Atlas
From the North the Zai Dynasty send out their tradeships filled to the brim with sparkling gems, exotic textiles and spices. In the East, the Carreleon Federation slave away in their mines, refining silver and gold, ready to line the pockets of nobles across Atlas, and in the harsh lands to the South, steel and salt are loaded onto ships, ready for their long journey.
Between these three nations lies The Trenora Sea. A vast ocean full of unexplored islands and potential.
While the three nations have reached a relative peace in recent years, the waters are far from calm. Trade vessels loaded to the brim with goods are ripe targets for pirates willing to risk their lives for a shot at riches and glory!
Meanwhile, far removed from any riches, we find a group of nobodies. Stripped of their belongings, laying on a cold damp floor, locked safely behind the thick iron bars of Port Cinas prison.
... What?
The intent of this campaign is to be swashbuckling, seafaring, pirating adventure!
Monsters and magic are commonplace and the seas are full of adventurers like you, all fighting for the spot as the most powerful crew.
This document contains some special rules that we will be using for this campaign. One page simply explains how ships work in Atlas, but the other page (Gestalt) is a bit more interesting.
Who are you?
The following are a few questions just to get you thinking about your character.
Why are you locked up? Are you a criminal or were you wrongfully arrested?
What role would your character serve on a ship?
Do you know any of the other characters?
Does your character have any personal goals?
What does your character want to be remembered by?
What is your character’s biggest flaw?
Gestalt
Gestalt is a variant character creation rule which was present in D&D 3.5e. To put it simply, a Gestalt Character is a character who has full class progression of 2 classes simultaneously, with the experience gain as though they had a single class.
While it may seem that Gestalt Characters break the balance of the game, it is important to note that a gestalt class, while it will outpace a standard character, will not outpace the normal balance of the game by a ton. You will have more versatile characters, but not more Powerful characters, per se.
I would however prefer that you don't go out of your way to find the most broken combination of classes. But do consider synergy slightly.
Hit Points and Hit Dice
From your two classes, you choose which Hit Die you use to determine your Hit Points at 1st level and the Hit Points you gain at higher levels. You have a number of the chosen Hit Die equal to your character level, as normal.
Saving Throw Proficiencies
Your classes determine the saving throw proficiencies you can choose from. Choose any two saving throw proficiencies from either of your selected classes.
For example, if you chose Barbarian and Cleric, you could choose Constitution and Wisdom saving throw proficiencies or any combination of the four available.
Proficiency Bonus
Your proficiency bonus is based on your character’s level as normal.
Skill Proficiencies
Choose your skills from the skill lists of both classes. Whichever class gives the greater number of skills, you choose that number of skills. For example, a fighter/ranger can choose 3 skills, picking from both the Fighter skill list and the Ranger skill list.
Other Proficiencies
You gain the armor, weapon, tool, and saving throw proficiencies of both classes.
Starting Equipment
Choose the starting equipment from one of your classes and receive that equipment as normal. Additionally you get one line of the starting equipment of your other class.
Ability Score Improvements
At level 4, 8, 12, 16 and 19 you only gain a single Ability Score Improvement despite both classes granting it.
Unarmored Defense
If you gain the Unarmored Defense class feature from more than one of your classes, the features don't add together. You choose which Unarmored Defense feature you would like to use and gain its benefits as normal.
Channel Divinity
If both classes grant the Channel Divinity feature, you combine the amount of charges, and can expend them on any Channel Divinity feature from either class.
Extra Attack
If you gain the Extra Attack feature from more than one of your classes, they don’t add together (except for the Fighter’s Extra Attack adding to itself). Instead, if you gain the Extra Attack feature from both of your classes, gain a single Extra Attack feature as normal and then get either the following feature (Martial Expert), or a feat.
Additionally, the Warlock’s eldritch invocation Thirsting Blade doesn’t grant an additional attack if you also have Extra Attack.
Martial Expert
Whenever you take the Attack action, you can make one additional weapon attack.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Spellcasting
If both your classes grant the Spellcasting feature, you treat both classes of the gestalt separately when it comes time to determining spells and cantrips known, as well as for any spells that has to be prepared etc.
For determining the amount of spell slots available to you treat the level of one of the classes as half (rounded up), then combine the amount of spell slots. For example, a 5th level Wizard/Ranger would gain the spell slots of a 5th level Wizard, plus those from a 3rd level Ranger, and can use them to cast spells learned from either class.
Pact Magic
If you have the Pact Magic feature, you treat these slots separate from your normal spell slots, and as such they both progress in level at a normal rate, but you can still use them to cast any of your known spells.
Multiclassing
It is still possible to multiclass, however it might lead to headaches and spiralling into eldritch madness. So proceed at your own risk.
When multiclassing you first have to choose which side of your gestalt is multiclassing. If you're playing a Level 5 Fighter/Paladin, but you've forsaken your paladin duties to sneak around in the shadows, you could multclass into a Fighter/[Paladin 5/Rogue 1] when you reach level 6.
The only limitation is that you may not multiclass into a class already present in your character. The afformentioned Fighter/Paladin could not multiclass into Fighter/[Paladin/Fighter]
Flavour
As a personal rule, I recommend giving your Gestalt Character combination a special name.
I recommend using a name which is relevant to the character you wish to roleplay, such as Ninja for Shadow Monk/Rogue, or relevant to the class combination, such as Theurge for Cleric/Wizard.
Ships
Ships in Atlas are quite different from their real life counterparts for a few reasons. Firstly, With wizards flinging fire great distances and incredibly skilled archers being able to shoot an arrow 300 feet, ships have evolved somewhat differently. Wood is treated, magically enchanted or simply covered to prevent magical damage. Most ships have walls shielding the helmsman from every side. Many higher-tier ships even have arcane shielding, preventing any projectiles or magic from penetrating a certain radius around the ship.
The second major difference is the fact that the majority of ships do not rely on masts and sails, and those that do have very limited rigging. Many years ago, the invention of the Elemental Core caused that method of propulsion to become obsolete.
With an Elemental Core, a ship can sail across an ocean much faster, and requires only a small handful of crew to function. This also allowed much more versatility in the size and function of ships. While merchant transport ships remain rather large, their lack of masts and rigging has meant they freed up space for more defensive measures against the many pirates that roam the open waves.
Elemental Cores
In the heart of every ship is a large magical crystal, humming with elemental power. A stable, crystalline elemental structure invented by a famed gnomish artificer. These crystals can be harnessed for various magical effects depending on their element; Amber, Astral, Azure or Scorch. Ships with Scorch Cores might propel themselves through great jets of fire. an astral cored ship might glide smoothly inches above the water. Each ship is a technological marvel as artificers and tinkers constantly come up with new and unique methods to harness the various cores.
Essence
The elemental energy in the cores eventually runs dry. To replenish this energy, they require essence. An unstable liquid version of the corresponding element. A single vial of essence corresponds to about 4 days of travel.
Focus Crystals
While cannons are still a common sight on many ships, others prefer to again tap into the energy of their elemental core for their ships weaponry. Focus crystals allow the core to send out focused blasts of elemental power, which a skilled gunner can use to great effect against enemy vessels.
Ship Statistics
Ships have a few statistics that set them apart from one another. A ship's speed, AC and Hit Points function much like that of normal characters. Most ships also have Toughness. This value is subtracted from any incoming damage to the ship, potentially bringing it to 0. For example, if a crossbow bolt dealing 12 damage was fired at a ship with a Toughness of 10. The ship would only take 2 damage. Additionally, ships have Dexterity and Constitution scores. These are used for saving throws related to maneuvering or impacts and collisions.
Ship weapons have an additional range increment listed. Anything below the first increment cannot be targeted. Eg. a cannon cannot shoot at a target closer than 50 ft.
Amber Clad
Amber Core, Defender Class Ship
- Armor Class 15
- Hit Points 140
- Toughness 20
- Speed 150
- Size 20 ft. by 35 ft.
DEX CON 8 (-1) 16 (+3)
Amber Hull. The hull self-repairs, healing itself 1d6 at the start of its turn each round.
Cannon. Range 50/150/600 ft., Hit: 4d12+5 bludgeoning damage.
Shrapnel Cannon. Range 0/100/200 ft., Hit: 10d6 bludgeoning damage.
Roles on a ship
Since ship crews only consist of a small handful of members, they usually each have very specialized roles. These roles are listed below. I suggest you all to discuss who wants what role before the game so we don't have 5 people all expecting to play Gunner and no one actually capable of steering the ship.
Anybody can occupy any role, eg. If no repairs are needed a carpenter could easily jump on a cannon for a turn, but she would not be able to use any crew dice (see below) for gunner maneuvers.
Helmsman. The person in charge of steering the ship. Not necessarily in charge of plotting the course. Athletics and proficiency in water vehicles is useful in this role.
Gunner. A rather self-explanatory role. As most weapons allow the use of either Dexterity or Intelligence for firing either is useful in this role.
Quartermaster. The person in charge of making everything run smoothly. Wisdom or Charisma are useful in this role.
Corekeeper. A rather crucial role on any ship. The Corekeeper is responsible for the core. Making sure its energies are directed to the right places on the ship and keeping it operational. Intelligence and proficiency with Arcana is useful for this role.
Carpenter. This person is in charge of general, and occasionally emergency, repairs on the ship. Proficiency in some combination of Carpenters, Tinkerer’s and Smith’s tools are all useful here. Depending on your approach to repairs, the ability used will vary, so specific ability scores matter less here.
Crew Dice.
Each crew member has their own pool of crew dice, which are d12s. You can hold up to two crew dice. When initiative is rolled you have 1 crew die in your pool regardless of how many you had before. Each position on the ship has their own ways of using crew dice. A crew die is expended when you use it.
Helmsman
As the helmsman, it is your responsibility to safely maneuver and steer the ship. You are in charge of rolling any Dexterity Saving throws the ship has to make.
Ship Speed
The speed indicated on the ships statistics is a maximum speed. The actual traveling speed, referred to as the ships "set speed" varies depending on your actions.
Moving the Ship
As a free action, while standing at the helm of the ship, you may cause it to move. This can only be done once per turn. If this action is not taken, the ship moves at it's set speed in a straight line at the end of your turn.
If the ship is ever turned more than 90 degrees, or the set speed changed by more than 200 ft. in a single turn, every creature aboard the ship must make a Dexterity Saving throw DC 15, or fall prone. The creature has advantage if they are warned.
Steering the Ship
While at the helm you can use your Action to perform any number of the following actions. If you are not proficient with Vehicles (Water) you may only perform one of the following actions.
Set the Speed. You alter the set speed of the ship to a value between 0 and the ships maximum speed.
New Heading. You turn the ship. If you are at the helm when the ship moves, you can turn the ship freely as it moves.
Evasive Maneuvers. Can only be done if the set speed is 200 ft. or more. You expend a crew die, adding half the value rolled (rounding down, minimum of one) to the ships AC until the start of your next turn.
Better Angles. Can only be done if the set speed is 150 ft. or less. You expend a crew die, adding half the value rolled (rounding down, minimum of one) to any attacks made from the ship until the start of your next turn.
Glancing Blow
When you are hit by a ship attack, you can expend a crew die and attempt to roll to mitigate the damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die.
Quick Corrections
When the ships would fail a Dexterity Saving throw, you can expend one crew die as a reaction. Until the start of your next turn, your ship has a bonus to Dexterity saving throws equal to the amount rolled on the crew die. This includes the triggering save, potentially making it succeed.
Gunner
As the ships gunner, you are responsible for managing the ships weaponry. When you take the Attack Action aboard your ship, you can choose to make the attacks with any adjacent ship mounted weapons.
On a Roll
When you reduce a ship to 0 hit points, you can expend one crew die and use a bonus action on your turn to make one additional attack against a different ship within range. If that attack hits, add the crew die to the attack’s damage roll.
Gunner Maneuvers
As the ships designated Gunner you have access to a list of maneuvers that are fueled by your crew dice. The following maneuvers can be used by the gunner when using a ship-mounted weapon. You can use only one maneuver per attack.
Crippling Attack. When you hit a target with a weapon attack, you can expend one crew die to distract the target, giving your allies an opening. The targets speed is lowered by 20 multiplied by the roll of the crew die.
Disarming Attack. When you hit another ship with a weapon attack, you can expend one crew die to attempt to disable one of the target ships weapons temporarily. You add the crew die to the attack's damage roll, and the target ship must make a Constitution saving throw. On a failed save, the weapon is disabled until the start of your next turn.
Distracting Attack. When you hit a target with a weapon attack, you can expend one crew die to distract the target, giving your allies an opening. You add the crew die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Precision Attack. When you make a weapon attack roll using a ship weapon, you can expend one crew die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Show 'em how it's done! When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to fire a ship weapon. When you do so, choose a friendly creature who can see or hear you and expend one crew die. That creature can immediately use its reaction to make one weapon attack with an adjacent ship weapon, adding the crew die to the attack roll.
Quartermaster
As the quartermaster, it is your responsibility to ensure that morale is kept high even in the heat of battle, and to ensure that people are communicating and doing their jobs properly.
Resourceful
Your pool of crew dice can hold up to four dice, and starts with 2 crew dice when initiative is rolled.
Additionally, you regain a crew die at the start of every turn.
Battle Stations
If you are surprised at the start of combat and aren’t incapacitated, you can expend one crew die to act normally. Additionally, on your first turn in combat, as a bonus action you can choose a number of creatures equal to you Charisma modifier who can see or hear you to act normally on their first turn.
Inspiring Presence
As an Action you attempt to encourage your fellow crew with words and advice. When you do so, choose two of the following effects, or the same effect twice. The effects last until the start of your next turn.
Brace. You tell the crew to brace. The crew automatically succeed on any Dexterity saving throws caused by the movement of the ship.
Morale Boost. You give up to 2 of your crew dice to another crew member.
Bolster. You expend one Crew die to bolster the resolve of the crew on your ship. Any crew member that can hear you get temporary hit points equal to the number rolled on the die plus your Charisma modifier.
Spotter. Choose a ship that you can see. Make a Wisdom (Perception) check against the ships Constitution score. Before rolling, you can choose to expend a crew die to add it to the roll. On a success any attack rolls made by your ship against the target are at advantage.
Corekeeper
As the ships corekeeper, you are responsible of keeping the core stable and functional, as well as ensuring that it's energies are going where in the ship they are needed. You are in charge of keeping track of the ships Essence.
Redirect Energies
As a free action once on each turn, while adjacent to the ships core, you can change which part of the ship the majority of the cores energy is going to.
Helm. The ships maximum speed is increased by 50 ft. Additionally you add +2 to any Dexterity Saving throws the ship has to make.
Defenses. The ships Armor Class is increased by 1. Additionally you add +2 to any Constitution Saving throws the ship has to make.
Weaponry. Any attack rolls made by weapons mounted on the ship gain a +2 bonus.
Energy Surge
While at the ships core you can spend your Action to send a surge of energy to whoever needs it. You perform one of the following actions.
Surge. Choose another crew member. Any crew die rolled by that crew member is a d20 until the start of your next turn.
Propulsion. You expend a crew die. Add the 20 times the value rolled to the maximum speed of the ship until the start of your next turn.
Overcharge. Choose a Focus Crystal Weapon on the ship. You expend a crew die, adding the rolled value to any attack and damage rolls by the selected weapon until the start of your next turn.
Carpenter
As the ships carpenter, it is your responsibility keeping the ship maintained and in good condition. You are in charge of rolling and Constitution Saving throws the ship has to make.
Maintenance
You can use an Action to perform one of the following actions.
Cut Free. If the ship is grappled you can attempt to cut it free. Make a DC 18 Strength check, adding your proficiency bonus for any tool or weapon you have available. On a success you free the ship.
Greased Joints. You increase the range of a ship mounted weapon by 200 ft. for it's next attack. Additionally, you can expend a crew die to add the rolled value to the next attack roll made using the weapon.
Emergency Repairs. Make a DC 15 ability check using either Carpenters, Tinkerer’s or Smith’s tools. On a success the ship heals 5 hit points. You may expend a crew die to roll it and heal an additional amount equal to the number rolled.
Reinforce Hull. You expend a crew die to roll it. Add the rolled value to the ships Toughness until the start of your next turn.
Countermeasures
When the ships would fail a Constitution Saving throw, you can expend one crew die as a reaction. Until the start of your next turn, your ship has a bonus to Constitution saving throws equal to the amount rolled on the crew die. This includes the triggering save, potentially making it succeed.
Desperate Measures
When your ship is reduced to zero hit points, as a reaction, you can expend a crew die to instead reduce the ships hit points to one.