Tempory Flight. The ship uses Magic Winds to prepell it self into the air and sail on the sea of clouds.
- Duration: 8 hours
- Cooldown: 4 hours
Deep Dive. The ship conjures a protective forcefield to prevent water from spilling over the ship. The amount of air inside the forcefield limits the amount of time the crew can endure the dive.
- Duration: 4 hours
Mind of the Ship. The ship is inhabite by a concious spirit which assist its crew trough auditive advices.
Spear Ram.
- Armor Class: 20
- Hit Point: 200 ( Damage threshhold 10)
- 4d10 (piercing)
The ship has adventage on all saving throws relating to crashing when it chrashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the ship.
Ballista.
- Armor Class: 15
- Hit Points: 50
- Hit Die: +6
- 3d10 (piercing)
- Range: 120/480 ft.
Massive Crossbow that fires bolts at extreme speed. Needs to be re-loaded after every shot.
Risky Maneuvers.
- Double flight and swim speed for one round
- disables movement for the following round
Rally.
- All allies in a 15 ft. radius gain a +2 on their attacks
- Duration: 1 minute