Sailing Ship

Sailing ships are fast-moving designs focused on travel. Warships are slower but more heavily armed vessels capable of taking on more cargo. They share many of the following areas, but, as their map tags reveal, they don't have the exact same facilities. A sailing ship or warship has the following features:
  Ceilings. The ceilings in the 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 lanterns 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 and oars on the lower deck for rowing.
  Example Crew A sailing ship or warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a sailing ship or warship, the crew consists of the following creatures, all of 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) Twenty-five sailors (commoners) A warship typically includes the following additional crew to augment its fighting ability:
  Forty soldiers (guards) Eight siege engineers (guards) One priest (the ship's surgeon) 1. Main Deck The main deck of the ship has the following features:
  Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.
  Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
  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.
  2. Officers' Quarters Four beds stand in the officer's 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 captain's orders.
  3. Captain's Quarters The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
  4. Siege Weapon Ammunition Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
  5. Supplies This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
  6. 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. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
  Railing. The forecastle 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.
  7. Quarterdeck The quarterdeck has the following features:
  Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
  Railing. The quarterdeck 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.
  8. Oar Deck Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
  9. Privy Benches line the walls of this room. Four holes carved in them house chamber pots.
  10. 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.
  11. Guest Cabin and Brig This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.
  12. Hold This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
  13. 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.
 
 
 
 
 
 
 
 
  Sailing Ship 10,000 gp 8,000 gp 20,000 gp 2 mph tradepiratefishing A sailing ship is a sea-going vessel that uses sails mounted on masts to harness the power of wind and propel the vessel. Some ships carry square sails on each mast (the brig). Others carry only fore-and-aft sails on each mast (schooners). Still others employ a combination of square and fore-and aft sails (barque, barquentine, and brigantine).
  Note: "Sailing Ship" is a broad term, used to define a large number of ships, of various sizes. We recommend that you use our "unofficial" ship prices when determining a specific "sailing ship's" price, crew, cargo etc. [Crew: 20; Passengers: 20; Cargo: 100 tons; AC:15; HP: 300; Damage Threshhold: 15]
 
  Sailing Ship GoS p192 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) [Speed 50 ft.] STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 17 (+3) 0 (-5) 0 (-5) 0 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Actions On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.
  Fire Ballista. The ship can fire its ballista (DMG, ch. 8).
  Fire Mangonel. The ship can fire its mangonel (DMG, ch. 8).
  Move. The ship can use its helm to move with its sails.
  Hull Armor Class 15 Hit Points 300 (damage threshold 15) Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
  Movement: Sails Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water). 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.
  Weapons: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
  Weapons: Mangonel Armor Class 15 Hit Points 100 Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
  Source: GoS, p age 192
 
 
 
  Sailing Ship GoS p192 Sailing ships are fast-moving designs focused on travel.
  A sailing ship has the following features:
  Ceilings. The ceilings in the 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 lanterns 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 and oars on the lower deck for rowing.
  Example Crew A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of 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) Twenty-five sailors (commoners) 1. Main Deck The main deck of the ship has the following features:
  Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.
  Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
  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.
  2. Officers' Quarters Four beds stand in the officer's 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 captain's orders.
  3. Captain's Quarters The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
  4. Siege Weapon Ammunition Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
  5. Supplies This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
  6. 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.
  Railing. The forecastle 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.
  7. Quarterdeck The quarterdeck has the following features:
  Railing. The quarterdeck 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.
  8. Oar Deck Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
  9. Privy Benches line the walls of this room. Four holes carved in them house chamber pots.
  10. 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.
  11. Guest Cabin This cabin is meant for guests and visiting high-ranking officials along for the journey.
  12. Hold This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
  13. 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.
 
 
 
 
 
 
 
  Sailing Ship DMG p119 Vehicle (water) 10,000 gp Speed: 2 mph Carrying Capacity: 100 tons cargo, 20 passengers Crew 20, AC 15, HP 300, Damage Threshold 15 Crew. A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
  Passengers. This indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
  A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
  Cargo. The maximum tonnage the ship can carry. Damage Threshold. If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. See also: Sailing Ship. Source: DMG, page 119. Available in the SRD and the Basic Rules.

Session Reports

  Session 01: Shipwrecked Report

DMG, page 119. Available in the SRD and the Basic Rules.

Sailing Ship

Vehicle

Uncommon

SAILING SHIP

Gargantuan Vehicle (100 ft. by 20 ft.)

Creature Capacity: 30 crew, 20 passengers

Cargo Capacity: 100 tons

Travel Pace: 5 mph (120 miles per day)


STR: 20 (+5) DEX: 7 (-2) CON: 17 (+3) INT: 0 WIS: 0 CHA: 0 Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
 

Hull

Armor Class: 15 Hit Points: 300 (damage threshold 15)  

Helm

AC: 18 Hit Points: 50  

Sails

AC: 12 Hit Points: 150; -10 ft. speed per 20 damage taken. Speed (water): 15 ft. while sailing into the wind; 35 ft. while sailing with the wind

Actions


On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.



  • Fire Ballistas. The ship can fire its ballista (DMG, ch. 8).



    • Armor Class: 17

    • Hit Points: 70

    • Damage Immunities: poison, psychic

    • A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

    • Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
    • MultiattackThe ship can fire 1 cannon from each side if it has at least 5 crew on board, one on the port and one on starboard.



  • Fire Mangonel. The ship can fire its mangonel



    • Armor Class: 15

    • Hit Points: 100

    • Damage Immunities: poison, psychic

    • A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.
      A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.

    • Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.



  • Fire Cannon The ship can fire its cannon (DMG, ch. 8)



    • Armor Class: 19

    • Hit Points: 75

    • Damage Immunities: poison, psychic

    • A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers.

    • A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

    • Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

    • Source: DMG, page 255

    • MultiattackThe ship can fire 1 cannon from each side if it has at least 5 crew on board, one on the port and one on starboard.



  • Move. The ship can use its helm to move with its sails.


    • Movement Speed: Sails 15 ft. while sailing into the wind; 35 ft. while sailing with the wind

    • -5 ft. speed per 20 damage taken

    • Move up to the speed of one of the ships movement components, with a 90-degree turn. If the helm is destroyed, the ship can't turn.






    Crew. A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel.

    You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.

    Passengers. This indicates the number of Small and Medium passengers the ship can accommodate.

    Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.

    A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.

    Cargo. The maximum tonnage the ship can carry.

    Damage Threshold. If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points.

    Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.




    Sailing ships are fast-moving designs focused on travel.

    A sailing ship has the following features:

    Ceilings. The ceilings in the 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 lanterns 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 and oars on the lower deck for rowing.

    Example Crew
    [–]
    A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of 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)
    Twenty-five sailors (commoners)
    1. Main Deck
    [–]
    The main deck of the ship has the following features:

    Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.

    Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).

    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.

    2. Officers' Quarters
    [–]
    Four beds stand in the officer's 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 captain's orders.

    3. Captain's Quarters
    [–]
    The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.

    4. Siege Weapon Ammunition
    [–]
    Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.

    5. Supplies
    [–]
    This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.

    6. 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.

    Railing. The forecastle 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.

    7. Quarterdeck
    [–]
    The quarterdeck has the following features:

    Railing. The quarterdeck 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.

    8. Oar Deck
    [–]
    Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.

    9. Privy
    [–]
    Benches line the walls of this room. Four holes carved in them house chamber pots.

    10. 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.

    11. Guest Cabin
    [–]
    This cabin is meant for guests and visiting high-ranking officials along for the journey.

    12. Hold
    [–]
    This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

    13. 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.

    Cost: 10,000 GP
    Weight: 50,000 tons