Driving Ships
Whenever you
begin your
turn in a
ship, you may
drive that
ship this
turn.
Driving a
ship allows the following options:
Anchor Rappel
Action - Roll
Acrobatics. You descend from your
ship to the surface below, ignoring
falling damage if you rolled a
10 or higher on your
Acrobatics. You may only use this ability while your
anchor is
down.
Anchor's Away
Action - Roll
Athletics. On a
20 or higher, your
ship's anchor is pulled
up.
Broadsides
Action - Roll
vehicles against an enemy ship's
captain rolling
vehicles. If you
win, all
attacks from anything on your
ship against anything on the enemy
ship gain
advantage.
Drop Anchor
Action - Roll
Athletics. On a
20 or higher, your
ship is
immobilized for as long as your
anchor is
down.
Escape
Action - Roll
vehicles against an enemy ship's
navigator rolling
navigator's tools. If you
win, your
ship escapes from
combat and can't be
raided by that ship until your ship
rests.
Raid
Action - Roll
vehicles against an enemy ship's
captain rolling
vehicles. If you
win, your target must accept an on-location
Black Bird's Challenge or their ship takes
10d100 fire damage.
Ship Roles
Each
ship has a number of
roles for its crew. Whenever you
rest on a
ship, you may select your
role:
- Captain (limit 1)
- Allies within line of sight of you have advantage on rolls against being frightened as long as you aren't frightened.
- First Mate (limit 1)
- Your captain has advantage on death saving throws while you are conscious.
- Boarding Party
- You have advantage on grapple rolls.
- Bosun
- You have advantage on Investigation rolls.
- Cannoneer
- You have resistance to fire damage.
- Cook
- You have advantage on Cook's Utensils rolls.
- Doctor
- You have advantage on Medicine rolls.
- Lookout
- You have advantage on Perception rolls.
- Navigator
- You have advantage on Navigator's Tools rolls.