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Naval Rules
Naval Rules
Naval Rules
By Daffy
crashing when it crashes into a creature or object. Any damage
Amaras Ship it takes from the crash is appl ied to the naval ram rather than
Gargantuan Vehicle (100ft. by 20ft.) to the ship.
Creature Capacity 30Crew, 30 Passangers These benefits don’t apply if another vessel crashes into the
Cargo Capacity 200 Tonnes warship.
Travel Speed 8km per hour (192km per day)
TREBUCHET
STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 0 0 Armor Class 15 (Huge object)
Hit Points: 150
Damage Immunities: poison, psychic
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, deafened, exhaustion, A trebuchet is a powerful catapult that throws its payload in a
frighteded, incapacitated, paralyzed, petrified, poisoned, high arc, so it can hit targets behind cover.
prone, stunned, unconscious
Before the trebuchet can be fired, it must be loaded and aimed.
It takes
ACTIONS • Two actions to load the weapon
• Two actions to aim it
On its turn, the Ship can take 3 actions, choosing from the
options below the options availible to the players will depend • One action to fire it. A trebuchet typically hurls a heavy stone.
on the number of crew members they have: However, it can launch other kinds of projectiles, such as
barrels of oil or sewage, with different effects.
- Only Party Members - 1 action, Half Speed
- 10 Crew Members - 2 Actions, Half Speed, Quarter Weapons Trebuchet Stone. Ranged Weapon Attack: +5 to hit, range
- 10 - 15 Crew Members - - 2 Actions, Full Speed, Half Weapons 300/1,200 ft. (can’t hit targets within 60 feet of it), one target.
- 15 - 25+ Crew Members - 3 Actions, Full Speed, All Weapons Hit: 44 (8d10) bludgeoning damage.
PART 1 | Overview
1
types of Officers ballast and ensure level sailing. He is responsible for the
watches on board the ship, keeping a watch log, and
Captain maintaining discipline among the deck crew.
The captain is elected by the crew, but their power is Sail Master
only absolute in battle or when Living chase. The The sail-master is the most experienced crewman in
captain’s wishes can be overruled by a simple majority, rigging and usually one of the best sailors on the ship.
or by a veto from the quartermaster/first mate. The He is responsible for maintaining the sails and the
captain is expected to a skilled and dependable seaman rigging. He knows every knot, line, rope, block, and
as well as a bold and decisive leader. tackle in the rigging and how to repair them. He is
responsible for training and running the sail crew as
The Captain will also act as The master gunner and is
well as overseeing the making and patching of sails. He
responsible for the care and cleaning of weapons. He
takes orders from and reports to the navigator.
also runs the gunnery crew and is responsible for
making certain that cannons hit the target and trebucets Surg eon
are reloaded. He maintains an inventory of powder and
shot for all guns on the ship. The surgeon is one of the toughest men on the ship. He
serves as a barber, doctor, and surgeon for the entire
Quartermaster crew. He deals with the sick, wounded, and dead. The
surgeon is responsible for maintaining the necessary
The quartermaster is also elected by the crew and holds
tools of the trade. He takes orders from and reports to
authority second to the captain. He represents the
the quartermaster. Ships rarely have real doctors. The
crews’ interests and commands during the absence of
Surgeon also as out the duties of the cook.
the captain. He keeps order, settles conflicts between
crew members and determines the amount of food and Windsinger
drink distributed to each crew member. The
quartermaster is also an accountant who counts loot A character or hired crew member who can control the
and watches over it until it is divided amongst the crew. elemental magic of the ocean and the winds. Thus
The quartermaster works with his subordinates allowing the ship to always have the weind to its back.
(boatswain, master gunner, master of arms) daily to Having this role filled will allow the ship to travel at 1.5x
effectively run the ship. its normal travel speed.
Bosun
The boatswain (AKA bosun) maintains food, water, rum,
gunpowder, shot, sails, rope, wood, and tar needed to
keep the ship and crew ready. The boatswain should
also make sure the ship is seaworthy. He directs the
loading of cargo in the hold to maintain the proper
More powerful crew memebers can be enlisted, however these tend to be NPC’s who have a reason for travelling.
The cost per day while sailing is 2sp per crew member, and 10% of any loot found while traveling.
While docked for more than a day, the cost per crew member you choose to retain drops to 5cp per day, and no share in loot is
expected from the crew.
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. 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 increases if the crew enjoys high morale, has good health care, and receives fair leadership.
LIVING VESSEL
This vessel’s hull was crafted in the Feywild under the
direction of master eladrin shipwrights. It is a Living
plant. drawing sustenance from water and sunlight.
SCYTHING OARS
Sharpened. magically reinforced oars make a vessel
dangerous to approach. When the ship takes an action
that moves it with these oars, any creature or object in
the water within 10 feet of it at any point of the move
must make a DC 10 Dexterity saving throw, taking 2d6
slashing damage on a failed save or half as much
damage on a successfuI one.
WEAPON UPGRADES
The following upgrades can apply to any weapon
mounted aboard a ship. A component can gain the
benefits of one upgrade, or two upgrades if one of the
upgrades is Arcane Artillery.
ARCANE ARTILLERY
Using methods similar to those used to produce magic
weapons, a skilled spellcaster imbues a ship’s weapon
with destructive energy. This weapon gains a +2 bonus
to its attack and damage rolls, and its attacks count as
magical.
A ship rolls initiative using its Dexterity, and it uses its When a ship crashes, it must immediately make a DC
crew’s quality score as a modifier to that roll. On a 10 Constitution saving throw. On a failed save, it takes
ship’s turn, the captain decides which of the ship’s damage to its hull based on the size of the creature or
actions to use. object it crashed into, as shown on the Crash Damage
table. It also stops moving if lhe object or creature is
SPECIAL OFFICER A CTIONS one size smaller than it or larger. Otherwise the ship
continues moving and the creature or object collided
During an encounter, the captain, first mate, and bosun
with moves to the nearest unoccupied space that isn’t in
each have access to two special action options: Take
the ship’s path. At the DM’s discretion, an object that i s
Aim and Full Speed Ahead, both detailed below.
forced to move but is fixed in place is instead destroyed.
TAKE AIM A creature struck by a ship must make a Dexterity
As an action, the captain. first mate, or bosun directs the saving throw with a DC equal to 10 +the ship’s Strength
crew’s firing, aiding in aiming one of the ship’s modifier, taking damage based on the ship’s size (as
weapons. Select one of the ship’s weapons that is within shown on the Crash Damage table) on a failed save, or
10 feet of the officer. It gains advantage on the next half as much damage on a successful one.
attack roll it makes before the end of the ship’s next
turn. CRASH DAMAGE
Size Bludgeoning Damage
FULL SPEED AHEAD Small ld6
As an action while on deck, the captain, first mate, or Medium ld10
bosun can exhort the crew to work harder and drive the Large 4d10
ship forward faster. Roll a d6 and multiply the result by Huge 8d10
5 Apply the total as a bonus to the ship’s speed until the Gargantuan 16d10
end of the ship’s next turn. If the ship is already
benefiting from this action”s bonus, don’t add the
bonuses together; the higher bonus applies.
CREW IN COMBAT
Managing a ship’s entire crew in combat can prove
cumbersome, especially as larger ships often host
dozens of sailors. Typically the crew is too busy
managing the ship to do anything else during combat.
Don’t worry about tracking their specific positions
unless you want to add that complexity. You can assume
that the crew is evenly divided among the upper two
decks of a ship.
CREW CASUALTIES
Slaying a ship’s crew reduces the number of actions
most s hips can take, making the crew a tempting target
in combat. Resolve individual attacks as normal, using
the guidelines for resolving many, identical attacks at
once from the Dungeon Master’s Guide as needed. In
the case of spells that cover an area, such as fireball or
lightning bolt, you might track the exact location of lhe
spell and crew to determine how many sailors it affects.
Alternatively, you can roll ld6 per level of the spell. The
TRAVEL PA CE
Ships travel at a speed given in their stat blocks. Unlike
with land travel, ships can’t choose to move at a faster
pace, though they can choose to go slower. If a ship’s
mode of movement takes damage, it might be slowed.
For every decrease of 10 feet in speed, reduce the ship’s
travel pace by 1 mile per hour and 24 miles per day.
DRAW A MAP
A ship’s captain often undertakes this activity,
producing a map of the ship’s progress and helps the
crew get back on course if they get lost. No ability check
is required.
FORAGE
The character casts fishing lines, keeping an eye out for
sources of food, making a Wisdom (Survival) check
when the DM calls for it.
RAISE MORALE
First Mate Only
The first mate can manage the crew’s time to grant
extended breaks, provide instruction, and generally
improve the quality of life on the ship. Once every 24
hours, if the crew’s quality score is 3 or lower, the first
mate can make a DC 15 Charisma (Persuasion) check.
On a successful check, the crew’s quality score
increases by 1.