Ships
Dangerous monsters, pirates, and enemy boats roam the seas alongside the characters, potentially posing a great threat. The following rules detail combat between character vessels and monstrous creatures on the open sea.
The Ship
Movement
If there isn't a creature at the ship's helm, it drifts 1 mile in a straight line if not anchored. A creature at a ship's helm can use its bonus action to steer the ship and move it up to its speed.
A sea vessel must be in water to move, and an air vessel must be in the air to move. A Cosmic Vsessel has two speeds- one when it is in a world's atmosphere, and another when it is in wildspace.
Upgrades
Upgrades define how a ship is used. They might make a ship an impenetrable dreadnought, or a speedy trade ship. Each upgrade grants a ship special traits in addition to its basic statistics, which provide the characters or NPCs certain benefits.
Adding an Upgrade to a ship has a cost associated with it, described in the upgrade's description, which must be paid to add the upgrade. If the upgrade has a prerequisite, the prerequisite must be met before the upgrade can be added.
Each upgrade can fill multiple upgrade slots in a ship, with its effects being cumulative, as described in the upgrade's description.
Table - Ship Details
Ship level | Size | Cost | Speed | AC | Hit Points | Max Upgrades |
---|---|---|---|---|---|---|
1 | 1 hex | 100,00gp | 3 Hexes | 14 | 75 | 2 |
2 | 1 hex | 200,00gp | 3 Hexes | 15 | 100 | 3 |
3 | 1 hex | 400,000gp | 2 hexes | 16 | 200 | 4 |
4 | 2 hexes | 600,000gp | 2 hexes | 17 | 250 | 5 |
5 | 2 hexes | 1,000,000gp | 1 hex | 18 | 275 | 6 |
6 | 3 hexes | 3,000,000gp | 1 hex | 19 | 325 | 7 |
7 | 3 hexes | 6,000,000gp | 1 hex | 20 | 350 | 8 |
8 | 3 hexes | 10,000,000gp | 1 hex | 21 | 450 | 9 |
Ship Types
Sea Vehicle
Sea Vehicles are the most commonly made ships, and are found among most nation's armaments. They can only travel on water and can't move across land. Ships can move across rivers if they take up at least half of a hex's total area.
Undersea Craft
Some sea vehicles are made capable of undersea travel as well as on top of the water. Some of these vessels don't require air for their crew, while others must occasionally resurface to take in more oxygen.
Air Vehicles
Air Vehicles (also called Airships) are rare vessels that fly through the air instead of on water. They are highly effective and move 1 hex faster than sea vessels (4 instead of 3, 3 instead of 2, etc.). They can also travel over mountains and ignore most difficult terrain, but may be slowed by bad weather.
Air Vehicles (excluding Cosmic Vessels) can ascend or descend at 1 mile per round, regardless of speed.
Cosmic Vessels
Cosmic Vessels are special Air Vehicles that are the only thing capable of transporting most creatures across the cosmos beyond the borders of the world. They are extremely rare and very costly to produce, but are bulkier, move much faster, and have special upgrades just for them. More details on Cosmic Vessels can be found on page 6.
Ship Combat
As characters and NPCs travel the seas on their ship, they may come across a hostile creature or vessel, such as a Kraken or pirates. When this occurs, the normal Hexploration map becomes a nautical battleground, similar to an overland War.
Initiative
When determining the acting order in a ship battle, the characters roll a group initiative to determine their order in combat. Other ships might do the same, or alternatively, they can roll a d8, taking a group initiative equal to the result x 10.
Special Actions
Boarding
When two ships come within 1 hex of each other, a creature at the helm can use their action to steer close to another ship to board it.
Ramming
When two ships come within 1 hex of each other, a creature at the helm can use their action to ram into the other ship. That creature rolls any amount of d6s, dealing Bludgeoning damage equal to the result to both ships.
Repairs
A creature can use their action to rally a force to repair the ship. The ship regains 1d10 hit points + the creature's Constitution modifier.
Fire Small Cannon
A creature can use their action to fire a small cannon (range 0 hexes / 1 Hex), dealing 3d6 Fire damage on a hit. This cannon can directly target a creature the crew of another ship.
Attack with Upgrade
A creature can forgo one of their attacks to attack with one of the ship's upgrades. A creature can't make multiple attacks with an upgrade unless specified otherwise.
Haul the Lines
A creature can use their action to command the crew to shift the sails, allowing the ship to move up to half its speed (rounded up).
Scout
A creature can use their action to scout across the battlefield, adding their Proficiency Bonus to the ship's next attack roll.
Range
Some upgrades can be used to attack creatures and ships in other hexes at range. When a creature has to make an attack roll with that upgrade, they do so normally for the first range, and at disadvantage for the second range, as normal. If the range is 0 Hexes, the ship must be within the same hex as the target to reach it.
Ship Damage
When a ship is hit by an attack, the ship takes the damage before any creatures on board. When the ship's hit points are reduced below 0, the ship begins to sink over the course of 1 round per size category (1 round for 1 hex, 2 rounds for 2 hexes, etc).
Ship Conditions
Unless stated otherwise, ships can't gain any Conditions except Burning, Invisible, and Restrained. A ship stops burning when it is doused in water, and loses Invisibility when the ship uses an action, or when a creature on board attacks or casts a spell.
Ships can only be grappled by creatures or ships no less than one size smaller than them, and must be within the same Hex as the grappling target.
Height
Some vehicles can ascend or descend above or below each other. In this scenario, making an attack or performing another action that targets a ship above or below your own is at the same range, but is made at disadvantage.
Air Vehicles (excluding Cosmic Vessels) can ascend or descend at 1 mile per round, regardless of speed.
Ship Upgrades
Arcane Broadside
(Cost: 2,000gp; Prerequisite: Artificer or Wizard of 7th level or higher)
Your ship is equipped with an arcane broadside. It has a range of (1 hex/2 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target takes 4d10 Force damage.
After being fired, the broadside must be reloaded as an Action.
Multiple Slots. For each Upgrade Slot this upgrade occupies, its damage increases by 1d10.
Arcane Wards
(Cost: 3,500gp; Prerequisite: Artificer or Wizard of 7th level or higher)
Your ship is protected by magical wards, causing it to be resistant to nonmagical damage.
Multiple Slots. This upgrade grants resistance to all damage when it occupies 2 Upgrade Slots or more, and immunity to nonmagical damage when it occupies 4 Upgrade Slots or more.
Armored
(Cost: 300gp; Prerequisite: Ship Level 3 or higher)
Your ship is reinforced with tougher materials, increasing its AC by 1 and its hp by 10.
Multiple Slots. When this upgrade is taken multiple times, its benefits are cumulative (+2 AC and +20 hp for 2 Upgrade slots, +3 AC and +30 hp for 3 Upgrade slots, and so on).
Astronomy Chamber
(Cost: 1,500gp; Prerequisite: Ship Level 3 or higher, Artificer or Wizard of 7th level or higher)
This chamber is full of magial star charts and maps, preventing you from getting lost except by magical means.
Multiple Slots. When this upgrade occupies 3 Upgrade Slots or more, you can't become lost.
Brig
(Cost: 500gp)
You have a small jail capable of holding up to 4 medium or smaller creatures or 1 large creature.
Multiple Slots. When this upgrade is taken multiple times, the amount of creatures that can use it are cumulative (8 medium or smaller creatures or 2 large creatures for 2 Upgrade slots, 12 large creatures or 3 large creatures for 3 Upgrade slots, and so on).
Burrowing Claws
(Cost: 500gp)
Your ship has a Burrowing speed equal to half its speed.
Multiple Slots. When this upgrade occupies 3 Upgrade Slots or more, the Burrowing speed is equal to the ship's speed.
Bubble Dome
(Cost: 1,500gp; Prerequisite: Ship Level 4 or higher, Artificer or Wizard of 7th level or higher)
Your ship is surrounded by a bubble of air, which can store up to 48 hours of oxygen divided by the number of creatures on board.
Multiple Slots. For each Upgrade Slot this upgrade occupies, the total amount of oxygen the bubble holds increases by 12 hour's worth.
Cartography Room
(Cost: 500gp; Prerequisite: Ship Level 2 or higher)
Your ship has a room dedicated to navigation, giving you advantage on navigational checks and checks made to Search a hex.
Contact Mine
(Cost: 500gp; Ship level 3 or higher)
Your ship has a mine on board that it can leave behind as a trap for others. As an action, a creature within 5 feet can drop this mine while the ship is moving out of a hex. When another ship or creature enters the hex, it detonates the mine, taking 4d6 Fire + 4d6 Force damage.
Once you use this upgrade, the upgrade is lost until it is bought again.
Multiple Slots. For each Upgrade Slot this upgrade occupies after the first, this action can be used an additional time without needing to buy it again.
Fireball Launcher
(Cost: 3,000gp; Prerequisite: Artificer or Wizard of 7th level or higher)
A creature within 5 feet of this cannon can use its action to fire it, casting Fireball (3rd level, save DC 15) at a target within the same hex as the ship. When cast in this way, the effect is not magical.
Multiple Slots. For each Upgrade Slot this upgrade occupies, its DC increases by 1 (DC 16 at 2 slots, DC 17 at 3 slots, and so on).
Lifeboat
(Cost: 1,000gp; Prerequisite: Ship Level 2 or higher)
Your ship has a set of 4 lifeboats it can deploy in emergencies.
Multiple Slots. When this upgrade is taken multiple times, its benefits are cumulative (8 ligeboats for 2 slots, 12 lifeboats for 3 slots, and so on).
Mist Maker
(Cost: 1,000gp; Prerequisite: Artificer or Wizard of 7th level or higher)
Your ship has a magical device that clouds it in mist, lightly obscuring it. The mist can be activated or deactivated by a creature within 5 feet as a bonus action.
Multiple Slots. When this upgrade occupies 3 Upgrade Slots or more, the ship is heavily obscured.
Mystic Missile
(Cost: 3,000gp; Prerequisite: Ship Level 3 or higher, Artificer or Wizard of 7th level or higher)
Your ship is equipped with a long range arcane cannon. It has a range of (2/4 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target takes 4d10 Force damage. This cannon can directly target a creature the crew of another ship.
After being fired, the missile must be reloaded as an Action.
Multiple Slots. For every 2 Upgrade Slots this upgrade occupies, both its shorter and longer range increases by 1 hex.
Ship Eater
(Cost: 300gp; Ship level 3 or higher)
Your ship has a special construct on board that it can leave behind as a trap for others. The Construct has an AC of 16, 60 hit points, and is immune to Poison damage and Exhaustion. As an action, a creature within 5ft can drop this construct while the ship is moving out of a hex. When another ship or creature enters the hex, the construct latches onto the ship, dealing 2d6 Slashing damage to it per round until it is destroyed.
Once you use this upgrade, the upgrade is lost until it is bought again.
Multiple Slots. For each Upgrade Slot this upgrade occupies after the first, this action can be used an additional time without needing to buy it again.
Smokepowder Broadside
(Cost: 1,000gp; Ship level 2 or higher)
Your ship is equipped with smokepowder broadside cannons. It has a range of (0 hex/1 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target takes 3d8 Fire damage.
After being fired, the broadside must be reloaded as an Action.
Multiple Slots. For each Upgrade Slot this upgrade occupies, its damage increases by 1d8. At 3 Upgrade Slots or more, you make 2 attacks with these cannons instead of 1 when you take the attack action with it.
Smuggler's Hold
(Cost: 600gp)
Your ship has a hidden storage, which can store up to 200lbs of items. It is hidden, and requires a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to discover.
Multiple Slots. When this upgrade is taken multiple times, its benefits are cumulative, and the DC to find the hold increases by 1 (400lbs of items and DC 16 for 2 Upgrade slots, 600lbs of items and DC 17 for 3 Upgrade slots, and so on).
Spring Cannon
(Cost: 500gp; Prerequisite: Ship Level 2 or higher)
Your ship has a cannon meant for launching creatures. As an action, a creature can load themselves into the cannon and launch to another point within the ship's hex.
Multiple Slots. For each Upgrade Slot this upgrade occupies, its range increases by 1 Hex (1 hex for 2 slots, 2 hexes for 3 slots, and so on). At 3 Upgrade slots or more, the cannon is enchanted with the Feather Fall spell, and causes no fall damage to creatures it shoots.
Storage Hold
(Cost: 300gp; Prerequisite: Ship Level 3 or higher)
Your ship has an extensive storage, possibly enhanced with magic, which can safely store up to 500lbs of items. Items within this storage are locked behind a door that can only be opened with a DC 16 Sleight of Hand check, or by using a key or combination you know.
Multiple Slots. When this upgrade is taken multiple times, its benefits are cumulative (1,000lbs of items for 2 Upgrade slots, 1,500lbs of items for 3 Upgrade slots, and so on).
Tether
(Cost: 500gp; Prerequisite: Ship Level 3 or higher)
This ship is equipped with large tethers meant to prevent its targets from escaping. It has a range of 0 hexes, and can be activated by a creature within 5 feet as an action. On a hit, the target must make a Dexterity saving throw (if a creature) or be Restrained by the ship (see Conditions; Escape DC 16).
A creature within 5 feet can cause the tether to release as a bonus action. Doing so breaks the tether.
Multiple Slots. For each Upgrade Slot this upgrade occupies after the first, it can be fired an additional time without breaking.
Torcher
(Cost: 3,000gp; Prerequisite: Ship level 3 or higher, Artificer or Wizard of 7th level or higher)
Your ship can launch a bout of flames to ignite other ships. The cannon has a range of (0/1 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target is covered in a 10ft radius of Fire (see Environmental Hazards).
Multiple Slots. When this upgrade occupies 6 Upgrade Slots or more, it fires Hellfire instead of normal fire.
Zap Cannon
(Cost: 2,500gp; Prerequisite: Ship Level 3 or higher, Artificer or Wizard of 7th level or higher)
Your ship is equipped with a lightning cannon. It has a range of (1/2 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target takes 2d10 Lightning damage, and each round, the Zap Cannon can be reactivated as an action to do 2d10 Lightning damage automatically. When you do so, roll 1d4. On a 1, the connection breaks, and the Zap Cannon must be fired again.
Multiple Slots. For every 2 Upgrade Slots this upgrade occupies, both its shorter and longer range increases by 1 hex.
Cosmic Vessels
Cosmic Vessels are a special, extremely rare specialization of airship capable of traveling past the world's borders. They are much more costly to produce and are bulkier, but are much faster and upgradeable.
Cosmic Combat
Combat between Cosmic Vessels uses the same rules as standard Ship combat with the following changes. Cosmic Vessels are considered as Air Vehicles.
The Astral Helm
To command a Cosmic Vessel, a spellcaster must expend a spell slot to start it, then must maintain concentration on the helm to command the vessel. The pilot must be within 60 feet of the Astral Helm to maintain its concentration on it.
The Cosmic Vessel runs for a number of hours equal to 1 + the level of the spell slot expended before it must be restarted.
Non-spellcasting creatures can pilot a Cosmic Vessel if it has already been started, they are within 5 feet of the Astral Helm, and no other creatures are using the helm magically.
If a creature is piloting the vessel magically, you must succeed an Arcana check against the concentrating creature's Intelligence saving throw to maneuver the vessel against their will.
Special Movement
A Cosmic Vessel has two speeds- one for when it is in a world's atmosphere, and another when it is in wildspace. These two speeds are always listed in order- the first is its Atmospheric speed, and the second is its Wildspace speed.
In Wildspace, Cosmic Vehicles can ascend or descend at its normal speed, instead of at 1 mile per round. Otherwise, they can ascend or descend similarly to other air vehicles.
Without gravity, it is impossible for creatures to move without the assistance of magic (such as by the Levitate spell).
Wildspace has no Gravity
Unless they are within 1 hex of a planet, star, or another cosmic body that produces gravity, Cosmic Vessels can attack or perform another action that targets a ship above or below them normally, instead of at disadvantage.
Gravity Wells
When a Cosmic Vessel moves within 1 hex of a planet, star, or another cosmic body that produces gravity, it begins to orbit it. If there is no creature at the helm of a Cosmic Vessel, it begins to crash into the planet.
Upgrades
A Cosmic Vessel can take any of the Cosmic Vessel upgrades in addition to ship upgrades from the previous pages.
Table - Cosmic Vessel Details
Ship level | Size | Cost | Speed | AC | Hit Points | Max Upgrades |
---|---|---|---|---|---|---|
1 | 2 hexes | 1,200,000gp | 3 hexes / 6 hexes | 18 | 350 | 7 |
2 | 3 hexes | 2,000,000gp | 3 hexes / 4 hexes | 19 | 400 | 8 |
3 | 4 hexes | 6,000,000gp | 2 hexes/ 3 hexes | 20 | 450 | 9 |
4 | 5 hexes | 12,000,000gp | 1 hex / 2 hexes | 21 | 575 | 10 |
5 | 6 hexes | 20,000,000gp | 1 hex / 1 hex | 22 | 650 | 12 |
Cosmic Vessel Upgrades
Astral Helm
(Cost: 500gp; Artificer or Wizard of 10th level or higher, Cosmic Vessel)
You add or repair a Cosmic Vessel's Astral Helm.
Slots? This upgrade has no additional effects when applied multiple times, and doesn't take up any Upgrade Slots.
Attractor Beam
(Cost: 4,000gp; Prerequisite: Cosmic Vessel)
Your ship can manipulate gravity to draw targets closer to it. The beam has a range of (1/2 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target is pulled within your ship's Hex if it at least 1 hex smaller than your ship.
Multiple Slots. For every 2 Upgrade Slot this upgrade occupies, its longer range increases by 1 hex.
Cloaker
(Cost: 3,000gp; Prerequisite: Artificer or Wizard of 7th level or higher, Cosmic Vessel)
Your ship can magically cloak itself, turning invisible. This invisibility lasts for 1 minute, or until the vessel or a creature on board attacks or casts a spell.
Multiple Slots. For every Upgrade Slot this upgrade occupies, the duration of the invisibility increases by 1 minute.
Dimension Hopper
(Cost: 3,500gp, Ship Level 4 or higher, Cosmic Vessel)
Once per day as an Action, a creature controlling the Helm can cause it and everything on board to instantly transport to another plane, as if by the Plane Shift spell.
Multiple Slots. For each Upgrade Slot this upgrade occupies, it can be used 1 additional time per day.
Graviturge Runes
(Cost: 600gp, Cosmic Vessel)
Your ship has its own gravitational field, allowing creatures to move across it and breathe as if standing on a planet's surface.
Slots? This upgrade has no additional effects when applied multiple times, and doesn't take up any Upgrade Slots.
Hangar
(Cost: 3,000gp; Prerequisite: Ship Level 4 or higher, Cosmic Vessel)
Your ship has a hangar that can carry a Level 1 Cosmic Vessel or any 2 ships of 1 Hex in size or smaller.
Multiple Slots. When this upgrade is taken multiple times, its benefits are cumulative (2 Level 1 Cosmic Vessels or 4 1-Hex ships for 2 slots, 3 Level 1 Cosmic Vessels or 6 1-Hex ships for 3 slots, and so on).
Light Cannon
(Cost: 3,000gp; Prerequisite: Ship Level 3 or higher, Artificer or Wizard of 7th level or higher, Cosmic Vessel)
Your ship is equipped with a long range cannon of raw light. It has a range of (3/5 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target takes 4d12 Radiant damage.
After being fired, the cannon must spend 1 round cooling down before it can be used again.
Multiple Slots. For every Upgrade Slot this upgrade occupies, its damage increases by 1d12.
Psychosis Jammer
(Cost: 4,000gp, Cosmic Vessel)
As an action, a creature at the helm can cause your ship to create a clone of itself within its same hex, which lasts for 1 hour, or until it takes any damage. While you are within 1 hex of your clone, when a creature or ship would hit you with an attack roll, roll 1d6. If the result is 1-3, the attack hits your clone instead. Otherwise, the attack hits you as normal.
After being fired, the jammer must spend 1 minute cooling down before it can be used again.
Stun Gun
(Cost: 8,500gp, Ship Level 4 or higher, Cosmic Vessel)
As an action, your ship can fire a stunning shot. It has a range of (2/3 hexes), and can be activated by a creature within 5 feet as an action. On a hit, the target is Stunned for 3 turns, and creatures on board gain 1 level of Slowed (see Conditions).
After being fired, the cannon must spend 1 minute cooling down.
Traveler Pedestal
(Cost: 9,000gp, Cosmic Vessel)
Your ship has a Traveler Pedestal on board, which acts as a Permanent Teleportation Circle. Once per day, it can transport a creature to another Permanent Teleportation Circle the creature knows without expending a spell slot.
Multiple Slots. For each Upgrade Slot this upgrade occupies, the Traveler Pedestal can be used 1 additional time per day without a spell slot.
Wormhole Ripper
(Cost: 3,500gp, Ship Level 2 or higher, Cosmic Vessel)
Your ship can rip open wormholes to quickly travel across Wildspace. Once per day, a creature controlling the helm can cause the Cosmic Vessel to instantly travel up to 8 Hexes in any direction (including up or down). If this would cause the vessel to appear inside an object, both the vessel and everything on board take 40 Force damage, and the vessel is shoved out to the nearest unoccupied space.
Multiple Slots. For each Upgrade Slot this upgrade occupies, it can be used 1 additional time per day.