Wondrous Item, very rare (requires attunement)

  

A magic half-sized warship created mainly of metal, capable of sailing on the water, underwater, and air, each of these ships has three cannons on each side of the deck, one or two cannons in the forecastle, and one scorpion in the quarterdeck, some or all of its rooms are magically enlarged. This warship can sail and be fully controlled by its owner, without the needing of a crew.
While underwater the ship is surrounded by a magic coating and had a 48 hours supply of oxygen. This supply refills after 4 hours out of the water. 
 
Creature Capacity 30 crew, 30 passengers.
Cargo Capacity 50 tons
Travel Pace 20 miles per hour (480 miles per day) in water and underwater,  15 miles per hour (360 miles per day) in air
 
STR
20 (+5)
DEX
12 (+1)
CON
20(+5)
INT
0
WIS
0
CHA
0
 
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
 
Actions
On its turn, the ship can take 3 actions, choosing from the options below. 
Fire Scorpion. The galley can fire its scorpion.
Fire Magic cannon. The ship can fire its magic cannon.
Move. The ship can use its helm to move with its sails.
Reactions
The warship has 10 charges a day which can be used expend in the following options:
 
Magic Shield - The Wind Pearl adds 5 to its AC against one attack that would hit it. (3 charges)
Magic Barrier - The Wind Pearl creates a barrier made of magic that blocks any attack for one round. (5 charges)
Enlarge/Reduce - The Wind Pearl can reduce its size to the size of a tiny object or grow back to its full size, for the time its owner wants. (5 charges)
 
 
Hull
Armor Class 19 (Iron) 
Hit Points 350 (damage threshold 15)
Control: Helm
Armor Class 18
Hit Points 100
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 16
Hit Points 200; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapon: Scorpion
Armor Class 17
Hit Points 70

Ranged Weapon Attack: +10 to hit, range 180/650ft., one target. Hit: 27(5d10) piercing damage.

Weapon: Magic Cannon
Armor Class 18
Hit Points 200

Ranged Weapon Attack: +10 to hit, range 200/800 ft., one target. Hit: 16 (3d10) bludgeoning damage, plus cannonball damage.

Fire - 8d6 of fire damage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Dexterity saving throw. they take full damage on a failed save, or half as much damage on a successful one.

Acid - 8d6 of aciddamage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Dexterity saving throw. they take full damage on a failed save, or half as much damage on a successful one.

Thunder - 8d6 of lighting damage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Dexterity saving throw. they take full damage on a failed save, or half as much damage on a successful one.

Force - 8d6 of force damage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Dexterity saving throw. they take full damage on a failed save, or half as much damage on a successful one.

Special Cannonballs

Ice - 6d8 of ice damage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Dexterity saving throw. they take full damage on a failed save, or half as much damage on a successful one. all creatures must also do a Strength save or become restrained on ice.

Psychic -5d8 of psychic damage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Wisdom saving throw. they take full damage and become stunned on a failed save, or half as much damage on a successful one.

Poison -  5d10 of poison damage to everything in a 20-foot-radius sphere centered on that point, all creatures must make a Constitution saving throw. they take full damage and become poisoned (1d10 turn) on a failed save, or half as much damage on a successful one. 

 

 
 

This 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. crystal balls in the walls cast bright light throughout the ship.

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

Sails. The ship has three 40-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.

Example Crew

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

  • One captain 
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook
  • Twenty-five sailors

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

  • Forty soldiers
  • Eight siege engineers
  • One healer (the ship's surgeon)

1. Main Deck

The main deck of the ship has the following features:

Magic Cannon. This warship has three magic cannons on each side. Each weapon has 15 cannonballs stacked and secured near it.

Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).

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

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

2. Officers' Quarters

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

3. Captain's Quarters

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

4. Siege Weapon Ammunition

Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows, this room is magically enlarged.

5. Supplies

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

6. Forecastle

The forecastle has the following features:

Magic Cannon. This warship has two magic cannons. Each weapon has 20 cannonballs stacked and secured near it.

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

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

7. Quarterdeck

The quarterdeck has the following features:

Scorpion. Scorpion is attached to the deck. 20 scorpion arrows are stacked and secured nearby.

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

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

8. Oar Deck

Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship, this room is magically enlarged.

9. Privy

Benches line the walls of this room. Four holes carved in the house chamber pots.

10. Medical Cabin

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

11. Guest Cabin and Brig

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

12. Hold

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

13. Armory

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

Notes: Movement, Utility, Combat, Container, Eldritch Machine

Item Tags: Movement Utility Combat Container Eldritch Machine

Arathar_Banesteel

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