Manned by a Crew. On its turn, the warship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than 20 crew and only 1 action if it has fewer than 10. It can't take these actions if it has fewer than three crew.
Sailing speed. if the sails are down, you can add the speed of the wind (35) to the ships swimming speed (the same rules apply to this speed increase as they do to the current bonus).
Sailing by Muscles. if the oars are down, you can add the speed of the crews rowing (20) to the ships swimming speed (the same rules apply to this speed increase as they do to the current bonus).
Water Vehicle. To take any bonus action or move in the water, the ship must be manned by at least 15 humanoids proficient with water vehicles.
Move. The warship can use its helm to move with its oars or sails. As part of this move, it can also use its naval ram.
Navel Ram. Melee Weapon Attack: +10 to hit, within reach of the Move action, 1 target. Hit: 59 (6d12+20) bludgeoning damage
Ballista. RangedWeapon Attack: Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Mangonel. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Cannon. RangedWeapon Attack: Ranged Weapon Attack: +6 to hit, range 200/800 ft., one target. Hit: 44 (8d10) bludgeoning damage.
If there are up to 20 humanoids that are proficient with water vehicles on the ship, it can take the following actions
1. The ships sails are lowered or raised
2. The ships ranged weapons are restocked, allowing it to recharge its ranged attacks, reducing the Ballista Actions to 2 and the Mangonel Actions to 3.
3. A damaged part of the ship is repaired, and the ship regains 10 hit points
Warship can take 3 legendary actions if the Captain is on deck, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Warship regains spent legendary actions at the start of its turn.
Captain's Privilege (3 Actions). The ship can use a free action
Captain's Order (2 Actions). The ship can utilize a bonus action even if you don't meet the crew number requirement
Captain's Retreat (1 Action). The ship moves its full movement speed in a retreat
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