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Sailing Ship

Sailing Ship

Vehicle

Common

  • 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.

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Cost: 10,000 gp

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