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On Ships and the Sea

This document provides rules for using ships in play, managing the officers and crew needed to run a ship, and owning a ship. The sea offers rewards and risks for those willing to brave the waves in search of adventure.

Ship Stat Block

A ship’s stat block gives game details for use when a ship is involved in combat or other situations where its defensive and offensive capabilities are relevant. The stat block has three main parts: basic statistics, action options, and the ship’s components. Ships can’t take any actions on their own. Without any effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.

Size

Most ships are Large, Huge, or Gargantuan. A ship’s size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.

Space

A ship doesn’t have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can’t move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described later in the “Crashing” section.

Capacity

A ship’s stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew required to operate the vessel and any passengers who might ride along. Passengers could include marines who repel boarders and lead the attack on monsters and enemy ships.

Travel Pace

A ship’s travel pace determines how far the vessel can move per hour and per day. A ship’s movement-related components (described later in the stat block) determine how far the vessel can move each round. For detail on movement during combat, see "Movement in Combat"

Ability Scores

A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. A ship’s Strength represents its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Vulnerabilities, Resistances, and Immunities

A ship’s vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.  

Typical Immunities

Ships are usually immune to poison and psychic damage. Ones crafted from metal or stone are also typically immune to necrotic damage. They are also usually immune to the following conditions: blinded, charmed, deafened, exhaustion frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.

Components

A ship is composed of different components that each have their own stats.  

Hull

A ship’s hull is its basic frame, on which the other components are mounted.  

Control

A control component is used to steer a ship. If a ship has no intact control component then the ship may not change heading and must continue on its current course.  

Movement

A movement component is the element of the ship that enables it to move, such as a set of sails or oars. If a ship has no intact movement component, then the ship is considered stalled and can no longer take move actions.  

Weapon

A ship capable of being used in combat has one or more weapon components, each of which is operated separately.     A ship’s component might have special rules, as described in the stat block.

Armor Class

A component has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness.

Hit Points

A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed. A ship component does not have Hit Dice.

Damage Threshold

If a ship component has a damage threshold, that threshold appears after its hit points. A component 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 component’s hit points.  

Sample Stat Block

Officers

  If you’d like to explore running a ship, it needs officers to oversee its operations—officers who fill six different roles. A person can fill only one role at a time, though multiple people can be assigned to a single role. Some roles aboard a ship reflect the need for trained experts to direct a crew’s efforts. Others focus on keeping the crew’s health and morale in order. Each role is described below, along with the abilities and proficiencies that help a character excel at it (but that aren’t required). This is also the effective chain of command on board. The Surgeon and Cook will only inherit the chain of command in combat situations, however, when combat is over a be Captain and First Mate will be elected and they will pick a new Quartermaster and Bosun.  

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 an Intelligence (Vehicles - Water) check of a DC determined by the GM 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.  

First Mate

Recommended prerequisite: Proficiency with navigator’s tools or vehicles (water)   This specialist keeps the crew’s morale up by providing close supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills. The First Mate 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 first mate is also responsible for splitting up any booty taken from a prize. As a first mate 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.  

Quartermaster

Recommended Prerequisite: Proficiency with navigator’s tools or vehicles (water)   The quartermaster plots the ship’s course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with navigator’s tools and the Nature skill. As the number three on the ship, the quartermaster reports directly to the captain. They serves as the ship’s navigator and also takes the helm when requested. A quartermaster 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 quartermaster you gain the following naval combat abilities:   Evasive Maneuvers. As an action, you can declare evasive maneuvers. Make a Dexterity (Vehicles - Water) check of a DC determined by the GM. 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 Charisma (Vehicles - Water) check of a DC determined by the GM. 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.  

Bosun

Recommended prerequisite: Proficiency with carpenter’s tools, weaver’s tools, or vehicles (water)   The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with carpenter’s tools and the Athletics skill. The bosun, is responsible for the ship itself and keeping it in shape for travel and battle. A bosun looks after the wood, canvas, and ropes that are of vital importance on board. The bosun oversees activities such as dropping and weighing anchor, setting the sails, and leading shore parties for supplies or repairs. As a bosun you gain the following naval combat abilities:   Order Repairs. As a 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.  

Surgeon

Recommended prerequisite: Proficiency with medicine, cook’s utensils, herbalism kit or carpenter’s tools.     The ship’s surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with herbalism kits and the Medicine skill. A surgeon reports to the first mate and serves not just as a healer, but also as the voice of science on board. If a true doctor is unavailable, 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.  

Cook

Recommended Prerequisite: Proficiency with cook's utensils, hebalism kit, medicine and brewer's supplies.   A ship’s cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew’s morale in top shape, while a poor one drags down the entire crew’s performance. A talented cook has a high Constitution score, as well as proficiency with brewer’s supplies and cook’s utensils. As the ship's cook you gain the following naval combat abilities:   Fire Watch. As an action on your turn, you can help put out a fire that has started on the ship. Due to your quick thinking, you are able to coordinate the bucket brigade's effort putting the fire out before it can spread and damage the ship. The quality score of the crew increases by 1d4 for the remainder of initiative. Once you use this feature, you must finish a short or long rest before you can use it again.   Knife Skills. As a bonus action, gain advantage on attacks using knives, daggers, or improvised weapons. Add 1d6 damage to the next attack made with those weapons. The die rolled 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 short or long rest before you can use it again.    

Crew

A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew’s skill, experience, morale, and health are defined by its quality score. A crew starts with a quality score of +4, and that score varies over time, going as low as –10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives clear, fair leadership. If an officer is lost the crew's quality score decreases by the officer's Charisma modifier. A typical crew member uses the commoner stat block in the Monster Manual.  

Mutiny

A poorly led or mistreated crew might turn against its officers. Once per day, if a crew’s quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew’s quality score. If the check total is between 1 and 9, the crew’s quality score decreases by 1. If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure and other rewards. When the DM ends the mutiny, the crew’s quality score increases by 1d4.  

Shore Leave

Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew’s quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore.

Travel at Sea

Here are rules to help adjudicate travel at sea, specifically travel of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.

Travel Pace

Ships travel at a speed given their stat blocks. Unlike with land travel, players can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s pace by 1 mile per hour and 24 miles per day.

Activity While Traveling

The activities available to a ship’s crew and passengers are a bit different from the options available to a group traveling by land. Refer to “Activity While Traveling” in chapter 8 of the Player’s Handbook for more information on some of the topics discussed below. A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a bard might be allowed to engage in the raise morale activity by playing bawdy songs on deck to lift the crew’s spirits. The party’s pace does not affect the activities they can engage in while traveling by ship.  
Draw a Map
A ship’s captain often undertakes this activity, producing a map that records the ship’s progress and helps the crew get back on course if they get lost. No ability check is required.  
Forage
The character casts out fishing lines, keeping an eye out for sources of food, making a Wisdom(Survival) check when the DM calls for it.  
Raise Morale
The first mate can manage the crew’s time to grant extended breaks, provide instruction, and improve morale. Once per day, if the crew’s quality score is 3 or lower, the first mate can make a DC 15 Charisma (Persuasion) check. On a successful check, the crew’s quality score increases by 1.  
Navigate (Quartermaster Only)
The quartermaster can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (See “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide for more information.)  
Noticing Threats
Use the passive Wisdom (Perception) score of the characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom (Perception) score equal to 10 + the crew’s quality score. The DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board.  
Repair (Bosun Only)
The ship’s bosun can undertake this activity. At the end of the day, the bosun can make a Strength check using carpenter’s tools. On a 15 or higher, each damaged component regains hit points equal to 1d6 + the crew’s quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again.  
Stealth (Captain Only)
The ship’s captain can engage in this activity only if the weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew’s quality score to determine if it can hide.

Hazards

Hazards come in two basic types: Environmental Hazards, such as storms or turbulent waters, and Local Hazards, such as a fire aboard the ship or a plague outbreak.  

Environmental Hazards

Icebergs choke a misty sea. Winds and towering waves threaten to capsize a ship. Snowstorms batter ships that venture north too late in the year. These are all examples of environmental hazards that can last for days and demand a crew’s attention. Each day a ship spends involved in a hazard requires the officers to each make a special ability check, as shown on the Hazard Checks table. This check takes the place of any other activities that the officer might undertake and represents the officer’s contribution to keeping the ship afloat. If there is no one available to make a check, treat the result as a 0. Finally, roll a d20 for the crew, using its quality score as a modifier to the roll. Once it is determined if the group passed or failed, refer to the Hazard Check Result table. That table shows if the ship has met with disaster or success in surviving that day of the hazard. If you want to add variety to hazards, consider including some interesting complications. For example, a whirlpool might drag a ship to the Elemental Plane of Water on a disaster result, with the ship avoiding the vortex on any other result.

Local Hazards

In addition to rough seas and daunting weather, a ship might face a number of other threats. The hazards below serve as examples of what can go wrong on a ship. Each one requires a different officer to spend a day dealing with the hazard instead of engaging in other activities. As a rule of thumb, there is a 10 percent chance each day that one of the following events occurs:   - Emergency Maneuvers. The crew must react quickly to avoid a sudden threat. A Kraken passes below the ship, threatening to capsize it in its wake, or the ship is about to crash into an uncharted reef. The captain must make a DC 15 Intelligence (water vehicles) check. On a failed check, the ship’s hull takes 8d10 bludgeoning damage from the collision. On a successful check, the captain’s quick direction keeps the ship out of harm.   - Conflict. Life at sea is a mixture of monotony, hard work, and sudden moments of terror. The stress can wear on the stoutest sailor. Sometimes, that stress turns into conflict among the crew. If dissension spreads in the ranks, the first mate’s activity that day must be spent making a DC 15 Charisma (Intimidation) check to control the crew. On a failed check, the crew’s quality score decreases by 1d4.   - Fire. A fire at sea can render a ship unable to function. Pick a random component. It takes 4d10 fire damage unless the bosun succeeds on a DC 15 Strength (carpenter’s tools) check.   - Plague. An illness sweeps through the ranks, perhaps caused by rats or insects that made their way aboard. The surgeon must make a DC 15 Wisdom (Medicine) check. On a failed check, the crew’s quality score decreases by 5 for 1d6 days.   - Infestation. Beetles, rats, or other pests infest the ship, threatening its food stores. The cook must make a DC 15 Constitution (brewer’s supplies) check to save what food they can. On a failed check, the crew has disadvantage on any checks involving its quality score until the ship has a chance to restock supplies.  

Ships in Combat

This section provides guidance on using ships in combat.  

The Environment

Those traveling the sea know a change in the weather can be the difference between a smooth passage or going to swim with the fishes. Everything you can see, hear, and smell all can cue you into the current weather, visibility, and state of the seas.  

Weather

The wind can mean the difference between catching the enemy off guard and becoming a sitting duck.  
  • Low winds have a 25% chance of creating a dead calm, halting movement and requiring rowing or magic to move.
  • High winds can increase the speed of a ship sailing with the wind by 15 ft and reduce the speed of a ship sailing against the wind by 15 ft.
  • A storm is present when weather conditions see both strong wind and heavy rain, with a 25% chance of a destructive tropical storm resulting.
  • Visibility

    For the visibility and state of the seas, make a judgment call based on the weather.  
  • Strong wind creates high, rolling seas, reducing visibility.
  • A calm sea and clear sky offers great visibility from the crow’s nest, with the ability to spot another ship up to 10 miles away, overcast 5 miles, rain 1 mile, and fog 100 to 300 feet.
  •  

    State of the Seas

    Don’t forget to describe things like the color, clarity, depth or obstacles of the sea itself. The ship could be sailing:  
  • over a clear, shallow sea full of wrecked ships
  • through shallows with jagged rock or coral reefs
  • through debris such as seaweed or floating wreckage
  • on a boiling sea of huge waves, crashing into their ship
  • on deep blue water with nothing but the wind at their back
  • Party Intention

    Chase or Flee

    Sometimes it is better to live to fight another day than to add your ship to the graveyard of the sea. Treat a chase as a hazard check with 3-4 scenes. The party are each allowed one action to improve their odds of survival whether that is loosing the fire barrels on the stern, casting magic spells to hide them or obstruct the path of their pursuers, or simply encouraging the crew to get a move on it. Each action may count as a bonus or minus to the coming group check depending on how their action was resolved. Once all actions are made the party makes a group check. Refer to the Hazard Check Results for outcome.  

    Scan

    If the party glimpse a far off object, make perception checks. If the check is made with a spyglass, from the crow’s nest or while flying above the ship, gain advantage. For a ship, you could find out its type, the flag it is flying, or if it is damaged. For a monster, you could determine its general shape or behavior. Any further information should will additional checks.  

    Hide

    If you want to hide your ship, consider the conditions and geography. Ships that have cover from darkness, tough weather, or a jagged coastline can easily hide, but clear weather in the open sea will make hiding impossible.  

    Hoist a Flag

    Most ships fly a flag at the top of their main mast to identify themselves. You could hoist any flag you have in their inventory, using the flag to appear as an ally, identify yourself as pirates, or even surrender. If you are attempting to deceive an enemy, the opposition will make a contested check to see through the deception.  

    Cast Magic

    Casting protective spells before getting into the range of cannons and offensive magic is usually a good idea. Teleport, various divination spells, gust of wind, and other magic that can be cast from far away can come into play here as well.  

    Ship Initiative

    A ship rolls initiative using its Dexterity, and it uses its crew’s quality score as a modifier to that roll. (1d20+Dex modifier+Quality score). On a ship’s turn, the captain decides which of the ship’s actions to use.  

    Movement in Combat

    Sailing ships are floating on water and take time to accelerate and decelerate. Keep the following in mind when considering movement:  
  • The distance a ship moved the previous round is its velocity.
  • If a ship ended the previous round with a speed of 0 feet, then the current velocity of the ship at the start of the round is 0 feet.
  • As mentioned previously in Ship Initiative, ships can only move, as directed by the Captain's action
  • on the ships turn in the initiative order.  

    Acceleration

    Bringing a ship to full speed takes time and you should consider the following when a pilot wants to increase the velocity of a ship.   -When a ship begins a round with a velocity of 0 feet, the ship can only move up to half its speed that round. For example, if a ship has a speed of 50 feet and its current velocity is 0 feet, the ship can only move 25 feet that round, increasing its velocity to 25 feet. The ship will have to wait until next turn to accelerate to its max speed.  

    Deceleration

    Slowing down a ship takes time and you should consider the following when a captain wants to decrease the velocity of a ship.   -A ship may only decelerate by half of its max speed per round. If a ship's velocity is 40 feet but its max speed is 50 feet, the ship may decelerate 25 feet to a remaining total of 15 feet. The ship will have to wait for its next turn to decelerate the remaining 15 feet 0.  

    Heading

    For simplicity, a ship heads straight in its current direction at its current velocity, unless the pilot orders a change in heading (direction) or the ship collides with another object. On the ships turn in the initiative, the captain can order the ship to turn (rotate) as follows (without considering wind direction benefits or drawbacks):   • Up to 45°, with no impact on velocity   • More than 45° and to 90°, reducing velocity to half of its max speed   • More than 90°, reducing velocity to 0 feet and allowing no additional movement for the remainder of the turn.   In rough seas and storms, make a DC 15 Wisdom (Vehicles - Water) check whenever changing heading. On a success, the captain maintains full control of the ship. On a failed check, the ship rotates 90° (odd = clockwise, even = counter-clockwise).  

    Facing

    Due to most ship weapons being fixed in place, ships can only fire the weapons facing the enemy.  

    Ship Attacks

    As an action on the ships turn in initiative, the captain may order the weapons on the ship to make a ranged weapons attack. Only the side of the ship facing the enemy may attack, and every weapon rolls to hit individually. Most weapons take one action to load, one action to aim, and one action to fire. For this reason, it is best to keep 3 crew members on each weapon. As the crew takes casualties, the ships ability to quickly bring its weapons to bear will be impacted. If a ship loses half of its crew, it may only fire half its weapons, or must spend an action to load and aim.  

    Actions in Combat

    On the ships turn in the initiative, the captain may declare a number of actions taken by the crew.   One Move Action: the captain may order the ship to accelerate, decelerate, change heading, or stay its course.   One Main Action: the captain may order the crew to fire the port or starboard weapons, drop fire barrels, brace themselves, prepare to board another vessel, ready an action.   One Bonus Action (When Granted): the bonus action will specify what can be attempted with the action.   One Reaction (if Triggered): Use a readies action.  

    Ramming

    Ramming another vessel simply requires the captain to move their ship into the enemy ship. This requires the ship to be able to reach the target with its movement. The captain will make a melee attack against the target using the water vehicles skill and the ships dexterity modifier. If the enemy ship has limited mobility then the captain gains advantage. Base damage for ramming is the ships current velocity x 1d4 bludgeoning damage. the attacking ship takes half damage. (example 30 ft velocity x 1d4 (rolled 3) = 30 x 3 = 90 points of bludgeoning damage. The attacking vessel takes 45 points of bludgeoning damage. When a ship is rammed, creatures on board must succeed a DC 15 Dexterity save or take 1d6 bludgeoning damage and be knocked prone, or half damage on a success. A Ram modification will increase the amount of damage.  

    Boarding

    Once the crew has prepared to board, the captain may, as a bonus action, order the crew to board. Boarding a vessel is a contested Strength check much like a grapple action. The captain will roll adding the crews quality score and water vehicles skill as a modifier. Players may take actions to improve the chance of boarding such as, throwing grappling hooks, swinging from ropes, employing boarding nets, or dropping bridges. The more in control of their vessel the enemy is the more they will resist a boarding party. If the enemy ship has limited mobility the attacker rolls with advantage. Once the ships are grappled normal combat begins.    

    Crashing and Running Aground

    If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it. When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the GM’s discretion, an object that is forced to move but is fixed in place is instead destroyed. A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.   When a ship finds itself in water that is too shallow (a water depth less than the ship’s draft) to allow the ship to pass, it has run aground.   • A ship that has run aground has a speed of 0 ft., and any attempt to maneuver the ship requires a difficult water vehicles check.   • When a ship runs aground it takes 3d6 bludgeoning damage. If the ship was traveling at a velocity greater than half its max speed, roll additional damage equal to the ship’s velocity x 1d6 bludgeoning damage. You should also consider the composition of the material the ship runs aground on:  
  • Sand: no extra damage
  • Rocks: additional 6d6 piercing damage.
  • Reef: additional 6d6 slashing damage.
  • Dock: additional 6d6 bludgeoning damage.
  • • Characters onboard a ship while running aground must succeed a DC 15 Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone, or half damage on a success. If the ship was traveling at a velocity greater than half its max speed, and/or the ship crashes into rocks, reefs, and docks, roll an additional 1d6 bludgeoning damage.  

    Sinking

    Once a ships hull is brought to 0 hit points, it is considered “holed” and is sinking, with the following effects:   • The ship can no longer maneuver and its speed becomes 0 feet.   • All officer actions have disadvantage.   • The ship will be completely submerged in 1d10+2 rounds. Once submerged, the ship sinks 120 feet per round, until it hits the ocean floor.   • The ship is a hazard with flying rigging, flowing water and other chaos. The ship is difficult terrain. At the beginning of each turn, PCs make a Dexterity saving throw, with a DC set by the GM based on the nature of the hazards. On a failed save, PCs should take bludgeoning damage, be knocked prone, or even thrown into the sea.  

    Repairs

    Major repairs to the ship should be made when the vessel is berthed. While in port, it takes one hour of labor and 20 GP of material to repair 1d4 hit points of damage to ship. It is up to the GM to decide how many hours of skilled labor are available in a day, based on the size of the port. For emergency repairs, players may get creative with spell use, such as using fabricate to repair a ship using debris. Cantrips such as druidcraft and mending are not powerful enough to repair a ship. A bosun's officer actions focus on repair, and can be highly effective for making emergency repairs. For general repairs while the ship is not berthed, it takes one hour of labor and 25 gp of material to repair 1d4 hit points of damage to ship. It is up to the GM to decide if sufficient materials are available to complete repairs while sailing.

    Loyalty and Quality

    When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master’s Guide. To convert a quality score to an individual’s loyalty score, add 10 to the crew’s quality score.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                

    Hazard Checks

     
    Officer Check
    Captain Intelligence (Water Vehicle)
    First Mate Charisma (Intimidation / Persuasion
    Bosun Strength (Carpenter's Tools)
    Quartermaster Wisdom (Nature)
    Surgeon Intelligence (Medicine)
    Cook Constitution (Cook's Utensils)

    Hazard Group Check Results

    Check Total Result
    All Pass Great Success. The crew’s quality score increases by 1 for 1d4 days.
    Most Pass Success. The ship survives unscathed.
    Most Fail Partial Disaster. Each component takes 4d10 bludgeoning damage. The crew’s quality score is reduced by 1. The ship struggles, moving at half speed that day.
    All Fail Disaster. The ship’s components each take 10d10 bludgeoning damage. The crew’s quality score drops by 2, as several members of the crew are washed overboard and lost. The ship is blown off course and struggles to recover its bearings, failing to cover any distance that day.
    Random Sea Weather
    D20 Temperature
    1-12 Normal for the season
    13-16 1d10 x 2 degrees Fahrenheit colder than normal
    17-20 1d10 x 2 degrees Fahrenheit warmer than normal
    D20 Wind
    1-12 Light
    13-16 Low
    17-20 Strong
    1D8 Wind Direction
    1 North
    2 Northwest
    3 West
    4 Southwest
    5 South
    6 Southeast
    7 East
    8 Northeast
    D20 Precipitation
    1-14 None
    15-17 Light Rain
    18-20 Heavy Heavy
    MASSIVE DAMAGE AND SHIP DESTRUCTION Massive damage can completely destroy a ship. When a ship is reduced to 0 hit points and there is damage remaining, the ship is destroyed if the remaining damage equals or exceeds the hit point maximum of the ship
    Size Damage
    Small 1D6
    Medium 1D10
    Large 4D10
    Huge 8D10
    Gargantuan 16D10

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