It's Smaller on the Outside. The vessel's exterior is 20 by 20 feet, with a 15 foot tall hull, and sails extending an additional 30 feet for a total of 45 feet tall. However, the inside of the vessel makes use of its extraplanar nature to grant a 50 by 50 foot interior surface area, with 10 floors at 10 feet tall each. See the description for more information on each floor.
Load the Cannons! The Astral Vessel has two cannons. A crewmate can use their action to load one cannonball into one cannon. A cannon can hold up to 3 cannon balls at a time, however, it can only fire once per Fire the Cannons! action. It can fire multiple times per round if it has enough cannon balls and crewmates.
Fire the Cannons! Ranged Weapon Attack: A crewmate can use their action to fire one cannon, provided the cannon has a loaded cannonball. The attack has a +8 to hit, and deals 5d8 magical bludgeoning damage on a hit. This damage increases by 2d8for dragons, and 2d8 for constructs, for a total of 9d8 against a construct dragon. This attack is rolled with advantage if the target is airborne. This attack is rolled with disadvantage if the target is grounded unless the target is a number of feet away equal to or greater than your altitude divided by 3.
The Eighth Sea. The Captain of the Astral Vessel can warp the ship from any plane to the Astral Sea. While in the Astral Sea, the captain can use another action to jump into any other plane. After bouncing back into a plane, this ability takes 1d6 hours to recharge.
Channel Dash. A crew member can use an action to channel any level of spell slot into the engine of the Astral Vessel. In doing so, the crew member overloads the engine's output. The crew member rolls a d20 and adds the level of the spell slot channeled. On a total of 10 or lower, the engine stalls and the ship moves at half speed for its next round. On a success, the speed of the vessel increases by 10 feet per level of the spell slot for 1d4 rounds.
Trojan Nature. The vessel is able to intrinsically mimic the properties of the plane it currently resides in. As a bonus action, the captain may command the vessel to disguise. The vessel takes the form of a native vessel unless the captain specifies a form. This disguise is convincing to all but extremely well-versed locals, requiring a DC 25 Investigation check to discern its disguise. Any creature that is unaware of the disguise is made aware of its true nature upon entering the extraplanar interior of the vessel.
Description
The outside of this ship is coated in a reinforced material known as living metal. It is a muddy brown but shiny material, grown organically on the boundary of the Elemental Planes of Earth and Fire. The main sail is made of natural dragon hide, and the rear sail is made of a mechanical dragon wing, while the ropes are made from fine strands of finely woven adamantine.
The top floor is the command center, where the captain and the navigator remain during flight. The 2nd floor down is the engine room. The 3rd floor down is the cannon and cannonball storage room. Floor 4 is the war room, with illusory projections of the most prominent planes available for consultation. Floors 5, 6, 7, 8, and 9 are crew bunking, with 2 small rooms per floor. Finally, floor 10 is the captain's quarters, which loops right back around to the top floor, allowing the captain quick access in an emergency.
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