On its turn, the ship can take 2 actions, choosing from the options below. It can take only 1 actions if it has fewer than 6 crew. It can't take these actions if it has fewer than 3 crew.
Fire Light Ballista (can't shoot forward). The ship can fire both of it's light ballistas at different targets. It takes 2 actions and a bonus action from the crew (in case it's per-person simulated).
Fire Heavy Ballista (1-1 on each side). The ship can fire one of its heavy ballistas. It takes 2 actions and a bonus action from the crew (in case it's per-person simulated).
The "Stinger" Ballista (Forward). The ship can fire its heavy "Stinger" ballistas. It takes 2 actions and a bonus action from the crew (in case it's per-person simulated).
Move. The ship can use its helm to move with its sails.
Charge the Arcane Drive or jump with it.
Hull
Armor Class 16
Hit Points 150 (damage threshold 18)
Control: Helm
Armor Class 19
Hit Points 40
Move up to the speed of one of the ship's sails, with turns no more then 360 degrees per game turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 12
Hit Points 100; -30 ft. speed per 25 damage taken
Speed (Fly) 180 ft.; 120 ft. while sailing into the wind; 210 ft. while sailing with the wind. Every hour of flight where gravity wouldn't allow it, takes 1 level worth of spell slot.
Speed (Water) 60 ft.; 40 ft. while sailing into the wind; 70 ft. while sailing with the wind
Arcane Tank
Armor Class 15
Hit Points 75
Placement. It is directly below the helm, and above the desk on the lower deck. It is fully covered from the out side, and only accessible from below unless you remove the helm first.
Function: This tank allows the ship to hold 24 levels worth of spell slots, as fuel for the ship's functions. A spellcaster can deposit any of his spell slots (that they will regain as usual) to fill up the tank, but it can't be done in the other way around.
The destruction of this components triggers an explosion that deals 1d4 force damage for each spell level worth of spell slots it stored in a 30ft. radius.
Weapon: Light Ballista (2)
Armor Class 14
Hit Points 40 each
Ranged Weapon Attack: +5 to hit, range 120/400 ft., one target. Hit: 12 (2d8+3) piercing damage.
Weapon: Heavy Ballista (2)
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: "Stinger" Heavy Ballista
Armor Class 16
Hit Points 75
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 26 (4d10+4) piercing damage, target must succeed in a DC 12 Constitution saving throw, or become poisoned for half a minute and take 7 (2d6) poison damage. Take half of the poison damage on a successful save.
Arcane Drive
Armor Class 17
Hit Points 75
Placement: This is a short and wide, small cylinder on top of the ship's roof.
Function: This component allows the ship to jump between planes. As a Ship action the captain can start to charge it. It will become charged after
4 turns have passed. If it is charged, as a ship action, the captain can activate it to jump to the Astral plane, or if the ship is already there, to any plane of his choice. After the jump the drive is on cooldown for
24 hours. While on cooldown the drive is
vulnerable to
fire and
cold damage. After the cooldown is over, spellcaster have to sacrifice 7 levels worth of spell slots to refill the drive. After that, the drive is useable again.
If a ship escapes using this method. At any end of the
Plane shift a caster can locate the other end with a DC 15
Arcana check for up to 4 hours.
Ship Core Stats
Creature Capacity 8 crew
Cargo Capacity 2,5 tons
Travel Pace 20 miles per hour (480 miles per day) while flying, or 7 miles per hour (168 miles per day) while on water.
Deck Size: 90 feet long, 55ft wide (these are without the sails)
Comments