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The Dauntless

The Dauntless

Gargantuan Warship (Sloop, Unaligned

Armor Class 12
Hit Points
Speed: 40 ft

STR

20
( +5 )

DEX

7
( -2 )

CON

17
( +3 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

10
( +0 )

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Description

Crew 10 officers/special jobs, 20 sailors, 20 soldiers
Cargo Capacity 100 tons
Travel Pace 5 mph, 120 miles/day
 

Crew Combat

When a ship is boarded, crew combat commences using Army Combat rules, with these two armies:
  • Soldiers are commanded by the Quartermaster. Melee Attack: 1d20+2 + Morale. Hit: 4 1d8 enemies killed
  • Army Die: 1d20
    AC: 16+Morale
    Morale: 4 (1d6)
    Proficiency: 2

  • Sailors are commanded by the Captain. Melee Attack: 1d20+1 + Morale. Hit: 2 1d4 enemies killed
  • Army Die: 1d20
    AC: 10 + Morale
    Morale: 4 (1d6)
    Proficiency: 1
     

    Special Actions

    Special actions can only be called by the captain. If the captain has been incapacitated, the next highest officer can use the special actions. First mate, Bosun, Quartermaster, Ship Weapons Master, Ship Surgeon.

    Ram. Melee Attack: range Collision, one target, DC15 DEX save. Hit: 80 16d10 + distance travelled that round blugeoning damage, half as much on a save. Your ship takes damage equal to the damage taken by the target unless the target is 2 sizes smaller. You take double damage against targets 2 sizes larger than yourself.

    Spellcasting

    The ship has a compliment of 3 wizards who act as the artiliary on the ship. They are able to cast the following spells from a single side of the ship at a time. Your wizards can cast each spell listed the number of times per day it is listed under.

    At will:
    Firebolt. Ranged Spell Attack: +6 to hit 1d20+6 , range 120ft., 3 targets. Hit: each target takes 5 1d10 fire damage, or 16 3d10 if all bolts hit the same target.
    Acid Splash. Gain Advantage on targets that are "boarded", ignore minimum damage requirements. Ranged Spell Attack: +6 to hit 1d20+6 , range 60ft., one target. Hit: 9 3d6 acid damage.

    1/day:
    Fireball. Both ships take damage when target is within 20ft of the ship. Ranged Spell Attack: Automatic hit, range 150ft., entire ship. Hit: 90 10d12+30 Fire Damage to all parts of a ship, double damage to hull, and target is set on fire. All armies must also make a DC10 DEX saving throw (1d20 + morale) or lose 1d6 1d6 from their Army Die.
    Targets on fire take 9 3d6 fire damage at the start of their turns. A fire to an individual part of the ship can be put out using an action, or either 1 army action or 3 ship actions can be used to put out all fires on a ship.

    2/day:
    Acid Bomb. Ranged Spell Attack: +6 to hit 1d20+6 , range 120ft., 3 targets. Hit: each target takes 20 10d4 acid damage.
    Shatter. Can only be used on targets that are boarded. Hit: 24 6d8 Thunder Damage, double damage to ship Hull.

    3/day:
    Lightning Strike. Ranged Spell Attack: +6 to hit 1d20+6 , range 120ft., 3 targets. Hit: each target takes 12 4d6 lightning damage.
    Helix Strike. Ranged Spell Attack: range 60ft., 3 targets. Hit: each target takes 6 3d4 force damage.
    Thunderwave. Ranged Spell Attack: range 60ft., one target. Hit: 24 6d8 thunder damage. Targets that are "boarded" take double damage.

    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.
    The ship's Quartermaster makes the first action (see Quartermaster feat for additional details!), the Captain makes the second action, and the First Mate makes the Third action.

    Move. The ship can use its helm to move with its sails, unless it is trapped because of being "Boarded" or is anchored, run aground, or otherwise held in place. Movement can include a turn up to 90 degrees. See the section on the Sails below for movement speeds.

    Cut Enemy Grapples. You can use an action to command a crew member, or yourself, to take a melee attack against an object that has grappled your ship.

    Disengage Boarding. If your ship has been boarded all officers and their Armies must use their actions in a single round to disengage from a boarding manouver.

    Reel In A Grapple. When an object or ship has been grappled by your ship using the Ballistas you can use an Action to reel it in by 20ft/grapple.

    Captain & First Mate Only Actions

    Fire Weapons. The ship can fire its each weapon only once per round, to allow weapons to be reloaded. When firing weapons you can choose from either the Ballistas, Mangonel, or Wizard Artillery. See the rest of the sheet for individual details.

    Boarding Actions. Once another ship is within 20ft. of your ship the Captain or First Mate can initiate boarding actions. The crew will then proceed to tether the ships together and either place gangplanks or swing onto the other ship.

    Hull

    Armour Class 12
    Hit Points 300 (damage Threshold 15)
     

    Control: Helm

    Armour Class 18
    Hit Points 50
    Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
     

    Movement: Sails

    Armour Class 12
    Hit Points 100; -5ft. speed per 25 damage taken
    Speed (water) 40ft; 20ft while sailing into the wind; 60ft while sailing with the wind
     

    Weapon: Ballistas (Forward & Rear)

    Armour Class 15
    Hit Points 50
    Multiattack Both Ballistas can be fired with an attack action as long as they have at least 1HP and a crew member to fire them.
    Bolts. Ranged Weapon Attack: +6 to hit 1d20+6 , range 120/480 ft., one target. Hit: 16 3d10 piercing damage. Upgrades:
    Flaming Bolts. Add 9 3d6 fire damage to each bolt. Quantity: 50

    Grapple. Ranged Weapon Attack: +6 to hit 1d20+6 , range 120/480 ft., one target. Hit: 16 3d10 piercing damage and target is "Half Boarded" for each connected grapple. The ropes attached to the grapple are AC10, 20HP. Upgrades:
    Chains. Use chains instead of ropes, AC 15, 50HP. Quantity: 10

    Weapon: Mangonel

    Armour Class 15
    Hit Points 100
    Boulder. Ranged Weapon Attack: +5 to hit 1d20+5 , range 200/800 ft., one target. Hit: 27 5d10 blugeoning damage. Upgrades:
    Flaming Boulders. Add 9 3d6 fire damage to each bolt. Quantity: 20
    Scatter Shot. Double damage to sails, or half damage to whole ship. Quantity: 10



    Cover image: by SubtleDragon057 via Wombo

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