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:AC: 16+Morale
Morale: 4 (1d6)
Proficiency: 2
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.
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.
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.
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.
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.
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 12Hit Points 300 (damage Threshold 15)
Control: Helm
Armour Class 18Hit 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 12Hit 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 15Hit 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 15Hit 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
Comments