Nautical Rules of the DnT Seas

=== Basic Rules ===
Ship Stat Blocks
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. 
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 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 (page 199). 
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 Intelligence, Wisdom, and Charisma. 
If a ship has a 0 in a score, it automatically passes any ability check or saving throw that uses that score. 
Vulnerabilities, Resistance, and immunities
A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. 
Ships are typically vulnerable to Fire damage, and 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. 
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 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 
The ship is destroyed and begins to sink when it drops to 0 hit points. It takes 10 rounds for the ship to completely sink, but each hit on a sinking ship that inflicts damage reduces the remaining time for it to sink by 1 round per 25 points of damage inflicted.
A ship doesn't have Hit Dice.
Ship Actions
This part of the stat block specifies what the ship can be used for during the rounds, because the ship is (not usually) alive it cannot take any type of action. Instead, on their turn a creature may use one of the Ship Action, at the cost of their own action and  a given action can be chosen only once during per round. 
Under the Ship Action section on the Ship´s stat block, you will find the description of the special action, how many times the action can be used per round, and how many people are required to operate the equipment or activate the effect, as described under the “Siege Weapon Statistics” section.
=== Sample Ships ===
This section provides stat blocks, deck plans, and other details for some of the most common ships. 
Gallery 	Gallery 	Gallery 	Gallery 	Gallery 	Gallery
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. 
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.	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. 
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.	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. 
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.	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. 
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.	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. 
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.	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. 
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.
Gallery
Gargantuan vehicle (130 ft. by 20 ft.)	Gallery
Gargantuan vehicle (130 ft. by 20 ft.)	Gallery
Gargantuan vehicle (130 ft. by 20 ft.)	Gallery
Gargantuan vehicle (130 ft. by 20 ft.)	Gallery
Gargantuan vehicle (130 ft. by 20 ft.)	Gallery
Gargantuan vehicle (130 ft. by 20 ft.)
Price: 30,000 gp
Creature Capacity: 80 crew, 40 passengers 
Cargo Capacity: 150 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 30,000 gp
Creature Capacity: 80 crew, 40 passengers 
Cargo Capacity: 150 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 30,000 gp
Creature Capacity: 80 crew, 40 passengers 
Cargo Capacity: 150 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 30,000 gp
Creature Capacity: 80 crew, 40 passengers 
Cargo Capacity: 150 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 30,000 gp
Creature Capacity: 80 crew, 40 passengers 
Cargo Capacity: 150 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 30,000 gp
Creature Capacity: 80 crew, 40 passengers 
Cargo Capacity: 150 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15
STR 
24 (+7)	DEX 
4 (- 3)	CON 
20 (+5)	INT 
0 	WIS 
0 	CHA 
0
Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.
Ship Actions	Ship Actions	Ship Actions	Ship Actions	Ship Actions	Ship Actions
Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.
Weapon: Cannon 
Available: (4) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (4) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (4) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (4) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (4) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (4) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.
Weapon: Balista
Available: (2) 
Crew: 3
Ranged Weapon Attack: range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 20 (4d10) piercing damage.	Weapon: Balista
Available: (2) 
Crew: 3
Ranged Weapon Attack: range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 20 (4d10) piercing damage.	Weapon: Balista
Available: (2) 
Crew: 3
Ranged Weapon Attack: range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 20 (4d10) piercing damage.	Weapon: Balista
Available: (2) 
Crew: 3
Ranged Weapon Attack: range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 20 (4d10) piercing damage.	Weapon: Balista
Available: (2) 
Crew: 3
Ranged Weapon Attack: range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 20 (4d10) piercing damage.	Weapon: Balista
Available: (2) 
Crew: 3
Ranged Weapon Attack: range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 20 (4d10) piercing damage.
Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.
 	 	 	 	 	
Keelboat 	Keelboat 	Keelboat 	Keelboat 	Keelboat 	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. 
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.	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. 
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.	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. 
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.	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. 
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.	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. 
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.	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. 
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
Gargantuan vehicle (60 ft. by 20 ft.)	Keelboat
Gargantuan vehicle (60 ft. by 20 ft.)	Keelboat
Gargantuan vehicle (60 ft. by 20 ft.)	Keelboat
Gargantuan vehicle (60 ft. by 20 ft.)	Keelboat
Gargantuan vehicle (60 ft. by 20 ft.)	Keelboat
Gargantuan vehicle (60 ft. by 20 ft.)
Price: 3,000 gp
Creature Capacity: 3 crew, 4 passengers 
Cargo Capacity: 0.5 tons 
Travel Pace: 5 km per hour (or 115 km per day)
HP: 200
AC: 15	Price: 3,000 gp
Creature Capacity: 3 crew, 4 passengers 
Cargo Capacity: 0.5 tons 
Travel Pace: 5 km per hour (or 115 km per day)
HP: 200
AC: 15	Price: 3,000 gp
Creature Capacity: 3 crew, 4 passengers 
Cargo Capacity: 0.5 tons 
Travel Pace: 5 km per hour (or 115 km per day)
HP: 200
AC: 15	Price: 3,000 gp
Creature Capacity: 3 crew, 4 passengers 
Cargo Capacity: 0.5 tons 
Travel Pace: 5 km per hour (or 115 km per day)
HP: 200
AC: 15	Price: 3,000 gp
Creature Capacity: 3 crew, 4 passengers 
Cargo Capacity: 0.5 tons 
Travel Pace: 5 km per hour (or 115 km per day)
HP: 200
AC: 15	Price: 3,000 gp
Creature Capacity: 3 crew, 4 passengers 
Cargo Capacity: 0.5 tons 
Travel Pace: 5 km per hour (or 115 km per day)
HP: 200
AC: 15
STR 
16 (+3)	DEX 
7 (- 2)	CON 
13 (+1)	INT 
0 	WIS 
0 	CHA 
0
Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.
Ship Actions	Ship Actions	Ship Actions	Ship Actions	Ship Actions	Ship Actions
Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.
Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.
Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.
Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.
 	 	 	 	 	
Longboat 	Longboat 	Longboat 	Longboat 	Longboat 	Longboat
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 longs hip makes it easy for troops to get on and off quickly, making it the perfect s hip for engaging in surprise strikes.
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 s hip is steered by a rudder control on the aft of the deck. 
Sails. The longship has one 20 -foot-tall mast with s ails 
that can be used to sail the ship.	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 longs hip makes it easy for troops to get on and off quickly, making it the perfect s hip for engaging in surprise strikes.
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 s hip is steered by a rudder control on the aft of the deck. 
Sails. The longship has one 20 -foot-tall mast with s ails 
that can be used to sail the ship.	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 longs hip makes it easy for troops to get on and off quickly, making it the perfect s hip for engaging in surprise strikes.
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 s hip is steered by a rudder control on the aft of the deck. 
Sails. The longship has one 20 -foot-tall mast with s ails 
that can be used to sail the ship.	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 longs hip makes it easy for troops to get on and off quickly, making it the perfect s hip for engaging in surprise strikes.
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 s hip is steered by a rudder control on the aft of the deck. 
Sails. The longship has one 20 -foot-tall mast with s ails 
that can be used to sail the ship.	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 longs hip makes it easy for troops to get on and off quickly, making it the perfect s hip for engaging in surprise strikes.
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 s hip is steered by a rudder control on the aft of the deck. 
Sails. The longship has one 20 -foot-tall mast with s ails 
that can be used to sail the ship.	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 longs hip makes it easy for troops to get on and off quickly, making it the perfect s hip for engaging in surprise strikes.
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 s hip is steered by a rudder control on the aft of the deck. 
Sails. The longship has one 20 -foot-tall mast with s ails 
that can be used to sail the ship.
Longboat
Gargantuan vehicle (70 ft. by 20 ft.)	Longboat
Gargantuan vehicle (70 ft. by 20 ft.)	Longboat
Gargantuan vehicle (70 ft. by 20 ft.)	Longboat
Gargantuan vehicle (70 ft. by 20 ft.)	Longboat
Gargantuan vehicle (70 ft. by 20 ft.)	Longboat
Gargantuan vehicle (70 ft. by 20 ft.)
Price: 10,000 gp
Creature Capacity: 40 crew, 100 passengers 
Cargo Capacity: 10 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 350
AC: 15	Price: 10,000 gp
Creature Capacity: 40 crew, 100 passengers 
Cargo Capacity: 10 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 350
AC: 15	Price: 10,000 gp
Creature Capacity: 40 crew, 100 passengers 
Cargo Capacity: 10 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 350
AC: 15	Price: 10,000 gp
Creature Capacity: 40 crew, 100 passengers 
Cargo Capacity: 10 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 350
AC: 15	Price: 10,000 gp
Creature Capacity: 40 crew, 100 passengers 
Cargo Capacity: 10 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 350
AC: 15	Price: 10,000 gp
Creature Capacity: 40 crew, 100 passengers 
Cargo Capacity: 10 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 350
AC: 15
STR 
20 (+5)	DEX 
6 (- 2)	CON 
17 (+3)	INT 
0 	WIS 
0 	CHA 
0
Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.
Ship Actions	Ship Actions	Ship Actions	Ship Actions	Ship Actions	Ship Actions
Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.
Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.
Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.
 	 	 	 	 	
Sailing Ship 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. 
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 AC 15. 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 psychic 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.
Sailing Ship 	Sailing Ship 	Sailing Ship 	Sailing Ship 	Sailing Ship 	Sailing Ship
Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)
Price: 10,000 gp
Creature Capacity: 30 crew, 20 passengers 
Cargo Capacity: 100 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 400
AC: 15	Price: 10,000 gp
Creature Capacity: 30 crew, 20 passengers 
Cargo Capacity: 100 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 400
AC: 15	Price: 10,000 gp
Creature Capacity: 30 crew, 20 passengers 
Cargo Capacity: 100 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 400
AC: 15	Price: 10,000 gp
Creature Capacity: 30 crew, 20 passengers 
Cargo Capacity: 100 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 400
AC: 15	Price: 10,000 gp
Creature Capacity: 30 crew, 20 passengers 
Cargo Capacity: 100 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 400
AC: 15	Price: 10,000 gp
Creature Capacity: 30 crew, 20 passengers 
Cargo Capacity: 100 tons 
Travel Pace: 8 km per hour (or 195 km per day)
HP: 400
AC: 15
STR 
16 (+3) 	DEX 
7 (- 2) 	CON 
17 (+3) 	INT 
0 	WIS 
0 	CHA 
0
Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.
Ship Actions 	Ship Actions 	Ship Actions 	Ship Actions 	Ship Actions 	Ship Actions
Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.
Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.	Support: Oars
Available: (6)
Crew: NA
At the end of the round the boat moves an extra 5ft for each creature paddling this round.
Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (1) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.
Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The keelboat has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the keelboat take (3d10) bludgeoning damage.
 	 	 	 	 	
Warship 	Warship 	Warship 	Warship 	Warship 	Warship
Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)	Gargantuan vehicle (100 ft. by 20 ft.)
Price: 25,000 gp
Creature Capacity: 40 crew, 60 passengers 
Cargo Capacity: 200 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 25,000 gp
Creature Capacity: 40 crew, 60 passengers 
Cargo Capacity: 200 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 25,000 gp
Creature Capacity: 40 crew, 60 passengers 
Cargo Capacity: 200 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 25,000 gp
Creature Capacity: 40 crew, 60 passengers 
Cargo Capacity: 200 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 25,000 gp
Creature Capacity: 40 crew, 60 passengers 
Cargo Capacity: 200 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15	Price: 25,000 gp
Creature Capacity: 40 crew, 60 passengers 
Cargo Capacity: 200 tons 
Travel Pace: 6.5 km per hour (or 155 km per day)
HP: 600
AC: 15
STR 
20 (+5) 	DEX 
4 (- 3) 	CON 
20 (+5) 	INT 
0 	WIS 
0 	CHA 
0
Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.	Damage Vulnerabilities: Fire
Damage Immunities: poison, psychic 
Condition immunities: blinded, charmed, deafened, 
exhaustion, frightened, incapacitated, paralyzed, petrified, 
poisoned, prone, stunned, unconscious
Momentum: Just because a fight broke out doesn’t mean the ship mysteriously stops moving, a ship will always move 10ft at the end of each round.
Ship Actions 	Ship Actions 	Ship Actions 	Ship Actions 	Ship Actions 	Ship Actions
Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.	Support: Helm/Anchor
Available: (1)
Crew: 1
You may guide the direction the boat moves at the end of the round.
Alternately, you may also lower tour Anchor to stop your boat from moving at the end of the round until someone uses an action to raise it again.
Weapon: Cannon 
Available: (6) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (6) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (6) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (6) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (6) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.	Weapon: Cannon 
Available: (6) 
Crew: 2
Ranged Weapon Attack: range 200/800 ft., one target. Hit: 18 (6d6) bludgeoning/piercing damage.
Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.	Weapon: Naval Ram
Available: 1
Crew: 1
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object during this effect.
At the end of the round, you may guide the direction of the ship, if it crashes against another ship or structure both the enemy and the gallery take (3d10) bludgeoning damage.
 	 	 	 	 	
=== Siege Weapon Statistics ===
Ships can mount Large or Huge siege engines; Gargantuan siege engines are included here for the purpose of story-based fortifications that might be armed with such weapons to defend against attacks from enemy ships.
Damage: This entry gives the damage typically dealt by the siege weapon. Unlike normal ranged weapons, siege weapons deal full damage to objects, and do not benefit from any class ability or spell, unless stated otherwise.
Range: Any attack made closer than the first range number given suffers disadvantage. A siege engine cannot attack beyond the second range number. Type: Like weapons, siege engines are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some siege engines deal energy damage. In those cases, the type of energy damage is listed instead.
Crew: This column gives the number of creatures needed to properly operate the siege engine.
Aim: This column gives the number of actions required to aim a siege engine. If the siege engine is being controlled by less than its normal crew complement, the number of actions it takes for the crew to aim the siege engine is doubled.
Load: This column gives the number of actions required to load a siege engine.
=== Superior Ship Upgrades ===
Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship’s existing components or provide a new element to augment a ship’s abilities.
Adding an upgrade costs 15,000 gp and requires 1d4 weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don’t need to pay the gold piece cost a second time.
Hull Upgrades
Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components.
Churning Hull (Uncommon) (10,000 gp)
A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade.
By draping the chains over a ship’s hull, the storm’s fury thrashes into the water around it. The water within 210 feet of the ship is difficult terrain for everything other than this ship.
Death Vessel (Rare) (12,500 gp)
Crafted with materials embedded with necromantic magic, this upgrade grants a ship an aura of dread. A crew member may use an action to create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can’t be used again until 1d4 hours have passed.
Frost-Locked Hull (Uncommon) (7,500)
This upgrade replaces a ship’s hull with supernatural ice, or cold resistant material. The hull and the other components of the ship are immune to cold damage but vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water.
Living Vessel (Very Rare) (15,000)
This vessel’s hull was crafted in the Feywild. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.
Reinforced Hull (Very Rare) (30,000)
A master shipwright can use superior materials and clever design to make a ship’s hull more resilient. Such reinforcement doubles the Ship’s hit point maximum.
Vigilant Watch (Uncommon) (5,000)
A row of crystal orbs, each filled with viscous liquid and a Sea Serpent’s eyeball, is mounted along this ship’s hull. Invisible creatures are visible while on the ship or within 120 feet of it.
Dragon Scales (Very Rare) (20,000)
This vessel’s hull was coated in the rare scales of a Dragon, or another mythical creature. The ship gains +5 AC and has resistance to all magic damage that is directed towards the Ship´s hull.
 
Movement Upgrades
Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade.
Clockwork Oars (Uncommon) (10,000)
Using a combination of magic and clockwork, the oars on this ship require only one crew member to use them, pushing the button or lever that activates them.
Ever-Full Sails (Rare) (15,000)
These billowing sails are woven from a material drawn from clouds. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. And increasing the ship´s pace by half the normal pace.
Defiant Sails (Very Rare) (25,000)
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.
Screaming Sails (Very Rare) (17,500)
Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, a crew member can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes 4d6 psychic damage and is then frightened for 1 minute. Once this ability has been used, it can’t be used again until 2d6 hours have passed.
 
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 (Rare) (10,000)
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.
Concussive Rounds (Uncommon) (5,000)
Enhanced by abjuration magic, this weapon’s attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle’s hull, that vehicle’s speed decreases by 2d10 feet until the start of the attacker’s next turn.
Explosive Rounds (Rare) (15,000)
Drawing on powerful evocation magic, this weapon’s attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits, it deals an extra 2d6 fire damage.
Grasping Rounds (Very Rare) (20,000)
This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. The cains account has having 10 AC and 30 Hit Point, and as an action, a crew member can end this effect.
Spell Blaster (Rare) (10,000) 
This magic cannon can’t be loaded with traditional cannon balls, instead a crew member must use an action to attune to the cannon by placing the arm inside a special compartment. And for the duration any spell cast using the cannon, has its range increased by 200 feet.
 
Figurehead Upgrades
While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade.
Guardian Figurehead (Very Rare) (25,000)
This figurehead depicts an armored knight. As an action, the crew member can activate this item, causing it to animate as an iron golem. The golem roles initiative and take its turns normally. The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can’t use it again for 24 hours.
Red Dragon Figurehead (Rare) (15,000)
This figurehead depicts a red dragon rearing to strike, its mouth open. As an action, the ship can activate this item to create a 60-foot cone of flame that originates from the figurehead. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Once a ship uses this action, it can’t use it again for 1 minute.
Storm Giant Figurehead (Uncommon) (7,500)
This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone that originates from the figurehead. Each creature in the cone must make DC 12 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can’t use it again for 1 minute.
 
Miscellaneous Upgrades
The following upgrades don’t apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once.
Bones of Endless Toil (Very Rare) (25,000)
The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as a zombie obedient to the ship’s captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time.
Smuggler’s Banner (Very Rare) (20,000)
This flag is meant to be flown from a ship’s mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests.
The banner’s true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain’s choice. Hostile creatures aboard the ship don’t move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can’t teleport in this way again for 2d6 days.
Category:Rules