Naval Combat
Ship Combat
By Sage T. Young Ship combat acts similar to how traditional 5e combat acts, each ship is considered an entity that gets its own initiative, and acts each round based upon what has occurred thus far. The characters aboard their vessel receive their own initiative as normal and act as normal; however, there are a number of special ship actions that they can take to influence how their ship acts on its turn, as well as actions that they can take to influence how they react based upon another ship action taken.Ship Roles
Captain
Only the Captain of a vessel can use these abilities. Inspire the CrewThe captain of a vessel can make a DC 15 Charisma (Persuasion), or Charisma (Intimidation) check as a bonus action to grant advantage on one action of their choice. This ability can be used once each round, and refreshes at the start of the captain’s turn. Only the Captain of a vessel can use this ability. When the crew is at full complement, the captain can use their Inspire the Crew ability at a DC 20, instead of DC 15 to Perform any of the following actions: Ready the Guns (Master Gunner), Salvo (Master Gunner), or the Rally the Crew (Boatswain) special actions. Board
As an action you call to your allies ordering them to board the enemy vessel. All allies on your vessel that wish to board the defending vessel can use their reaction to move up to their speed towards the defending vessel.
The character must take the most direct path to the defending vessel. A character can gain 10 feet of movement if they succeed at a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to swing across to the defending vessel using the rigging aboard your vessel.
Failure to reach the other vessels deck, but ending adjacent to the vessel means that the failed character must immediately make a Dexterity save, DC based upon the ships Overboard score, or suffer from the overboard condition, success means they are able to grab ahold of a rope or a piece of the vessel and are hanging at the edge of the defending vessel. Brace
The captain can also prepare their ship to receive a boarding party defensively. As an action, all allies on your vessel that wish to can use their reaction to make an attack of opportunity against an enemy that enters their threatened squares, until the start of your next turn.
Master Gunner
Ready the GunsThe master gunner of a vessel can make a DC 15 Wisdom (Martial), or Strength (Athletics) check as an action to muster their sailors into a rapid frenzy of work, instantly reloading, aiming, or firing a single section of siege engines on their vessel. This ability can be used once each round, and refreshes at the start of the master gunner’s turn. Only the Master Gunner of a vessel can use this ability. Salvo
Whenever you would successfully strike an enemy vessel, all those aboard must make a Dexterity save DC equal to the vessels Overboard score or suffer from the Overboard condition, a Braced character is immune to this check.
Most siege weapons require additional actions to reload and aim, for these weapons, the appropriate action must be taken to load it before it fires, and an additional action must be taken to aim it, otherwise the siege weapon cannot fire (lack of ammunition loaded), or suffers disadvantage on its attack roll (did not aim the weapon).
Boatswain
Quick RepairThe boatswain of a vessel can make a DC 15 Intelligence (Investigation), Wisdom (Carpenter's Tools), or Wisdom (Smith's Tools) check as a bonus action to rapidly repair a section of their vessel. This ability otherwise acts as a standard Repair action. This ability can be used once each round, and refreshes at the start of the boatswain’s turn. Only the boatswain of a vessel can use this ability.
Rally the Crew
Helmsman
Swift ManeuversThe helmsman of a vessel can make a DC 15 Wisdom (Vehicles), or Intelligence (Navigator’s Tools) check as a bonus action to increase their vessels speed by one step until their next turn, or to turn their vessel 90° in the direction of their choice. This ability can be used once each round, and refreshes at the start of the helmsman’s turn. Only the helmsman of a vessel can use this ability. Maneuver
-A vessel that enters into the square of another vessel performs a ram maneuver against the defending vessel. This does not take an action; other than the movement it took to reach the defending vessel.
This acts like a melee weapon attack, rolling to hit, dealing damage, and causing those aboard the struck vessel to make a Dexterity save or suffer from the Overboard condition.
Each ship has its own ramming damage dice, which increases based upon the momentum of your ship upon impact. The momentum damage dice are subtracted or added, depending upon the speed of the ship.
Action Types
The following is a list of actions that any character aboard a ship can take in addition to their normal actions, assuming their ship is properly outfitted to take the listed action. Aim-A character can spend their action to aim the siege engine that they are controlling against the target vessel. An aimed siege engine does not suffer disadvantage against the target vessel. Using this action also allows the character to change the firing arc of their siege engine, if it allows. Brace
-A character can brace themselves against offensive actions; as an action the character does not suffer from the Overboard condition until the start of their next turn.
A character must be adjacent to railing, rigging, or similar secure device to gain this condition. Fire
Whenever you would successfully strike an enemy vessel, all those aboard must make a Dexterity save DC equal to the vessels Overboard score or suffer from the Overboard condition, a Braced character is immune to this check.
Most siege weapons require additional actions to reload and aim, for these weapons, the appropriate action must be taken to load it before it fires, and an additional action must be taken to aim it, otherwise the siege weapon cannot fire (lack of ammunition loaded), or suffers disadvantage on its attack roll (did not aim the weapon). Recover
The DC for this check increases to 12 after the first round, 16 after the second round, 22 after the third, and 30 after the fourth.
If the character is knocked overboard on an airship without a safety harness attached to the vessel the initial DC is 22, the following round they are no longer in range of being recovered, and possibly suffer from Certain Death, depending on the height of the vessel. Reload
A character taking this action must make a DC 15 Intelligence (Investigation), Wisdom (Carpenter's Tools), or Wisdom (Smith's Tools) check to expend a repair charge from their vessel and restore a number of hit points from the designated section based upon the repair score of the vessel, this can repair no more than half of the damage dealt from the last attack the vessel suffered.
To repair a vessel over half of the damage dealt, the vessel must be brought to a drydock for repairs.
Vessels Initiative
A ship moves each round at the start of its turn a number of feet equal to its current speed score, depending on its acceleration.Conditions
BrokenA section of a vessel that suffers from the Broken condition begins to take on water. Each round at the start of the vessels turn it begins to fill with water equal to the damage dealt that caused the broken condition, should the water taken equal or exceed that sections hit points, the ship gains the Sinking condition. A character may use the Repair action without expending a Repair charge to remove water from the vessel, removing a number of water damage equal to the repair value listed for the vessel. Overboard
A character who suffers from the Overboard condition must make a Dexterity saving throw versus the Overboard score of the vessel they are on or fall overboard. Failure indicates the overboard character is no longer aboard their vessel, is in the water (if a sea-faring vessel), or falling (if an air-faring vessel), and that they drift the current speed of the ship in the opposite direction of the vessel (if a sea-faring vessel), or fall 500 feet., continuing to do so each round until you land, or are able to prevent the fall. Sinking
A section of a vessel that suffers from the sinking condition begins to lose altitude, dropping the ships slow speed in elevation each round at the start of the vessels turn for an air-faring vessel, or sinking one-half of the slow speed of the ship each round for a sea-faring vessel. This is per section that is suffering from the sinking condition. Should an air-faring vessel have more than half of its sections sinking it begins to plummet at 500 feet per round.
Vessel Statistics
HP: The Health or Hit Points of a section of the vessel, with particularly small vessels only possessing one section. A vessels base Hit Points is equal to its Constitution score x 20. A large vessel gains an additional amount of Hit Points equal to its Strength score x 10.Once a section reaches one-half of their HP, that section gains the Broken condition, and if a water-faring vessel, will start taking on water.
Once a section reaches 0 health, that section is destroyed, and the ship gains the Sinking condition. This also lists the number of sections that vessels possesses.
A masted vessel’s mast has Hit Points equal to one-quarter of its section Hit Points. Once a mast reaches 0 hit points it is destroyed, and the vessels wind speed is reduced to 0 for a vessel that has only one mast, for a vessel that has more than one mast, its maximum speed is reduced by one step.
A vessel powered by oars has each section of oars possessing a number of hit points equal to one-eighth of the vessels hit points. Once a sections oars reach 0 hit points they are destroyed, and the vessels oar speed is reduced by half, when both sections oars are destroyed its oar speed is reduced to 0.
A vessel powered by an alchemical engine begins to plummet as if sinking if the engine is destroyed. An engine has a number of hit points equal to one fifth of the vessels hit points, but its AC is two points higher, and often has cover bonuses to AC. If a vessel has more than one engine, each engine destroyed reduces the max speed of a vessel by one step. AC: The Armor Class of a vessel, this is the value that an attacker must hit or exceed when making an attack roll against it to determine whether they pierce the hull enough to deal damage to the vessel. A vessels Armor Class is equal to 10 + its Strength, Dexterity, and Constitution modifier. An additional + 2 for small or medium vessels, +4 for a tiny vessel, +0 for a large vessel, or -2 for a huge vessel. Do not apply a negative Strength or Constitution modifier. Abilities: This lists the Strength, Dexterity, and Constitution score of the vessel. These scores determine the other core values of the vessel. Damage Threshold: This lists the Damage Threshold of the vessel. A vessel is immune to any damage that is below this value, but suffers full damage should an attack meet or exceed this value. A vessels damage threshold is equal to one-half of its Constitution score +5 if the hull is made from wood, or +10 if the hull is made from steel. Defenses: This lists any vulnerabilities, resistances, or immunities that the vessel possesses. Offense: This lists the attacks of any siege engines upon the vessel, as well as the DC that those siege engines have to suffer from the Overboard condition for ease of reference.
Each vessel has a number of armament slots which are used to determine the maximum siege engines a ship can house on each of its sections. The bow and stern sections are one-third of the value of the other sections, and are treated as small slots rather than medium. A medium siege engine requires two small slots, or one standard slot, a large siege engine requires four two standard slots, and a huge siege engine requires four standard slots. For each standard armament slot or for every two small armament slot not filled, a ships maneuverability DC is reduced by one. A large vessel gains this reduction in its maneuverability DC for every two standard armament slots not used, and for every four small armament slots not used.
- A tiny vessel does not have any armaments slots.
- A small vessel holds two standard armament slots.
- A medium vessel holds six standard armament slots, and two small armament slots at the bow and stern of the vessel.
- A large vessel holds twelve standard armament slots, and four small armament slots at the bow and stern of the vessel.
Sample Ships
Tiny Vessels
Dinghy
HP: 80 (1 section oars (10hp)AC: 13
Strength: 8 || Dexterity: 8 || Constitution: 4
Damage Threshold: 7
Defenses: Immune to Poison and Psychic damage.
Offense: N/A
Overboard Score: DC 12
Repair: 2d8
Repair Charges: 4
Initiative: 18
Speed: 0ft. | 20ft. | 40ft. | (60ft.) | N/A
Maneuverability: DC 10 | DC 14
Ram Damage: 2d4
Ram Momentum: Stop: 0d6 | Slow: 1d4 | Medium: 2d4 | Fast: 4d4 | Very Fast N/A
Launch
HP: 120 (2 sections; stern, bow oars (15hp)AC: 15
Strength: 8 || Dexterity: 6 || Constitution: 6
Damage Threshold: 8
Defenses: Immune to Poison and Psychic damage.
Offense: N/A
Overboard Score: DC 14
Repair: 3d8
Repair Charges: 6
Initiative: 16
Speed: 0ft. | 20ft. | 40ft. | (60ft.) | N/A
Maneuverability: DC 14 | DC 18
Ram Damage: 2d6
Ram Momentum: Stop: 0d6 | Slow: 1d6 | Medium: 2d6 | Fast: 4d6 | Very Fast N/A
Small Vessels
Cog
HP: 160 (2 sections; stern, bow 1 mast (40hp oars (20hp)AC: 14
Strength: 10 || Dexterity: 14 || Constitution: 8
Damage Threshold: 9
Defenses: Immune to Poison and Psychic damage.
Offense: two Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: 12
Repair: 4d8
Repair Charges: 8
Initiative: 24
Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
Maneuverability: DC 9 | DC 13
Ram Damage: 3d8
Ram Momentum: Stop: 0d8 | Slow: 1d8 | Medium: 3d8 | Fast: 5d8 | Very Fast 7d8
Small Airship
HP: 240 (3 sections; stern, middle, bow 1 engine (48hp)AC: 14
Strength: 8 || Dexterity: 12 || Constitution: 12
Damage Threshold: 11
Defenses: Immune to Poison and Psychic damage.
Offense: two Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: 14
Repair: 6d8
Repair Charges: 12
Initiative: +22
Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
Maneuverability: DC 14 | DC 18
Ram Damage: 3d8
Ram Momentum: Stop: 0d8 | Slow: 1d8 | Medium: 3d8 | Fast: 5d8 | Very Fast 7d8
Snow
HP: 240 (3 sections; stern, middle, bow 1 mast (60hp)AC: 14
Strength: 8 || Dexterity: 12 || Constitution: 12
Damage Threshold: 11
Defenses: Immune to Poison and Psychic damage.
Offense: two Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: 14
Repair: 6d8
Repair Charges: 12
Initiative: +22
Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
Maneuverability: DC 14 | DC 18
Ram Damage: 3d8
Ram Momentum: Stop: 0d8 | Slow: 1d8 | Medium: 3d8 | Fast: 5d8 | Very Fast 7d8
Medium Vessels
Barge
HP: 360 (4 sections; stern, middle stern, middle bow, bow Oars (45hp)AC: 14
Strength: 10 || Dexterity: 6 || Constitution: 18
Damage Threshold: 14
Defenses: Immune to Poison and Psychic damage.
Offense: six Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: 15
Repair: 9d8
Repair Charges: 18
Initiative: 16
Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
Maneuverability: DC 15 | DC 19
Ram Damage: 4d10
Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
Barque
HP: 320 (4 sections; stern, middle stern, middle bow, bow 2 masts (70hp)AC: 15
Strength: 14 || Dexterity: 7 || Constitution: 16
Damage Threshold: 13
Defenses: Immune to Poison and Psychic damage.
Offense: four Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: DC 16
Repair: 8d8
Repair Charges: 16
Initiative: 17
Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
Maneuverability: DC 15 | DC 19
Ram Damage: 6d10
Ram Momentum: Stop: 0d10 | Slow: 3d10 | Medium: 6d10 | Fast: 9d10 | Very Fast 12d10
Brigantine
HP: 320 (4 sections; stern, middle stern, middle bow, bow 2 masts (80hp)AC: 15
Strength: 14 || Dexterity: 6 || Constitution: 16
Damage Threshold: 13
Defenses: Immune to Poison and Psychic damage.
Offense: four Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: DC 16
Repair: 8d8
Repair Charges: 16
Initiative: 16
Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
Maneuverability: DC 13 | DC 17
Ram Damage: 4d10
Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
Longship
HP: 240 (4 sections; stern, middle stern, middle bow, bow 1 masts (60hp)AC: 14
Strength: 14 || Dexterity: 8 || Constitution: 12
Damage Threshold: 11
Defenses: Immune to Poison and Psychic damage.
Offense: three Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: DC 16
Repair: 6d8
Repair Charges: 12
Initiative: 18
Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
Maneuverability: DC 12 | DC 16
Ram Damage: 4d10
Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
Medium Airship
HP: 320 (4 sections; stern, middle stern, middle bow, bow 2 engines (64hp)AC: 15
Strength: 14 || Dexterity: 6 || Constitution: 16
Damage Threshold: 13
Defenses: Immune to Poison and Psychic damage.
Offense: three Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: DC 16
Repair: 8d8
Repair Charges: 16
Initiative: 16
Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
Maneuverability: DC 12 | DC 16
Ram Damage: 4d10
Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
-Alchemical Burst: The helmsman can spend their action to cause the engine of the airship to surge with power, allowing their ship to move again this round. This causes the ship to suffer 5d10 points of damage to the section where the engine is located. This ability can be used by expending 3 repair charges.
Schooner
HP: 280 (4 sections; stern, middle stern, middle bow, bow 2 masts (70hp)AC: 15
Strength: 14 || Dexterity: 8 || Constitution: 14
Damage Threshold: 12
Defenses: Immune to Poison and Psychic damage.
Offense: four Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
Overboard Score: DC 16
Repair: 7d8
Repair Charges: 14
Initiative: 18
Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
Maneuverability: DC 15 | DC 19
Ram Damage: 5d10
Ram Momentum: Stop: 0d10 | Slow: 3d10 | Medium: 5d10 | Fast: 7d10 | Very Fast 9d10
Large Vessels
Caravel
HP: 540 (8 sections; stern, middle stern, middle bow, bow starboard and larboard sides.AC: 16
Strength: 14 || Dexterity: 4 || Constitution: 20
Damage Threshold: 15
Defenses: Immune to Poison and Psychic damage.
Offense: eight Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard; four Small Ballista (3d6 Piercing, 80ft./240ft., 1 action reload, 1 action aim) stern and bow.
Overboard Score: DC 13
Repair: 10d8
Repair Charges: 20
Initiative: 14
Speed: 0ft. | 20ft. | 40ft. | 60ft. | (80ft.)
Maneuverability: DC 16 | DC 20
Ram Damage: 4d12
Ram Momentum: Stop: 0d10 | Slow: 2d12 | Medium: 4d12 | Fast: 6d12 | Very Fast 8d12
Dragonship
HP: 480 (8 sections; stern, middle stern, middle bow, bow starboard and larboard sides.AC: 14
Strength: 16 || Dexterity: 6 || Constitution: 16
Damage Threshold: 13
Defenses: Immune to Poison and Psychic damage.
Offense: eight Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard; four Small Ballista (3d6 Piercing, 80ft./240ft., 1 action reload, 1 action aim) stern and bow.
Overboard Score: DC 15
Repair: 8d8
Repair Charges: 16
Initiative: 16
Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
Maneuverability: DC 16 | DC 20
Ram Damage: 5d12
Ram Momentum: Stop: 0d10 | Slow: 3d12 | Medium: 5d12 | Fast: 7d12 | Very Fast 9d12
Frigate
HP: 600 (8 sections; stern, middle stern, middle bow, bow starboard and larboard sides.AC: 15
Strength: 16 || Dexterity: 2 || Constitution: 22
Damage Threshold: 16
Defenses: Immune to Poison and Psychic damage.
Offense: ten Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard; four Small Ballista (3d6 Piercing, 80ft./240ft., 1 action reload, 1 action aim) stern and bow.
Overboard Score: DC 17
Repair: 11d8
Repair Charges: 22
Initiative: 12
Speed: 0ft. | 20ft. | 40ft. | 60ft. | (80ft.)
Maneuverability: DC 17 | DC 21
Ram Damage: 6d12
Ram Momentum: Stop: 0d10 | Slow: 3d12 | Medium: 6d12 | Fast: 9d12 | Very Fast 12d12
Throw Throw Throw your boat~ I mean row >.>