Elly's Expanded Ship Rules


Intended as a supplement/replacement for the Saltmarsh ship combat rules, this document helps to grant greater actions to all players during a nautical encounter, as well as clarify some less detailed aspects. To ensure full information, some aspects of the Saltmarsh book (such as the ship statblocks) are reproduced in this document.

Crew Members

A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale, and health are defined by its quality score. The score can affect a number of general ship activities, like thecrew's ability to notice threats or contend with hazards. A crew starts, typically, with a quality score of +4, but that score varies over time, to a maximum of +10 and a minimum of -10. It decreases as the crew takes casualties (see below), suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.

Typically crew quality is affected by hazards (such as storms or infestations), claiming defeat or victory in ship battles, losing crew, gaining a particularly large treasure haul, being allowed shore leave, or similar. For DMs, more details on how hazards can affect crew quality start in the Ghosts of Saltmarsh book, from page 200 onwards.

Mutiny

A poorly led or mistreated crew might turn against its offiecrs. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimid ation 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. Thecrew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.

When the mutiny is ended, the crew's quality score increases by 1d4.

Travel at Sea

Traveling on a ship between A to B can take a significant amount of time, much of which is taken up by only a few chores for those in Officer positions, leaving ample downtime. On top of the standard downtime activities available in other books, there are certain special Ship downtime activities, some of which are locked to certain officer roles.

As with their expanded ship options below, NPC officers shouldn't contribute to sea travel downtime actions, only player characters should.

Draw a Map (Quartermaster Only)

As the Quartermaster also serves as Navigator, they are tasked with producing a map of the ship's progress helps the crew get back on track if they risk getting lost. So long as there are no unnatural hazards that might throw them off course, one officer taking this action each day prevents the ship from losing its way. No check is required.

Forage

Maintaining a steady source of food is important on the open ocean. A character who takes the Forage action casts fishing lines, making Wisdom (Survival) checks to determine what their haul is at the end of the day.

Raise Morale (First Mate or Captain Only)

The first mate or captain can manage the crew's time to grant expended breaks, provide instruction, and generally improve the quality of life on the ship. Each day this action is taken while the crew's quality score is 3 or lower, the officer can make a DC15 Charisma (Persuasion check). A successful check increases the crew's quality by +1.

Watch for Threats

The crew has a passive perception of 10 + the crew's quality score, but an officer can dedicate their day to watching from the crow's nest, which either raises the crew's passive perception to match their own (if the officer's is higher) or increases the crew's passive perception by +2. For each additional officer who Watches for Threats, this increases by a further +2.

Repair (Bosun Only)

Each day the Bosun can make a DC15 Strength (Carpenter's Tools) check. On a 15 or higher, each damaged compnent of the ship regains hit points equal to 1d6 + the crew's quality (minimum 1 hit point). A component other than the hull that had 0 hit points becomes functional again.

Stealth (Captain Only)

The ship's captain can engage in this activity only if the weather's conditions restrict visibility, such as in heavy fog. The captain makes an Intelligence (Water Vehicles) check with a bonus equal to the crew's quality score to determine its stealth score against other ship's perceptions.

Calibrate Weapons (Master Gunner Only)

A Master Gunner's efforts can make sure that they're in tip-top shape for their next encounter. By succeeding on a DC15 Dexterity (Sleight of Hand) check, they can choose one Siege Weapon on the ship. It deals an extra damage dice during the next Ship Combat, after which point the calibrations need to be redone.

A Fine Meal (Cook Only)

Many hazards threaten to reduce a crew's quality, such as storms or infestations. A cook who succeeds on a DC15 Constitution (Cook's Utensils) check cooks up such a fine meal that day that it negates the first loss of crew quality that they might suffer that day, or immediately restores one point of quality if they already lost some quality.

Treat Injured (Surgeon Only)

Injured crew that survived battle can take time (as detailed in the 'Crew Death' section below) to recover. A ship's surgeon can help speed this up. By making a DC15 Wisdom (Medicine) check they reduce all injured crew's recovery time by an additional day. By rolling 20 or higher, it instead reduces it by two additional days.

Ship Combat

When Ship Combat is declared, both ships roll initiative based off of their ship's Dexterity modifier plus (or minus) its Crew Quality score, detailed in their statblock. Each turn has two phases: The Officer Phase, in which the Officers take actions detailed in the 'Expanded Crew Actions' section below, followed by the Ship phase, in which the ship takes actions detailed in its statblock, determined typically by party consensus, but it can be delegated to an individual, or a round robin, as the party desires.

Optionally, you can determine at the start of each round to reroll Initiative, potentially allowing ships to swap places in the list dynamically.

Unlike normal combat, ship combat is extrapolated to take thirty seconds per round, instead of six seconds. Typically ship combat is done at such a range that battlemaps are unnecessary or unwieldy, however if you wish to use a battlemap then you should use map with squares or hexes of 30ft in size. Ships will typically occupy 1-4 spaces on their own on such a scale, and movement rates are calculated accordingly.

Weapons placed on a ship will typically only be able to fire within a 180* radius. For instance a ballista placed at the head of a ship will only be able to fire forwards and to its immediately right and left, but nothing behind it. Likewise an array of cannons in the ship's larboard side will only be able to fire in that direction, rather than anything that is on the starboard side. There is normally enough room on a ship to allow the Captain and Bosun to place weapons in whatever directional arrangement they wish, for the purposes of ship combat.

Crew Death

As detailed in the Saltmarsh Ship section, each ship has a crew made up of officers and general crewmates (typically represented by a Commoner statblock).


During combat whenever an attack is successful against another ship, the attacker rolls a d100. If the number rolled is equal to or less than the total number of crew active on the ship, a number of crew equal to half the siege weapon's damage dice is killed or critically injured and is no longer able to contribute.

For example, a Ballista's 3 damage dice means it would kill 1 crewmember on a successful d100 roll, whereas a Mangonel's 5 damage dice would kill 2 on a successful d100 roll.


Whether a crew member dies or is 'merely' critically injured will often be up to the DM, similar to death saving throws.

Crewmembers injured in battle should recover to full functionality within 1d8+1 days, and otherwise be considered on 'bed rest' and unable to contribute to ship battles for the duration of their healing. Recovery time is halved while the ship is in port and the crew is allowed shore leave.

Losing half or more crew members during a single combat causes the crew's quality to suffer by -1, taking effect after the combat concludes. Losing 3/4 of a crew causes an additional -1 penalty.

Morale

Ships are also subject to morale breaks. When their crew is at half strength or lower at the end of a Ship Phase, the Captain must succeed on a DC10 check in order to maintain morale, using the Captain's Charisma modifier plus the Crew Quality score as bonuses (or penalties) to the roll. The DC increases by +3 for each success. On a failed check, the crew either attempts to flee if it seems possible, dedicating all Ship actions to Movement alone, ignoring the Officer's orders. If fleeing does not seem possible (due to proximity of enemy ships, damaged sails, or similar) the crew instead surrenders and combat concludes as the target ship is either sunk or boarded with no crew resistance - though the Officers may still fight back.

Once Morale is broken, it cannot be re-established during that combat.

Boarding

In addition to a standard ship actions in a ship's description, a ship may also take a Boarding action. This can only be done when two ships are in adjacent spaces to each other, and requires each party member officer to make a ranged weapon attack against the enemy ship's hull with a grappling hook, which counts as a simple thrown weapon. So long as half or more of these attacks hit, the boarding action succeeds, and nautical combat shifts into standard 'on-foot' combat.

Crashing a Ship

If a ship moves into the space occupied by a creature or object, the ship might crash. A ship avoids crashing if the creature or object is at least two szes smaller than it.

When a ship crashes, it must immediately make a DC10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, per the table below. It also stops moving if the object as at least one size smaller than the ship, or larger. Otherwise, the ship continues moving and the reature or object collided with moves to the nearest onccupied space, or if fixed in place it might be destroyed.

The target object or creature that the ship crashed into must likewise make a Constitution saving throw (DC10 + the ship's Strength modifier), and takes damage based on the ships size, as on the table below, or half as much on a successful save.

Crash Damage
Size Bludgeoning Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10

Expanded Crew Actions

Each of the crew members now has an option of three ship actions they can choose from each turn during ship combat, in addition to the standard actions a ship takes. These supercede the existing crew actions detailed in Ghosts of Saltmarsh.

These roles should only be occupied by player characters for the purpose of ship combat. If the ship has an NPC occupying the position of First Mate or Surgeon, for instance, they would not be granted Crew Member Actions. Some crew actions affect other Officers (such as First Mate's Micromanage or Cook's Quick Snack). Officer Actions should typically go in the order determined by the party to be most beneficial to them, rathe than relying on a strict Initiative order.

Captain

The Captain issues orders and directs the ship. The best Captains typically have keen minds and a strong charisma, as well as proficiency with water vehicles, and persuasion or intimidation skills.


All Ahead Full! - You focus the crew's efforts solely on speed. By succeeding a DC15 Intelligence (Water Vehicles) check to direct the ship, you gain a second Move action this turn.


Ready to Board! You ready your crew to board the enemy. With either a DC15 Intelligence (Water Vehicles) or DC15 Charisma (Persuasion/Intimidation) check, you grant yourself and your officers advantage on the attack rolls made to board another ship.


Inspire Officer. With clever or harsh words, you urge your Officers to greater things. By succeeding on a DC15 Charisma (Persuasion/Intimidation) check, the chosen officer gains a second Officer Action this turn.

First Mate

This crewmember keeps the crew's morale high by providing supervision, encouragment, and sometimes discipline. A first mate typically has high charisma and proficiency with Intimidation/Persuasion and Performance skills.


Double Time! You ugre your crew to move faster and harder. By succeeding on a DC15 Charisma (Persuasion/Intimidation) the ship can take an extra Action this turn. This can only be applied to Movement (Oars) or one weapon attack, not sails.


Rousing Song You break out into a rousing song that has the crew lock in with remarkable syncronisation. By succeeding on a DC15 Charisma (Performance) all ship weapon attacks have an attack bonus equal to half your proficiency bonus, and critically hit on a roll of 19 or 20.


Micromanage By dedicating your attention to one Officer specifically, you allow them to add your proficiency bonus to one ability check they make this turn.

Bosun

The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforst. A good bosun has a high Strength score, as well as proficiency with carpenter's tools and the Athletics skill.


Patchwork Cover. You quickly hammer a patchwork guard into place. You make DC10 Strength (Carpenter's Tools) check. On a success, you grant one section of the ship such as the Helm, Hull, or a Siege Weapon temporary hit points equal to the total number rolled. These last for 1 minute (two rounds).


Flex the Rigging. You focus on defending your sails, twisting them away from attacks without sacrificing speed. By succeeding on a DC15 Strength (Athletics) check you grant your sails additional AC equal to half your proficiency bonus (rounded up) for this phase.


Quick Repair. You put in place a very quick repair to try to keep the ship running. By succeeding on a DC15 Strength (Carpenter's Tools) check you restore one broken area (such as siege weapons, helm, or oars) to full functionality for 1 round. This does not affect its actual hit points, merely allows it to function as if it hadn't been damaged.

Quartermaster

The quartermaster plots the ships course, relying on nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with navigator's tools and the Survival skill.


Ramming Speed! You catch a current that brings you straight to the enemy. By succeeding on a DC15 Wisdom (Navigator's Tools) check you direct a perfect ram. Any crash/ramming damage your ship takes is halved, and doubled for the enemy, during your next turn.


Sudden Shift. Your knowledge of sea currents guides your ship in ways nearly impossible. By succeeding on a DC15 Wisdom (Survival) check to spot a whirlpool that allows you to effectively shift two spaces/hexes to the left or right, without impacting your speed or heading.


Catch the Wind. Your senses allow you to catch the wind even when others can't find it. By succeeding on a DC15 Wisdom (Survival) check your sails are treating as sailing with the wind this turn, even if you would normally be sailing against it. If you surpass the DC by 10 or more, your sailing speed is additionally doubled.

Surgeon

The ship's surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from having a high Wisdom score, as well as proficiency with herbalism kits and the Medicine skill.


Patch the Crew. You work fast to save any downed crew members and get them back on their feet. With a successful DC15 Wisdom (Medicine) check, you restore half the crew that was lost during the last Ship phase to working order, allowing them to keep working.


Smelling Salts. By using careful applications of smelling salts, you can enhance the crew's focus. A DC15 Wisdom (Herbalism Kit) check either lets you double your oars speed for 1 turn, or add your Wisdom modifier to boarding hook attack rolls.


Ounce of Prevention. Careful guidance and instruction lets you avoid damage, saving you having to fix it later. A DC15 Wisdom (Medicine) check reduces the number that needs to be rolled to determine crew death to half, so if you have 20 crew, one would only be killed or injured on a roll of 10 or less instead of 20 or less.

Cook

A ship's cook works with the lmited ingredients aboard a ship to make meals. A skilled cook keeps the crew's morale in top shape, while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score, as well as proficiency with brewer's supplies and cook's utensils.


Break out the Good Stuff! The cook breaks out their finer drinks to keep the crew motivated. A DC15 Constitution (Brewer's Supplies) check allows the ship to automatically succeed on a morale break check this turn.


Bilge Waste. Keeping a store of the bad stuff lets you put it to use at the best of times. A DC15 Constitution (Cook's Utensils) check has you add it to the weapon attacks of one siege weapons. If the weapon hits, the threshold to kill crew is doubled for this attack, and it kills crew equal to the damage dice, instead of half damage dice. For example, if you used it with a ballista (3d10) and it hit a ship with 20 crew, it would kill 3 crew members on a roll of 40 or less, instead of 1 crew member on a roll of 20 or less.


Quick Snack. You swiftly make up the perfect snack or peppy drink to keep a fellow Officer at the best. By succeeding on a DC15 Constitution (Cook's Utensils or Brewer's Supplies) check you grant another officer advantage on an ability check they make this turn.

Master Gunner

The Master Gunner is the finest sharpshooter aboard a ship, and trusted to make the shots that the rest of the crew may fall short of. A Master Gunner typically favours Dexterity or Wisdom, as well as proficiency with the Perception and Sleight of Hand skills.


Careful Aim. You carefully aim a weapon, ensuring that the weapon strikes even when others would miss. You can substitute one siege weapon's standard attack bonus this turn for your Perception modifier instead.


Reckless Barrage. You abandon all sense of aiming to instead unleash a barrage of attacks. By succeeding on a DC15 Dexterity (Sleight of Hand) check you a reduce siege weapon's attack bonus by -2, but in turn grant it two more attacks with the same action, also at -2.


I'll Do It Myself! Expertise in loading and firing allows you to make do even without any crew assistance. By succeeding on a DC15 Dexterity (Sleight of Hand) check you can load, operate, and fire a siege weapon without assistance, in the case of diminished crew capacity.

Ship Statblocks

Contained are the following ships, organised from smallest (rowboat) to largest (Galley). Those listed below use Mangonels and Ballista as their weapons, but optionally these could be traded out for Cannons if your campaign utilises firearms. If so, consider limiting cannons to only firing to either the larboard or starboard of a ship, instead of in any direction. Typical/average ship costs are also listed, though these might be different for individual ships.

Basic Statistics

A ship stat block 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 longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.

Space

A ship doesn't have a square space un less its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes.

Capacity

A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers.

Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move-or might even start taking on water- if its cargo exceeds this capacity.

Travel Pace

A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round.

Ability Scores

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

The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelli- gence, Wisdom, and Charisma.

If a ship has a 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 unconscious.

Actions

This part of the stat block specifies what the ship can do on its turn, using its Ship Actions instead of any actions used yby the crew or other creatures. It relies on its actions to move, and otherwise doesn't move otherwise, losing any momentum given by the wind. A given action can be chosen only once during a turn, unless a Crew Action gives it an additional Ship Action. If a ship has two Movement options such as Oars and Sail, it can use both in a single turn, by taking two Move actions.

Components

A ship is composed of different components, each of which comprises multiple objects:


Hull. A ship's hull is its basic frame, on which the othercomponents are mounted.


Control. A control component is used to steer a 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.


Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.

A ship's component might have special rules, as described in the stat block.

Armour 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.

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 appears 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 points.

Rowboat

The humble rowboat serves to ferry passengers back and forth from larger ships, to navigate lakes and rivers, or to carry a crew to shore when their larger vessel cannot dock. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighting 100 pounds, a rowboat is easy to transport and might be carried by larger ships.


Cost: 50gp


Rowboat

Large vehicle (10ft by 5ft)


  • Creature Capacity 2 crew, 2 passengers
  • Cargo Capacity 0.25 tons
  • Travel Pace 3 miles per hour (24 miles per day)

STR DEX CON INT WIS CHA
11 (+0) 8 (-1) 11 (+0) 0 0 0

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

Ship Actions

On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.

Move. The rowboat can move using its oars.

Hull

Armour Class 11

Hit Points 50

Control and Movement: Oars

Armour Class 12

Hit Points 25

Speed (Water) 30ft.

Move up to the ship's speed, with one 90degree turn. Without oars, the rowboat's speed is 0.

Keelboat

One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.


Cost: 3,000 gp


A keelboat has the following features:-

Light. A hanging lantern or two casts bright light across the ship.

Rigging. Rigging on the ship can be climbed without an ability check.

Sails. The keelboat has one 10-foot-tall mast with sails.

Example Keelboat Crew

A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.

Keelboat deck

The deck of the keelboat has the following features:-

Ballista. A ballista is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.

Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.

Railing. The deck has a 3-foot-high rail around its permiteter that provides half-cover for Medium creatures and three-quarters cover for Small creatures.

Keelboat Cabin

The keelboat cabin has the following features:-

Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC19, 18 hit points, and immunity to poison and psychic damage.

Furnishings. Two beds and a desk, with a chair stand at the aft of the cabin.


Keelboat

Gargantuan vehicle (60ft by 20ft)


  • Creature Capacity 3 crew, 4 passengers
  • Cargo Capacity 0.5 tons
  • Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 13 (+1) 0 0 0

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

Ship Actions

On its turn, the keelboat can take 2 actions choosign from the options below. It can only take 1 action if it has only one crew. It can't take these actions if it has now crew.

Fire Ballista. The Keelboat can fire its ballista.

Move. The keelboat can use its helm to move with its oar or sails.

Hull

Armour Class 15

Hit Points 100 (damage threshold 5)

Control: Helm

Armour Class 12

Hit Points 50

Move up to the speed of one of the ship's movement cmoponents, with one 90 degree turn. If the helm is destroyed, the keelboat can't turn.

Movement: Oars

Armour Class 12

Hit Points 100; -5ft speed per 25 damage taken

Speed (Water) 90ft.

Movement: Sails

Armour Class 12

Hit Points 100; -5ft speed per 20 damage taken

Speed (Water) 120ft.; 60ft while sailing into the wind.

Weapon: Ballista

Armour Class 15

Hit Points 50

Ranged Weapon Attack: +6 to hit, range 120/480ft. one target. Hit: 16 (3d10) piercing damage

Longship

Longships are vessels that rely on a rowing crew and sails to move across the sea. These ships are typically used to carry soldiers into combat. The size of a longship makes it easy for troops to get on and off quickly, making it the perfect ship for engaging in surprise strikes.


Cost: 10,000gp


A longship has the following features:-

Light. Hanging lanterns cast bright light over the deck.

Rigging. Rigging on the ship can be climbed without an ability check.

Rudder. The ship is steered by a rudder control on the aft of the deck.

Sails. The longship has one 20-foot-tall mast with sails that can be used to sail the ship

Example Longship Crew

A longship requires a crew of forty to properly sail orrow the vessel and often carries extr apassengers or soldiers. If the characters are guests on a longship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

One captain (berserker)

Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (berserkers)

Thirty-four sailors (commoners)

Longship Deck

The deck of the longship has the following features:-

Oars. Sixteen benches are built into the deck, each with a 15-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars . Five spare oars hang on the walls.

Railing. The deck has a 3-foot-high rail covered in wooden shields around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.**


Longship

Gargantuan vehicle (70ft by 20ft)


  • Creature Capacity 40 crew, 100 passengers
  • Cargo Capacity 10 tons
  • Travel Pace 5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 17 (+3) 0 0 0

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

Ship Actions

On its turn, the longship can take the Move action below. It can't take these actions if it has now crew.

Move. The longboat can use its helm to move with its oar or sails.

Hull

Armour Class 15

Hit Points 300 (damage threshold 10)

Control: Helm

Armour Class 16

Hit Points 50

Move up to the speed of one of the ship's movement components, with one 90 degree turn. If the helm is destroyed, the longship can't turn.

Movement: Oars

Armour Class 12

Hit Points 100; -5ft speed per 25 damage taken

Speed (Water) 120ft. (requires at least 20 crew)

Movement: Sails

Armour Class 12

Hit Points 100; -10ft speed per 20 damage taken

Speed (Water) 210ft.; 90ft while sailing into the wind.

Sailing Ships and Warships

Sailing ships are fast-moving designs focused on travel. Warships are slower but more heavily armed vessels capable of taking on more cargo. They share many of the following areas, but, as their map tags reveal, they don't have the exact same facilities.

Cost: Sailing Ship (15,000gp), Warship (25,000gp)

A sailing ship or warship has the following features:- Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.

Doors. The ship's doors are made of wood and have AC15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.

Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psy- chic damage.

Light. Hanging lanterns cast bright light throughout the ship.

Rigging. Rigging on the ship can be climbed without an ability check.

Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.

Example Crew

A sailing ship or warship requires a large crew to properly sail the vessel. Warships carry extra so ldiers to fight battles and fire the siege weapons. If the characters are guests on a sai ling ship or warship, the crew consists of the following creatures. all of which have proficiency with water vehicles in addition to their normal statistics:-

  • One captain (bandit captain)
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles)
  • Twenty-five sailors (commoners)

A warship typically includes the following additional crew to augment its fighting ability:-

  • Forty soldiers (guards)
  • Eight siege engineers (guards)
  • One priest (the ship's surgeon)
Main Deck

The main deck of the ship has the following features: Mangonel. Sailing ships have one mangonel attached to the deck. Warships have two mangonels. Each weapon has 10 mangonel stones stacked and secured near it.

Hatch. A covered 10-foot-square opening leads to the lower deck.

Railing. The main deck has a 3 foot high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Rowboats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.

Officers Quarters

Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.

Captain's Quarters

The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captains belongings.

Ammunition Storage

Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.

Supply Storage

This area holds tools, barrels of tar, rope, extra material to repair sails. and other supplies needed to maintain the ship.

Forecastle

The forecastle has the following features:- Ballista. A ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.

Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.

Railing. The forecastle has a 3-foot-high rail around itsperimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Quarterdeck

The quarterdeck has the following features:- Ballista. On a warship, a ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.

Railing. The quarterdeck has a 3 foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Wheel. The ship's wheel stands at the aft of the quarterdeck.

Oar Deck

Twenty-two benches are built into the deck of the lowerdeck, each with a 20-foot-long oar. When the ship isrowed, crew members sit on these benches to work theoars. Tenspare oarshang on the walls of the ship.

Privy

Benches line the walls of this room. Four holescarvedin them house chamber pots.

Medical Cabin

Hooks and she lves on the walls hold medical instruments. bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.

Guest Cabin and Brig

This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often havea greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles attached to its frame.

Hold

This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

Armoury

The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armour racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.


Sailing Ship

Gargantuan vehicle (100ft by 20ft)


  • Creature Capacity 30 crew, 20 passengers
  • Cargo Capacity 100 tons
  • Travel Pace 5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 17 (+3) 0 0 0

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

Ship Actions

On its turn, the sailing ship can take 2 actions choosing from the options below. It can only take 1 action if it has only one crew. It can't take these actions if it has now crew.

Fire Ballista. The ship can fire its ballistas.

Fire Mangonel. The ship can fire its mangonels.

Move. The ship can use its helm to move with its sails.

Hull

Armour Class 15

Hit Points 300 (damage threshold 10)

Control: Helm

Armour Class 18

Hit Points 50

Move up to the speed of the ship's sails, with one 90 degree turn. If the helm is destroyed, the ship can't turn.

Movement: Sails

Armour Class 12

Hit Points 100; -15ft speed per 20 damage taken

Speed (Water) 210ft.; 90ft while sailing into the wind.


Weapon: Ballista (2)

Armour Class 15

Hit Points 50

Ranged Weapon Attack: +6 to hit, range 120/480ft. one target. Hit: 16 (3d10) piercing damage

Weapon: Mangonel (2)

Armour Class 15

Hit Points 100

Ranged Weapon Attack: +5 to hit, range 200/800ft. (can't hit targets within 60ft. of it) one target. Hit: 27 (5d10) bludgeoning damage


Warship

Gargantuan vehicle (120ft by 20ft)


  • Creature Capacity 40 crew, 60 passengers
  • Cargo Capacity 100 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 0 0

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

Ship Actions

On its turn, the warship can take 3 actions choosing from the options below. It can only take 2 actions if it has fewer than twenty crew, and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew

Fire Ballistas. The ship can fire its ballistas.

Fire Mangonels. The ship can fire its mangonels.

Move. The ship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

Hull

Armour Class 15

Hit Points 500 (damage threshold 15)

Control: Helm

Armour Class 18

Hit Points 50

Move up to the speed of the ship's sails, with one 90 degree turn. If the helm is destroyed, the ship can't turn.

Movement: Oars

Armour Class 12

Hit Points 100; -15ft speed per 25 damage taken

Speed (Water) 90ft. (requires at least 20 crew)

Movement: Sails

Armour Class 12

Hit Points 100; -15ft speed per 20 damage taken

Speed (Water) 180ft.; 60ft while sailing into the wind.


Weapon: Ballista (4)

Armour Class 15

Hit Points 50 each

Ranged Weapon Attack: +6 to hit, range 120/480ft. one target. Hit: 16 (3d10) piercing damage

Weapon: Mangonels (4)

Armour Class 15

Hit Points 100 each

Ranged Weapon Attack: +5 to hit, range 200/800ft. (can't hit targets within 60ft. of it) one target. Hit: 27 (5d10) bludgeoning damage

Weapon: Naval Ram

Armor Class 20

Hit Points 100 (damage threshold 10)

The warship has advantage on all saving throws relating to crashing when it crahes into a creature or an objet. Any damage it takes from the crash is applied to a naval ram rather than the ship. The benefits don't apply if another vessel crashes into the warship.

Galley

Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.

Cost: 30,000gp

A galley has the following features:-

Ceilings. The ceiling of the galley's lower deck is 8 feet high.

Light. Hanging lanterns cast bright light throughout the ship.

Rigging. Rigging on the ship can be climbed without an ability check.

Sails and Oars. The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.

Example Galley Crew

A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the cha racters are guests on a galley, the crew consists of the fo ll owing creatures, all of which have proficiency with wat er vehicles in addition to their normal statistics:-

  • One captain (bandit captain)
  • Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scouts)
  • Forty-two sailors (commoners)
  • Twelve siege engineers (guards)
  • Twenty guards
Main Deck

The main deck of the galley has the fol lowing features:- Ballistas. Four ballistas are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.

Mangonels. Two mangonels are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.

Naval Ram. The galley's stern features an iron naval ram used for attacking other ships.

Opening. A lO·foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.

Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.

Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.

Wheel. The ship's wheel stands at the aft of the deck.

Lower Deck

The cramped lower deck of the galley ship reeks of body odor and has the following features:- Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.

Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.


Galley

Gargantuan vehicle (150ft by 30ft)


  • Creature Capacity 80 crew, 40 passengers
  • Cargo Capacity 150 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 20 (+5) 0 0 0

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

    Ship Actions

    On its turn, the galley can take 3 actions choosing from the options below. It can only take 2 actions if it has fewer than forty crew, and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew

Fire Ballistas. The ship can fire its ballistas.


Fire Mangonels. The ship can fire its mangonels.

Move. The ship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

Hull

Armour Class 15

Hit Points 500 (damage threshold 15)

Control: Helm

Armour Class 16

Hit Points 50

Move up to the speed of the ship's sails, with one 90 degree turn. If the helm is destroyed, the ship can't turn.

Movement: Oars

Armour Class 12

Hit Points 100; -15ft speed per 25 damage taken

Speed (Water) 90ft. (requires at least 40 crew)

Movement: Sails

Armour Class 12

Hit Points 100; -15ft speed per 20 damage taken

Speed (Water) 180ft.; 60ft while sailing into the wind.

Weapon: Ballista (8)

Armour Class 15

Hit Points 50 each

Ranged Weapon Attack: +6 to hit, range 120/480ft. one target. Hit: 16 (3d10) piercing damage

Weapon: Mangonels (4)

Armour Class 15

Hit Points 100 each

Ranged Weapon Attack: +5 to hit, range 200/800ft. (can't hit targets within 60ft. of it) one target. Hit: 27 (5d10) bludgeoning damage

Weapon: Naval Ram

Armor Class 20

Hit Points 100 (damage threshold 10)

The galley has advantage on all saving throws relating to crashing when it crahes into a creature or an objet. Any damage it takes from the crash is applied to a naval ram rather than the ship. The benefits don't apply if another vessel crashes into the galley.

Additional Ship Upgrades

Included in this section are a number of upgrades, and their costs in both gold and time, that an enterprising ship can purchase.

In the event a component of the ship (such as the Helm or Sails) are reduced to 0 hit points, repairing them restores them back only to their standard version; the upgrades must be purchased a second time.

Typically most upgrades are available at any place with a drydock to effect repairs and upgrades. Legendary upgrades will typically only be available in large city ports, rather than smaller towns. Artifact upgrades cannot be purchased, and must be found as treasure.

Unless otherwise specified, typically a ship can benefit from only one type of upgrade at a time - eg. one hull upgrade, one helm upgrade, etc. Miscelleaneous Upgrades and the different types of ammunition are the notable exceptions to this.

Hull Upgrades

Replacing a hull takes up to 1 day (rowboat), 3 days (keelboat, longship), one week (sailing ship, warship), or 10 days (galley).

Armour Plating

Common, 500gp

Thick armour plates help keep your hull intact. Your hull has +3 armour class, and +2 defense threshold.

Bubble Hull

Rare, 1750gp

Using water-twisting magics, the bubble hull can be activated as a ship action. When you do so, the ship descends beneath the waves. It is able to 'swim' underwater, for up to 1 hour, without surfacing. Crew on board can breathe normally, and the magics of the hull allow it to move by both oar and sail as if it always had the wind. Doing so likewise allows you to avoid any surface storms, and pass through underwater currents safely.

If the ship is still underwater after the duration expires, it is returned to the surface. Each component takes 2d10 bludgeoning damage that cannot be reduced or resisted (including by damage thresholds) for every 30ft travelled to return to the surface. This damage can kill crew.

The bubble hull can be activated once, refreshing at dawn.

Dragonscale Plating

Very Rare, 2500gp

When you purchase this plating you choose on colour of dragonscales to apply to your ship. Your ship's hull gains resistance to the associated colour's damage type, and its damage threshold is increased by +5.

Expanded Hull

Common, 500gp

By carefully shaving off parts of the hull you're able to expand your cargo without any loss in its stability or defensiveness. This hull grants you an additional 50% cargo capacity over your normal amount.

Hydrophobic Deck

Uncommon, 1000gp

By carefully treating your ship's deck, you're able to have water slough off it without pooling, making it far easier to stand on. All crewmembers have advantage on any ability checks related to storms or other water effects. In addition, the ship ignores difficult terrain as a result of natural water hazards.

Lightning-Charged Ballustrade

Rare, 1750gp

This enchanted barrier helps to ward off would-be boarders. When a creature attempts to board your ship, they must succed on a DC15 Constitution save or take 2d6 lightning damage and be Stunned for 1 round. A successful save halves the damage and negates the stun.

If you have a Blue Dragon figurehead, the damage is increased to 4d6, and the save DC is increased to 18.

Living Wood

Rare, 1750gp

Built from druid-blessed boughs, this hull regenerates before your very eyes. Each minute it regains 10 points of damage, so long as it has not been reduced to 0HP.

Red Dream

Artifact

The hull of a legendary ship that is said to have sailed through the Elemental Plane of Fire itself, it somehow fell into your hands. This hull is immune to all damage, and you ignore difficult terrain.

Reinforced Hull

Common, 500gp

Stronger construction allows the hull to take more damage. Its hit points are increased by half its maximum.

Vigilant Watch

Uncommon, 1000gp

The wood of the hull bears an enchantment that actively prevents invisibility. Any attempt to turn invisible on board the ship fails, and all invisible creatures who board the ship are immediately turned visible. This does not merely suppress invisibility, but ends any effects that cause it, along with preventing them from being applied while on board.

Helm Upgrades

Changing your Helm upgrade takes a negligible amount of time to install.

Blinkgem

Uncommon, 750gp

The blinkgem is fitted to the helm. It can be activated as a Ship Action. Doing so immediately teleports the ship up to 150ft in a direction of the user's choice.

The blinkgem can be used once, refreshing after 1 hour.

Mirror Image Gem

Uncommon, 750gp

An adaptation of the classic mirror image spell, charged into a gem that allows it to expand across the entire ship. It can be activated as a ship action. Doing so affects your ship with the Mirror Image spell for 1 hour.

The Mirror Image Gem can be used once, refreshing at dawn.

Bound Captain

Very Rare, 1750gp

The Bound Captain upgrade is the spirit of an ancient ship captain, bound to the helm for all time (or until you replace him, at least). The Bound Captain can serve as an Officer that fills the role of either the Captain or the First Mate during ship combat. He has a +5 to all ability checks made as part of his Officer actions.

Gem of Elemental Defenders

Very Rare, 1750gp

This gem contains a water elemental that can be called up to defend you, or claim another ship. It can be primed as an Officer action. When boarding another ship or being boarded, it manifests two Water Elemental that fights alongside you until either ship combat ends or it is reduces to 0 hit points.

The Gem of Elemental Defenders can be used once, refreshing at dawn.

Embrace of the Shadows

Rare, 1250gp

This magical gem spreads a cloak of invisibility over the ship when activated. As a ship or Officer action you can activate the gem, turning the ship - and all its occupants - invisible for 1 hour, or until the ship makes any attacks.

Embrace of the Shadows cannot be activated if you have a Vigilant Watch hull upgrade. It can be used once, refreshing at dawn.

Sail Upgrades

Changing your sails costs a single day of work on your ship.

Silk Sails

Common, 200gp

Replacing your standard sails with coloured silks allows you to better portray your own personal style. They are also faster, granting a bonus 0.5 mile per hour bonus to travel speed. This has no effect on your nautical combat speed.

Reinforced Sails

Common, 200gp

Clever threading allows them to be stronger at no sacrifice of weight or maneuverability. Your sails +2 AC over their normal AC.

Hellcloth Sails

Uncommon, 500gp

Imbued with the fires of the hells, these sails gain an additional +15 hit points over their standard version, and immunity to Fire damage.

Everfull Sails

Uncommon, 500gp

These sails are enchanted with the powers of the Elemental Plane of Air. You are never treated as sailing into the wind, and when you sail with it, you gain an extra +30ft nautical combat speed.

Trollskin Sails

Rare, 1000gp

Gruesome to behold, yet undoubtedly effective. So long as these sails are not reduced to 0 hit points, they regain 10 hit points per minute - this is equal to 5 hit points per round of nautical combat.

Screaming Sails

Rare, 1000gp

As an Officer Action or an action, the Captain or First Mate can invoke the power of these sails to unleash a horrifying wail. If invoked as an action, enemy creatures within 300ft who are engaged with boarding the ship (either on the officer's vessel or their own) must succeed on a DC14 Wisdom saving throw or take 4d6 psychic damage and be Frightened of the invoker for 1 round. On a successful save they take half damage and are not Frightened.

If invoked as an Officer Action, any hostile ships within 300ft must succeed on a DC14 Constitution save or one component of the invoker's choice takes 4d8 force damage, or half as much on a successful save. A failed save can additionally kill/injure crew, as any other ship weapon can do, making the same percentile dice roll.

Bloodsoaked Sails

Very Rare, 1500gp

These sails seem to thrive on the death of others, as if they have a vampiric will. For every four enemy crew you kill, these sails grant either an additional ship action to be spent on sails movement only or they grant the Captain an additional Officer action on the next Officer phase.

Dragonscale Sails

Very Rare, 1500gp

Patterned with a specific colour of dragon's scales, these sails have +3 AC, +30 hit points, and resistance to one damage type based upon the colour of dragon scale.

Defiant Sails

Legendary, 2000gp

These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship. Any time the sails are struck by a ship attack, and are not reduced to 0HP, they gain temporary hit points equal to half the damage taken.

Shawl of the Lady of the Waves

Artifact

Many stories tell of the Mistress of Tears, the god of the sea whose fickle mood can raise storms and becalm ships. Known only by titles instead of a name, the Mermaid of Despair is said to eternally weep for a lost love that can never be returned to her, and her shawl - that can serve as sails - seem to hold a fraction of this divine strength. On top of the sails being immune to all damage, your ship gains the following bonuses.

  • Both travel and nautical combat speeds are doubled when using sails.
  • When you board from your ship, or are boarded, all friendly creatures from your ship have advantage on saving throws against being Frightened or Charmed.
  • The ship's dexerity score is increased to 10 (+0).
  • You have advantage on all ability checks relating to navigating storms.

Oar Upgrades

Oar upgrades can take a negligible time to implement, and do not factor into a ship's refitting time.

Clockwork Oars

Uncommon, 400gp

These oars are all linked between an ingenius combination of clockwork and magic. Regardless of how many crew are normally needed to row the oars, these oars only ever require one crew member to operate the contraption and keep them rowing properly.

In the event that there are no other crew available, an Officer can spend their Officer action each round to operate them instead.

Scything Oars

Rare, 800gp

These oars have blades that don't aid in traversal, but do aid in boarding. While you have this upgrade and take the Boarding Action, the AC of the target's hull is treated as being 3 points lower, for the purpose of hitting it with your Boarding grappling hooks, as the oars hook into the enemy hull and steady both ships.

Living Wood Oars

Rare, 800gp

Built from wood that grows back even after being worked, these oars regain 1 hit point every minute, so long as they are not reduced to 0 hit points.

Figurehead Upgrades

A figurehead stands at the front of the ship, and is almost certainly the most immediate obvious point. Figureheads for notable ships become iconic in their own right, but the enchantments people impart upon them are typically less varied.

Replacing the figurehead on a ship takes two days.

Red Dragon Figurehead

Rare, 1200gp

The Red Dragon figurehead can be activated as a Ship Action. It breathes a 90ft cone of flame before it, dealing 6d10 fire damage to the hull of any ships caught in the area. This damage ignores a hull's damage threshold, and can kill crew as any other ship weapon can.

1d4+1 ship rounds must pass after use before it can be used again.

Blue Dragon Figurehead

Rare, 1200gp

The Blue Dragon figurehead can be activated as a Ship action. It breathes a 210ft line of pure lightning ahead of the ship, dealing 6d10 lightning damage to the hull of any ships caught in the area. This damage ignores a hull's damage threshold, and can kill crew as any other ship weapon can.

1d4+1 ship rounds must pass after use before it can be used again.

If you have a Lightning-Charged Ballustrade, the damage is increased to 10d10.

Bolstering Figurehead

Very Rare, 1600gp

This figurehead is enchanted with a spell that aids the resolve of its occupants. When you are boarded, you add your ship's constitution modifier to all saving throws the crews makes.

When your crew boards another ship, you add half your ship's constitution modifier (rounded up) to all saving throws they make.

Inspiring Figurehead

Rare, 1200gp

This figurehead helps your crew fight through pain even from wounds that might seem lethal. At the end of each ship phase in which crew died, 1d4-1 (minimum 1) crew are returned to fighting form.

Reanimating Figurehead

Very Rare, 1600gp

Your crew no longer need to fear death...mostly. The necromantic energies of this figurehead ensure that your ship is never crew-less. Any crew that are killed in battle are raised as undead zombies, able to continue working obediently even in death, allowing your ship to continue functioning at 'peak' efficiency.

The zombies obey the Captain, but cannot leave the ship (including to board other ships) without immediately perishing. Having crew turned into zombies in this way still negatively affects crew quality at the end of battle, and can make gaining crew quality harder, depending on how many of your crew are zombies.

A fully zombified crew cannot have their morale broken, but any living crew remaining can still have a morale break as normal. If there are any undead crew, the Captain's check to maintain morale is made with disadvantage.

Undead crew can be dismissed whenever not in combat, at which point their bodies collapse into corpses once more.

Flying Droaamite's Figurehead

Artifact

The Flying Droaamite was a legendary ship which ravaged coasts all over Khorvaire. It was never sunk, and instead vanished, never to be seen again, though tales are told still that it now plunders vessels and cities on other worlds and planes, crossing the boundaries of reality as easily as ocean's waves.

While you have the Flying Droaaamite's Figurehead on your ship, your crew quality cannot drop below 4, any penalties to your crew quality are halved (minimum 1) and any bonuses to crew quality you earn are doubled.

In addition, when you are boarded or board another ship, you add half your crew quality score (rounded up) to all saving throws and attack rolls you make.

Weapon Upgrades

Weapon upgrades come in two varieties - the consumable type, which is purchased in batches of 10 shots, and the non-consumable type, which is a permanent upgrade to the part, until it is damaged to 0 hit points, as with any other part upgrade.

Some of the upgrades can only apply to certain weapons, as detailed in their description. While replacing your ammunition costs no time at all, replacing your Ram with a new one takes two days for a drydock crew to arrange.

Elemental Ammunition

Uncommon, 500gp for 10

This ammunition can be purchased for ballistas, mangonels, or cannons. When you purchase it, you choose one damage type from: fire, cold, lightning, thunder, or acid. The attack deals an additional 1d10 damage of the chosen type when it hits, or 2d10 for cannons.

Explosive Ammunition

Uncommon, 500gp for 10

This ammunition can be purchased for mangonels or cannons. When you hit a ship part that is not the hull with this ammunition, it deals half as much damage to the hull of the ship as well. This additional damage (counted as being half as many damage dice) rolls seperately to see if it kills/injures crew.

Tetherhook Harpoon

Common, 250gp for 10

This ammunition can be purchased for ballistas. When it hits a ship, it tethers your ship to theirs. Thereafter, the ship's current distance from yours is set as its maximum, preventing it from getting any further away while tethered. If the tethered ship moves beyond the 'maximum' distance, your ship is likewise moved - but likewise you are unable to move any further away either.

A tetherhook harpoon can be removed as an Officer Action, requiring a DC12 Strength (Athletics) ability check.

Leadweb Ammunition

Rare, 750gp for 10

This ammunition can be purchased for mangonels and cannons. The shot detonates when it hits an enemy ship, spreading an extremely heavy sticky substance on the ship that slows it down. For each application of Leadweb a ship's speed is reduced by 30ft, to a minimum of 0.

One application can be removed either as an Officer Action on a successful DC15 Strength (Athletics) check or a DC15 Strength (Carpenter's Tools) check, as you scrape off the heavy substance.

Tanglefoot Shot

Rare, 750gp for 10

This ammunition can be purchased for ballistas, mangonels, and cannons. When you make a Tanglefoot Shot, you target one Officer in addition to the ship component. If it hits, it deals damage to the Component and provokes a DC15 Strength save from the Officer. Failure means they're Restrained for 2 ship rounds, and cannot take any Officer Actions for the duration. An Officer can free themselves or be freed from the Tanglefoot Shot with a successful DC15 Strength (Athletics) check.

Spelldraining Ammunition

Very Rare, 1250gp for 10

This ammunition can be purchased for ballistas, mangonels, and cannons, and is intended to aid in boarding against spellcasters. For each successful shot of Spelldraining Ammunition on a ship, any spellcasters on board (including boarders) have their spell save DC and spell attack rolls reduced by -1, which stacks.

Removing one Spelldraining Ammunition costs an Officer Action, and requires a DC15 Strength (Athletics) or Strength (Carpenter's Tools) check.

Reinforced Ram

Uncommon, 1000gp

This Ram's hit points are doubled, and its damage threshold is increased to 20.

Thunderous Ram

Rare, 1500gp

This Ram deals an additional 8d10 thunder damage when successfully ramming another ship. Its hit points are increased by +50, and its damage threshold is increased to 15.

Ram of the Ancient Mariner

Artifact

This Ram is immune to all damage. Ramming with the Ram of the Ancient Mariner also guarantees a successful boarding attempt, without needing to roll, if you then spend a ship action on it before the enemy ship moves away.

Miscellaneous Upgrades

Unlike most component upgrades, the Miscellaneous upgrades are not mutually exclusive with each other, and a ship could feasibly have all miscellaneous upgrades at once.

Their possibly destruction should be determined by the DM - even a sunk ship might still have an intact upgrade, but equally they might rule that targetting the sails and destroying them could damage the Animated Rigging or Eagle's Nest beyond repair, and require replacement.

Animated Rigging

Very Rare, 1500gp

By enchanting the ropes of your rigging, it allows your crew to get around at a moment's notice. No longer do they need to make any climbing checks in order to ascend the rigging, and by simply grasping a rope they are pulled at no movement cost along it, at will.

Installing Animated Rigging takes only a single day.

Brig of Truth

Rare, 750gp

Used for interrogations, the Brig of Truth uses a permanent Zone of Truth spell in order to ensure that as long as the occupant answers a question, it's the definitive truth. The Brig's Zone of Truth spell has a DC of 15, but any creature that is kept in the brig for at least 1 hours automatically fails the save, even if they would normally still succeed against it. This lasts for as long as they remain inside.

Installing a Brig of Truth takes 3 days.

Crystal-Lined Decking

Very Rare, 1500gp

By working psionic crystals into the wood of your ship, it allows all those who step onto it to communicate telepathically with anyone else on the ship freely, at any time, allowing orders to be issued at the speed of thought and alarms to be raised at a moment's notice, without worrying about sound.

By purchasing a Crystal-Lined Decking, the ship also receives a crate of special bracelets that block the telepathy that can be worn for those who want a good night's sleep without worrying about the crew disturbing them.

Installing Crystal-Lined Decking requires a major overhaul of the ship, and takes a minimum of 1 week to accomplish.

Eagle's Nest

Uncommon, 750gp

A slightly enchanted upgrade on a standard crow's nest. Those who peer out from its lofty heights have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, and they can make out details of even extremely distant creatures and objects as small as 2 feet across.

Installing an Eagle's Nest takes 1 day.

Smuggler's Lanterns

Common, 350gp

These lanterns are commonplace on smuggling ships, but even more respectable vessels may find use for them. When lit, their light can be perceived perfectly by anyone on their ship, but is utterly invisible to onlookers who are not on the ship in question, allowing a ship to sail in the dark without appearing as a beacon on the cold dark sea.

Installing Smuggler's Lanterns takes only a single day.

Spellshattering Brig

Rare, 750gp

By imbuing your brig with anti-magic, you're able to better contain spellcasters. Whenever someone attempts to cast a spell while within a Spellshattering Brig, the spellcaster must succeed on a DC19 Wisdom save or be stunned for 1 round. Even if they succeed, they must additionally make a DC19 Constitution save, or the spell fails, the action is wasted, and any spell slot/use is still expended.

Installing a Spellshattering Brig takes 3 days, as it requires time for the magic to settle into the wood.

Taskmaster's Drums

Rare, 1000gp

Heavy drums with a heavier beat hold a hastening magic within them. By playing them as an Officer action, an Officer can give another Officer an additional Officer Action during each Officer phase. This lasts until the end of the current ship combat.

The drums can only be played once, with their magic refreshing at dawn.

Installing Taskmaster's Drums takes a negligble amount of time.