Fire Magic cannon. The ship can fire its magic cannon.
Move. The ship can use its helm to move with its sails.
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)
Ranged Weapon Attack: +10 to hit, range 180/650ft., one target. Hit: 27(5d10) piercing damage.
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. a 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
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