropriate naval feat (described later in this document) to be eligible.

A ship does not require any officers apart from the captain to operate, but each officer increases’ the ship’s effectiveness, and a proper crew is never missing more than a couple of officers, and even then probably only because of injury or death.

Boatswain

A ship’s boatswain (pronounced bosun) provides technical advice to the captain and crew and leads repairs and maintenance efforts. In combat, they lead work crews to patch up damage to critical areas of the ship. During travel, they can likewise repair damage sustained by the ship or fashion new equipment, if material is available.

Captain

The captain issues orders, deciding the ship’s course during travel and directing movement and other actions during combat.

Cook

A ship’s cook works with the limited ingredients aboard a ship to make meals. In combat, the cook is best suited to helping the surgeon administer care to the wounded. During travel they help keep morale high, ensuring the crew’s quality in maintained at optimal levels.

First Mate

This specialist keeps the crew’s morale high by providing supervision, encouragement, and discipline. In combat, the first mate acts as a jack of all trades, directing the crew in actions other officers are too occupied to help with. During travel, they maintain morale and discipline.

Marine Lieutenant

The officer in charge of a ship’s marine complement is tasked with leading daily training and coordinating units in battle according to the captain’s orders. In combat, they manoeuvre the crew to act more effectivily during boarding actions. During travel, the lieutenant keeps an eye out for danger and ensures the safety of other officers and important equipment.

Master Gunner

The master gunner directs the artillery crews on board a ship to fire in concert to maximum effect. In combat, they coordinate volleys of attacks to ensure swift victory. During travel they can work to repair or construct new offensive equipment.

The navigator plots the ship’s course relying on knowledge of nautical charts and a study of weather and sea conditions. In combat, they help manoeuvre the ship according to the captain’s wishes. During travel, the navigator ensures the ship remains on course and safe from environmental hazards.

Surgeon

The ship’s surgeon tends to injuries, keeps ilnesses from spreading throughout the ship, and oversees sanitation. In combat, the surgeon minimizes casualties and brings wounded crew members back into the fight. During travel, they tend to heavily wounded crew and protect the ship from infectious diseases.

Sailors

Sailors operate ships and their equipment, following the instructions of their officers.

Crew Units

A crew unit is the minimum amount of sailors necessary to effectively carry out a task aboard a ship. A crew unit consists of 4 to 6 sailors. The rules for ships and ship combat will use crew units instead of keeping track of individual crew members and their hit points for semplicity (in cases where the individual statistics of a crewmember may be relevant, use the sailor stats found later in this document.

Ship Actions

Several different ship actions require a minimum number of crew units to participate for it to succeed, or have an increased effect for each additional increment in the amount of crew units participating, up to a specified maximum. The amount for each will be specified in the crew voice of the ship action. For example, if a ship action’s crew voice reads “2 + 2, max 10”, then a minimum of 2 crew units are required to perform the action, and for every 2 additional crew units involved in the action, the effect would be increased by the amount specified; crew units left over that are not sufficient to fill out an increment have no effect on the action, as are any crew units above the action’s maximum (which is the base crew units plus any additional crew units, not just the additional crew units).

 

 

Copyrighted

Quality

A crew’s skill, experience, morale. and health are defined by its quality score. This score can affect a number of general ship activities, like the crew’s ability to notice threats or contend with hazards. A crew starts with a quality score of +4. but that score varies over time, going as low as -10 and as high as +10. It decreases as a crew suffers hardship or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.

A crew’s maximum quality is equal to 4 + the captain’s proficiency bonus.

Mutiny

A poorly led or mistreated crew might turn against its officers. Once per day, if a crew’s quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew’s quality score.

If the check total is between 1 and 9, the crew’s quality score decreases by 1.

If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.

When the DM ends the mutiny, the crew’s quality increases by 1d4.

Shore Leave

Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax an regain its composure.

If a crew’s quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore.

Marines

Marines are crew members specialized in close quarters naval combat.

A ship may carry any amount of marine crew units, which take up the same space and require the same rations as a normal crew unit.

Crew Damage

Being a sailor is a dangerous life, and it is not uncommon for those manning a ship to suffer injury or death, either in combat or by cause of environmental hazards.

A healthy crew unit is active, and can operate equipment and participate in ship actions, but many effects can lead to a crew unit becoming injured or dying outright.

Keeping Track of Crew Damage

A ship’s stat block will list three values for crew units and marines: maximum, total, and active. Anything stated in this section as applying to crew units also applies to marine units.

A ship’s maximum crew units is the amount of crew a ship can carry: the sum of the total of all crew units can never exceed a ship’s maximum.

The total amount of crew units on board a ship is the sum of all active and injured crew units currently aboard the ship. This is similar to the hit point maximum of a player character in 5th edition. Certain effects that deal heavy damage may deal lethal crew damage, lowering a ship’s total crew. To regain crew lost in this manner, new crew units need to be hired or pressed into service on the ship.

The amount of active crew units is how many crew units are able to participate in ship actions. Many damaging effects will cause crew damage, each point of which reduces the amount of active crew or marine units aboard the ship. However, so long as the amount of active crew is lower than the amount of total crew, these units can be healed, sometimes even during combat. This is similar to a player character’s current hit points in 5th edition.

 

 

Naval Combat

THE THUNDER OF CANNONS ECHOING across the ocean. The resounding crash as wooden hulls collide in a fierce naval battle. The sharp report of muskets and cannons filling the salty air. The blinding flash of gunfire illuminating the night sea. The acrid scent of gunpowder mingling with the salt breeze, cutting through the briny aroma of the ocean. Roars of fury from sailors, shouts of triumph as a rival ship is boarded, cries of pain from the wounded. Naval combat in the age of sail can be chaotic, deadly, and exhilarating.

This chapter provides the rules you need for your ships and crews to engage in naval warfare, whether it’s a swift skirmish between pirate ships or a protracted conflict on the high seas. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters, nonplayer characters and ships involved in combat, and the players jointly control their ship, working together to operate it. “You” can also mean the character or monster that you control.

The Order of Combat

A typical naval combat encounter is a clash between two sides, a contest of seamanship to gain an advantageous position unleashing and absorbing amounts of damage that would turn the mightiest of creatures to red paste. The game organizes the chaos of combat into a cycle of rounds and turns. A round of naval combat lasts roughly a minute, equivalent to ten rounds of normal 5th edition combat.

During a round, each ship participating in a battle takes a turn. The order of turns is determined at the beginning of combat when each ship involved rolls for seamanship, but can be subsequently changed as a ship-s officers gain a better understanding of the situation. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Surprise

A sleek corvette glides silently through the fog towards the unprotected aft of a man’o’war. A kraken burst up out of the murky waters, wrapping its tentacle around an unfortunate ship. In these situations, one side of the battle gains surprise over the other.

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of any ship attempting to hide with the passive Wisdom (Perception) score of any creatures on lookout on the opposing side. Any ship that doesn’t notice a threat is surprised at the start of the encounter.

If a ship is surprised, creatures on it can’t take an action in their first turn of the combat. A ship on one side of combat can be surprised even if others aren’t.

Seamanship

Seamanship determines the order of turns during combat. At

the start of combat, each ship chooses three creatures to makeone Wisdom (Insight) check, one Intelligence (Deception) check and an Intelligence check using either navigator’s tools or water vehicles. For each participant, write down each of the results, and their sum total.

The DM ranks the combatants in order from the one with the highest total to the one with the lowest. This is the order (called the seamanship order) in which each participant is given the chance to act in this round.

If a tie occurs, the DM decides the order among tied DM-controlled combatants. If an enemy combatant has tied with a player-controlled ship, each one rolls a d20 to detrmines the order, with the highest roll being placed first in the seamanship order.

Beginning from the ship with the highest seamanship value, each ship decides whether to take its turn. If not, the ship with the next lowest seamanship value chooses whether or not to take its turn.

If the ship that is being given the chance to take its turn has the lowest seamanship value out of all ships in the order of battle, that ship has no choice but to act: it must take its turn immediately.

A Ship’s Turn

When a ship takes its turn, it may take as many ship actions as shown on its statblock, depending on how much crew it has. As a ship’s crew dwindles, so too does the amount of actions the ship can take during its turn.

Crew units (and by extension the ship) act according to the wishes of the party, even if no action was taken by officers in game to aid them: assume the ship’s commanders give enough general instructions to occupy the entire crew, but can only dedicate their focus and expertise on a limited task, directing a small group of crew members.

Officers

In their ship’s turn, each officer (which you, the player character, will often be) can participate in one ship action. The most common actions you can take part in are described in the “Naval Combat Actions” section later in this chapter. You may forgo participating in any actions in your turn if you so choose.

 

 

Movement

In naval combat, ships are in constant motion, often using movement and position to gain the upper hand, and just as often simply moving where the wind carries them.

Ships are much more restricted in their movement than creatures. Ships must always move their full speed during their turn. A ship’s speed is calculated by adding together the current speed of all of its movement components.

Ships always move in a straight line forward, but can change their heading during their move by activating their control components. This means a ship may move a fraction of its speed in one direction, then change its heading and move the rest of its speed in the new direction.

At the end of a ship’s turn, if it has not yet moved a number

of squares equal to the sum of the current speed of all of its movement components, the ship must move as far as it can using its remaining movement unless it collides with a large enough obstacle, see “Collisions” below).

Breaking Up Your Move

A ship can break up its movement on its turn, using some of its speed before or after an action. For example, if a ship has a current speed of 3, it could move 2 squares, then take an action, then move another square.

Collisions

Sometimes a ship is simply moving too fast to avoid striking an obstacle. Other times, ramming full speed into an enemy ship is the fastest way to sink it to the bottom. In any case, collision between creatures and objects of considerable size is sure to cause mayhem.

If a ship’s movement would carry it into a square occupied by a creature or object of a smaller size category, both take damage as indicated on the “Collision Damage” table and make an opposed Dexterity check. The winner picks an unoccupied square adjacent to the one the object or creature in the ship’s path is currently occupying and moves it into that square. If no unoccupied square is available, move the target to the nearest unoccupied square, rolling again on the collision damage table for each sqaure moved beyond the first.

If a ship’s movement would force it to move into a square occupied by another object of the same size category or larger, both take damage as indicated in the “Collision Damage” table and the ship’s movement immediately stops. It can move no further this turn and the current speed of all of its movement components is reduced by 1.

On subsequent turns, if the ship’s movement would cause it to collide with the same object again, it does so as normal.

Collision Damage

When a ship collides with a creature or object, it suffers damage based on the size category of the object or creature it collides into. The object or creature struck suffers damage based on the size of the ship colliding into it.

In the table below, “total current speed” refers to the speed of the ship whose movement caused the collision.

Collision Damage
Size Damage Inflicted
Medium or smaller none
Large 5d6 x total current speed
Huge 8d8 x total current speed
Gargatuan 10d12 x total current speed

 

 

When a ship takes an action in its turn, it may take any one of the actions presented here.

Every action on this list has a Component, an Effect and an Officer entry.

The component entry refers to the category of component that is used as part of the ship action. If a ship does not have any available component of the required category, the ship action cannot be taken. A single component cannot be used as part of a ship action more than once per turn, though the same ship action may be taken multiple times if there are enough components of the required type onboard the ship, with each separate use of the action targeting a different component.

A ship action’s effect entry describes when the action is performed by the ship’s crew without the participation of an officer.

Under the officer entry you will find any additional effects the ship action gains when an officer participates in it. No single ship action can benefit from the participation of an officer more than once.

Activate Special Equipment

Component: 1 Special.
Effect: varies, see the “Special Equipment” section on page x.
Officer: varies, see the “Special Equipment” section on page x.

Adjust Bearing

Component: 1 Movement.
Effect: the next time the ship changes its heading in this turn, it may either do so after having moved one less square than normally required or may change its heading by one additional point.
Officer: if the ship changes its heading more than once in this turn, it may benefit from the effect above up to twice instead of once.

Adjust Speed

Component: 1 Movement.
Effect: increase or decrease the current speed of the selected component by 1.
Officer: until the end of the ship’s turn, you may also increase or decrease the component’s wind modifier by 1.

Assess Situation

Component: none.
Effect: none.
Officer: you may reroll one of the checks that determine your ship’s seamanship value. Use the new result to calculate your total, even if it is lower.



Break Free

Component: Hull.
Effect: your ship attempts to push away from another object or creature. If your ship is adjacent to any creatures or objects one size category smaller than it or larger, your ship can change its heading by 1 point.

If your ship is grappled by any ships or creatures, it attempts to escape one of those grapples.
Officer: your ship gains advantage on any Strength checks made as part of this action.

Cast Spell

Component: none.
Effect: none.
Officer: you cast a spell. See the “Naval Spellcasting” section on page x for more information on casting spells.

Fire Broadside

Component: any number of Weapons that share a firing arc and are on the same deck.
Effect: the ship makes an attack against a valid target for each of the selected weapons. All attacks must be made against a target in the same firing arc.
Officer: a number of weapons up to your proficiency bonus can make the attack with advantage.

Jury-Rig Repairs

Component: any 1. This action can target components with 0 hit points.
Effect: roll a d20, adding the ship’s crew quality modifier. On a total of 15 or higher, the targeted component is considered to have been repaired for the purposes of any effect that inflicts an effects that lasts until repaired.
Officer: you can use your modifier for Intelligence checks made with a relevant artisan’s tool (smith’s tools for weapons, carpenter’s tools for hull or oars and weaver’s tools for sails, for example) in place of the crew’s quality when rolling the d20 to determine this action’s outcome and this action may target one additional component.

Furthermore, you may expend one set of refit supplies when targeting a component with this action. If you do, that component regains 5 hit points, as well as gaining 35 tmporary hit points.

 

 

Prepare Boarding Party

Component: none.
Effect: your ship attempts to grapple a hostile ship within 1 square of it. If the grapple attempt is successful, your ship conducts a boarding action against the target ship. See the “Boarding Actions” section on page x for more information. While your ship is grappling an enemy ship, the speed of all of its Movement components is reduced to 0.
Officer: you participate in the boarding action. See he “Boarding Actions” section on page x for more information.

Raise Morale

Component: none.
Effect: none.
Officer: you attempt to raise the crew’s morale. If your ship’s quality modifier is 3 or lower, you can make a DC 20 Charisma (Persuasion or Intimidation) check modified by your ship-s crew quality score. On a success, you raise the ship’s quality score by 1.

Small Arms Fusillade

Component: none.
Effect: one hostile ship within 1 square of your ship must make a Dexterity saving throw against your ship’s vessel effect DC, adding its crew’s quality modifier to the roll. On a failed save, that ship takes crew damage equal to half the active marine units on your ship (rounding up). The target ship also takes 1 point of lethal crew damage for every four active marine units on your ship (rounding down).

On a successful save, the target ship takes one point of crew damage for every four active marine units on your ship (rounding down).
Officer: for every two active marine units onyour ship, increase the amount of crew damage and lethal crew damage inflicted by one (with a maximum increase equal to your proficiency bonus).

Take the Helm

Component: 1 control.
Effect: if the ship moves in this turn, it may change its heading any number of times, so long as it moves by the amount dictated by the component’s turn rate before making each course adjustment and each one changes the ship’s heading by no more than the amount indicated on the target component.
Officer: all components on the ship also gains +2 AC until the beginning of its next turn.

Tend to the Wounded

Component: none.
Effect: increase the amount of active crew or marine units on your ship by 1. This cannot bring the amount of active crew or marine units above their respective totals.
Officer: increase the amount of active crew or marine units on your ship (in any combination) by 1d4 instead, subject to the limitations above. In addition, once before the beginning of your next turn, if your ship suffers lethal crew damage, reduce that damage by 1.

Well, I’M the Captain!

Usually, a party’s ship should have enough crew units to at least carry out the actions that party members participate in. Should a ship’s crew become so depleted that players need to choose whether to activate one ship component or the other, allow the players to discuss pros and cons, but in case the situation starts dragging on, just have each side of the argment roll a d20: the highest score gets to decide what the crew does.

Try to avoid fostering a hierarchical environment where players use their character’s in game rank to give actual orders to people at the table: the point is to control the ship together with the other players, not in opposition to them!

 

 

Attacks and Damage

Ships deal frigthening amounts of damage with batteries of large weapons or strange technological contraptions and arcane devices. Mechanically, however, these attacks function much like those of a creature.

Ship Weapon Attacks

When a ship attacks with one of its weapons, add the ship’s crew quality modifier to the attack roll.

Targeting components

When a ship is targeted by a ranged attack, unless otherwise specified, the attack is made against its hull.

When declaring a ranged attack against a ship, an attacker may instead target one of the target ship’s other components, but to do so, the attack must originate from the arc indicated on the target component and the attack roll is made with disadvantage. If a component does not specify which arcs it may be targeted from, it is always targetable.

A creature that makes a melee attack against a ship may target any component within reach with no penalties.

Crew Damage

Whenever a ship suffers any points of crew damage, subtract that amount from its current active crew or marine units.

Whenever any of a ship’s components suffers a critical hit, the ship also suffers one point of crew damage in addition to any other effects.

Morale

At the end of any turn in which it suffered crew damage, the ship makes a crew quality roll to see if the crew’s morale holds.


Morale Check DC = 8 + the amount of crew damage suffered in this turn


On a failure, the ship’s crew quality modifier is decreased by 1.

Officer Damage

At the end of any turn in which their ship suffered crew damage, officers make a Dexterity saving throw to see if they avoid some damage.


Officer Damage DC = 8 + the amount of crew damage suffered in this turn


The officer expends one of their hit dice and rolls it. On a failed save, they take piercing damage equal to the sum of the result, their Constitution modifier and the amount of crew damage suffered by their ship in this turn.

On a successful save, the officer takes half as much damage.

If the officer has no hit dice available to expend, they need not expend any dice, but take damage all the same.

Critical hits

Whenever a ship suffers a critical hit, in addition to all normal effects, the following effect applies.

The component’s hit point maximum is reduced by an amount equal to the damage taken. Until the component has been repaired, at the end of the ship’s subsequent turns, the component’s hit point maximum is further reduced by 10 and takes 20 bludgeoning damage that cannot be ignored or reduced in any way.

Each instance of this effect is cumulative and can only be removed as described in the Jury Rig Repairs ship action. Reductions to a component’s hit point maximum can be repaired using refit supplies (see the “Repairing a Ship” section on page x).

Raking

When a ship’s hull is targeted by a ranged attack that originates from its prow arc, that attack will score a critical hit on a roll of 19-20.

When a ship’s hull is targeted by a ranged attack that originates from its aft arc, that attack will score a critical hit on a roll of 18-20.

Saving Throws

Often, when the effect of a ship action calls for a saving throw, that saving throw will be determined by the ship itself rather than an single character. In these cases, the DC is refferd to as the Vessel Effect DC and is calculated as shown:


Vessel Effect DC = 10 + the ship’s crew quality modifier + any special modifiers.

Fast Rolling

Warships carry many, many more weapons than the average creature. To make each ship’s attack sequence as fast as possible, we recommend following some or all of these guidelines:

  • Have each of your players roll some of their ship’s attack rolls, even if their character is participating in another ship action.
  • Roll to hit for every attack that targets a given enemy before you begin rolling for damage.
  • Have weapons inflict the average amount of damage if a high number of attacks hit.
  • Use a dice rolling app if you need to make a large number of attack or damage rolls.

 

 

Boarding Actions

It is common practice in naval warfare to close the distance with an enemy vessel after inflicting significant damage to board it and take its cargo, or even the entire vessel, as a prize.

Resolving Boarding Actions

When a ship grapples another through the Prepare Boarding Party action, a boarding action ensues.

During a boarding action, ship crews, numbering from dozens to hundreds of individuals, clash.

To resolve a boarding action, make a number of boarding checks equal to the amount of crew units required by your ship to take an action for each time your ship successfully grappled its target during this turn (note that regardless of the number of times one ship successfully grapples another, a ship only needs a single successful check to free itself from that ship’s grapple). A boarding check is a quality check made against the targeted ship’s Naval Effect DC.

For each successful check, the defending ship suffers 1 point of crew damage. For every two failed checks (rounding up) the attacking ship suffers 1 point of crew damage. If the attacking side scores more successes than failures, the defending ship also suffers one point of lethal crew damage for every two succesful checks made by the attacking ship.

Marines

For each active marine unit aboard an attacking ship, that ship may gain advantage on one roll made to resolve a boarding action.

For every two active marine units aboard a defending ship, enemy ships reduce the amount of boarding checks it makes against it on this turn by 1 (to a minimum total of 1).

Characters in Boarding Actions

When a character participates in a boarding action, they can try to support the crew or attempt to deal damage to the enemy directly. You can choose one or more of the following approaches if you are participating in a boarding action.

Attacking With Weapons

If attempting to attack the enemy through conventional means, you can make a number of boarding checks up to your proficiency bonus. Instead of using the ship’s crew quality modifier, each of these checks uses the attack roll modifier for a simple or martial weapon you are equipped with. Treat successful checks exatly as you would other boarding checks. For each failed check, you expend one of you hit dice, roll it, and take damage equal to the result plus your Constitution modifier.

If you have no hit dice available to expend, you need not expend any dice, but take damage all the same.


Spellcasting in a Boarding Action

In addition to attacking the enemy through conventional means, you can also bolster your allies with magic or use it to decimate your foes.

As part of the resolution of a boarding action, you can expend up to five spell slots to deal damage to the enemy


or give support to crew fighting alongside you, in any combi- nation.

If dealing direct damage, add together the levels of all spell slots expended: you can make a number of checks using your spellcasting attack modifier equal to the total, up to a maximum amount of checks equal to your proficiency bonus. For each success, the defending ship suffers 1 point of crew damage.

If supporting the crew, total up the spell slot levels expended as above. You may re-roll a number of boarding checks made by your ship’s crew equal to the total amount of spell slot levels expended, up to a maximum amount equal to your proficiency bonus.

When to run boarding actions rather than normal combat

Boarding actions are best run when you want to keep ships as the main focus of an encounter. This could be because there are no significant NPCs or other creatures that would warrant a combat encounter on the opposing ship, or because other ships are involved, and a combat encounter would break the rythm of the naval combat too badly.

In general, boarding actions are a mechanic that is meant to avoid making players fight against large numbers of trivial enemies and make DMs run a large number of allied and enemy creatures that have little impact on combat. If you wish to run a combat encounter as part of a boarding action, make sure the challenge and the fun are worth the extra time, and try to keep basic crew members out of the fight (except maybe as descriptive collateral damage for character and monster actions).

 

 

Although magic is extremely powerful, it has its limits. Most spells are capable of dealing at most with small groups of creatures at a relatively short range, not crews of dozens or hundreds and ships uilt to shrug off volleys of cannonballs at ranges of several hundred feet. The rules below give a simplified variant of spellcasting for use in naval combat.

When casting a spell during your ship’s turn, you can choose one of the following effects.

Defensive Spell

By shielding it with a shimmering wall of energy, obfuscating it from view or magically reinforcing its structure, you protect your ship from harm.

Your ship gains a number of defense charges equal to twice the level of spell slots expended. Whenever your ship is hit by an attack, it can expend one charge to give itself resistance to damage from that attack. It may expened a charge after knowing which part of the ship was hit. Alternatively, it can expend two charges when it would suffer a point of crew damage to negate that damage.

Each charge lasts until the beginning of your ship’s next turn and is wasted if not expended.

Healing Spell

You mend broken bones and re-knit torn flesh, restoring your crew to fighting conditions and staving off death.

You can increase your ship’s active crew or marine units by half the level of the spell slot expended.

You give your ship a tactical edge by manipulating the environment to your advantage or the enemy’s detriment.

Roll a number of d4s equal to the level of the spell slot you expend. Add the total to your ship’s seamanship value until the end of its next turn.

Offensive Spell

Calling forth destructive energy, you lay waste to your enemy’s crew and blast their ship asunder.

When casting an offensive spell, you may choose to either target the components or the crew of an enemy ship within 1 square.

If targeting a component, it takes damage equal to 15 x the level of the spell slot you expended. As with an attack, you must find yourself within the firing arc specified by the component to target it with a spell.

If targeting the crew, the target ship takes crew damage equal to the level of the spell slot expended.

 

 

Naval feats

Commanding a ship is a venture far removed from the typical expertise of an adventurer, navigating uncharted waters both literally and metaphorically. Should you find yourself at the helm of a naval campaign, consider granting each party member a naval feat of their choice from the list below.

Captain

You lead your ship to vicotry or defeat, ensuring it is always in the most advantageous position to fire on its enemies and di- recting the other officers on your ship to maximum efficiency.

  • You gain proficiency with water vehicles.
  • If you participate in the Take the Helm action on your ship’s turn, you may also additionally participate in the Fire Broadside action once on that same turn.
  • Once per day, when an officer aboard your ship makes an ability check, that officer may re-roll the check. The new result stands.

Carpenter

Ship’s don’t last long without maintenance. Your job is to ensure any damage suffered is dealt with swiftly and com- petently.

  • You gain proficiency with carpenter’s tools and learn the Mending cantrip.
  • When you participate in the Jury Rig Repairs ship action in your ship’s turn, one of the components targeted by that ship action remains eligible to be targerd by other ship actions in that same turn.
  • Whenever a ship expends a set of refit supplies, you can increase the hit points restored by 10 or the maximum hit points restored by 1 for that set.

First Mate

You are the captain’s right hand, pushing the ship’s crew to go above and beyond.

  • You gain proficiency in the Intimidation skill.
  • So long as you aren’t incapacitated, while your ship has enough crew units to take any actions it may take one additional action on its turn.
  • While travelling, you may take part in one additional activity each day.

Marine Lieutenant

You have instilled fierce discipline into the marines under your command, turning them into a lethal and versatile force.

  • If you participate in the Small Arms Fusillade action on your ship’s turn, you may also additionally participate in the Prepare Boarding Party action once on that same turn.
  • Once per day, when your ship would have its quality score reduced, you may lower that reduction by 1.

Master Gunner

You’ve mastered drilling your firing crews to reload rapidly and unleash accurate volleys in a fraction of the time the average gun crew takes.

  • You gain proficiency with siege weapons.
  • Once on each of your ship’s turns, when you participate in the Fire Broadside action, any weapons that gained advantage thanks to your participation may fire one additional time (without advantage).
  • You have advantage on any check made using the Perception skill relating to shipboard activities for your ship during travel.

A ship without direction is simply driftwood. Under your able hand, the vessel is exactly where it needs to be when it needs to be there.

  • You gain proficiency with navigator’s tools.
  • If you participate in the Adjust Bearing or Adjust Speed actions on your ship’s turn, you may also additionally participate in another ship action once on that same turn.
  • Movement components used in actions you participate in can be used in one additional action on your ship’s turn.
  • You have advantage on any check made using the Survival or Nature skills relating to shipboard activities for your ship during travel.

Ship’s Cook

A well-fed crew is usually a happy crew, and you’ve learned to leverage this to keep the ship running as smoothly as possible.

  • You gain proficiency with cook’s utensils.
  • When participating in the Raise Morale action on your ship’s turn, you may make the check using your Intelligence (cook’s utensils) modifier, increasing the crew’s quality score by an additional 1 on a success.
  • So long as you have access to enough rations for the entire crew, the quality of your ship’s crew increases by 1 each day at dawn (to a maximum of +5). You may also increase the ship’s active crew or marine units by 1 when doing so.

 

 

Ship’s Mage

Prerequisite: at least one spell slot.


Casting spells to affect entire ships is quite taxing. You've been able to tweak your formulas to maximize your magic's usefulness to the vessel.
  • Once on each of your ship’s turns, when you participate in a ship action and expend a spell slot, for the purposes of resolving that action, you may treat the spell slot as if it were one level higher that the one you expended.

  • Whenever a group ability check is required to determine the outcome of an activity aboard the ship, you may expend one spell slot. The DC for the check is reduced by half the level of the spell slot expended (rounding down).

Ship’s Surgeon

A ship without a crew is also simply driftwood. Yours is the bloody task of keeping the crew in working and fighting condition as best you can.

  • You gain proficiency in the Medicine skill.
  • If you participate in the Tend to the Wounded action on your ship’s turn, you may also additionally participate in another ship action once on that same turn.
  • Whenever you spend the day’s travel providing medical attention to your ship’s crew, you gain advantage on the check to determine its outcome.

 

 

Naval Equipment

Weapons

Weapon Properties

Firing deck: a ship may only equip this weapon in a weapon mount that is on a firing deck that has a value equal to or higher than the one listed in this weapon’s description.

Multi-purpose: if a ship fires all of the weapons it is equipped with that have this property at the same target, it may expend a volley of special ammunition to provide weapons with this property with the benefits of that ammunition.

When using this property a ship cannot expend a volley of special ammunition that cannot be primed during refits.

Stationary: this weapon is mounted in a fixed position and is difficult to target without moving the whole platform (or ship) it is mounted on. Attacks made with this weapon against creatures have disadvantage.

Support Weapon: on a turn when this weapon’s ship uses the Fire Broadside ship action, this weapon may fire once without expending a ship action. If it does so, it cannot fire again in this turn.

Name Cost Damage Weight Properties
Cannons
  12 Pounder 500 gp 3d6 bludgeoning (11) 3800 lb. Ammunition (range 600/1800), stationary
  18 Pounder 600 gp 3d8 bludgeoning (14) 5300 lb. Ammunition (range 600/1800), stationary
  24 Pounder 700 gp 4d8 bludgeoning (18) 6500 lb. Ammunition (range 800/2400), firing deck 1, stationary
  32 Pounder 850 gp 4d10 bludgeoning (22) 7000 lb. Ammunition (range 600/1800), firing deck 2, stationary
  42 Pounder 1000 gp 4d12 bludgeoning (26) 7800 lb. Ammunition (range 400/1200), firing deck 3, stationary
  Long Nine 650 gp 3d6 bludgeoning (11) 2500 lb. Ammunition (range 1200/3600), multi-purpose
  Swivel Gun 350 gp 2d6 piercing (7) 500 lb. Ammunition (range 60/200), support weapon

 

 

Special Ammunition

Bludgeoning a ship with heavy stones and cannonballs until it sinks to the bottom of the ocean isn’t the only way to take it out of a fight. A ship that cannot maneuver to keep enemies lined up with its weapons or has no crew manning them is just as helpless, and ripe for plunder to boot.

However, special ammunition requires careful handling and preparation to be used in battle, given its more complicated (and sometimes dangerous) delivery methods.

Priming Special Ammunition

To fire special ammunition, it must first be primed. At the end of a period of refits or repairs, a ship may prime volleys of special ammunition of any type it is carrying aboard, in any combination.

Once a volley of ammunition is primed, it remains so until fired or another volley is primed in its place, at which point the previous volley is stored back safely and is no longer primed.

A ship can have a maximum number of primed volleys equal to the highest amount of actions it can take on its turn, as listed on its vessel sheet or statblock.

During repairs, a ship can prime up to its maximum number of volleys, but during refits it may only prime one.

Firing Special Ammunition

If a ship has a volley of special ammunition primed, it may use it whenever it takes the Fire Broadside ship action. All attacks made as part of that single ship action will benefit from the effects provided by type of ammunition they are firing.

Types of Special Ammunition

Chain Shot

By linking two cannonballs with the eponymous chain, this ammunition drastically increases the surface it covers during flight. The increased drag and slower speed make it unsuited to penetrating heavily armored targets, but against soft targets like sails and rigging its damage vastly outstrips the classic cannonball.

Attacks made with chain shot do not suffer disadvantage when targeting a ship’s movement components. In addition, any hits scored against a ship’s movement component with chain shot reduce that component’s maximum hit points by an amount equal to the damage taken.

Dragonfire Rounds

Dragonfire rounds are simply cannonballs filled with alchemist’s fire and designed to shatter on impact, soaking an area of a ship’s deck in a fiery puddle.

Whenever a ship is hit by an attack made with dragonfire rounds, a puddle ignites on deck. At the end of each of its turns a ship makes a Constituion saving throw against the attacking ship’s naval effect DC for each ignited puddle on its deck.

On a successful save the puddle is extinguished and nothing further happens.

On a failed save the component where the puddle ignited takes 1d6 fire damage. In addition, if the d20 roll for the


saving throw is a 5 or lower, the ship also takes 1 point of crew damage.

One puddle can also be extinguisehd each time the component it is affecting is repaired.

Grapeshot

Grapeshot, or canister shot, consists of many tiny pieces of ammunition tightly packed into a container designed to fragment after being fired, filling the air with deadly anti-personnel shrapnel.

Attacks made with grapeshot can only target a ship’s hull, but do not deal damage as normal. Instead, for each hit inflicted by grapeshot the target ship suffers 1 point of crew damage.

Heated Shot

These cannonballs are propelled with force, red hot, deep into the bowels of enemy ships in the hopes of sparking fires in vital areas, such as food or weapon storage.

Whenever a ship is hit by an attack made with heated shot, the projectile lodges into it and smolders. At the end of each of its turns a ship makes a Constituion saving throw against the attacking ship’s naval effect DC for each smoldering projectile lodged into it.

On a successful save the projectile ceases to smolder and nothing further happens.

On a failed save the component where the projectile is lodged takes 1d12 fire damage and the projectile continues to smolder.

One projectile can also be extinguisehd each time the component it is affecting is repaired.

Shells

Filled with high explosives, these munitions are designed to inflict as much damage as possible in as little time as possible.

For each hit suffered by an attack made with a shell the target takes additional fire damage equal to one roll of all of the damage dice of the weapon making the attack.

Shells need to be handled with the utmost care to avoid premature detonation. Shells may only be primed during repairs, not during refits.

Smoke

Smoke bombs are used to disorient an enemy vessel, allowing the user to maneuver to a more advantageous position to bring weapons to bear or escape an unfavourable engagement.

 

 

When using this special ammunition, do not make an attack roll. Instead, the target ship makes a Dexterity saving throw against the attcking ship’s naval effect DC.

On a failed save that ship must reroll the check that contributes the highest score to its seamanship value with disadvantage.

Refit Supplies

Usually a combination of wood, nails, canvas and ropes, refit supplies are used to patch up any damage a ship has suffered.

When refitting or undergoing repairs, a ship may use one set of refit supplies for each action currently available to it (as shown in its vessel sheet or stat block) each hour. Each set of refit supplies restores 70 hit points to any ship component when used while refitting or repairing.

When used during a period of repairs, refit supplies may instead restore 5 points to a component’s hit point maximum, up to its original maximum, if it had suffered any reductions to it.

Refit Supplies and Work Shifts

When using refit supplies, count every active crew unit on the ship as though it were working for every hour. While this may not be technically true, refit supplies already work under the assumption of a rotation of workers to avoid the extra calculations derived from having to figure out how many crew units are working at a given time.

 

 

Refits and Repairs

Ships require maintenance to remain seaworthy. So long as a ship has enough materials and time, it can repair almost any amount of damage save for truly devastating compromises of structural intrigrity.

Ships can refit while out at sea and undertake extensive repairs when docked in port.

Refitting

A refit is a short period of time, at least 2 hours long, during which a ship’s crew is not occupied in combat or in any travel activities or navigating the ship through a magical or environmental hazard. The crew can execute maintenance and minor repairs to a ship’s components and prime any weapons with a particularly complicated delivery method.

During a refit, a ship can use any refit supplies it is carrying to restore missing hit points to any of its components. When doing so, the refit supplies are expended. The amount of hit points restored and any additional effects are described in Chapter x, “Naval Equipment”.

Repairing

Repairs are an extended period of time, at least 24 hours long, during which a ship remains at anchor in calm waters.

When undergoing repairs, a ship can expend refit supplies in a manner similar to when it is refitting. When doing so, the refit supplies have additional effects.

Shipyards

Shipyards are specialized facilities dedicated to building and repairing ships.

When a ship spends time at a shipyard, it may use additional refit supplies each hour, based on how large the shipyard is. It also gains the additional benefits of any refit supplies it uses as though it were undergoing repairs, no matter how long it stays in the shipyard.

Shipyards are usually stocked with a large amount of materiel and well connected to population centers, making them the perfect place to buy more refit supplies, rations and other naval equipment and to take on new sailors.

 

 

Sample Ships

Frigate

*Gargantuan vehicle, *
Height 20 ft, Draft 20ft


Cargo Capacity
134 tons
Creature Capacity
76 crew units
Travel Pace
5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 18 (+4) 0 0) 0

Damage Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Components

Hull

Armor Class
14
Hit Points
2300 (damage threshold 10)

Control: Helm (Aft)

Armor Class:
16
Hit Points:
300 (damage threshold 10)
Turn Rate:
3 / 1

Deterioration: if this component has less than 150 hit points remaining, worsen its turn rate by 1.

Movement: Sails

Armor Class
10
Hit Points
1150
Speed
3
Wind Modifier
2

Deterioration: if this component has less than 575 hit points remaining, reduce both its Speed and Wind Modifier characteristic by 1 each.

Weapons

Port

Firing deck 1:
11 Cannons (24 pounders: 4d8 bludgeoning damage), range 4/12.
Firing deck 2:
11 Cannons (32 pounders: 4d10 bludgeoning damage), range 3/9.
Main Deck:
5 Swivel Guns (2d6 piercing damage), range 1.

Starboard

Firing deck 1:
11 Cannons (24 pounders: 4d8 bludgeoning damage), range 4/12.
Firing deck 2:
11 Cannons (32 pounders: 4d10 bludgeoning damage), range 3/9.
Main Deck:
5 Swivel Guns (2d6 piercing damage), range 1.

Port / Starboard / Prow

Main Deck:
1 Long Nine (3d6 bludgeoning damage), range 6/18.

Port / Starboard / Aft

Main Deck:
1 Long Nine (3d6 bludgeoning damage), range 6/18.

Actions

The ship may take one action for every 9 crew units aboard.

0 crew units:
no actions available.
1-8 crew units:
the ship may only take one action every other turn.
9-17 crew units:
1 action.
18-26 crew units:
2 actions.
27-35 crew units:
3 actions.
36-44 crew units:
4 actions.
45-53 crew units:
5 actions.
54-62 crew units:
6 actions.
63-69 crew units:
7 actions.
70 + crew units:
8 actions.

 

 

Brig

Gargantuan vehicle (150 ft. by 30 ft.)
Height 20 ft, Draft 20ft


Cargo Capacity
72 tons
Creature Capacity
32 crew units
Travel Pace
5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 0 0) 0

Damage Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Components

Hull

Armor Class
15
Hit Points
1000 (damage threshold 10)

Control: Helm (Aft)

Armor Class:
17
Hit Points:
175 (damage threshold 10)
Turn Rate:
2 / 1

Deterioration: if this component has less than 85 hit points remaining, worsen its turn rate by 1.

Movement: Sails

Armor Class
11
Hit Points
500
Speed
3
Wind Modifier
2

Deterioration: if this component has less than 575 hit points remaining, reduce both its Speed and Wind Modifier characteristic by 1 each.

Weapons

Port

Firing deck 1:
12 Cannons (24 pounders: 4d8 bludgeoning damage), range 4/12.
Main Deck:
4 Swivel Guns (2d6 piercing damage), range 1.

Starboard

Firing deck 1:
12 Cannons (24 pounders: 4d8 bludgeoning damage), range 4/12.
Main Deck:
4 Swivel Guns (2d6 piercing damage), range 1.

Port / Starboard / Prow

Main Deck:
2 Long Nines (3d6 bludgeoning damage), range 6/18.

Actions

The ship may take one action for every 6 crew units aboard.

0 crew units:
no actions available.
1-5 crew units:
the ship may only take one action every other turn.
6-11 crew units:
1 action.
12-17 crew units:
2 actions.
18-23 crew units:
3 actions.
24-29 crew units:
4 actions.
30 + crew units:
5 actions.

 

 

Sloop

Gargantuan vehicle (90 ft. by 20 ft.)
Height 10 ft, Draft 20ft


Cargo Capacity
38 tons
Creature Capacity
20 crew units
Travel Pace
3 1/2 miles per hour (84 miles per day)

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 12 (+1) 0 0) 0

Damage Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Components

Hull

Armor Class
16
Hit Points
480 (damage threshold 10)

Control: Helm (Aft)

Armor Class:
18
Hit Points:
120 (damage threshold 10)
Turn Rate:
2 / 1

Deterioration: if this component has less than 85 hit points remaining, worsen its turn rate by 1.

Movement: Sails

Armor Class
12
Hit Points
240
Speed
2
Wind Modifier
2

Deterioration: if this component has less than 575 hit points remaining, reduce both its Speed and Wind Modifier characteristic by 1 each.

Weapons

Port

Main deck:
8 Cannons (18 pounders: 3d8 bludgeoning damage), range 4/12.
Main deck:
4 Swivel Guns (2d6 piercing damage), range 1.

Starboard

Main deck:
8 Cannons (18 pounders: 3d8 bludgeoning damage), range 4/12.
Main deck:
4 Swivel Guns (2d6 piercing damage), range 1.

Actions

The ship may take one action for every 5 crew units aboard.

0 crew units:
no actions available.
1-4 crew units:
the ship may only take one action every other turn.
5-9 crew units:
1 action.
10-14 crew units:
2 actions.
15-19 crew units:
3 actions.
20 crew units:
4 actions.

 

 

Travel (This one is a bit on the rough side still)

THE DANGERS OF VOYAGING AT SEA extend beyond pirates and sea monsters. Inclement weather, nautical mishaps, contaminated food, illnesses, and other dire circumstances collectively pose serious threats, capable of leading even the most skilled crews to watery graves. The following rules describe several aspects of sea travel, particularly for voyages lasting an hour or more.

Travel Speed

Ships move up to the combined speed of all of their movement components. Unlike creatures travelling over land, ship’s can’t usually choose to move at a faster pace, although favorable winds may allow them to do so. A ship may, however, choose to travel at a slower pace.

Wind

During travel, a ship with a sailing speed may have its speed modified by the wind as normal. Determine the

direction of the wind relative to the ship’s travel heading and apply the relevant wind modifier to its sailing speed, then calculate its travel speed.

Tacking: a ship’s captain may attempt to negate the effects of a head-to wind by performing an Intelligence check with navigator’s tools, adding the ship’s Dexterity modifier, for each hour of travel. The difficulty of the check varies as detailed below:

Tacking DC
Wind Strength DC
Light Breeze 15
Moderate Breeze 20
Wind 25
Gale 30
Hurricane Automatic failure

If the check fails, the ship remains affected by the wind’s modifier to its speed and suffers the following damage, depending on the strength of the wind:

Tacking complications
Wind Strength Ship Damage Crew Damage
Light Breeze xd10 xd6
Moderate Breeze xd10 xd6
Wind xd10 xd6
Gale xd10 xd6
Hurricane xd10 xd6

Any damage suffered in this way by a ship is allocated to its movement component (choose randomly if there is more than one). If a ship has no movement component with more than 0 hit points, it receives damage to its control component, or, barring that, to its hull.

If a ship’s crew take any damage, half of the affected crew units (rounding down) die, while the rest become injured.

Activity During Travel

One per day / PC

The options at the disposal of a ship’s crew and passengers differ somewhat from those accessible to a land-traveling group. Refer to “Activity While Traveling” in chapter 8 of the Players Handbook for more information on some of the topics discussed below.

The naval feats described in Chapter X give characters further options in addition to the ones listed below.

Drawing a Map

Creating a map of the ship’s voyage can help the crew find regain their bearings if they become lost. This activity requires no ability check.

Foraging

The character joins the crew in casting fishing nets and lines, scanning the surroundings for any potential food sources, making a Wisdom (Survival) check modified by the crew’s quality score. At the end of the day, based on the result of the check, the ship gains the corresponding amount of rations as long as the activity was not interrupted.

Foraging Results
Foraging Check Rations Gained
5 or less none
6-10 5 + 1 for each active crew unit
11-15 10 + 2 for each active crew unit
16-20 20 + 3 for each active crew unit
21 or higher 40 + 5 for each active crew unit

Certain sea regions may contain more abundant, scarce, or inedible flora and fauna. In such cases, the DM might move the result of the foraging check up or down by one or more rows.

Remember that each crew or marine unit aboard a ship consumes five sets of rations a day.

Keeping Lookout

To determine whether anyobody on board the ship notices a hidden threat, use the crew’s passive Wisdom (Perception) score or that of a character keeping lookout. The crew’s passive Wisdom (Perception) score is 10 + the crew’s quality score. The DM might rule that certain threats can only be noticed by characters in

 

 

specific areas of the ship. For example, only characters above deck may have a chance of detecting a creature flying nearby.

Moving Stealthily

To move stealthily, a ship’s crew (except for its officers) must avoid participating in any other activites except keeping lookout, and the ship may only attempt to stealth in weather conditions that limit visibility, such as fog. To determine whether a ship successfully hides, it makes a Dexterity check modified by the crew’s quality score.

If dedicating their attention to maintaining a true course, a character can make a Wisdom (Survival) check to avoid becoming lost when called for by the DM. (See “Becoming Lost in chapter 5 of the Dungeon Master’s Guide for more information.)

Overseeing Repairs

If directed by a character, whenever the ship uses refit supplies (see Chapter x, “Naval Supplies”, for more information) it can increase the hit points restored by 10 or the maximum hit points restored by 1.

Providing Medical Attention

Crew that becomes sick or injured can recover given enough time and the right treatment. A character can speed the process up by dedicating time to any crew that requires aid.

For each day at sea, one character that spends the day tending to the crew in the infirmary cna make an Intelligence (Medicine) check. Compare the results to the table below to determine the outcome.

Medical Attention Outcomes
Medicine Check Effect
10 or less You are unable to help any crewmen in need. If the ship’s active crew or marine units are lower than their respective totals the ship suffers 1 point of lethal crew damage.
11-15 You maintain stable conditions among your patients. Nothing further happens for the day.
16-20 You are able to patch up a few sailors. The ship heals 1 point of crew damage.
21 or higher You apply a very effective treatment. The ship heals crew damage equal to your proficiency bonus.

Certain magical or environmental conditions may affect the outcome of this activity. In such cases, the DM might move the the result of the medicine check up or down by one or more rows.

Furthermore, any object, feature, or spell that can be used to heal a creature can be used to heal crew damage. For every 5 uses of any such effect, the ship heals 1 point of crew damage, provided each instance of that effect is able to potentially heal at least 5 hit points (so an effect that heals up to 1d6 would work, as would one that heals 1d4 + 1, but one that heals only 1d4 would be insufficient).

Raising Morale

No matter how tough its timber, a ship is only as strong as the bonds between the crew and the officers. A crew that’s treated with cruelty or left to fulfill their tasks without direction is quick to turn despondent or rebellious.

A character can attempt to raise the crew’s morale by keeping their skills sharp and their motivation high.

Once per day, a character may attempt a DC 15 Charisma (Performance, Persuasion, Intimidation or Water Vehicles) check. On a success, the crew’s quality score increases by 1.

 

 

Hazards

Traversing the sea inherently carries significant risks. A storm, which might merely hamper a land caravan’s progress for a few days, has the potential to cleave a ship in twain at sea, spelling doom for all aboard. The confined living spaces on a ship foster short tempers and frequent brawls, and the unwelcome presence of a handful of rats can swiftly spread disease and spoil essential supplies. In this section, we explore a range of typical perils that sailors could encounter during their maritime journeys.

No rules for these yet, sorry!

 

 

Other things I haven’t quite gotten around to yet

Special Equipment

Magical stuff

  • +1d4 to defensive spell effects.
  • +1d4 to offensive spell effects.
  • +1d4 to movement spell effects.

Boarding

diminish number of crew lost in losing boarding actions.

Movement

extra speed or wind modifier or less crew to operate

Crew

construct, undead

Special Weapons

Figurehead

Control

Wild Stuff

teleporting, self destruct

Hull

fire, cold, flying, submarine, storm

Consumables

Small ships

Magic Items

Ship Killer / Burner (Locke Lamora)