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==SAILING SHIPS AND NEW RULES== These are a bit of a mix of rules found in '''''Ghosts of Saltmarsh''''' and '''''Navey Adventures''''' ===New Rules=== The ocean is a vast and dangerous place, ripe with adventure both above and below the waves. This appendix expands the material available in the '''''Player's Handbook''''' and '''''Dungeon Master's Guide''''', providing further resources for waterborne adventures.</br> '''SHIP STAT BLOCKS'''</br> To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.</br> 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.</br> <u>BASIC STATISTICS</u></br> :'''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 unless 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, as described in the CRASHING A SHIP section below. :'''Capacitty'''. 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 Intelligence, 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. It also ignores any effect that would normally be imposed on it for a failed save (GM descrition) :'''Vulnerability, Resistance and Immunities'''. A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. :A ship's Sails are vulnerable to fire damage (unless treated. See SUPERIOR SHIP UPGRADES below). :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. <u>ACTIONS'''</u></br> This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen only once during a turn.</br> <u>COMPONENTS</u></br> 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 other components 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. :'''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. :'''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. ====Officers and Crew==== Each vessel requires people to run it: the officers in charge and the sailors who follow their orders. <u>TYPES OF OFFICERS</u></br> If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order.</br> The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.</br> Each type of officer is described below, along with the abilities and proficiencies that help a character excel:</br> :'''Captain'''. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with ''water vehicles'' and the Intimidation and Persuasion skills. :'''First Mate'''. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills. :'''Bosun'''. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with ''carpenter's tools'' and the Athletics skill. :'''Quartermaster'''. The quartermaster plots the s hip's course, relying on knowledge of 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 Nature skill. :'''Surgeon'''. The ship's surgeon tends to injuries. keeps illnesses from spreadin g throughout the ship, and over sees sa nitation. A capable surgeo n benefits from a high Intelligence score, as well as proficiency with ''herbalism kits'' and the Medicine skill. :'''Cook'''. A s hip's cook works with the limited ingredients aboard a ship to make meals. A skilled cook k eeps 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''. :'''Cargo Master''' or '''Super'''. While having little direct interaction with the crew this officer's position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with ''calligrapher's supplies'' tools. <u>CREW MEMBERS</u></br> A ship requires a number of ablebodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale. and health are defined by its quality score.</br> 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 takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.</br> A typical crew member uses the commoner stat block in the Monster Manual.</br> <u>OPTIONAL RULE: LOYALTY AND QUALITY</u></br> When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the ''Dungeon Master's Guide''. To convert a quality score into an individual's loyalty score, add 1O to the crew's quality score.</br> <u>MUTINY</u></br> 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.</br> If the check total is 0 or lower, the crew mutinies.</br> 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.</br> When the DM ends tbe mutiny, the crew's quaity score increases by ld4.</br> <u>SHORE LEAVE</u></br> Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and 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. ====Ships in Combat==== Whether sailing to war or hunting notorious pirates, ships make deadly weapons and dramatic battlefields. This section provides guidance on using ships in combat. <u>SHIPS AND INITIATIVE</u></br> A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll. On a ship's turn, the captain decides which of the ship's actions to use. <u>SPECIAL OFFICER ACTIONS</u></br> During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.</br> :TAKE AIM: As an action, the captain. first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn. :FULL SPEED AHEAD: As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the 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. <u>CREW IN COMBAT</u></br> 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.</br> <u>CREW CASUALTIES</u></br> 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.</br> 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 total of the dice is the number of crew members caught in the spetrs area.</br> ===Ship Types and Stats=== '''''Brigantine'''''</br> '''''Caravels'''''</br> '''''Cogs'''''</br> </br> '''''Galleons'''''. Are large, multi-deck ships which operates as armed cargo carrier. Galleons have three masts and use square sails on the foremast and mainmast and triangular sails on the aftmast.</br> '''Typical Price''': 30,000gp</br> <font size=4>GALLEON'''</br></font size> ''Gargantuan vehicle (160 ft. by 30 ft.)'' </br> '''Creature Capacity''' 80 crew, 100 passengers</br> '''Cargo Capacity''' 400 tons</br> '''Travel Pace''' 5 miles per hour (120 miles per day)</br> STR 24 (+7), DEX 5 (-3), CON 20 (+5), INT 0, WIS 0, CHA 0</br> '''Damage Immunities''' poison, psychic</br> '''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</br> <u>'''HULL'''</br></u> Armor Class 15</br> Hit Points 800 (damage threshold 20)</br> <u>'''CONTROL'''</u>: HELM</br> Armor Class 18</br> Hit Points 50</br> Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.</br> <u>'''MOVEMENT'''</u>: SAILS</br> Armor Class 12</br> Hit Points 200; –10 ft. speed per 50 damage taken</br> Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.</br> <u>'''WEAPON'''</u>: 12-POUND CANNON (12)</br> '''Armor Class''' 17</br> '''Hit Points''' 45</br> ''Ranged Weapon Attack'': +6 to hit, range 500/2000 ft., one target; ''Hit'': 22 (4d10) bludgeoning damage.</br> <u>'''WEAPON'''</u>: 18-POUND CANNON (8)</br> '''Armor Class''' 17</br> '''Hit Points''' 60</br> ''Ranged Weapon Attack'': +6 to hit, range 600/2400 ft., one target. ''Hit'': 33 (6d10) bludgeoning damage.</br> <u>'''ACTIONS'''</br></u> On its turn, the galleon can move using its helm. </br> It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can fire only half of its cannons.</br> </br> '''''Sloops'''''. Are single-masted ships with two or more triangular sails, fore and aft of the mast. Known for being quick and agile, sloops are a popular choice with pirates and smugglers. This type of ship also includes corvettes and cutters, which vary slightly from the typical sloop.</br> '''Typical Price''': 10,000gp</br> <font size=4>SLOOP</br></font size> ''Gargantuan vehicle (60 ft. by 20 ft.)''</br> '''Creature Capacity''' 20 crew, 10 passengers</br> '''Cargo Capacity''' 50 tons</br> '''Travel Pace''' 6 miles per hour (144 miles per day)</br> STR 18 (+4), DEX 8 (-1), CON 16 (+3), INT 0, WIS 0, CHA 0</br> '''Damage Immunities''' poison, psychic</br> '''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</br> <u>'''HULL'''</br></u> '''Armor Class''' 15</br> '''Hit Points''' 250 (damage threshold 15)</br> <u>'''CONTROL'''</u>: HELM</br> '''Armor Class''' 18 </br> '''Hit Points''' 50</br> Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.</br> <u>'''MOVEMENT'''</u>: SAILS</br> '''Armor Class''' 12</br> '''Hit Points''' 100; –10 ft. speed per 25 damage taken</br> '''Locomotion (water)''' sails, speed 55 ft.; 15 ft. while sailing into the wind; 70 ft. while sailing with the wind.</br> <u>'''WEAPON'''</u>: 12-POUND CANNON (6)</br> '''Armor Class''' 17</br> '''Hit Points''' 45</br> ''Ranged Weapon Attack'': +6 to hit, range 500/2000 ft., one target; ''Hit'': 22 (4d10) bludgeoning damage.</br> <u>'''ACTIONS'''</br></u> On its turn, the sloop can move using its helm. It can also fire its cannons.</br> If it has half its crew or fewer, it moves at half speed and can fire only half of its cannons.</br> ====Ship Cannons==== The cannons on a ship come in a variety of sizes, from the small maneuverable guns found on the top deck to the heavy guns below. Cannons are made of cast iron, and are generally described by the size of the cannon ball they fire (the "pounder" referring to the cannon balls weight), ranging from the small 1-pounder swivel guns to the heavy 32-pounders guns.</br> The larger the ship, the greater the quantity and size of its cannons. Gunpowder is a mundane substance composed of sulphur, charcoal and potassium nitrate. As cannons are commonplace in this world, they replace the siege weapons found in a more traditional game.</br> A large keg of gunpowder (generally stationed by most guns) costs 125 gp and weights 25 </br>. '''Swivel Gun''' | 500gp | 100lbs | Crew Min 1 | ''Medium object'' :Damage 2d8 bludgeoning damage, Range 300/1,200ft. Each round weighs 1lb and cost 1gp. Each shot requires ¼lb gunpowder. '''Cannon, 9 pounder''' | 850gp | 1,500lbs | Crew Min 2 | ''Large object'' :Damage 3d10 bludgeoning damage, Range 400/1,600ft. Each round costs 2gp and each shot requires 2¼lb gunpowder per shot. '''Cannon, 12 pounder''' | 1,250gp | 2,200lbs | Crew Min 3 | ''Large object'' :Damage 4d10 bludgeoning damage, Range 500/2,000ft. Each round cost 3gp and each shot requires 3lb gunpowder per shot. '''Cannon, 18 pounder''' | 1,750gp | 3,700lbs | Crew Min 3 | ''Large object'' :Damage 6d10 bludgeoning damage, Ranged 500/2,000ft. Each round cost 5gp and requires 4½lb gunpowder per shot. '''Cannon, 24 pounder''' | 2,500gp | 5,500lbs | Crew Min 3 | ''Large object"" :Damage 7d10 bludgeoning damage, Range 600/2,400ft. Each round costs 7gp and requires 6lb gunpowder per shot. '''Cannon, 32 pounder'' | 4,000gp | 8,500lbs | Crew Min 4 | ''Large object'' :Damage 8d10 bludgeoning damage, Range 600/2,400ft. Each round costs 10gp and requires 8lb gunpowder per shot </br> NOTES</br> For fewer crew add +1 round to each action for each crew missing (min 1) </br> All cannons requires a round to reload, a round to aim and a round to fire as a standard ranged attack.</br> A swivel gun can be turned to attack nearly any target, but it is not recommended to fire across your own deck. Swivel guns are positioned on the top deck and can be easily moved around the deck. These weapons are designed to attack crew and sails.</br> Cannons are meant to fire at other ships and generally mounted facing one arch on the ship --bow, port, starboard and aft and can only fire in that direction.</br> Special Cannon Rounds :'''Chain and Bar Shot''' (18-pounder and higher). Two iron balls or two halves of a ball joined together by a chain or iron bar. Used to destroy rigging, boarding netting and sails. Range is one-half standard range and changes the damage to d8s (instead of d10s) slashing damage. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 slashing damage. If the target is an object that has a size of Large or greater, it takes an additional 2d6 slashing damage. Double the Ammo cost for each shell, min 5gp. :'''Explosive Shell''' (all but swivel guns). A grenade like projectile that explodes and sends shrapnel everywhere. Uses base short ranged (no long range) with a 15 ft. sphere (DC 12) and change damage to d6s (instead of d10s) fire damage. A flammable object within the area of the shell ignites if it isn’t being worn or carried. Add +10gp and double the base price of each round. :'''Grapeshot or Canister Shot''' (18-pounds or heavier). Used against personnel, this is a canvas bags or cans filled with musket balls. When fired, the container breaks open, firing like a giant shotgun. Change range to 500ft and target to 20 ft. sphere AOE (DC 14) and change the damage to d6s (instead of d10s) bludgeoning and slashing damage. A successsful Dexterity saving throw halves the damage. Double the costs of each round. ====Ship Modifications==== The following ship improvements must be built and installed by a skilled shipbuilder in port.
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