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# Ships of the Realms
##### 0.5
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# Ships of the Realms |**Ship**|**Cost**|**Travel Pace**|**Cargo Capacity**|**Creature Capacity**| |:---:|:---:|:---:|:---:|:---:| | Rowboat | 50 gp | 3 Mph ( 24 miles per day) | 0.25 tons | 2 crew, 2 passengers | | Keelboat | 3,000 gp | 3 Mph (72 miles per day) | 0.5 tons | 3 crew, 4 passengers | | Longship | 10,000 gp | 5 Mph (120 miles per day) | 10 tons | 40 crew, 100 passengers | | Caravel | 10,000 gp | 5 Mph (120 miles per day) | 100 tons | 30 crew, 20 passengers | | Sailing Ship | 10,000 gp | 5 Mph (120 miles per day) | 100 tons | 30 crew, 20 passengers | | Warship | 25,000 gp | 4 Mph (96 miles per day) | 200 tons | 40 crew, 60 passengers | | Galley | 30,000 gp | 4 Mph (96 miles per day) | 150 tons | 80 crew, 40 passengers | | Sloop-of-war | 40,000 gp | 4 Mph (96 miles per day) | 100 tons | 60 crew, 40 passengers |
### Caravel Caravels are sturdy vessels, but not built for the open ocean. They are equipped for navigating coastal waters and carry twenty passengers comfortably. The lateen sails gave it speed and a capacity for sailing windward. A caravel has the following features: **Ceilings.** The ceiling of the caravel's lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways. **Doors.** The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 strength (Athletics) check. **Footlockers.** Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. **Light.** Hanging lantern cast bright light throughout the ship. **Rigging.** Rigging on the ship can be climbed without an ability check. **Sails.** The ship has three 80-foot-tall masts with sails to catch the wind. ## Example Crew A caravel requires a large crew to properly sail the vessel. A caravel makes small coastal trips either used for scouting or patrols. If the characters are guests on caravel, the crew consists of the following creatures, all which have proficiency with water vehicles in addition to their normal statistics. - One captain (bandit captain) - Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles) - Five soldiers (guards) - Twenty sailors (commoners) #### Main deck The main deck of the ship has the following features: **Ballista.** Six **ballista** (*DMG*, ch. 8) are attached to the main deck. Ten ballista arrows are stacked and secured nearby each one. **Hatch.** A covered, 10-foot-square opening leads to the lower area. **Railing.** The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. **Rowboats.** Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water. #### Officers' Quarters Four beds stand in the officers quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captains's orders. #### Captain's Quarters The captain's quarters holds a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings. #### Siege Weapon Ammunition Shelves and rope on the walls of this cabin secure the cannon balls and ballista arrows. #### Supplies This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship. #### Aftercastle The aftercastle has the following features: **Railing.** The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. **Wheel.** The ship's wheel stands at the aft of the aftercastle. #### Gun Deck Sixteen **cannons** (*DMG*, ch. 8) are stored here on the lower deck. Each with ten cannon balls stacked and secured nearby. There are eight cannons located on each side of the ship infront of closed gun ports, the cannons have three-quarters cover. The ship can only fire cannons at at ships *Hull* since they can't adjust them vertically or horizontally. #### Privy Benches line the walls of this room. With holes carved in them to house chamber pots. #### Medical Cabin Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps. \pagebreakNum ___ ___ > ## Caravel >*Gargantuan vehicle (100 ft. by 20 ft.)* > ___ > - **Creature Capacity** 30 crew, 20 passengers > - **Cargo Capacity** 100 tons > - **Travel Pace** 5 miles per hour (120 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|14 (+2)|0|0|0| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > > ### Actions >On its turn, the caravel can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than thirty crew and only 1 action if it has fewer than fifteen. It can't take these actions if it has fewer than three crew. > > **Fire Ballista.** The sloop-of-war can fire its **ballista** (*DMG*, ch. 8). > > **Fire Cannons.** The sloop-of-war can fire its **cannons** (*DMG*, ch. 8). > > **Move.** The caravel can use its helm to move with its sails. As part of this move, it can use its naval ram. > > ### Hull >**Armor Class** 15 > >**Hit Points** 200 (damage threshold 10) > >\columnbreak > ### Control: Helm >**Armor Class** 15 > >**Hit Points** 50 > >Move up to the speed of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn. > > ### Movement: Sails >**Armor Class** 12 > >**Hit Points** 100; -10ft. speed per 25 damage taken > >**Speed (water)** 45 ft.; 35 ft. while sailing into the wind; 60 ft. while sailing with the wind. > >**Special** The caravel can only transverse coastal waters. > > ### Weapon: Ballista (2) >**Armor Class** 15 > >**Hit Points** 50 > >*Ranged Weapon Attack:* +6 to hit, range 120/480 ft., one target. *Hit:* 16 (3d10) piercing damage > > ### Weapon: Cannons (2) >**Armor Class** 19 > >**Hit Points** 75 > >*Ranged Weapon Attack:* +6 to hit, range 600/2,400 ft. , one target. Hit: 44 (8d10) bludgeoning damage. #### Guest Cabin and Brig This cabin is meant for guests and visiting high ranking officials along for the journey. Since sloop-of-wars often have a greater need to house prisoners rather than guests, each bed aboard the vessel also has a set of manacles (see chapter 5 in the *Player's Handbook*) attached to its frame. #### Hold This area houses both passengers and cargo. The ship's off-duty crew sleeps on bedrolls among the crates and barrels of food, water, and other supplies. #### Armory The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. the door to this cabin is usually locked, the key kept by one of the ship's officers. \pagebreakNum ### Sloop-of-war Sloops-of-war are warships with a single gun deck that carries 16 up to 18 cannons. The term encompassed all the unrated combat vessels, including the very small gun-brigs and cutters. In technical terms, even the more specialised bomb vessels and fireships were classed as sloops-of-war, and in practice these were employed in the sloop role when not carrying out their specialized functions. A sloop-of-war has the following features: **Ceilings.** The ceiling of the sloop-of-war's lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways. **Doors.** The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 strength (Athletics) check. **Footlockers.** Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. **Light.** Hanging lantern cast bright light throughout the ship. **Rigging.** Rigging on the ship can be climbed without an ability check. **Sails.** The ship has three 80-foot-tall masts with sails to catch the wind. ## Example Crew A sloop-of-war requires a large crew to properly sail the vessel. They normally carry some soldiers to fight battles and extra siege engineers to fire the siege weapons. If the characters are guests on a sloop-of-war, the crew consists of the following creatures, all which have proficiency with water vehicles in addition to their normal statistics. - One captain (bandit captain) - Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (nobles) - Twenty siege engineers (guards) - Fifteen soldiers (guards) - Twenty sailors (commoners) #### Main deck The main deck of the ship has the following features: **Ballista.** Six **ballista** (*DMG*, ch. 8) are attached to the main deck. Ten ballista arrows are stacked and secured nearby each one. **Hatch.** A covered, 10-foot-square opening leads to the lower area. **Railing.** The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. **Rowboats.** Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water. #### Officers' Quarters Four beds stand in the officers quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captains's orders. #### Captain's Quarters The captain's quarters holds a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings. #### Siege Weapon Ammunition Shelves and rope on the walls of this cabin secure the cannon balls and ballista arrows. #### Supplies This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship. #### Forecastle The forecastle has the following features: **Ballista.** A **ballista** (*DMG*, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby. **Figurehead.** An iron figurehead at the front of the forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram. **Railing.** The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. #### Quarterdeck The quarterdeck has the following features: **Railing.** The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. **Wheel.** The ship's wheel stands at the aft of the quarterdeck. #### Gun Deck Sixteen **cannons** (*DMG*, ch. 8) are stored here on the lower deck. Each with ten cannon balls stacked and secured nearby. There are eight cannons located on each side of the ship infront of closed gun ports, the cannons have three-quarters cover. The ship can only fire cannons at at ships *Hull* since they can't adjust them vertically or horizontally. #### Privy Benches line the walls of this room. With holes carved in them to house chamber pots. #### Medical Cabin Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps. #### Guest Cabin and Brig This cabin is meant for guests and visiting high ranking officials along for the journey. Since sloop-of-wars often have a greater need to house prisoners rather than guests, each bed aboard the vessel also has a set of manacles (see chapter 5 in the *Player's Handbook*) attached to its frame. #### Hold This area houses both passengers and cargo. The ship's off-duty crew sleeps on bedrolls among the crates and barrels of food, water, and other supplies. #### Armory The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. the door to this cabin is usually locked, the key kept by one of the ship's officers. \pagebreakNum ___ ___ > ## Sloop-of-war >*Gargantuan vehicle (120 ft. by 30 ft.)* > ___ > - **Creature Capacity** 60 crew, 40 passengers > - **Cargo Capacity** 100 tons > - **Travel Pace** 4 miles per hour (96 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|7 (-2)|18 (+4)|0|0|0| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > > ### Actions >On its turn, the sloop-of-war can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than thirty crew and only 1 action if it has fewer than fifteen. It can't take these actions if it has fewer than three crew. > > **Fire Ballista.** The sloop-of-war can fire its **ballista** (*DMG*, ch. 8). > > **Fire Cannons.** The sloop-of-war can fire its **cannons** (*DMG*, ch. 8). > > **Move.** The sloop-of-war can use its helm to move with its sails. As part of this move, it can use its naval ram. > > ### Hull >**Armor Class** 15 > >**Hit Points** 400 (damage threshold 15) > >\columnbreak > ### Control: Helm >**Armor Class** 18 > >**Hit Points** 50 > >Move up to the speed of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn. > > ### Movement: Sails >**Armor Class** 12 > >**Hit Points** 100; -10ft. speed per 25 damage taken > >**Speed (water)** 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind. > > ### Weapon: Ballista (7) >**Armor Class** 15 > >**Hit Points** 50 > >*Ranged Weapon Attack:* +6 to hit, range 120/480 ft., one target. *Hit:* 16 (3d10) piercing damage > > ### Weapon: Cannons (16) >**Armor Class** 19 > >**Hit Points** 75 > >*Ranged Weapon Attack:* +6 to hit, range 600/2,400 ft. , one target. Hit: 44 (8d10) bludgeoning damage. > > ### Weapon: Naval Ram >**Armor Class** 20 > >**Hit Points** 100 (threshold 10) > >The sloop-of-war has advantage on all saving throws relating to crashing when it crashes into a creature or 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 sloop-of-war. \pagebreakNum
# 1 Square = 5 feet \pagebreakNum ## Superior Ship Upgrades Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities. Adding an upgrade costs 15,000 gp and requires 1d4 weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay the gold piece cost a second time. ### Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship's other components. #### Ironclad An ironclad is a warship protected by iron or steel armor plates. Ironclads were designed for several roles, including as high seas battleships, coastal defense ships, and long-range cruisers. Plating the hull in metal materials increase the hull's damage threshold to 40. ### Movement Upgrades Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade. #### Improved Rudder A significantly wider rudder granting additional control in the water from a higher surface area, cutting more water and granting a +1 to Sailing checks made by the ship. #### Spidersilk Sails These sails are weaved together with the finest spidersilk, delicate but strong. They add 10 ft. movement speed while sailing into the wind and while sailing with the wind. ### Weapon Upgrades The following upgrades can apply to any weapon mounted aboard a ship. A component can gain the benefits of one upgrade, or two upgrades if one of the upgrades is Arcane Artillery. #### Shatterhorn Ram A mastercraft ram, longer than usual and built from solid Ironwood plated with Adamantine. The ship gains a +1 to Sailing checks to make the Ram maneuver, and the damage dice of the Ram maneuver increases to a D6. Additionally, upon completing a successful ram maneuver, the struck ship must make a DC 14 Constitution saving throw or have the Hull's AC reduced by 6 on a failed save, or 3 on a successful one, as well as losing it's damage threshold. A ship equipped with the Ironclad Hull upgrade is immune to this effect. ### Figurehead Upgrades While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade. \columnbreak #### Deity Figurehead This figurehead depicts a deity as chosen. As an action, the ship can activate this item, summoning a Deva that works for the chosen deity. The Deva acts on the ship's turn when the captain uses one of the ship's actions. The Deva remains for 1 minute. At the end of that time, it returns back to the plane it came from. Once a ship uses this action, it can't use it again for 24 hours. #### Phoenix Figurehead This figurehead depicts a phoenix rising from the ashes to be reborn. As an action, the ship can activate this item and chooses a section of their ship that has been reduced to zero hit points. The section bursts into living flames and instantly heals that section to full. Once this ship uses this action, it can't use it again for 24 hours. #### Mermaid Figurehead This figurehead depicts a mermaid holding forth a trident ready to strike. As an action, the ship can activate this item to create a wave of water that spreads outward from the ship for 100-foot. Each creature and object in the area must make a DC 14 Dexterity saving throw or be pushed back 50 feet from the ship. Once a ship uses this action, it can't use it again for 1 minute. #### Dragon Figurehead This figurehead depicts a dragon rearing to strike, its mouth open. This dragon figurehead acts as the red dragon figurehead from *Ghost of Saltmarsh*, Appendix A, Pg. 198, except you decide the color of the dragon upon purchase of this figurehead, which in turn effects the damage type based on dragon color. ### Miscellaneous Upgrades The following upgrades don't apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once. #### Enchnated Fruit Tree This enchanted tree provides food (enough for five people per day) and wood supplies (1 unit per week), it may only be purchased with the living hull upgrade located in the *Ghost of Saltmarsh* book. \pagebreakNum
## Changelog - **0.1** - Creation, adjustments, finalizing details, added changelog. - **0.2** - Added Sloop-of-war diagram - **0.3** - Updated Sloop-of-war diagram and removed two cannons and added ballista, increased price. - **0.4** - Four new figurehead upgrades, and miscellaneous upgrade. - **0.5** - Added Caravel.