Hull. Armor Class 15 Hit Points 1000
Control: Helm. Armor Class 18 Hit Points 50.
Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails. Armor Class 12. Hit Points 200; -5 ft. speed per 25 damage taken
Locomotion (water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Weapon: Ballista. Armor Class 15 Hit Points 50
Ranged Weapon Attack: +6 to hit, range 600/2400 ft., one target. Hit: 16 (6d10) piercing damage.
Weapon: Mangonel. Armor Class 15 Hit Points 100
Ranged Weapon Attack: +5 to hit, range 600/2400 ft. (can't hit targets within 60 ft. of it), one target. Hit: (8d10) bludgeoning damage.
Defense: Ram. The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the warship.
Lair and Lair Actions
Note for combat: Ship Actions are INT 20 (like lair actions), where crew and other things interact with combat. The DM controls the enemy vessel in secret, but the party's ship involves the help of the players to maintain active combat and fun!
There are 4 separate micro-rounds that take place on this initiative, and players are encouraged to determine who's who for combat on the ship:
Captain/First Mate - 1 of 2 actions can be taken by the Captain and/or First Mate during Ship Actions. If there is both a Captain and First Mate on board, both actions can be made, but the actions can only be used once a round.
* Rally. Allow player to intimidate/inspire the crew once per battle for an advantage on their first attack rolls for the round. Make a Charisma check (DC increasing if crew is disloyal or in real danger).
* Weak Spot. Allow player to look for a weakness in the defenses of the enemy’s vessel. Make an Intelligence check to spot a weakness and give damage equal to a Critical Hit to 1d4 creatures within 60 ft that target the enemy vessel's weakness for the round.
Pilot - A pilot cannot make melee attacks at all in the encounter, as they are focused on keeping the ship from drifting. All other forms of combat tactics are at the pilot's disposal. During Ship Actions, have the pilot make a Dexterity check to make sure they are controlling the ship well, failure can result in the ship slowing, not turning, etc. (If they have proficiency with water vehicles, they can add their proficiency bonus to the roll.) There can be more than one pilot, and they can swap out with another pilot during the Ship Actions to return to making melee attacks if they so choose.
Cannoneers - Ships can make 2 ranged attacks with their cannons (or other weapons, determined by the player) at the enemy's vessel, with one of the players in charge of the teams firing said cannons. If your ship has cannons on board, the attack bonuses and damage die are listed on the stat blocks. At maximum, there can be 4 Cannoneer Captains, and each captain makes 2 ranged attacks with whatever weapons they choose while onboard the ship! (Note: determine what weapons are on your ship before combat so that you can make decisions throughout the combat on what to use - ammo isn't unlimited, after all!)
Medics – I need a medic! 1 of 2 actions can be taken by a Medic during Ship Actions. You do not need to be a cleric or healer to be a medic necessarily. At maximum, there can be 2 medics on board, and both actions can take place if that's the case.
* Protect the Crew. The medic can restore 1d4 crew members per turn to half health (including player characters), complications occurring if the set DC is not met.
* Repair the Ship. The ship regains up to 5 of its maximum hit die in health, but once the last hit die is used, this action no longer works. Use the hit die wisely!
Previous Versions
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10/14/2022 9:26:22 PM
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Coming Soon
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