Ship Construct. The Battle Balloon is a non-sentient construct, designed to fit up to six medium to small sized creatures. One creature can direct the ship's movements from an operational helm, while up to five other creatures can occupy the ship's deck.
Roll initiative for the Battle Balloon separately. The Captain can direct the Battle Balloon on their turn, and the Battle Balloon will follow them on its turn.
Entering or Escaping. Creatures can enter and exit the Battle Balloon freely with their movement, as long as they are within reach.
Ship protection. While within the Battle Balloon, creatures have either one-quarter cover (when side by side), half-cover (when the battle balloon is at least 30 feet above the creature), or full cover (when the battle balloon is at least 100 feet above the creature) from creatures.
Flotation. The Battle Balloon has a swim speed of 30, but requires an operational Helm and Captain to direct its movement. Without both, the Battle Balloon will drift with the wind or current.
Fire Vulnerability. The Battle Balloon is held aloft by the gas released from the burning of enchanted materials. If the Battle Balloon suffers significant damage from fire, there is a possibility of the Balloon exploding. The Balloon must succeed a Constitution saving throw, DC is half the fire damage sustained, or explode. If the Battle Balloon fails the saving throw, all creatures on board and within 30 feet of the Battle Balloon suffer 10d6 fire damage, and the Battle Balloon immediately begins to fall.
Immutable Form. The Battle Balloon is immune to any spell or effect that would alter its form.
Currently the Battle Balloon is outfitted with several defensive and offensive devices, ready for use by any of its occupants. However, these devices take up a lot of valuable room within the Battle Balloon. There is only room for three passengers on the Battle Balloon. A Pilot, and two passengers. While on board, creatures can swap positions freely, but each position (helm, harpoon, and wrecking ball) can only be used once each turn.
Helm, Pilot. A single creature can operate the ship and direct (usually) the direction the ship will travel. Of course, the wind can have a mind of its own. Additionally, you can control the Wrecking Ball from the Helm by pulling a lever to drop or raise a large metal ball and chain, which can be used to slam into creatures and objects.
Climb or descend (As a bonus action). The Battle Balloon can climb up to 20 feet per round or descend up to 40 feet per round.
Turn (As a bonus action). The Battle Balloon can be turned up to 45 degrees in a single turn, and then moves 20 feet in the new direction.*
Forward or halt (As a bonus action). The Battle Balloon can move forward up to its Speed (60 flying speed) or Stop.*
*Due to the Battle Balloon's reliance on the wind for its movement, the Pilot must succeed an Intelligence (Nature) or Wisdom (Sea Navigation) check, DC 15 to successfully direct the Battle Balloon. On a failure the ship travels in a random direction, up to its maximum speed.
Deploy Wrecking Ball (Action). Ranged Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 36 (8d8+4) bludgeoning damage. Double the damage if the target is an object or a structure. While the Wrecking Ball is deployed, the Battle Balloon's speed is reduced to half, and the Wrecking Ball can be dragged through multiple creatures while moving. See Drag Wrecking Ball
Drag Wrecking Ball (Movement). Ranged Weapon Attack: +5 to hit, reach 30 ft., Up to 4 creatures in a straight line. Hit: 12 (2d8+4) bludgeoning damage.
The ship's speed remains half (Speed 30), until a bonus action is used to retract the Wrecking Ball.
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Deck Hand 1, harpoon. The deck of the ship is equipped with two separate stations. The first with a Harpoon Flinger and the Grappling Claw, which is a metal claw used to grapple creatures or objects.
Harpoon Flinger (bonus action to load. Action to fire). Ranged Weapon Attack: +9 to hit, range 120/600 ft., one target. Hit: 15 (3d6+7) piercing damage.
Grappling Claw (Action). Ranged Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: A large or smaller creature is grappled (escape DC 15). If the target is a creature, it is restrained until the grapple ends.
The grappling claw can grapple only one target at a time, you can use your bonus action to do one of the following: retract the line, lower the line, or release whatever the claw is grappling.
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Deck Hand 2, ordinance. The second station on the deck of the ship operates the ordinance of the ship. There a several chests containing various flasks of chemicals which can be thrown overboard, or a lever used to open a hatch below the ship and releases several flasks on creatures below.
Throw Flask (Action, optional: and Bonus Action). Ranged Weapon Attack: +9 to hit, ranged 100/200 ft., one target. Hit: 12 (4d6) cold, fire or acid (your choice) damage. Once you use your action to Throw Flask, you can use your bonus action to throw another flask.
Bombardment (Action) (recharge 5-6). Ranged Area Attack: ranged 200 ft., Each creature within a 20 ft. radius sphere directly below the Battle Balloon, must make a DC 19 Dexterity saving throw, taking (6d6) fire damage on a failed save, or half as much damage on a successful one.
Juke. If the Helm is operational and manned by a creature, the pilot can use their reaction to grant the Battle Balloon advantage on a single Dexterity saving throw. If successful, this will move the balloon up to 10 feet in a random direction.
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