Ship Rules

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.