Shipboard Roles

Captain

Recommended prerequisite: Proficiency with navigator’s tools or vehicles (water)
The captain is the overall leader of the ship, and his orders are to be obeyed absolutely. To disobey is mutiny; punishment is swift, and often deadly. A pirate captain is usually elected, while a privateer is given command by attaining a captain’s rank. Captains are often charismatic natural leaders or powerful and intimidating figures. The captain acts as the face of the ship.
As a captain you gain the following naval combat abilities:

Captain’s Orders.. As a bonus action, you can choose a friendly creature who can see or hear you to attack the enemy. The creature can immediately use its reaction to make one weapon attack. Once you use this feature, you must finish a short or long rest before you can use it again.

Weak Spot.. As an action you can look for a weakness in the defenses of the enemy’s vessel. Make a DC 15 Intelligence (Vehicles - Water) check to spot a weakness and give advantage on the next attack roll by your allies that targets that weakness until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
Quartermaster / First Mate

Recommended prerequisite: Proficiency with navigator’s tools or vehicles (water)
The quartermaster (or first mate for privateers) is the second in command and is responsible for enforcing rules and acting as a counterbalance to the captain in decisions by representing the crew. The quartermaster is also responsible for splitting up any booty taken from a prize.
As a quartermaster you gain the following naval combat abilities:

Terrify.. As a bonus action, you can choose an enemy creature within 60 feet of you who can see and hear you. The creature gains disadvantage on their next attack roll, skill check, or saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Rally.. As a reaction, you can boost the courage and resolve of a friendly creature who can see or hear you that fails a saving throw. The creature immediately rerolls the saving throw, taking the higher roll. In addition, until the end of its next turn, the creature has advantage on saving throws against being frightened. Once you use this feature, you must finish a short or long rest before you can use it again.

Navigator

Prerequisite: Proficiency with navigator’s tools or vehicles (water)
As the number three on the ship, the navigator (or helmsperson) reports directly to the captain. The navigator serves as the ship’s pilot and is usually the best sailor on the ship. A navigator is also responsible for keeping a daily log and maintaining charts, maps and navigation tools. The careful plotting, map reading and navigational skills can help your ship hide, avoid danger, or travel faster.
As a navigator you gain the following naval combat abilities:

Evasive Maneuvers.. As an action, you can take evasive maneuvers. Make a DC 15 Dexterity (Vehicles - Water) check. A success imposes disadvantage on attack rolls enemies make against your ship until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Full Sail.. As an action, you can order all the sails to be set. Make a DC 15 Charisma (Vehicles - Water) check. On a success, your ship’s velocity doubles until the start of your next turn. At the start of your next turn, if your ship’s velocity is greater than the maximum speed of your ship, the velocity slows down to equal to the ship’s maximum speed. Once you use this feature, you must finish a short or long rest before you can use it again.
Boatswain

Recommended prerequisite: Proficiency with carpenter’s tools, weaver’s tools, or vehicles (water)
The boatswain, or bosun, is responsible for the ship itself and keeping it in shape for travel and battle. A boatswain looks after the wood, canvas, and ropes that are of vital importance on board. The boatswain oversees activities such as dropping and weighing anchor, setting the sails, and leading shore parties for supplies or repairs.
As a boatswain you gain the following naval combat abilities:

Order Repairs.. As an bonus action, you can order repairs to the deck, hull, sails or rigging of the ship. The ship recovers hit points equal to 1d4 + your Charisma modifier. The die rolled for repairs changes when you reach certain levels: to 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level. Once you use this feature, you must finish a long rest before you can use it again.

Emergency Repairs.. When your ship’s current hit points are equal to or less than half its maximum, you can make emergency repairs. As an action, you lead the repair of the deck, hull, sails, or rigging. The ship recovers hit points equal to a 1d6 + your Dexterity modifier. The die rolled for repairs changes when you reach certain levels: to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level. Once you use this feature, you must finish a long rest before you can use it again.

Master Gunner

Recommended prerequisite: Proficiency with martial weapons or alchemist’s supplies
The master gunner is the person in charge of the ship’s guns and his mates who assist him in his duties.
As a master gunner you gain the following naval combat abilities:

Careful Aim.. You personally aim any cannon to help set the range for all others cannons. All cannon attacks made by your ship until the start of your next turn are made with advantage. Once you use this feature, you must finish a short or long rest before you can use it again.

Order Broadside.. As a bonus action, you can order all the heavy cannons that have a target within 60 feet to fire at the same time (forgoing their normal turns). This allows you to make one attack roll for all the heavy cannons with advantage. On a miss, the attacks do half damage. Once you use this feature, you must finish a long rest before you can use it again.
Ship's Surgeon

Recommended prerequisite: Proficiency with medicine, cook’s utensils, herbalism kit or carpenter’s tools
A ship’s surgeon reports to the quartermaster and serves not just as a healer, but as the barber for the entire crew. A surgeon should as comfortable with shaving a beard as cutting off a damaged leg. Ships rarely have a true doctor onboard, and this role is often filled by the cook, carpenter, or whoever says yes to the job.
As a ship’s surgeon you gain the following naval combat abilities:

Smelling Salts.. As an action, you touch a creature that is unconscious in an attempt to rouse them using an alchemical solution. Make a DC 15 Wisdom (Medicine) check. On a success, the creature becomes conscious and gains 1 hit point. Once you use this feature, you must finish a short or long rest before you can use it again.

Medical Miracle.. As a bonus action, you touch a creature in an attempt to heal any damage. The creature regains hit points equal to 1d4 + your Wisdom modifier. The die rolled changes when you reach certain levels: to 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level. This ability has no effect on undead or constructs. Once you use this feature, you must finish a short or long rest before you can use it again.


Cover image: by Andrii Shafetov