You are on page 1of 58

The Naval Code

V 0.6
Contents
Intro
References
Playtest Foreword .......................................................................3
Ship Blocks .............................................................................. 34
To Do List ..................................................................................... 3
1st Rate ................................................................................... 34
Introduction ................................................................................. 4
2nd Rate ................................................................................. 36

Part 1: The Ship Unrated ...................................................................................38

Small Craft ............................................................................ 41


Ship Properties ...............................................................................6 Tiers of Rules ............................................................................ 42
Ship Upkeep ....................................................................................6 Tattoos ....................................................................................... 43
Officers ............................................................................................. 8 Nautical Terms ........................................................................ 44
Officer Positions ......................................................................... 9 Integrating other Homebrew .............................................. 46

Making A Journey .........................................................


12 Alternate Rests ...................................................................... 46

Evolving Cantrips ..................................................................46


Night Shift ..................................................................................12
Mathew Mercer’s Gunslinger ............................................. 46
Crew ............................................................................................ 13
Darker Dungeons ................................................................. 46
Weapons ..................................................................................
14
Fortresses, Temples, & Strongholds ................................ 46
Siege Weapons ......................................................................... 15 DM References ....................................................................... 47
Weapons .....................................................................................16 Thanks & Credits ..................................................................... 49
Ammunition ...............................................................................17 Changelog ................................................................................. 50
Items / Adventuring Gear ....................................................... 18
Printable Sheets
Customization .................................................................
19
Ship Sheet ................................................................................. 51
Ship Enhancements ................................................................ 19 Crew ............................................................................................ 52
Siege Weapon Upgrades ........................................................ 20 Crew (DM Version) .................................................................. 53

Character Options .....................................................


21 Naval Combat Encounter ....................................................... 54

Cannon Aim Templates ...........................................................55


Backgrounds ............................................................................. 21
Travel Responsibility Reference Sheet ................................ 56
Additional Feats ........................................................................22
DM Table Reference Sheets .................................................. 57

Part 2: Combat
Combat Overview .......................................................................24

Officer Locations ......................................................................... 24

Associated Locations .................................................................. 24

Movement .....................................................................................25

Pilot Checks .............................................................................. 25

Come About ...............................................................................26

Wind ............................................................................................26

Sailing Conditions ....................................................................26

Overboard Saves ...................................................................26

Damage ......................................................................................... 28

Targets ........................................................................................ 28

Cannon Aim ...............................................................................28

Broadside ...................................................................................29

Magic in Naval and Standard Combat .................................29

Displacement Effect Saves ................................................. 30

Hit Points ..................................................................................31

Ship Hit points ...................................................................... 31

Rigging HP .............................................................................31

Casualties ...................................................................................31

Officer Casualties ................................................................. 31

Crewless Casualty Rolls ...................................................... 32

Dealing with Casualties .......................................................32

Boarding ....................................................................................33

Defending against Boarding ...............................................33

Maintaining / Breaking the Boarding ...............................33

BS_Dungeonmaster, V0.6
Playtest Foreword

H
ello! Thank you so much for taking some time
Extras
to read my Homebrew Naval Rules! I have
My plan is to not only create a great ruleset but release an all-
spent more time than I would like to admit
in-one naval campaign package. A DM should be able to go to
researching, writing, and theory crafting to
the reddit post and have everything they could possibly need
produce this, so it means a lot that you might
to run a full-fledged campaign. Below are a things I have
be interested in helping me turn it into the
made, am making, or have collected that I will be releasing /
best guide it can be.
linking at the same time that I release this. If you would like to
I have spent a lot of time researching the reality of naval
check these out, please let me know:
combat, sea life, and more, and so in these real aspects I've

tried to root the mechanics. My style has also been to produce Spotify Playlists (Naval and Naval Combat, original)

the most complex variation of a rule first, then slim it down. (Completed)

My goal was to create an intuitive system that gives a sea- Officer Cards (quick guides to each officer position to be

faring experience while also giving the feeling of That just handed out)

makes sense. Sea Encounters (Mostly non-original but collected by me)

It turns out a game set completely on land almost requires Ship Battle maps (Collection of non-original artwork but

an entire new guidebook to translate it to the sea. The further added grids and scaling to them)

I dug, the more I uncovered. I wanted a guide that contained Tokens for naval combat (Complete, non-original artwork.

the answer to any potential question. This is a modular guide, Includes ships for the hexes, wind direction arrow, etc.)

meaning I don't expect everyone to use every rule, but I Ship Building Calculator (Excel Macro Sheet, calculates

never wanted someone to feel like it was missing something price of ships)

they needed. Ship Character Sheet (Complete, included in the Naval

Below are few specifics questions, issues, or opinions I Code)

would especially like feedback on: Naval Combat Encounter Sheet (Needs Casualty Tracker,

Included in the Naval Code)


Clarity
Ship Inventory (Darker Dungeons Style v1.6.1 (will update
If something isn't clear, let me know! I want everything to be
to 1.7))
understood on the first read through- not just after an
Crew Tracker and DM Crew Tracker (Included in The
additional explanation. I am happy to answer questions so
Naval Code)
that you can understand my vision.
100 beach encounters (not original, link)
Simplify.
100 ocean encounters (not original, link)
This goes double if I used non-5e mechanics. I tried to
100 pirate NPC's (not original, link)
stick to Mechanics 5e already relies on, but at times
And More!
they came short. If it can be translated into better 5e

language, I would love to hear it. Future Directions


Costs: Ebberon Adaptation

Naval Adventures are expensive. You innatly own property, More Magic Ships

your ship, which will already skew the costs. Additionally,

treasure hunting is High Risk, High Reward! I expect DM’s

to give out more gold than a normal adventure to


To Do List
compensate (the high costs allow for satisfyingly large 1. Ship building guidelines

treasure chests), but still, some things may not be well How to balance, how to build, or give stat blocks, etc.

priced. 2. How to implement Trade Goods (PHB 157)

It has been difficult to set a standard. How do you 3. Rename Zones

compare the price of a cannon to that of making ½ of 4. Example Setting (Bourfare Islands)

your ship have a better AC? 5. How to run combat from DM perspective

The name for the “Zones” of cannons

I have yet to find a real-life equivalent, but I need a better

name for the area where the cannons are clear to fire vs

only some have a clear shot (simulated by 1/2 cover in this

guide).

Whether Associated Locations should be Variant rules or

core rules

While I like the officer location rules as they stand, using

the variant gives a more Dnd experience as the cost of being

much more complex to run and track, and would require

major changes across the guide. Let me know which you

like better!

3
Introduction
As the schooner crested the waves, the lookout,

perched atop the highest mast, cried out a word of

warning.

"Ship Ahead!"

The officers rushed to the forecastle, they peered out

into the boiling sea. Not one could make out the vessel they

were warned of.

"Friend or Foe?" The captain called up. "What Flag do they

fly?"

"Red background, with a white tower! Not one that I know,

sir!"

The group on the deck turned to the quartermaster, the

most traveled of them. His leathery skin made a dry sound as

he absentmindedly scratched at his chin.

"That would be the flag of the Chalenca Islands" he mused.

"They should have no buisness with us or our.... cargo."

At that moment, a low "pop" sounded through the air, as a

smoking missile climbed through the sky. As the party looked

on, it ignited blue as it reached it's apex, slowly falling back

tword the waves.


As it turns out, transforming a ruleset made completely for
"That is, unless they are Navy" the Quartermaster
land, as well as introducing entirely new aspects requires a
concluded.
pretty severe overhaul. The more I looked into it, tested it, and
"Positions!" The First Mate Called. "Men! To your stations!"
researched, the more I wanted to add. This wasn't going to be
Catching the eye of his Surgeon, composed himself a patch for a theme, or ideas for a DM to start with - this was

"And ladies." going to be both the foundation and framework for Naval

As she gathered her pack of salves and bandages, she encounters - both for others and my own.

smiled at him. I know there are things I didn't have to include, but that was

"You'd best remember that. The way this looks, you'll be not my style. I decided, early on, that I wanted to give a

thanking me later. potential answer to any question that could be asked. Even if I

The Clairvoyance, cannons readied, its crew with baited didn't plan to use it, this was to be a measure of quality. I

breath, changed its course to meet the new challenger. would rather include too much and let users slim it down,

than leave them feeling like they have to make rules

The Origin Story themselves.

I wanted a unique experience for my players. Our last session


Modular Rules
of our campaign, I wanted something new. Something

emmerable, that they would never forget. As a solution to the many rules I wanted to address, I created

The first version of my naval rules was a half-written word The Naval Code to be a Modular Ruleset. While no "RAW"

document, some index cards, and a lot of improvisation. More rules are recommended against, they are designed so that any

than usual, I mean, combination of them should result in a rewarding naval

The City they were in was beset by an infamous pirate fleet, experience.

and as the party joined a ship to defend it, the captain was Throughout the document, alternative rules are given in

taken out by a cannonball- leaving them alone with the crew. yellow boxes. These rules may make the game simpler and

After a fierce cannon battle, they narrowly escaped their more similar to 5e, or add an extra level of complexity. I sorted

sinking ship onto the captain's own. While the monk took him these changes into several tiers. The Tiers are as follows:

on one on one, deflecting his bullets, the barbarian, bard on


Captain Hook- Which can ignore or simplifies many rules
her back, flew into the fray. The sorcerer found an
and is best for quickly adding ships to a game
advantageous position, raining fire across the deck.
Pirates of the Caribbean - Which you will not see yellow
I knew I wanted more.
boxes for. This is the tier I intended, the guide in it's natural

state

Documentary, for a table who wishes to get down to the

nitty gritty of sea life.

A summary of these tiers and a collection of their exact

changes can be found in the reference section.

4
PART 1
The Ships
Ship Properties
Class Traveling Speed While the maneuverability of smaller ships

allows them to move quickly around a battlefield, they are


Ships are categorized into classes based on their size. Each
unable to keep that speed consistently. The raw sailing
Class of ship has different base stats, found below in the
power of larger ships keeps them consistent, and so are a
"Base Ship Characteristics" table. There are many types of
closer match over long distances. Ships have a travel speed
ships in each class, whose unique stat blocks are listed in the
equal to the number of 6-mile hexes they are able to travel
"references" section. (pg.34)
in a day (8 hour day of travel). These values are what is

referenced in the Helmsman's traveling responsibility, and

1st Rate Ships are the basis for the traveling system, where a full day of

100x30 ft. (4x1 hexes) travel is the full amount.

1st Rate ships are the powerhouses of the sea. Expensive and
Traveling Speed
grand, a harbor rarely has more than a handful docked at

once. Navies only bring these out in dire circumstances due to Actual Slow Normal Fast
the enormous costs in maintaining and manning them, but Ship Speed Pace Pace Pace
when they do, they get the job done. 1st Rate ships have 3
1st Rate 50 ft 4 7 9
decks, The Main deck which houses many cannons and the

masts, with the wheel atop the aftcastle. The orlop deck has 2nd Rate 65 ft 5 8 11
many of the living quarters in the forecastle, with officer
Unrated 75 ft 6 9 12
quarters in the aft. The kitchen and other spaces are also on
Smaller
this level. The bottom deck acts as storage as well as a brig in 20 - 40 ft 1 2 3
many ships.
Craft

2nd Rate Ships If a ship is following a current or trade wind, the ship uses a

speed one pace above that that was chosen by the party. If that
80x25 ft. (3x1 hexes)
is not possible, add 2 hexes to the speed. If the crew plans to
The most common vessel on the sea, second rate ships are as
sail for a longer period than 8 hours (but not overnight), than
diverse in function as they are effective. From pursuit to
add an additional hex for every 2 hours traveled past 8.
smuggling, 2nd rates are large enough to handle themselves

without being the floating fortresses of the 1st. These will be

the most common ship for campaigns, affordable enough to


Damage Threshold
Ship's are large structures which require a considerable
customize but with enough weight to throw around. Generally
attacks to take damage. The damage of an attack must be
boasting 2 decks, some of the larger styles have 3. The Lower
greater than this number or have no effect at all on the ship or
deck has storage in the center, with crew fore and officers aft.
rigging. This number is not subtracted from damage, it is all
Space is limited, and so Officers will likely share 2/3 rooms.
or nothing.
The top deck is similar to those of 1st rate.
Siege Weapons ignore the Damage Threshold of ships.

Unrated

40x20 ft. (2x1 hexes)


Storage Capacity
Carrying Capacity of the Ship. This value does not concern
Unrated ships are simple and fast. While seaworthy, these
cannons, crew, etc. but pertains only to items, rations, and
don't hold a candle to their larger brethren. Able to be manned
other things being stored. Beyond this value, each ship has
by a small amount of men, these may be owned by aristocrats
room for chests. All officers share access to 2 Lockboxes
who wish to spend a day sailing. Don't let their size fool you,
below deck and possess a smaller locker within their living
however, as they're maneuverability and high AC make them a
quarters.
worthy threat. Without space for a battery of cannons, unrated

ships are more intent of the boarding of others, and their stats

reflect that. While many unrated ships have 2 decks, several


Davit Slots
Davits are cranes to hold lifeboats. A ship can hold a number
do not have a lower deck at all. Small ships all share several
of life boats equal to its davit slots before they begin to take up
additional characteristics, apart from their own unique
storage space. By installing Davits (up to the number of slots
differences.
the ship has), the lifeboat it holds can be lowered as an object

Speed interaction instead of an action. (See Davit section in Ship

Enhancements.)
Like characters, ships may move up to their speed on each of

their turns. Smaller ships are faster than large ones, which is

important for maneuvering around cannons and gaining

opportunities for boarding.

6
______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______

Base Ship Statistics

Base Number of Davit Damage Disabled Cannons Skeleton Max Storage


Category Price Size Speed Masts Slots AC Threshold HP Hp (Min/Max) Crew Crew Capacity
125 x
1st Rate 35k 2 3 10 8 25 700 50 10/26 40 70 6,000
30ft +
2nd 80 x
20k 3 2 6 10 20 500 25 4/8 15 40 4,000
Rate 25ft
40 x
Unrated 10k 4 1 2 13 15 400 25 3/4 5 15 3,200
20ft

HP After 24 hours, another check can be made. Each

consecutive check of the same skill raises the DC by 2. On a


HP: The HP of a ship. The ship HP encompasses either the
success, the crew and passangers are placated for 24 hours,
Deck or the Hull being damaged. Ships become crippled
wherein another check is required. Even on a success, There
under a certain value (Disabled HP) and begin sinking at 0.
may be in-game ramifications based on what what tactics are
Rigging HP: The Hp of the Rigging. This is determined by the
used. You don't want to lie to a bunch of pirates.
number of masts on the ship. Each Mast a ship has adds 40

rigging HP. Taking damage to the rigging affects the

movement of the ship (Rigging HP section).


Documentary Mode: Skeleton crew does not include manning
Disabled HP: Below this threshold, the ship is considered cannons. During combat, ¼ of Skeleton may not be used for
wrecked, and several restrictions are placed on the ship. any other purposes and must be working sailing, or else pilot
This is where most ship battles end.
checks are made at -5.
Cannons
Most ships have some form of siege weapons, with cannons
Ship Upkeep
being the most sophisticated choice. There many choices of

siege weapons, each with their own pros and cons, and can be Ship's can be repaired and improved at most Harbors. Repairs

invested in with a number of upgrades. will take 1 day for every 50 hp missing, and cost 2 gp per hp

Max: How many cannons a ship can hold per side repaired (3 gp for a 2nd rate craft, 5 gp for a 1st rate) + 100g

Minimum: A rough estimate to how few any given ship will for every 40hp of rigging. (Base Prices, some areas could be

have per side- they could of course have as few as 0 more or less expensive). Other specifics will need be

negotiated as needed.

Crew Enhancements and Upgrades may be ordered and installed

Crew are the sailors who work, live, and die on the ship. While during this same time period.

this includes "Officers", the influencial positions PC's are able


"Alright, then." the Quartermaster said.
take, it generally refers to the unskilled laborers that are hired
"We seem to be ready to make sail. 3 light cannons and a
to work the lines and cannons. Skilled crew are also a
Medium to a side should be more than enough"
potential option, persons with proficiencies who are qualified

to act as officers. The First mate, standing nearby, looked quizzically at him.

"The Clairvoyance is small by Navy Standards. Shouldn't we

Skeleton Crew focus more on our maneuvers than our guns?

The minimum number of workers on a ship needed to make The Quartermaster regarded the youth with a practiced eye.

journeys on it without risking exhaustion. This number takes "And, what do you suppose we would do with all that

into account the total number of officers, combat units, skilled maneuvering? I don't pretend these cannons put us at the top

and unskilled crew. It takes 2x skeleton crew to travel at night. of the food chain - but without them we are sitting ducks."

(See Night Shift) "You're not all wrong though. Without our speed, these

Max Crew: Total number of persons a ship can house. This cannons would be worthless. That's what gives us the edge,

includes both crew, officers, and passengers. Can be filled what gives us a chance. So, good mind of you.

over this with consequences: For every day traveled over The Captain and Gunmaster were pooring over some

capacity, an officer can make a persuasion, deception, or document near the helm, and the surgeon, a new member,

intimidation check, DC = 12 + the number of people over had found herself a seat by the railing. The Boatswain came

capacity. On a failure, morale lowers, and Long rests cannont above deck, signaling that his repairs were done. Everything

be taken on the ship. was in place, then. It was time to set off.

7
Officers
Assess: Investigation check to locate any weakness of

opponents ship. If successful, you have advantage on your

next attack or contest against them.


Each Ship has several Officers who share the responsibility of
Assign Position: As an action, you may immediately replace
leadership. Player Characters may take up to 2 Officer
one Officer’s role with another, promote someone to an
Positions, benefiting from both simultaneously. Many
officer position, etc. The target must accept this change.
positions are unique and may be taken by only one person at a
You may also use this action to relocate a number of
time. Some have restrictions, requiring the ability to cast
crew up to double your proficiency bonus to new
spells or certain proficiencies. The positions are:
cannon positions (For example, take 2 men off the

starboard heavy cannon to have them man 2 light


Captain, First Mate, and Quartermaster
cannons on the port side, while having another move
Master Gunner
to man a swivel cannon.)
Cannoneer
Board: (2 round Action): Give the order to Board. See
Pilot
Boarding for more information
Surgeon

Boatswain
Travel Responsibilities
Arcanist / Militant
Navigator The Navigator helps plan the route for the ship and

assists the Helmsman on their journey. As with the


All Officers share a position of authority, and as such may give
Helmsman, they make a Nature / Survival check at each
orders to crew (Charisma checks if applicable). Officer Roles
part of the day (5 total), against the same DC as the
are not restrictions, although some may require constant
helmsman checks. (See Helmsman's Travel
attention.
Responsibilities)
During Naval Combat, Ships take initiative. Every member
Each success by the Navigator awards them a 1d4 that they
on the ship acts as one cohesive unit. Rather than taking full
may choose to give to the Helmsman on an immediate or
individual turns, Officers may only take a single action each
future pilot travel roll. Successes compound, and you may
on their ship's turn. For information on how this works, see
choose to divide the bonuses however you wish (After two
"Officer Locations" of the Combat Section. Each Officer
successes, 1d4 on two rolls, or 2d4 to one). You may give
Position offers additional actions on top of any other actions
this bonus to any of the Helmsman's checks for that day,
you can normally take. These additional actions include firing
after their roll but before the outcome has been determined.
cannons, piloting the ship, or other Naval - Combat specific
Bad advice and planning can be a hindrance rather than a
actions.
help. Once the Navigator fails 2 checks, they are unable to
Each Position also comes with a Travel Responsibility - A
give bonuses for the rest of the day (cannot switch
job you are trusted with while making journeys on the sea,
responsibilities).
such as navigating or keeping a lookout. The implimentation

of these responsibilities are further discussed in "Making A

Journey"

Officer Roles can be taken or swapped as an action, but

carry over across non-combat scenarios. There is no need to

re-take officer roles every combat.

If initiative is called and you do not have an officer role, or

wish for a different one, an action will need to be taken to

have it assigned to you.

Features / Actions granted by officer positions are only

available during Naval Combat.

Captain
Honorary: Captain

Maximum: 1

The Captain, First Mate, and Quartermaster are generally

charismatic officers. While the names may imply authority,

remember that all Officers share the top of the hierarchy of a

ship. Still, a ship would be amiss without someone calling

themselves “Captain” and wearing a funny shaped hat.

Without a specific responsibility during combat, these rolls

focus on supporting others and have the unique ability to plan

the Boarding Action, in which the entire ship participates.

While their Available Actions are the same, differences lie in

the travel responsibility of each.

Available Actions:
Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC

dependent, once per battle.

8
First Mate Available Actions:
Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC
Honorary: Mr.
dependent, once per battle.
Maximum: 1
Assess: Investigation check to locate any weakness of

The Captain, First Mate, and Quartermaster are generally opponents ship. If successful, you have advantage on your

charismatic officers. While the names may imply authority, next attack or contest against them.

remember that all Officers share the top of the hierarchy of a Assign Position: As an action, you may immediately replace

ship. Still, a ship would be amiss without a jack - of - all trades one Officer’s role with another, promote someone to an

to act as the right hand to other officers. officer position, etc. The target must accept this change.

Without a specific responsibility during combat, these rolls You may also use this action to relocate a number of

focus on supporting others and have the unique ability to plan crew up to double your proficiency bonus to new

the Boarding Action, in which the entire ship participates. cannon positions (For example, take 2 men off the

While their Available Actions are the same, differences lie in starboard heavy cannon to have them man 2 light

the travel responsibility of each. cannons on the port side, while having another move

to man a swivel cannon.)

Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC Board: (2 round Action): Give the order to Board. See

dependent, once per battle. Boarding for more information

Assess: Investigation check to locate any weakness of


Travel Responsibilities
opponents ship. If successful, you have advantage on your
Cook. A ship's cook is more concerned about preparing and
next attack or contest against them.
keeping a balanced nutrition for crew than the actual food.
Assign Position: As an action, you may immediately replace
Having a dedicated cook results in several benefits:
one Officer’s role with another, promote someone to an
Less likely for disease to spread and higher morale
officer position, etc. The target must accept this change.
After a full day of having a cook, anyone who ate may spend
You may also use this action to relocate a number of
one free hit die on their next short rest. Benefit fades at the
crew up to double your proficiency bonus to new
end of the day following.
cannon positions (For example, take 2 men off the

starboard heavy cannon to have them man 2 light


Helmsman
cannons on the port side, while having another move

to man a swivel cannon.) Honorary: Mr.

Board: (2 round Action): Give the order to Board. See Maximum: 1

Boarding for more information Recommended: Proficiency in Water Vehicles

Restriction: Cannot be taken alongside Cannoneer or Master


Travel Feature Gunner

Shipman. The first mate is known to be a jack of all trades.

As such, you are able to help more than normal. Manning the wheel, the Pilot is responsible for safely

When you choose to assist another officer in their navigating the vessel to its destination. While other Officers

responsibilities, you grant a +2 to their rolls, instead of the should weigh in on the direction of the ship, the Pilot has the

usual +1. final say- and makes the rolls. While at the wheel, the Pilot can

take several actions to affect the battle. Whether that be

Quartermaster taking Evasive Maneuvers to avoid the enemy’s cannons or

ramming the prow directly into another ship. If you take a


Honorary: Master
non-pilot action, then your pilot checks for this turn until the
Maximum: 1
start of the next have disadvantage. Steering a ship is hard,

The Captain, First Mate, and Quartermaster are generally doing it one-handed is worse! Remember, don’t drive

charismatic officers. While the names may imply authority, distracted.

remember that all Officers share the top of the hierarchy of a

ship. Still, a ship would be amiss without someone to help


Available Actions:
take care of the crew and their quarters. Evasive Maneuver Dex/Str/Int Pilot Check with

Without a specific responsibility during combat, these rolls Disadvantage: If successful, immediately add PROF bonus

focus on supporting others and have the unique ability to plan to AC until the start of the ship's next turn. 1/2 Speed next

the Boarding Action, in which the entire ship participates. turn

While their Available Actions are the same, differences lie in Come About (Evasive Maneuver Variant):

the travel responsibility of each. (Full Turn, Pilot check to succeed) Uses full Movement:

The aftmost section of ship moves to inhabit the hex

Available Actions: forward to the one the bow was previously in, and the bow

Without a specific responsibility during combat, these rolls moves in a straight line over so that the ship extends

focus on supporting others and have the unique ability to plan perpendicular to its former orientation. ½ speed next turn.
the Boarding Action, in which the entire ship participates. See 'Come About' in the movement section for a more

While their Available Actions are the same, differences lie in detailed description.

the travel responsibility of each. Ram: Ram your prow into another ship using your movement.

1d12 damage per hex traveled in straight line (that round,

Max 10, Minimum 2), taking 1/2 damage back to your ship

9
Pilot: (Bonus Action): Dex/Str/Int/Wis checks to steer Note that the cannoneers may roll for cannon’s they do not

(disadvantage if a non-pilot action is taken during the “control”. If a fight is taking place on only one side, have the

round) Ability dependent on what needs to be done If this other cannoneer use Concentrate to get involved. Or, just

bonus action is not made, ship will continue course but list have them take a few rolls. No one wants to be left out.

to wind (assuming no other factors) When a broadside is called, and cannons under your control

are a part of it, you may roll the attack and damage for
Travel Responsibilites: them. - Effects that deal damage when you hit (Hunter’s

Pilot. When making a journey, it is this role which is Mark, Hex) only apply once per turn when activated by

responsible for making the Best of 5 Survival / Nature skill cannons under your control.

check a day to plan and execute a course. Anything that

gives bonuses to navigation checks has the same effect on


Available Actions:
these rolls. Fire! Choose what cannons to fire under your control, their

Best of 5 Pilot Travel Skill checks throughout the day. targets, and roll attacks and damage

If more successes than the DC (Base DC: 2), then Concentrate: Move to assist another cannoneer. While there,

subtract 1 day of travel. If fail, subtract ½ day from the you may help man a siege weapon of your choice. If you

trip. posses an appropriate weapon proficiency, you may add

Checks are made with disadvantage if the pilot is not your proficiency bonus to hit for whichever weapon you are

proficient in Vehicles (Water) manning. You may return to your position as a free action.

Repair: Using Tinkers or Smiths’ tools (proficiency required)


Master Gunner make a check to repair a misfired cannon (DC= 8+ Misfire

Score). The cannon does not need to be one under your


Honorary: Master
control. Failure results in the cannon being inoperable.
Maximum: 1
Assess: Investigation check to locate any weakness of

Behold your artillery, Master Gunman. The Senior opponents ship. If successful, you have advantage on your

Cannoneer, your ability to inspire your crew enables them to next attack or contest against them.

Surgeon
fire cannons faster than any others. While you roll attacks and

damage for the cannons under your control the same as any

normal Cannoneer, you have the unique ability to order any Honorary: Dr.
side of the ship to fire all their cannons at once in a massive Maximum: None
Broadside. This devastating attack will be sure to satiate your Requirement: Medicine Skill or other Healing Means
appetite for destruction.

The Seas are a dangerous place, Doctor, and burden of life in

Feature: Naval Combat lies on your shoulders. As crew are injured,

you may use your action to attempt to get them on their feet
You count as a Cannoneer. Cannons under your control can be
again. Be sure to check out the Casualties section to better
utilized by one less crew member than normal (min. 1) on
understand what your position may require. Remember,
ONE SIDE under your control. This does not affect the
everyone on the other side is working as hard as they can to
number required to man them efficiently.
make your life hell. Have fun!

Available Actions:
Available Actions:
Call Broadside: (Recharge 5-6) See Broadside Section
Treatment (Medicine Check): On a successful check and one
Assess: Investigation check to locate any weakness of
use of a Healer’s Kit, you may return one Non-officer crew
opponents ship. If successful, you have advantage on your
member casualty back to the fight. If your current crew
next attack or contest against them.
count is not equal to your total, add one back (up to the
Fire! Choose what cannons to fire under your control and
original total) This action cannot be taken if you already
their targets - roll attacks and damage
have crew equal to your total crew. Reference Casualties for

Cannoneer more information.

Example: During battle, 3 of your 30 crew fell (27/30 Crew). a


Honorary: Mr.
success, you may add 1 crew back, your new crew count
Maximum: 4
being 28/30. Assuming no more casualties, you may take
Cannons require men to man them, and men require other
this action 2 more times returning the crew to 30/30, at
men to lead them. As a cannoneer, you oversee cannons on
which point this action cannot be taken.
one side of the ship.. Besides repairing cannons that have

misfired, or giving extra guidance to your men, you have the Travel Responsibilities
final decision on which of your cannons will be fired at the Surgeon. Spend your day treating the wounded or sick.

enemy- and the distinct honor of making the rolls. That’s a lot Requires proficiency in Medicine or related tool.

of dice. On a successful medicine check, 1d4 people may gain the

effects of a Lessor Restoration Spell, with the added benefit


Firearm proficiency is not required to be Cannoneer.
of decreasing exhaustion levels by 1.
There can be up to 4 cannoneers, but at least 2 are necessary

to fire all a ship's cannons

Multiple Cannoneers can be split in any way between Sides

and Decks. It is suggested that for 2 cannoneers, 1 takes

each side. With 4, each takes 1 side of 1 deck.

10
Boatswain Feature:
As an Arcanist, you may use ship turns as you own turn,
Honorary: Master
taking full turns of actions, bonus actions, movement, etc.
Maximum: None
General Actions may be taken. Your responsibilities to the

ship include helping others with their roles, casting


What a Doctor does for people, you do for boats. Only, your
offensive and defensive spells, or doing whatever you deem
instruments aren’t as dainty, and boats can’t sue. Take your
appropriate. See the Magic Section for information on how
actions patching up holes and repairing sails- whatever you
spells interact with Naval and Ship-bound combat.
can to keep your feet dry. If you have a spare moment, fix a
Unlike normal Naval combat, your location defines what
cannon or two. Everyone will thank you for it.
actions are available to be taken- you must be in the

Available Actions: Associated Location of the Position that grants the

action you wish to take.


Order Repairs: As an action, you supervise repairs to the
So, as a Pilot/Arcanist, you must move to the helm to take any
Ship or rigging. The ship recovers hit points equal to 1d4 +
actions associated with piloting. For information on how to
your level. You may choose whether these are added to the
take actions, and how to interact with other officers, see the
Ship’s HP or the Rigging HP, but you may not split them.
Associated Locations Table in the Combat Section.
If you are proficient with carpenters’ tools, you may add

your proficiency bonus to the HP gained. (1d4 + level


Available Actions:
+ Proficiency).
Arcane Well (Proficiency/LR): As an Action, you may begin
You may also use this action to attempt to repair a misfired
concentrating on your magic. If by your next turn you have
cannon (requires smiths or tinkers tools proficiency) DC= 8
not lost concentration, nor failed a Dex check due to ship
+ Misfire Score
movement, you may roll 1d4-1, gaining a spell slot of that
Assess: Investigation check to locate any weakness of
level to use only that turn. If you do not have access to the
opponents ship. If successful, you have advantage on your
level gained, you instead gain the highest level you have
next attack or contest against them. You May add your
access to.
proficiency modifier to this check, regardless of your

proficiency in the skill. Note: As with all officer actions, this action may only be

Travel Responsibilities taken during Naval Combat, and not Standard.

Carpenter Spend the day repairing the ship


Travel Responsibilities
The adventuring day is made up of 5 parts. For each of those
Lookout Responsible for making Perception checks to notice
in which you did not spend time doing anything else
landmarks, obstacles, encounters, etc. If you have a lookout
(combat, adventure, etc.), make a Carpenters tools check.
at the start of a Naval Encounter, the ship gains a +1 to their
On 3 passes, you may add (2d6 x Proficiency) HP back to
initiative (even if the lookout missed the threat)
the ship.

Assisting this role gives a +1 to each roll that you were Turn - By - Turn
present for.
A turn-by-turn example of an Arcanist

Arcanist (With the second officer position of First Mate)

to help illustrate the difference between Arcanists

Honorary: Magus/Arcan and other Officers thanks to the Arcanists feature:

Maximum: None

Requirement: Ability to cast at least one spell Turn 1: Begins in the crow’s nest- Action: “Firebolt”.

Movement: move down the ladder to the deck (Full

Some say cannons were invented only to let the mundane movement)

contend with the arcane. Arcanists are a central component


Turn 2: Movement: Moves to the wheel. Action: “Guidance” on
of any successful ship- leaving port without one is
the pilot. Movement: Begin moving back to Mast.
considered foolhardy. While the other officers spend their

time wrestling with the ship, take advantage of your own Turn 3: Action: “Arcane Well”, Movement: Begin climbing

power to influence the battle. Climb to the crow’s nest and ladder. Saves on Overboard Save from About Face.

rain down fire or obscure your vessel in a well of fog.

Unlike other Officers, you may take full turns on the ship Turn 4: Arcane Well grants a 3rd level spell slot. Movement:

- but that does come with restrictions. While others are not Reaches the top of the mast. Action: Casts “Magic Missile”

constrained to any physical space, you are. You can’t cast a at 3rd level.

5th level lightning bolt from the crow’s nest if the turn Turn 5: Movement: Climbs back down Mast- Action: Dash,

before you were helping below deck. Your turns on the ship making it halfway to the lower deck.

act exactly as they do on land. This physical location


Turn 6: Movement: Finishes climbing down the deck, Action:
overrides the lack of location most officers have.
“Rallies” (First Mate ability) the Master Gunner.

Turn 7: Action: Medicine check to assist Surgeon (Success).

Movement: Back up to the main deck.

11
Travel
Variant Arcanist: Militant Based off the Darker Dungeons Homebrew, traveling on ships

Militants are Martial Combat Officers who share all is based around Travel Roles- the responsibilities each Officer

the same features and rules as Arcanists, but do not has available to take on. Remember, a ship must have above

require the ability to cast spells. it's Skeleton Crew to make a journey without risking

Variant Action: Warrior's Focus (Proficiency / LR) - As exhaustion.

an action, begin concentrating an attack, with the At the beginning of the adventuring day, you may choose to
same concentration rules as Arcane Well. If, by the fulfill one of the responsibilities granted by your officer
start of your next turn, your Concentration has not position, assist another in their responsibilities (granting a +1
been broken, your next weapon attack as Advantage to their rolls), or neither. Fulfilling a role is an all-day activity,
on both the Attack and Damage rolls. This bonus
leaving little time for anything else.
does not apply to Siege Weapons.
A decision as to what pace of travel also must be decided -

the speeds of each class of ship are given in the Travel Speed

Section.

General Actions While your Officer Positions define what responsibilities

are available, remember that you may change your position as


These actions are available to any Officer. Some may only
an action. You may want to swap positions to gain a certain
come into play under certain situations, but many are always
responsibility. If Initiative is called however, and you want to
available to be taken. This list is not exhaustive but is just a
switch back to another, it will require an action.
guide- so be creative!
When fulfilling a role, consider it the equivalent of traveling

Any actions or bonus actions a character may normally over land – you can’t participate in downtime activities while

take (bonus actions use the officer's action) actively scouting for danger. Over the day, rolls are made by

Give orders to Crew the DM to discover if anything happens- and what that thing

Participate, Assist, or defend against in Boarding may be.

Interact with anything on the boat You may not rest while fulfilling a traveling role. It is not

Brace Yourself: Gain Advantage on Overboard or required for every party member to take a role, but to make a

Displacement Effect Saves until start of next turn journey at all you MUST have a Pilot- it is suggested to plan

Assist another Officer’s Action for at least one lookout as well. If you do not take a role, you

Help pull lines, handle ropes, etc. (+1 Pilot Check) may spend the day as you please- Downtime activities,

Man Cannons: Count as a person, may use specialized reading, etc.- but know that others may not look kindly at too

shots, etc. many days off.

Assist Surgeon: Surgeon can make an additional medicine Many of the responsibilities echo the original Roles outlined

check for +1 crew. This check is made at disadvantage in the source material, with some additions due to the

unless you have medicine proficiency, or another means of necessities of life on the high sea. For more information on

healing available. how to use this traveling mechanic, please reference the

Assist Boatswain: +1 to Check, add your Intelligence Score Darker Dungeons PDF @ r/darkerdungeons5e

to the HP gained

Night Shift
Making a Journey While ships traditionally do not travel during the night, the

ship still requires at least one person to keep her steady.


In a setting which revolves vehicles, traveling from place to
For each portion of watch, A pilot check is made to keep the
place is a key part of the game. No one buys a ship to let it sit
ship under control on top of a traditional perception check
in the harbor! These journeys are exciting and often as fruitful
(Pilot DC: 5)
as the goal itself. It is between locations that the joys and
The ship makes very little progress over night, as sails are
discoveries of a naval campaign come to life.
generally up. If the crew wishes to travel through the night, a

number equal to skeleton crew will need to have not worked


Starting or fought over the day and will not be able to participate in

At the onset of a journey, a destination, however tentative, anything until a potential night shift comes again. Navigation

must be decided. A location on a map, following a series of checks are made with disadvantage at night.

directions, a known location, or a basic direction are all

acceptable. Arrival
Making Ready a ship takes 10 Minutes, decreased by 1 Upon reaching the destination, there are several options on
minute for every person proficient in water vehicles involved. how to proceed. If the water is deep enough, the ship can be
Making ready involves unteathering from the dock, prepping pulled right to land. Should there be a dock, the ship could be
lines and sails, organizing crew, etc. tied there. If the water is too shallow, or the area unsavory,

boats can be taken ashore.

12
Captain Hook Mode: Officer Positions and their Marital Ability
responsibilities do not have to be linked. Instead, players are This describes a crew members skill in combat.

allowed to choose from any of the responsibilities to fulfill While most crew don't take part in standard combat, you may

throughout the day. These work exactly the same, and this style consider using crew high in Martial Ability in the flavor of

things: While they don't enter the battle as a combatant,


is closer to the original source.
they may help influence things in other ways. Crew high in

martial Ability may develop into

Crew combat units.

Crew who are low in Martial


Non-Officers; Crew are skilled and unskilled NPC’s who assist
Ability are unable or unwilling
on the ship. Crew are key to sailing the ship (See Skeleton
to fight- this may be respected,
Crew) and manning cannons in Naval Combat. Crew take
or it may be seen as a sign
care of menial tasks so that the officers don't have to. Larger
of weakness by the crew.
ships require more crew in order to be functional.

Most crew are "Unskilled", in that they have a commoner's

stat block and no proficiencies. These crew cannot be officers,

but are cheap to hire. Being unskilled does not mean that they

are not competent: these men are seamen who are able to

carry out the various aspects of seafaring. They are

dependable workers, not prone to poor decisions or failure at

basic tasks. Being unskilled just denotes their inability to take

officer roles and lack of specialization, and their inclusion in

things such as Casualty Rolls.

"Skilled" Crew refers to crew who are proficient in a skill

(and receive a +5 to checks with it). These are professionals

and their price reflects that. While you can find unskilled crew

at any harbor or tavern, Skilled crew are less common and

may need to be sought out.

Skilled and Unskilled Crew are, by default, non-combative.

For this reason, they should not be considered in Standard

Combat. Fighting a Large ship does not mean fighting against

50+ people, but only the combat units the ship keeps. It is up

to the DM to respect this, or to warn their players if they plan

for the crew to be involved. The crew are not on battle maps

nor take up space in the environment. They are ignored until

after combat is completed.

Traits
To better characterize crew, each of them have 3 secret traits,

which are either low, medium, or high. These traits don't

affect any mechanics (unless you want them to), but help

create meaningful characters with potential to be more:

Naval Ability:
Their skill at doing their job, knowledge of seafaring, etc.

Crew High in Naval Ability will be respected for their work,

and often complete their job to excess. With training, they

may be able to be become a Skilled Hireling and be able to

assist the pilot or navigator, and eventually take on those

roles themselves.

Being Low in Naval Ability makes a crew member a ready

target by the other crew. They may be used as a scapegoat

or given extra duties. They don't have a lot of potential on

the sea.

13
Demeanor:
A basic idea of the agreeableness of a crew member. A
Weapons
summary of their social skills, this has a large impact in their

role on the ship, and how they respond to orders or conditions Siege Weapon Properties
on the ship.
For the sake of simplicity, “cannon” in this section refers to

Crew High in demeanor are well liked among the crew, and any ship-mounted siege weapon, not just the firearm. While

likely the officers as well. They may be chosen as a sort of Similar to, the following rules replace the ones given for siege

mouthpiece for the crew, communicating to the officers the weapons in the DMG.

state of things. They will likely seek out and quell trouble on Each round, the Cannoneers and Master Gunner may fire

the ship. They raise general moral and take problems and cannons under their control at targets. Cannons have several

issues in positive ways. If anything happens to them, morale characteristics which must be understood to properly utilize

could take quite a toll. them, including changes to range mechanics and damage.

Low Demeanor crew are disliked and unwelcome by many-

but not all. They may be sneaky or rude, or simply untrusted.


Minimum Crew
Your crew must be allocated to manning cannons. This
Low demeanor crew may interpret things in the worse way,
number is the minimum number that must be assigned for the
loath orders, and are quicker to resort to extreme measure.
cannon to be operable. Remember that this number is not
Have heard of a mutiny?
compared to the total number of crew, but that crew is a finite

Prices resource assigned to cannons.

Crew Price (Per Day)


So, if you have 4 crew and 3 Light Cannons (Minimum
Unskilled Crew 1 gp Crew: 2), only 2 of the cannons may be active at the same

Skilled Crew 5 gp time.

The Cannoneer and Master Gunner each count as 1 crew

for the sake of total crew available.


Whenever you make landfall, It’s time to even up. Add up the

total salaries of your crew and pay them for each day they
Out of combat, you may assign people however you like to
were with you since last you landed.
cannons- when initiative is rolled, it is assumed that they take

their positions. Once in combat, an “Assign Position” Action is

Documentary: Since crew are on call even while ashore, you required to change their locations. Be sure to note if you have

must pay them half their price on the outset of your next enough crew assigned man a cannon “Efficiently”

journey for the days spent on land.


Physical Locations
In Naval Combat, the location of cannons are not tracked

except which side of the ship (Not forr to aft). If you have more

than 2 Cannoneers, you may wish to further track which deck

ships are on, but this will likely be uncommon.

It takes 1 minute to move a Cannon to the other side

Ammunition
The Ammunition property is the same as in 5e. For most

playstyles, ignore the size of the cannonball - all you need to

fire a cannon is a “cannonball”, a catapult a “missile” and a

ballista a “bolt”.

Documentary Mode: Each cannon requires a different


ammunition stock, as well as utilize black powder (BP).
Carronade: 1 lb Cannonball, 1 Unit BP
Light Cannon: 2 lb Cannonball, 1 Unit BP
Medium Cannon: 10 lb. cannonball, 2 unites BP
Heavy Cannon: 24 lb. cannonball, 3 units BP
Culverin: 10 lb. cannonball, 2 units BP

Damage
This indicates the damage die to be rolled on a hit. With the

exception of Carronades, no modifiers are added to siege

weapon damage.

14
Siege Weapons

Min. +/- to
Type Cost Crew HP Range Hit Damage Properties
75 -
Ballista (Ba) 500 gp 2 50 +2/-1 2d10 Ammunition, Loading (3), Misfire 1, Siege,
100
100 -
Catapult (Cat) 550 gp 3 80 +1/-1 2d10 Ammunition, Loading (2), Misfire 2, Siege,
200
50 - Ammunition, Loading (1), Misfire 2, Efficient, Crew
Carronade (Car) 500 gp 1 60 +1/-3 2d6+Dex
100 Targeting, Siege, Loud, Mobile
Light Cannon 150 -
1,500 gp 2 120 +1/-1 2d10 Ammunition, Loading (1), Misfire 1, Efficient, Siege, Loud
(L) 250
Medium 125 -
2,000 gp 2 120 +1/-1 5d10 Ammunition, Loading (2), Misfire 2, Siege, Loud
Cannon (M) 150
Heavy Cannon
3,500 gp 3 150 100 +2/-3 7d10 Ammunition, Loading (3), Misfire 2, Siege, Loud
(H)
300 -
Culverin (Cu) 4,000 gp 2 120 +0/-3 5d10 Ammunition, Loading (2), Misfire 3, Siege, Loud, Artillery
500
25 ft
Flamethrower Legendary 4 120 3d8 Ammunition, Loading (4), Misfire 2, Fire, Siege, Loud
Cone

Range and +/- to hit


New Properties:
No Modifiers are added to attack rolls with siege Artillery. Has a permanent - 2 to hit. For every round spent

weapons. This is due to their large nature and that it requires aiming the shot, +1 to hit. Maximum: +10

multiple people to man one. To compensate, Cannons do not Loading (x). Weapons with this property act as if they have

use the traditional style of “range” and “long range”. Instead, the loading property, with an additional restriction. The

they have a range in which they gain no bonus or penalty to hit number in the parenthesis is the load time, number of turns a

(for Light cannons, this range is 200ft to 300ft). After leaving cannon must take after firing before it is able to be fired again.

this range, they gain bonuses or penalties for every 25 ft the The cannon must be manned by its minimum throughout the

target is from the range. This means that certain cannons will loading, or else the process pauses until it is appropriately

be more effective at different ranges. manned again.

So, a Light Cannon, Loading (1), is able to make one attack


Light cannons gain a +1 for every 25 ft closer, so a target at
every other turn (1 turn between firing).
100ft (2 hexes closer than the lower range) is attacked with
Loud. Attacks with this weapon are audible within 1000 ft.
a +2.
Mobile. Siege Weapons with this property can be moved as
Heavy cannons receive a massive penalty as a target leaves
an action.
its single range, so that at 100 ft. (+1 hex) it receives a -3 to
Misfire. When an attack roll is made for this weapon, and
its attack roll.
the die roll is equal to or below the misfire score for the

Here is an example of the to-hit modifiers for a light cannon: weapon, the weapon becomes inoperable until an action is

taken to repair it (Tinker or Smith’s Tools check. DC = 8 +

misfire score). On a success, the weapon is back in working

order. On a failure, the weapon is broken, and will need to be

repaired with smith's tools at 1/4th the cost of the weapon.

This repair requires a forge and takes 1 hour at a quarter cost

of the weapon.

Efficient. If a weapon with this property is manned by twice

the minimum number, the Load Time decreases by 1

(minimum of 0)

Siege Weapon. All weapons discussed in the section count

as siege weapons for the sake of double damage to structures

and circumventing the damage thresholds of ships.

Crew Targeting. This weapon does not gain Disadvantage

when targeting "crew" (Disadvantage for specific targets still

applies. See Targeting for more details).


Weapons

Weapons

Name Cost Damage Weight Properties


Simple Melee
Weapons
Bayonet 5 gp 1d4 piercing 1 lb. Finesse, light, special
1d4
Pin 1 gp 2 lb. Light
bludgeoning
Boarding Axe 2 gp 1d6 slashing 2 lb. Light, thrown (range 20/60), special
Hand- Hook 5 gp 1d4 piercing 1 lb. Finesse, light, special
Martial Melee
Weapons
Cutlass 20 gp 1d8 slashing 2 lb. Finesse
Dirk 10 gp 1d6 piercing 2 lb. Finesse, light
Basket-Hilt
15 gp 1d10 slashing 3 lb. Two Handed, Heavy
Broadsword
Ranged Firearms
200
Flintlock Pistol 1d8 piercing 5lb. Firearm, ammunition (range: 40/160), loading, misfire 2, loud
gp
400 Firearm, ammunition (range: 120/350), Reload 1, misfire 2, Heavy, two-
Flintlock Musket 1d12 piercing 10 lb.
gp handed, loud
150
Hand Mortar 1d8 fire 3 lb. Thrown, simple, single use (30/60), misfire 3, explosive, loud
gp

New Properties Reload. This weapon may fire a number of times equal to it

reload score before 1 action or 1 attack must be used to


Firearm The stats and properties of weapons which have this
reload it. One free hand is required for this procedure.
property replace the optional rules listed in the DMG.

Firearms do not count as simple or martial ranged weapons:


Special Weapons
Only those with proficiency in firearms may add their

proficiency bonus to attacks made with weapons which have Bayonet. Affix to a ranged weapon with the that does not have

the firearm property. Further, making attacks with a firearm the thrown property to allow a melee option. As a bonus

without proficiency raises the misfire score of the weapon by action, you can choose for a weapon with a bayonet affixed

1. This property can be ignored, treating firearms as martial to become the following, or revert back to it's intended use:

ranged weapons, for games or settings in which firearms are - Properties: Melee

common. - Damage: 1d6 piercing

Should the "Weapon Specialist" Feature be taken to gain Boarding Axe. Wielding one of these in each hand allows

access to a weapon with the firearm property, you also gain gives advantage on athletic checks to climb wood.

proficiency with all firearms of the same nature - Pistols (one Hand-Hook. On successful attack, instead of damage, you

handed), Rifles (two-handed), or Cannons. may attempt grapple with advantage as a bonus action. No

advantage is gained to maintain grapple. If applicable to

your table, the grapple can be replaced with a disarm


Captain Hook Mode:
attempt.
- Remove the "Firearm" property. Instead, all weapons with that
property are considered Martial Ranged Weapons. This is more
straight forward, increases the potential number of firearms in
a game and allows more experimentation.

Explosive. Everything within 5 ft of the attack makes a Dex

save (DC= 8 + your attack bonus) If your attack missed, this

save still takes place. On a failure, 1d8 fire damage. Saving

results in no damage being taken. Access to weapons with this

property should be limited.

16
Ammunition
Ammunition
Name Price (ea.) Available to: Effect
Cannon Ball 3 sp All Cannons None
Catapult Ammo 2 sp Catapults None
Boring Shot 40g M,H Cannons
Cannister Shot 20 gp L, M Cannons Special: Gas Cannister
Chain Shot 15 gp Any Allows the targeting of Rigging without disadvantage
Explosive Shot 35 gp L,M Cannons Special: Explosive Shrapnel
Flair 1 gp Ca, L Cannons Special: Signals
Fire-Bomb Shot 35 gp L, M, Cu Cannons Special: Fire - Bomb
Grape Shot 15 gp L,M,H Cannons
Ballista: 25 gp
Harpoon Ballista, L, M Cannons Special: Harpoon
Cannon: 50g
Pitch - Ammo 5 gp Catapults Special: Ignite

Boring Shot Explosive Shot


Medium and Heavy Cannon Ammunition Light or Medium Cannon Ammunition

Specialized: Deals an additional 1d10 on hit. All damage Explosive Shrapnel: Ignites Ships and flammable objects in

from this attack (Cannon + Addition Shot damage) is not the area that aren't being worn or carried. This shot has

counted toward casualties. potential to impact multiple targets. See the "Targeting"

Section for more details.


Chain Shot In Naval Combat:
Ammunition (Any)
Targeting Ship Extra 1d10 fire damage to shot
Target Rigging: Allows the targeting of Rigging without
Targeting Deck: Deal extra 1d10 damage to ship.
disadvantage
Contributes its damage to casualties as normal +1

Cannister Shot automatic casualty.

Targeting Crew: 1d4-1 Casualties (Minimum: 0


Light or Medium Cannon Ammunition
casualties). This bonus only if directly targeting crew.
Cannister: Must be fired from a cannon to be effective. Lasts
In Standard Combat: 1d8 fire and 1d8 piercing Dex save in
6 rounds, dispersed by moderate wind or moving 3 hexes in
5ft radius, half on save (DC12).
one turn (or 5 over 2). Comes in Two Varieties:

Smoke: Flairs
Standard: Heavily Obscured in 15 ft square
Carronade and Light Cannon Ammunition
Naval: May only target the deck - on hit, - 1 from all
Signals:
siege weapon attacks from affected ship until
Red: Danger
dispersed (multiple cannisters stack up to 3 times).
Blue: Navy
All specific targets on the affected ship gain +1 AC
Yellow-Green: Distress
for the same duration.

Stinking: (35gp) Fire-Bomb Shot


Standard: Heavily obscured 10 ft square. If affected: Light, Medium and Culverin Ammunition

Con Save (DC12) or lose action coughing. Creatures Fire - Bomb 1d8 Additional Fire damage, ignites ships and

that don’t need to breathe or are immune to the flammable objects that are not being warn or carried.

poisoned condition automatically succeed on this

saving throw.
Grape Shot
Light, Medium, or Heavy Cannon Ammunition
Naval: May only target the deck - on hit, the number of
In Naval Combat: Cannot damage ship: no disadvantage to
cannons the affected ship may fire next turn is
attack crew. Automatically causes 1d4-1 casualties on
decreased by 2. While the effect lasts, - 1 from all
board.
siege weapon attacks from affected ship until
In Standard Combat: 15ft cone, Dexterity save or 2d8
dispersed (Multiple cannisters stack up to 3 times).
bludgeoning (half on save) DC12.
All specific targets on the affected ship gain +1 AC

for the same duration.

Upgrade: Heavy Fumes (+25 gp): Dispersing requires a

strong wind or moving 3 hexes in one turn (or 6 over 3).

17
Harpoon Instant Anchor: Large and hooked. When dropped, can stop

a ship immediately but deals damage equal to the ships size


Ballista, Light and Medium Cannon Ammunition
class (unranked=1, 2nd rate=2, 1st rate= 3) times 50, and an
Piercing hook: Does not deal normal damage from cannon.
additional 50 to the rigging. May be flavored as a parachute,
Instead, deals 1d10 piercing. On hit, adds +3 to Boarding
etc.
Bonus until removed.

Pitch - Ammo Rope Swings

Instant boarding, and choose where to land (Within 5 ft of


Catapult Ammunition
side boarded across)
Ignite: Ignites Ships and flammable objects that aren’t being
Bonus Action: Movement over 15ft with acrobatic check
worn or carried.
(DC=12)

Items Max 5 a side per 50 ft. of ship

Item Price Weight Description Grappling Hooks

Ship Items Ranged weapon attack to assist Boarding. +1 to Boarding

Rope Suspended Bonus per Hook.


20 gp 1 lb.
Swings Rope
Fire Barrel
Rope
25 gp 4 lbs. As an action, a creature can light a fire barrel. Each creature
Ladder and object within 5 feet of that point must make a DC 12

Thrown Dexterity saving throw (4d6 Fire Damage, 1/2 on success).


Grappling
25 gp 1 lb. Hooks, The barrel will stay lit for up to 1 min, causing fire damage to
Hooks
Finesse anything it come into contact with (1d6 per barrel).

200 When released into the sea, each batch fills a 25ft. space. A

Fire Barrels gp / 20 lbs. ship can make a pilot check (Dex, DC:15) to avoid hitting any.

Batch If the barrels are already on fire, on a failure, a ship take 4d6

fire damage as it hits the flaming barrels. If the barrels are not
100 Safer
Gangplank 20 lbs. yet lit, no damage is dealt.
gp Boarding
Barrels can be fit with a fuse: Roll initiative. On that

Keeps Ship initiative count on the rounds = to fuse length (1-10), the barrel

Anchor 20 gp 40 lbs. from explodes, dealing full damage as normal.

Moving
Gangplank
Adventuring
Gear Boarding: 5x10 ft long plank, weak hooks to keep hold. Gives

Advantage on acrobatic / athletics checks to board (DC:12).


No penalty for navigating at
100 Ships must be same direction and speed to use, if either
Astrolabe night- Requires prof. in
gp changes than the bridge breaks / falls (Max 3 deployed at
navigators’ tools once). Gangplanks have several potential upgrades:

Bandana 1 sp Thrown Hooks, Finesse


Corvus (300 gp): An advanced Boarding device- uses a Davit
Eye Patch 1 sp Slot. Corvus have the properties of a "Hooked" Gangplank,

Fishing Net 2 gp but do not require a person’s actions the be deployed. The

Corvus can be lowered as an Object Interaction instead. "


~25 Value dependent on
Maps Extra Long (100 gp): 15ft long
gp accuracy and content Extra Wide (100 gp): 10ft wide

Reed Hooked (20 gp): Adds +1 to the Boarding Bonus while in


Hollowed out tube, 1
Breathing 1s place
meter long
Tube Safety Net (100 gp): Adds a net that spans the gangplank,

held out by small poles. Has the capability to hold 1


500 If Sun or Stars visible, +1
Sextant
gp Navigation medium sized creature before bursting.

200 2 handed- Adv on Maps


Spyglass
gp perception checks Provides Advantage on navigation checks to locations on the

Life A donut shaped flotation chart, but only if you know where you are on the map as well.
2 gp
Preserver device with 50ft. of rope There are many types of maps, and many degrees of

artfulness and utility. The effectiveness can vary.


5sp -
Tattoo 1000 Life Preserver
gp
Gain Advantage Athletic checks related to swimming - If you

are using in water and have a hold of it and is affixed to a ship,


Anchor
you are pulled along with the ship, moving equal to its used

Keeps a ship from moving- ship must already be stopped and movement and toward it. This does not use your movement.

cannot be in deep water. An action is needed to raise any

anchor.

18
Customization
Ship Enhancements Characteristics: Cranes by which to suspend Lifeboats on a

ship- each Davit can hold 1 boat which can be quickly

deployed as an object interaction. Davits/Boats do not


The following section offers customizable options for ships
provide cover or take space on a battle map.
and cannons. Both can have as many upgrades /
Further Upgrades: Longboat Ready (+200g): The Davit is
enhancements as can be afforded, but some upgrades cannot
extended, long enough to house a longboat.
be added to the same unit. Build Time is 1 day for every 2,000-
Stacked (+350g): Davits are double tall, so that each may
gold value.
hold 2 boats.

Arcanist’s Shield Hull/Stern Cannon Ports


Price: 500 gp
Price: 2,500 gp ea., plus price of cannons

• Attack: Adds port holes for 2 Light cannons


Characteristics: Defense: A large wooden shield with an
Characteristics:
open window. Offers ¾ cover and no line of sight from 1
facing forward or reverse. Acts as an additional "side" of the
direction. Dis. On assess and
ship. See "Cannon Aim" for more detailed information.
perception when in use. Can be built on deck or crow’s nest.
Further Upgrades: Davey Jones’s Triplets: Replaces the Light
On crow’s nest, it is considered to always be in use.
cannons with 3-barral cannons which may fire every round.
Further Upgrades Iron: +100 gp, Fire Resistant: +100 gp, Full
Triplets only available in Bow. Use Light cannon stats but
Hut: +1000 gp, Hinged: +40 gp
deal only 1d10 damage each

Crow’s Nest Oars


Price: 500g
Price: 1,000 gp
Restriction: Only up to # of masts
Characteristics: While in use, adds 1 to the speed to a ship,
Characteristics: Improved Scouting: Ranged attacks (and
or 2 to the travel speed if used all day. No L, M or H
ranged spell attacks) from the crow’s nest are given 1 ½
cannons are available while used. Each person may work an
range
oar for 6 hours before requiring a LR before being used by
Advantage when taking the “Assess” action, and can give the
the same individual again. Number of people necessary to
benefit to another person (instead of themselves) a number
gain benefit is 10 x size of ship (Unrated = 1, 2nd = 2, 1st =
of times up to their proficiency
3)
Further Upgrades: Fireproof: (250 gp), Metal: (500 gp)
Further Upgrades: Oar-Ports (3000g): Allows cannons
Feather Fall (1000 gp): Once per day, a person in the crow’s
alongside oars
nest may use a reaction to receive the benefits of feather

Fall until they stop falling. Ironsides


Fireproofing Price: 10,000 gp

Price: Characteristics: +2 AC, Resist B/P/S from Nonmagical

Deck- 2,000 gp Weapons, Fire resistance and Inflammable. -1 speed, +1

Hull – 2,000 gp round at 1/2 speed to stop. Not compatible with reinforced

Masts- 1,500 gp Walls. Takes longer to complete the upgrade than average.

Characteristics: Makes surface considered “Nonflammable” Longboats/Boarding Boat


for the sake of catching on fire- does not provide fire Price: Depends on class of ship

resistance
Characteristics: Long rowboat with removable mast/sail and
Further Upgrades: May add fire resistance
oars. Max 8 occ

Figurehead Further Upgrades: Can be armed with a single Carronade.

Price: 500-2000 gp
Ram
Characteristics: Aesthetics Price: 2,000 gp

Further Upgrades: Can put magic or lights in it, or combine


Characteristics: Improved Ram: Increase damage form the
it with a ram
Ramming Action to 2d12 per hex traveled, and taking only

Glass Floor 1/4 damage back to the ship

Price: 1000 gp Further Upgrades: Reinforced Hull (+2,500g): Take no

Damage Back
Characteristics: Aesthetic/Exploration: You may see into the
Hooked Ram (+1,500g): On the second round of the
ocean below. Damage threshold = 10, the AC is equal to the
“boarding” action, the pilot may take their action to use the
ships minus 4.
“Ram” action. On hit, the hooks engage, giving a +5 to the
Further Upgrades: Hatch
contested boarding check, and disadvantage on the ship

Davit breaking it or drifting away. This may be combined with a

gangplank, allowing passing over the hull.


Price: 500 gp

19
Rear-Loading Cannons The Wheel
Price: 2,000 gp (Whole ship)
The Steering mechanisms of a ship are complicated.
Characteristics: Increases Broadside recharge range by 1 (to
Therefore, there’s lots of room for improvements:
recharge 4-6)

Improved Mechanism
Reinforced Walls Price: 1000 gp
Price: 5,000 gp x Ship Size (Unranked=1, 2nd = 2, 1st = 3),
Characteristics: +1 to Pilot Checks
may be divided for only partial coverage.(Port, Starboard, Aft,
Further Upgrades: Fine-Tuned (1500g): +2 to pilot checks.
or Forward @ 1/4 value each)
Requires Improved Mechanism.
Characteristics: +2 AC, and +2 damage threshold. Takes

longer to complete the upgrade than average. One-handed wheel


Further Upgrades: May be Purchased Multiple times. Each Price: 2000 gp

time replaces former upgrades and costs an additional 3k


Characteristics: Pilot checks are no longer made at
(compounding, added to original cost. Must purchase lower
disadvantage if preforming an action on the same time (Not
levels before the next, but can be installed simultaneously)
applicable to Int or Wis based pilot checks)
2nd: +4 AC. +4 to damage threshold (8,000 gp)

3rd: +5 AC, +6 to damage threshold (11,000 gp) Weighted Mechanisms


Price: 200 gp
Thick Walls
Characteristics: Pilot checks over watch are made at
Price: 8,000 gp X Ship Size (Unranked=1, 2nd=2, 1st=3)
advantage
Characteristics: 25% of damage deal to the ship is
Further Upgrades: Arcane Locked (1000g): Has a 75%
considered for casualties (Down from 50%)
chance (D20: DC 5) of succeeding even if no one takes

Sail-Drop watch.

Price: 2,000 gp Free Spinning


Characteristics: Adds the capability to drop all the sails as an Price: 500 gp

action (Pilot or Captain/First mate/Quartermaster) - Gain


Characteristics: Gain Advantage on About face Pilot checks.
double speed for one round but take 50% rigging damage
If you already have advantage, you do not gain disadvantage
afterword’s.
on successive attempts.

Ship Haul
Price: 100 gp each Siege Weapon Upgrades
Characteristics: Attach hooks to either the fore or aft of the Cannons, in this section, refer only to literal cannons. Siege

ship in order to haul/be hauled. Each hook can hold/pull up Weapons refer to non-cannons. Prices are all for the upgrade

to a Large sized creature or object. For each size larger, an specifically- they do not include the cannon they are being

addition hook is needed. applied to.

Ship in a Bottle Ease- of – Access


Price: Varying. 500 gp for lifeboat
Price: 500 gp

Characteristics: Free: Upon breaking or unstopping the


Available Cannons: L, M, H Cannons
bottle, the ship rapidly grows to fill its normal space. One
Characteristics: Requires 1 less person to man “efficiently”
Use.

Fail-Switch
Spikes Price: 50 gp
Price: 3,000 gp
Available Cannons All
Characteristics: Defensive: Doubles damage to ships which
Characteristics: An easy trigger to instantly reduce the
ram it. Failing boarding risks taking more damage, and
weapon to 0hp
standard gangplanks may not work

Hardy
Spotlights Price: 100 gp
Price: 200 gp ea.
Available Cannons All
Characteristics: Light: By placing a torch in these mirrored
Characteristics: Raise HP by 20, Disadvantage on checks to
lanterns, light is focused off deck. Each lantern can
disable
illuminate off one side of the ship (4 needed for complete

coverage). Using a Spotlight eliminates darkness penalties Packed


for anything regarding that side but offers the same benefit Price: 500 gp for Light, 750 gp For Medium, 1000 gp for

to those aiming back. Heavy

Further Upgrades: Magic (+200g): Imbued with the “Light”


Available Cannons All Cannons
spell, these lanterns do not require a torch and spring up at
Characteristics: Reroll 1’s on damage die
a codeword. These are too heavy to be removed from

railings and carried.

20
Precision Equipment: A belaying pin, 50 feet of silk rope, a lucky charm,

a set of common clothes, and a belt pouch containing 12 gp.


Price: 800 gp each time, extra 1k each time past the first

(compounding)
Feature: Jolly Roger
Available Cannons All You spent time spent sailing under an influential symbol or a

Characteristics: +2, +4 and +5 to hit each time taken, well-known name, and can be associated with a meaningful

respectively. Must take previous bonus before a higher one insignia, for good or for evil. Your association with this

(so the price of "+4" is the price of +2 and +4, or 3,000g) symbol/Name may be recognized by those who have

Rifling encountered it or those in the know. You gain advantage on

intimidation checks when you invoke the insignia if it is


Price: 500 gp
recognized by your target.

Available Cannons Ca, S and M Cannons

Characteristics: Increases base range by 50 in the positive Sailor: Ship's Surgeon


direction.
No one wants scurvy, or to find themselves injured several

Shock Absorbers weeks from shore. The most delicate instrument the crew has

Price: 3,000 gp handled is a butcher’s knife. A ship's surgeon is the backbone

of the ship- a man of the sea and of the cloth. Or of science. Or


Available Cannons All- Whole side only
maybe of desperate necessity. Whichever gets the job done.
Characteristics: The cannons are seated in springs-

Decreases DC of pilot roll after broadside and other side


Skill Proficiencies: Investigation, Medicine
avoids disadvantage
Tools: Herbalism Kit, vehicles (water)

Human Cannonball Equipment: A Healers Kit, common clothes, a quill and ink,

and a belt pouch containing 5 gp


Price: 1,000 gp

Available Cannons H Cannon Feature: Medical Intervention


Characteristics: Widens the Barrel. Can no longer fire On a successful Medicine Check with a Healers Kit, instead of

normal shots. Deals 2d10 fire damage to the "ammunition" stabilizing your target, you may spend 5 uses of your kit and

instead choose to heal the creature for 1 HP. (1/LR)


Bronze Cannons
Price: 1,000 gp
Sailor: Navigator
Available Cannons All Cannons
You have experience navigating ships. How much of a
Characteristics: A prestigious symbol
description do you want?

Character Options Skills: Survival, Perception

Tools: Navigator's tools, Vehicles (water)

Backgrounds: Expanded Equipment: Travelers clothes, navigators’ tools, a chart, and a

pouch containing 10 gp.

Sailor Feature: Sense of Direction


Inspired by Shawn Ellsworth, the following backgrounds can
Even at sea, you always know which way North is. You have an
be added to the normal selection. It is recommended to add
eye for the tides, and can further discern how the tides favor
these, as they provide skills and abilities that fit a setting the
you and how the wind blows (and whether it is likely to
Core Books do not consider. For Example, The RAW Sailor
change)
Background (most fitting for a sea faring campaign) wastes it’s

feature if you are in a sea setting. These options look to fill in


Sailor: Explorer
the gaps left by land-focused player options and compliment
Over your journeys, you sought out incredible sights and
other aspects of this guide.
experiences. Or perhaps, they sought out you. Your life puts
All Sailor backgrounds gain the additional feature “Sea
fisherman's tales to shame- and may be just as exaggerated.
Legs”:

Feature: Sea Legs Skill Proficiencies: Nature, Perception

Tool Proficiencies: Cartographer's tools, vehicles (water)


Advantage on Dexterity checks and saving throws due to the
Language: One of your choice
ship's motion.
Equipment: 50 feet of silk rope, a souvenir of somewhere you

Sailor: Corsair have been, a set of common clothes, and a belt pouch

containing 5 gp.

Not all sailors are in it for travel, or for the romance. Some are

in it for money and to better their lot in life. Others are in it for Feature: Discovery
power and privilege. Either way, having a strong background You have made a journey to a legendary or secret location.

can help you make your way on the high seas. (PHB 134, limited to a place or physical thing)

Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Vehicles (water)

Weapon Proficiency: Firearms

21
Tool Proficiencies
Below are some recommendations as to what

proficiencies may be relevant in a seafaring campaign,

and examples as to how they may be used:

Brewers: Who doesn’t like ale? May also purify water

Calligraphers: Analyzing contracts, deals, and maps

Carpenters: Can build many of the ship enhancements,

may repair ship using proficiency bonus

Cartographer's: If using a map, add +1 to navigation/pilot

travel checks

Jeweler's: Value Treasures, identify mundane loot.

Navigator’s: Add Proficiency to Navigation checks

Smith’s: Repair misfired cannons, and broken cannons with

access to a forge

Tinker’s: Repair cannons that misfire (not able to fix broken

cannons)

Additional Feats
Should you make use of the optional "Feat" Rule, consider the

following options to better craft sea-faring characters

Deck-Hand Boon:
Hard work on the deck of a ship has granted you skills and If a player has a sailor background and takes one of the above

experience, to the following benefits: feats, they gain an additional boon:

You gain one tool proficiency related to seafaring.

You may assist a traveling role while Long Resting (not


Salty Dog
while sleeping) You may take up to 3 Officer Positions at the same time

You gain advantage on non-spell based Overboard Saving When you rally someone, they may add your proficiency

Throws. bonus to their roll.

You may assist up to 2 officer's responsibilities while You gain a climb speed equal to your walking speed, but

traveling (up from 1) only on ladders or rigging. Additionally, you have advantage

on Acrobatic/Athletic checks relating to moving across the

Firearm Expert ship, up or down rigging, and boarding.

Thanks to extensive practice with firearms, you gain the

following benefits: DM's: Awarding this boon, as well as the feature Sea
Legs, should also be considered over the course of
You gain proficiency in firearms, if you don't already have
a campaign: as a reward, as a result of training, or a
it.
passive result of experience on the sea.
Being within 5 feet of a hostile creature doesn't impose

disadvantage on your ranged attack rolls.

When you use the Attack action and attack with a one -

handed weapon, you can use a bonus action to attack with

a loaded firearm with you are holding in your off hand.

Normal Two Weapon fighting rules apply.

Pilot
Manning the wheel is natural to you, with the following

benefits:

If you do not have it already, you gain proficiency in Water

Vehicles and Sea Languages (flairs and flags)

You avoid disadvantage on piloting checks when you take a

non-pilot action on the same turn


PART 2
Combat
Combat Overview
Officer Locations

Officers and crew do not have physical locations in Naval

Combat
Here is a quick run-through of a single instance of Naval
Naval combat takes on a collaborative - discovery style of
Combat. Naval Combat is designed to take place on 25 ft.
narrative, where every possible option is always available and
Hexes.
the entire ship acts together as a single unit.

In Standard Combat, your physical location defines what

Naval combat refers to ship - to - ship combat, when you can do. You must move to a lever in order to pull it. In

officers’ positions are active, and ships have initiative. Naval Combat, your "location" is defined by the things you do

Standard combat refers to classic combat when or that happen to you- not the other way around. You avoid the
initiative is taken per the individual. spell- and you can create an explanation for it. You do not stay

in a "location" that is defined after such an event, but move

back to a neutral space until something else happens to you,

Before Initiative or you act on something, in which you discover that you were

1. Ship headings, distances, and locations should be there. Examples:

determined
Any officer can assist any other, even if one is a cannoneer
Encounters generally won’t start if ships are more
and the other is piloting
than 600ft apart (24 hexes)
Any officer could get hit by any cannonball- no matter
2. Weather Condition is determined including wave severity
where you could have been. What happens, determined by
and obscurity (night, rain, fog, clear, etc.)
the rules, means that the circumstances for it to have
The Conditions of the sea can affect Piloting Rolls
occurred are assumed to have happened. If casualties are
and some actions.
rolled and you receive damage, then you were in the
3. Wind Direction
location the cannonball hit.
If a wind direction was previously decided, use that.
You do not move to a casualty to make a medicine check-
If not, you can roll it randomly
by making the check, the casualty was next to you or it is
4. Clarify Officer Positions
assumed you moved to it.
These positions are central to the design of Naval

Combat, giving players authority and actions to take You create a collaborative story from the actions that occur

during their ship’s turn. Player's should have officer during a turn. Despite not technically being in any location,

positions before combat starts. you can still imagine your character in these places and form

a narrative.
Ships Roll initiative The exception to this style of play are the Arcanists /
5. Add the initiative bonus from the pilot
Militants, who follow normal rules. See the Arcanist section
If you had a Lookout, +1 initiative
for more information.
6. Each Turn, each Officer may take One Action. No

individual turns are taken, instead each officer may take a Player 1 (Cannoneer / First Mate): Ok, I'm going to fire the

single action during the ship’s initiative, either a general Starboard Light cannons at the Navy Ship.

action or onr granted from 1 of their 2 positions. Players Player 2 (Boatswain / Pilot): Wait, we have 2 movement left

who have the Arcanist / Militant position are an exception this turn. Let me bring us in closer so you get a bonus to hit.

and are free to take full turns on the ship’s initiative. Player 3 (Arcanist / Surgeon): DM, I used my action to save

Officers are free to discuss, plan, and intersperse a casualty, but I want to use guidance on Player 2 next round.

their actions as they wish. While each officer is Can I use my movement to make it to the side he was

responsible for their actions, and have the final say, repairing?

each action is intended to be a group effort. DM: You can, but since he's just used his pilot action you'll

7. Besides actions, the ship may use its movement (controlled actually need to go to the Helm. You can make it this turn. As

by the Pilot). A Pilot Check is made to ensure proper you climb to the top of the deck you see the Navy ship getting

steering. quickly larger, as your pilot madly turns the wheel tword it. A

8. At the end of their turn, Casualties are calculated for ships thunder of cannons erupt, filling the air with smoke. Roll for

that were damaged the attacks, Player 1.

9. Then, the next ship in the initiative goes. Turns continue in

this manner until an end condition is reached: Associated Locations in Naval Combat

All but one side surrenders, and their surrender is Aracanists and Militants retain physical locations in Naval

accepted by the opposing party Combat. Associated Locations are where you may find other

Ships disengage / cease fire officers, and where you must be located to perform certain

One runs, and the other does not chase actions. Use the "Associated Location" Table to determine

A ship is Boarded (Begin Individual Combat) where you find an officer, depending on the officer position

that granted the last action they took, as well as where an


A ship falls below its Disabled HP - Battle is paused at this
Aranist must be located to preform a related action.
point. Similarly to surrender, the winner may choose to

drop combat or continue

A ship reaches 0 HP (Sinking) - Naval Combat may

continue here, individual initiative rolled, or something

else. It depends on the circumstances, and is up to the DM.

24
An officer who took the pilot action last is at the helm-

however, if that same officer took an action granted by the

Boatswain position last, they are instead found on the side of

the ship last damaged, and fore / aft closest to the enemy ship.

Taking a General action does not move the officer and they

are found at the last officer action they took.

Associated Location Table

Last Officer Action


taken Location
Captain, First Mate,
Poop Deck
and Quartermaster
Pilot The Helm
Master Gunner At the cannons they preside over Alternate Rule: Hexless Naval Combat
Naval Combat does not have to take place on a
At the cannons they preside over or hexmat- instead, it can be played on an unmarked
Cannoneer
currently man surface. The following changes should be made:
Surgeon Side of Ship last damaged, center - Replace any mention of "Hexes" with the Imperial
Unit "Inches"
Side of ship last damaged, fore / aft - When moving, ships cannot move backwards. The
Boatswain
based on location of enemy ship bow may only move in the fore direction. Each of
Arcanist / Militant Actual location the Cannon templates have a "1 inch" marked off,
from one edge to a line. Each ship may move a
Cannon side they are manning, or number of inches equal to their speed.
Crew
main deck if sailing - Cannon ranges are also converted to inches (1
inch for every 25 ft) It is recommended to cut a
Alternate Location Rules
length of string with inches marked for easy
measuring.
You can use the associated location table to instead track the

physical locations of all Officers. They must be in the

Associated Location of the position to take an action granted

by that position. You should track where shots damage the Pilot Checks
ship, and where casualties fall. Depending on where a shot Pilot checks are made by the pilot to successfully maneuver

hits, certain members may or may not be more likely to take the ship. These Bonus Actions that incur disadvantage if the

damage should a casualty be rolled. pilot took their prior (previous turn or this turn) action to

preform non-pilot action. Pilot checks can use a variety of

Movement abilities based on the situation. A table of abilities and

examples as to when a DM may call for each is below:

Movement is considered as “From the Bow”- you drive the

front of the ship, no matter the size. Movement is performed Dexterity Base Skill: Reacting to things, adjusting course
one hex at a time, up to the speed of the ship.
Fighting strong waves or current, fighting the
A ship must move at least ½ speed every round, unless it
Strength forceful displacement of a ship, fighting or
moved ½ speed the last round- in which case it can stop. (Oars
keeping a boarding grapple check
and some anchors offer immediate stopping)

Planning a route through sharp rocks,


Turning: Ships must move forward on their turn unless
Intelligence
they have stopped. They may move straight forward or
intercepting another ship
forward diagonally. The bow of the ship never moves laterally, Wisdom Riding with the wind, determining tides
only entering hexes that are “Forward” of it from the

orientation of the ship (Due to the hex pattern, there will


The base DC of these checks is 8, with modifiers due to
generally be only 2/3 possible options).
conditions. Failing a check in naval combat will generally
The Aft of the ship follows the bow: the last hex of the ship
cause the hex to cost twice the movement, but sometimes
always inhabiting a hex that ship inhabited prior to the move.
causes the ship to enter a hex adjacent to the one you were
In the figure below, the ship inhabits both hexes in the middle
moving towards (often with the wind / waves). In other
when it is diagonal, giving the aft two legal options. If there are
scenarios, the ship may take damage from impacting things or
multible possibilities, as when turning in the figure, the aft
you fail to gain an advantage you were seeking.
portion should inhabit the hex opposite the direction of the
Pilot checks may be forced as a reaction to something-
turn (as illustrated)
Disadvantage is incurred if any action was taken during
Unranked Ships (2-hex long) can not end a movement
the previous/current turn.
facing a vertex – each move, their aft always inhabits the hex

their prow began. This allows for tight turns and adds to their

high mobility.

25
Pilot Action: Come About Wind direction can be determined randomly by rolling 1d12 :

Wind

d12 Direction d12 Direction


1 North -> South 7 No Wind Bonus
2 NE -> SW 8 Unfavorable
3 E -> W 9 S -> N
4 SE -> NW 10 SW -> N
5 Favorable 11 EW -> E
6 No Wind Bonus 12 NW -> SE

When this action is taken, A piloting check (as a part of the

action) is made for the success of the maneuver (DC 10 +


Conditions
situational modifiers), and a second, basic Bonus Action pilot Many weather conditions on the sea have effects on

check (not with disadvantage, DC:10) is made to avoid movement and combat. Here are some examples, and

invoking Overboard Saves. A failure on the initial pilot check suggested consequences. These, of course, may be

causes the maneuver to fail, and raises the DC of overboard combined in situations- the worst storms often cause

saves caused by it by 3. The ship must move ½ speed next turn several at once

after the attempt. Consecutive about faces gain Disadvantage

on both pilot checks, and the DC to avoid Overboard Saves is Weather Conditions

raised by 3 each time. Condition Effect


With Unrated ships, the “Come About” maneuver instead
+1 DC of Int. based pilot checks,
Fog
rotates the ship 180 degrees, so that its prow inhabits the hex
Disadvantage on Asses actions
directly forward of its starting position, and the bow flips its

position in relationship to it. However, attempting the Dis. On Intelligence and Dex
maneuver automatically invokes Overboard Saves on the
based pilot checks
crew, and the DC for the save gains a +5 (+2 for each
Heavy Fog Disadvantage on assess actions
consecutive maneuver)
Disadvantage on attack rolls
further than 100ft
Wind Heavy Rain Disadvantage on Overboard Saves
Favorable. Ships move at 1 1/3 speed when sailing with the Wind See Wind Section
wind.
Double Speed with wind
Unfavorable. Moving directly against the wind incurs a
Failed Pilot checks cause ship to move
double Speed cost (Difficult Terrain) Heavy Wind downwind
This penalty is ignored by Unrated and smaller craft Disadvantage on evasive maneuvers
Pilot checks may use STR.
DOCUMENTARY: Ships cannot move directly against the wind
Choppy
and moving upwind (180° half) is treated as difficult terrain. +1 to Pilot checks
Waves
STR. Pilot checks common
Wind spells of Second Level or higher aimed at the sails have
Lair action: Pilot check to avoid
Large Waves
enough force to impact the motion of the ship (in small
Overboard Saves
amounts). Over half of the sails on a ship must be targeted to Disadvantage on Boarding checks.
incur the effect. Many spells may only affect enough space to

Overboard Saves
impact one sail at a time. Each level of wind spell

encompasses the bonuses before it.

A spell cast at second level can grant the effects of moving Some actions and interactions have a chance to require

with the wind (1 1/3rd speed) dexterity saves from the crew to avoid losing their footing or,

Cast At 3rd level, wind spells help to reduce the effects of at worst, falling overboard. These "Overboard Saves" follow a

the "Strong Wind" weather condition Beat-By Scale, where the higher you roll than the DC, the

At 5th level, they may allow a ship to move against the wind better your result, while rolling further beneath the DC results

at no penalty in worse. If you have more than 5 crew (non-officers), instead

At 7th level, the spell is sufficient regardless of the number of rolling separately for each of them, a crew check should be

of sails it affects. made on a second scale while Officers still roll individually.

Spells or other effects / actions which displace people follow a

slightly altered system, which can be found in the "Magic"

section (p. 30). In naval combat, going overboard (or leaving

the ship in any way) causes you to become your own entity.

Roll an individual initiative, and take turns normally. If you

rejoin a ship, you once again act with it.

26
What may cause overboard Saving Captain Hook Mode:
Throws: - Naval Combat: Failures always result in Disadvantage next
"Come About" Action, Evasive Maneuver Action, round
Ramming/Being Rammed
- Crew is assumed to save unless a Natural 1 was the cause of
Weather Conditions (Strong Waves, Heavy Rain)
this check, in which case 1d4-2 crew falls overboard.
Broadsides

While these are a few examples, there are many more

potential causes. Don't be afraid to rock the boat!

Overboard Save Charts


Naval Combat

Result Effect
Success by 5 or
You keep your footing and can help another, giving them advantage on the check.
More
Success Keep your footing and receive no penalties
Failure by 9 or You lose your footing, moving away from your post: any action you take next turn has disadvantage as you
less scramble back in place.
You lose your footing and begin to fall overboard.
Failure by 10 or Make a secondary Dex save, DC = to the last. On a failure, you fall overboard.
More On a success, you may choose to stay on by giving another disadvantage, and
you cannot take an action next round

Standard Combat

Result Effect
Success Save
Failure by 9 or Move 5 feet in the appropriate direction (Chosen by DM). If this moves you off the ground you are standing
less on, move to the edge and fall prone instead.
Move 15 feet in the direction the DM chooses.
Failure by 10
If this moves you off the ground you are standing on, make a Dex save (DC= to the original)
or More
On a success, fall prone at the edge. Otherwise, fall overboard.

Crew Overboard Save Chart


Result Effect
Success by 5 or More All Save
All Skilled save, and 1d4-1 unskilled fall prone
Success
That many fewer crew may not be used next round
All Skilled Save, and 1d4 unskilled fall prone
Failure by 7 or less That many fewer crew can be used next round.
Additionally, 1 who fell prone instead falls overboard
Failure by 8 or More 1d4-1 Crew Fall overboard. If the save roll was 1, one of them is a skilled hireling

27
Damage
These cones follow similar rules to magic: if a majority of a

hex is in the zone, it counts as being within it. Zones do not

compound, but full coverage overrides Half-Coverage.

Targets Outside of any zones, the target has Full Cover and cannot

be targeted.
In Naval Combat, all types of damage - may it be cannons,
Examples:
spells, or individual attacks - have a specific selection of

targets. Dealing damage to the ship or rigging deals damage


If a ship is only touching the Outer "Half Coverage" zone
to the associated HP and may also cause casualties among
on the port side, it has Half Cover from all cannon attacks
the crew. If an attack might affect more than one target (Such
from port, and full cover from cannons on the starboard
as an AoE spell), than only ½ damage is dealt/considered for
side.
anything other than the intended target. The breakdown is as
If a ship is touching the Half - Coverage Zones on either
follows:
side of the ship, then both sides will be able to fire (but

target benefits from Half Cover)


The Ship: Targeting the ship deals damage to the ship's HP.

The Hull is the standard target of any attack against the

ship. Damage done to the hull must succeed the damage


Zone Templates
Each ship has a slightly different spread due to their size. Use
threshold of the ship (per attack), and ½ of the damage dealt
the templates in the "References" section to determine the
to the ship each round is considered for the Casualty Roll at
range at different orientations. Blue Signifies Full - Coverage,
the end of a turn. The Deck is the same as the hull in all
while orange indicates the Half - Coverage Zone
respects, but attacks against the crew or specific targets are
To use a template, align the sides with the edges of the ship
likely to specifically damage it. This may come into play
(or the edges of the hexes the ship inhabits.) align the origin of
when fireproofing or upgrading the ship. For example, a

½ of its damage to the


the template at the midline of the ship. Below are examples of
Fireball cast at the crew will deal
how the templates work with each class of ship.
ships HP. But, if the deck has been enchanted, it may be
These Templates are only guidelines to help learn the
less.
zones! If the DM feels comfortable with the ranges, there is no
The Rigging describes the sails, masts, and other aspects of need to use them.
the ship related to movement. Attacks against the rigging

are made with disadvantage and -3 to the attack roll.

Damage to the rigging impacts the Rigging HP, affecting Unrated:

the movement of the ship as it decreases. There is no

damage threshold to attacking the rigging, but no damage

done to it is considered in the casualty roll.

The Crew: The Crew uses the AC of the ship. Attacks against

the crew are made with disadvantage. With some

exceptions, they do not deal damage to the Ship’s HP, but

factor in their full damage to the Casualty roll at the end of

the turn.

A Specific Target: Targeting specific targets incurs

disadvantage on the attack roll and may incur cover

penalties at DM’s discretion. A specific target is anything

not listed above, including specific people or things. In this

case, the AC and HP are that of the target, and in most

cases does not affect casualty rolls, ship HP, or rigging Hp,

although it can.

Cannon Aim
For the sake of this section, "Cannon" refers to any ship-

mounted siege weapon. Cannons are large installments which

cannot easily be moved and have a limited turning radius. Due

to the location of a target, the ship itself may give cover to it's

own cannons. In Naval Combat, the only physical location

cannons are given is which side they are on- their position

forward to aft is not tracked. However, targets outside of a

certain radius may be considered to have varying amounts of

cover from cannon fire.

Ships have two Areas of Effect: A central cone in which all

cannons of a side have a clear shot on a target, known as the

Full Coverage zone, and a second range, slightly larger, in

which the cannons may not have as clear of a shot. In this

zone, the Half-coverage zone, the target has Half-Cover (+2

AC) from the appropriate side.

28
2nd Rate:
Gunmaster Action: Broadside
Second Rate ships have a similar origin as unrated with a As an action, The Master Gunner can order a Broadside.

slightly wider spread, with Full Coverage starting at 2 wide.


Broadside: Choose one side of the ship. All cannons on that
Again, the Half-Cover zone is a single row of hexes just
side fire on a single target at disadvantage regardless of
outside of the Full zone.
loading condition. For every "1" that is rolled on a damage

die, you may roll an additional die of that damage

("Exploding Dice"). Coverage Zones apply to broadside

shots.

Cannons on the opposite side have disadvantage on the

turn this action is used.

The side chosen cannot broadside again until every cannon

that fired has gone through a their "Load Time".

You may choose to use "Special Shot" within a broadside,

but the damage from these do not gain the "Exploding Dice"

property.

The broadside also affects the ship as a whole. The ship has

disadvantage on next pilot check. When either taking or

receiving a broadside action, there may be a Pilot Check Save

called for. On a Pilot Save fail, Overboard Saves may be called

for (DC = 8 + Modifiers)

Magic
On the seas, spellcasters are incredibly powerful. With the

multitude of interactions and new mechanics introduced


1st Rate:
when fighting on or between ships, some additional rules

First Rate ships have an even larger range. Their Half- needed to be in place to expedite the process, create

coverage zone is 2 rows wide. situations with predictable outcomes, reign in just a bit of the

power.

Magic in Naval Combat


Like other damage during Naval Combat, spells cannot be

targeted freely. Instead, they follow the same targeting and

damaging rules outlined in Targets.

AoE spells: (I.e., Wall of Fire, Cloud kill): When targeting

the crew with a spell cast at or above the 3rd level that has a

>10ft radius (or equivalent coverage), you use double the

damage dealt when calculating casualties. This bonus is only

applied on the first round If a spell has the chance to deal

damage over multiple rounds, roll damage as normal to affect

the casualty rate every round after the first. If an AOE spells

does not meet the requirements above, roll and consider

damage as normal.

AOE spells that are not connected to the ground (Flaming

Sphere, Stinking Cloud) do not move with a ship. They

remain where they are cast, unless are moved by the

caster. They will only affect casualties if an appropriate

amount remains on the ship.

AOE spells that are cast to the ground (Wall of fire) move

with a ship, remaining where they were cast in reference


Fore / Aft Cannons
with the ship, moving as it moves.
One Enhancement offered to ships is the installation of Fore /

Aft Cannon Ports. Should these be installed, each possibility A ship and any part affixed to it permanently (Like a mast,

count as their own side. Cannons and cannoneers must be not like a sail or tie off ) is considered a huge to gargantuan

appropriately allocated to them. The hexes directly fore or aft water vehicle, and not an object for most cases.

of the ship are fully covered by fore / aft cannons, and they use

the "unrated" template regardless of ship class. Magic in Standard Combat


AOE spells are both powerful and fickle in ship bound

standard combat:

29
AOE spells that are not connected to the ground (Flaming Exceptions:

Sphere, Stinking Cloud, call lightning) do not move with a Erupting Earth cannot be used targeting a ship

ship. They remain where they are cast. In standard Bones of the Earth may not be cast targeting a ship

combat, this means they will “move” across the battlefield

as the ship moves beneath them.


Displacement Effect Saves
AOE spells that are cast to the ground (Wall of fire) move In both Naval and Ship-bound Standard Combat, spells and
as a ship moves, remaining stationary in respect to the effects which incur displacement effects follow a beat-by scale
battlefield. as opposed to the normal save mechanics. The save rolls
A ship and any part affixed to it permanently (Like a mast, against types of effects are rolled on the Displacement Save
but not like a sail or tie off ) is considered a huge to Charts against the save DC. In naval combat, the specific
gargantuan water vehicle, and not an object for most cases. effects of the spell or action are replaced with general
Many spells in standard combat will still damage the ship if penalties, and their damage contributes to casualty rolls as
they beat the Damage Threshold. normal. Examples of these could be the spell Thunderwave, or

the Shove action.


General Rulings on “Ground”: Water is NOT considered
2
Naval Combat: For Every 10ft of effect, 2 people are
ground. Exceptions can of course be made per DM fiat.
considered “affected” by the displacement effect (Max 8,
The deck of a ship IS considered ground, but not “earth",
Minimum of 1). This means a spell that effects a 5x20 area
"soil", "stone", etc.
affects 2.

Naval Combat Effect Saves


Result Effect
Success by 5 or More You save and can help another- giving them advantage on the check.
Success You Save
You fail the check, with some alterations:
Failure by 4 or less Any action you take next turn has disadvantage as you scramble back in place.
This replaces movement effects of the effect.
Make a secondary Dex save, DC equal to the first.
On a success, you may choose to stay on by giving another
Failure by 5 or More
disadvantage- you may take no action next round.
On a failure, you fall overboard.

Standard Combat Effect Saves


Result Effect
Success You Save
Follow the directions of the effect.
Failure by 4 or If this results in your ending position not being over land, stop moving at the edge of the furthest point of
less land and fall prone instead.
If the ending position is over a different ship, land, etc., do not stop moving
Failure by 5 or
Follow the full, normal directions of the effect
More

Crew Displacement Save Chart


Naval Combat Only

For each Skilled Crew affected, add +1 to the roll

Result Effect
Success by 5 or More All Save
All Skilled save, and half affected unskilled falls prone
Success
That many fewer crew may be utilized next round
All Skilled Save, and 3 out of 4 unskilled falls prone
Failure by 7 or less That many fewer crew may be used next round
Additionally, 1 which fell prone instead fall overboard
2 out of 3 affected unskilled crew fall overboard
Failure by 8 or More
Affected Skilled crew must role on the normal chart at disadvantage.

30
Hit Points At the end of each turn, causalities must be calculated for

each ship based on the damage the ship took over the course

of the turn. Casualties refer to non-skilled hirelings. For


Ships possess 2 Hit point pools: Ship and Rigging. Ship HP
every one casualty, one less crew is able to be used during
describes the status of the ship, and act much like the HP of a
Naval Combat. These crew are not dead, but incapacitated
creature. When it hits 0, the ship begins Sinking.
and stable- for the time being. You have a chance to recover
Ship’s also contain a value known as the Minimum
them during combat through certain actions including the
Disabled HP. While they aren't sinking, ships below this
Surgeon's "Medical Interventions" Action or general healing
value have been nearly destroyed, and are limited in their
spells. At the end of combat, the casualties are considered
functions.
unstable, and a single final roll (described in the next section)
Rigging HP describes the Masts, Sails, and steering units
can be made to recover as many as possible. Whomever is lost
of a ship. Damaging these do not cause the ship to sink, but as
at that point has died.
the HP drops, sanctions are put on the ship to represent its
Attacks that target the ship add half the damage dealt to
limited sailing capabilities. Unlike creature HP, Rigging HP
this total (does not subtract from the damage dealt), while
has a series of effects based on the amount remaining,
attacks at the crew have their full damage considered. The
besides just hitting 0.
chart below is used for any combination of ranged attacks,

Ship Hit points siege weapons, or magic. Some attacks specify that they do

not affect this total, while others cause immediate casualties

Going Beneath Disabled HP (and are therefore not considered a second time)

When a ship's hit points are below its Disabled HP, the
Casualty Chart
following effects occur:

Tier Casualty Damage Total Casualties


It is unable to enter Naval Combat

Pilot checks are made with disadvantage


1 <20 damage No Casualties
½ speed 2 20 - 39 1 Casualty
This penalty is the same as having 25% rigging HP

and does not stack. However, this may be overridden


3 40 - 99 1d4-1
by having <10% Rigging HP. 4 100 - 139 1d6-1
Sinking 5 140 - 159 1d4+1
Once a ship is brought to 0 hit points, it is considered sinking. 6 >160 1d4+2
The ship can no longer maneuver as its speed becomes 0. It is

reccomended to roll initiative regardless of combat status.


Officer Casualties
All Officer Actions are taken with disadvantage, and actions
If there is a critical hit on a turn, one of the shots strikes a PC,
to repair the ship automatically fail.
Skilled Hireling, or other Combat Unit. Decrease the number
The ship becomes completely submerged in 1d6+2 rounds.
of casualties by 1.
Once submerged, the ship sinks 120 feet per round, until it
The cannon that rolled the crit is not necessarily the
hits the ocean floor.
one which strikes an officer. The damage dealt to the officer
While Sinking, the ship is considered difficult terrain. On
is the lowest value on the following table out of all weapons
initiative count 20 (Lair Action), make an overboard saving
which hit that round. So, if two light cannons and one medium
throw with an DC set by the GM based on the nature of the
cannon hit, the light cannon (Damage = 4) is the one which
hazards (+3 DC Base). Besides the normal failure results,
hits. Who is hit is decided by the DM or rolled randomly.
characters may take bludgeoning damage, be grappled /

restrained be debris, or other ill effects unique to the


Documentary Mode: The cannon that crit is the one used,
situation.
instead of the damage of the lowest damage cannon.
Rigging HP
Each Ship has associated with it a “Rigging” HP value, Officer Casualty Damage

representing the masts, sails, and steering units. Each Mast Source Damage Taken
on a ship naturally adds 40 rigging HP. As these take damage,
Carronade 2
there are several affects that occur on movement based on

amount of HP remaining: Catapult 3


HP Remaining Condition Ballista 3
51% or More Full Effectiveness Light Cannon 4
50% - 26% No bonus with wind Culverin 7
No bonus or penalties from wind Medium Cannon 7
25% - 11%
Half Speed Heavy Cannon 10
No Bonus or penalty from Wind.
10% or Lower
Speed: 1 hex

Casualties
31
Crewless Casualty Rolls This check is made at the end of all combats that string

together- So if naval combat transforms into standard, it is to


If you have 6 or fewer total people aboard, or have no
be made at the end of standard. While the roll must be made
unskilled hirelings that are still conscious, roll 1d20 instead of
then, the implications as to time and space (whether you must
rolling for casualties at the end of the turn. If the number
be on the ship, how long this takes, etc.) are up to the DM. For
rolled is beneath the tier of damage the ship took that round
every Crew you succeed on, remove one use of your Kit.
(From the Casualty Chart), an officer or combat unit takes

damage equal to the same rules as above, but multiplies the If you wish, you may take disadvantage on the roll to gain a
damage by their proficiency bonus. The damage x proficiency second check, with advantage, to save a specific casualty.
table is below: If assisted, the assistant must have proficiency with the

Medicine Skill, and the advantage gained may only be


Crewless Casualty Damage
applied to one of the roles.

Source Proficiency Bonus Each additional assistant past 1 gives a +1 to the roll

of their choice, and follow the same proficiency

2 3 4 5 6 requirements

Carronade 4 6 8 10 12 The medicine check DC is equal to 8 + the number of

Catapult 6 9 12 15 18 casualties and is on a degree of success scale:

Ballista 6 9 12 15 18 Casualty Recovery Role

Light Cannon 8 12 16 20 24 Roll Result


Culverin 14 21 28 35 42 You masterfully save all casualties.
Succeed by
They are incapacitated for 2 hours
Medium Cannon 14 21 28 35 42 10 or more
and suffer no exhaustion.
Heavy Cannon 20 30 40 50 60 You save all the casualties: They are
Succeed by
incapacitated for 6 hours, and upon
less than 10
Dealing with Casualties awakening suffer 1 point of exhaustion
Casualties are assumed to remain “stable” until the end of
One crew member is unable to
combat. At that point, a medicine check can be made to
be saved for every number below the DC you
attempt to save them (must be proficient in Medicine and have
Fail by less rolled, maximum loss of 5.
than 10 Survivors are incapacitated for 18 hours,
a Healer’s or another combination of an appropriate skill / kit).
and upon awakening suffer 2 points of
Crew who were knocked overboard are not counted in this
exhaustion.
roll, and need to be found and dealt with on a case by cases

There are no survivors: Shaken, you and


basis.
Fail by 10
anyone who assisted take 1 point of
or more
exhaustion.

Documentary Mode: DC = 10 + Number of Casualties

32
Others to consider (with no direct mechanical bonus):

Boarding Charming the other pilot

Tidal wave/control water/Wall of Water


Boarding is not the only means of invading another ship
Gust /Gust of Wind /Control Winds
(other methods include head to head, jumping, boats, swings,

etc.), although those actions do result in a ship being boarded. Defending against Boarding
Boarding describes the specific strategy of coming side by
Any reasonable actions can be taken to try and decrease the
side and staying there, often connecting with hooks and
chance of a successful board, including:
gangplanks. Boarding is a 2 round Action. Ships do not have

to stay side by side for both rounds, as turn based economy On round 1:

never allows for that. They must just end side by side and Sailing away (Ships must end side-by-side to

moving in the same direction. attempt)

Evasive maneuvers (Success = +2 Boarding Defense

Boarding Procedure Bonus)

Blocking projectiles (Held actions, DC depending)


On the first round (The same round the action is taken),
Removing hooks (Athletics DC:12)
anyone planning to take part in the boarding must forgo any
Cutting ropes (AC=10, 2 HP. +5 AC if ranged)
other action, specifying how they plan to board (Swings,
Attacking Boarders
Gangplank, etc.) and holding that action with the trigger of
Round 2:
“When the boarding succeeds”
Blocking people
If they do not plan to board, players may instead take
Blocking/Removing Gangplank (Athletics, contested
actions as normal, including holding an action to assist in the
if applicable)
boarding (throw hooks, smoke, harpoons, spells, etc.), with the
Cutting swinging ropes
trigger of "when we are alongside the target ship" These
Cutting/Removing grappling hooks
modifiers increase the Boarding Bonus and help the
Counter-boarding
boarding succeed, as well as ensure the boarded condition
Gaining advantage on initiative (Readying)
continues.
Interfering with opposing pilot
At the beginning of the second round, the ship must move
etc.
to be side by side its target. If this is not possible, the boarding

fails, and officers may take actions as normal. If the ships are

in position, the held actions of those assisting the boarding


Maintaining / Breaking the
are taken, as well as any held actions to defend against the Boarding
boarding. A “Grapple Check” (Contested Piloting Checks, may
If someone is piloting the boarded ship, they may attempt to
use Dex, Str, Int or Wisdom- Pilots choice) follows, using the
break the grapple as an action.
Boarding Bonus gained from the held actions. This functions
If the grappling ship remains piloted, this may be contested
the same as a normal grapple but uses Water Vehicle
the same as the initial check. Otherwise the DC is 8 + the
Proficiency in place of Acrobatics or Athletics.
bonus to the boarding, such as grappling hooks, Harpoons,
On a successful grapple, the boarding succeeds (ships are
etc.
hooked together), and the held actions of each person joining
If the grapple is broken, the ships drift apart 15 ft, any
the boarding party are taken, with any associated checks
gangplanks break, and the fight on deck continues.
(Acrobatics mostly, but others may be appropriate)
Each round, a pilot must keep the grapple active (Pilot

Those using swings, jumping, etc. make an acrobatics Check Bonus Action). Uncontested, this automatically

check. On a success, they choose where they land (must be succeeds.

within ____ feet of the side they boarded over) and move If no action is made to keep ships grappled, and the overall

onto the boarded ship. On a failure, they may not make it, Boarding Bonus is < + 5, the ships drift apart at a rate of 5 ft

swing back, or even fall. per round.

If using a gangplank, laying it down was the held action- If no active measures are taken

moving across it must be a part of their movement on their to break the grapple, and the boarder has

next turn. a cumulative + 5 to their Boarding Bonus,

the ships are assumed to stay together


Individual Initiative is rolled, and standard combat begins. withoutneed for a BA pilot check.

Boarding Bonus Modifiers


What gives bonuses to Boarding Checks:

Hook: +1 (ea.)

Harpoon: +3 (ea.)

Hooked Gangplank: +1 (ea.)

Hooked Prow: +4 (1 only)

Spells which may give bonuses (and a suggested bonus):

Grasping Vine: +1

Web: +2

Biggby’s Hand: +3

Arcane Hand: +3

33
References
Ship Blocks
1st Rate Ships

Merchant Carrack
1st Rate, 45,000 gp
1st Rate, 35,000 gp
Armor Class 10
Armor Class 8 Hit Points 650
Hit Points 650 Rigging HP 120
Rigging HP 120 Speed 2
Speed 2

Damage Disabled Cannon Skeleton


Damage Disabled Cannon Skeleton Threshold HP Min/Max Crew
Threshold HP Min/Max Crew
27 50 10/26 40
25 50 10/26 40
Max Crew 70
Max Crew 70 Storage 6,000 lbs.
Storage 6,000 lbs. Davit Slots 10
Davit Slots 10 Damage Immunities: Psychic, Poison
Damage Immunities: Psychic, Poison
Characteristics
Characteristics
Boarding. The Carrack has advantage on all boarding
Standard. contests
Crows Nest. Has 1 "Crows Nest" Enhancement Reinforced Walls Includes first-level ship
enhancement "Reinforced Walls"
Crows Nest. Has 1 "Crows Nest" Enhancement

East Indiaman Max Crew 70


1st Rate, 40,000 gp Storage 12,000 lbs.
Davit Slots 10
Armor Class 8 Damage Immunities: Psychic, Poison
Hit Points 650
Rigging HP 120 Characteristics
Speed 2
Heavy. Takes 2 turns at 1/2 speed before it is able to
stop
Damage Disabled Cannon Skeleton Cargo. Has 2x carrying capacity
Threshold HP Min/Max Crew
Crows Nest. Has 1 "Crows Nest" Enhancement
25 50 10/26 40

34
Man - O - War Guineaman
1st Rate, 40,000 gp
1st Rate, 70,000 gp
Armor Class 8
Armor Class 8 Hit Points 650
Hit Points 700 Rigging HP 120
Rigging HP 120 Speed 2
Speed 2

Damage Disabled Cannon Skeleton


Damage Disabled Cannon Skeleton Threshold HP Min/Max Crew
Threshold HP Min/Max Crew
25 50 10/26 40
25 50 20/50 40
Max Crew 70
Max Crew 100 Storage 6,000 lbs.
Storage 6,000 lbs. Davit Slots 10
Davit Slots 10 Damage Immunities: Psychic, Poison
Damage Immunities: Psychic, Poison
Characteristics
Characteristics
Public. Instead of rooms, one large lower deck
Battery. Double normal number of guns
Mobile. Speed: 3
Expanded Quarters. Enough room for 100 crew.
Sturdy. ADV on pilot check saves as a result of
Cumbersome. Disadvantage on evasive maneuvers. Broadsides
Resilient. 700 HP. Crows Nest. Has 1 "Crows Nest" Enhancement
Large Hull. May only sail in the deepest of water
(cannot dock).
Fortress. If Attacked from within 50ft, gain a +1 bonus
to AC
Merchant
1st Rate, 37,000 gp

Armor Class 8
Galleon Hit Points 650
1st Rate, 38,000 gp Rigging HP 120
Speed 2
Armor Class 8
Hit Points 650 Damage Disabled Cannon Skeleton
Rigging HP 120 Threshold HP Min/Max Crew
Speed 3
25 50 10/26 40

Damage Disabled Cannon Skeleton Max Crew 70


Threshold HP Min/Max Crew Storage 6,000 lbs.
25 50 10/26 40 Davit Slots 10
Damage Immunities: Psychic, Poison
Max Crew 70
Storage 6,000 lbs. Characteristics
Davit Slots 10 Flat-Bottom. May move through shallow waters
Damage Immunities: Psychic, Poison
Crows Nest. Has 1 "Crows Nest" Enhancement
Characteristics
Included Gangplanks. Comes with a Gangplank with
the "Corvus" Upgrade.
Crows Nest. Has 1 "Crows Nest" Enhancement

35
2nd Rate Ships

Frigate
Brig 2nd Rate, 20,000 gp

2nd Rate, 20,000 gp Armor Class 10


Hit Points 400
Armor Class 10 Rigging HP 80
Hit Points 400 Speed 2
Rigging HP 80
Speed 3
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew 20 25 4/8 15

20 25 4/8 15 Max Crew 40


Storage 4,000 lbs.
Max Crew 40 Davit Slots 6
Storage 4,000 lbs. Damage Immunities: Psychic, Poison
Davit Slots 6
Damage Immunities: Psychic, Poison
Characteristics
Large. Largest in Class
Characteristics
Cumbersome. -1 Speed
Interceptor. Daily Travel Speed calculated as if one
class up (1st Class) Unyielding Requires +10 Boarding Bonus to auto pass
Crows Nest. Has 1 "Crows Nest" Enhancement Grappler Advantage to maintain boarding (Not initial
checks)

Schooner
2nd Rate, 20,000 gp Carvel
2nd Rate, 22,000 gp
Armor Class 10
Hit Points 400 Armor Class 10
Rigging HP 80 Hit Points 400
Speed 2 Rigging HP 80
Speed 3
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew
20 25 4/8 15
20 25 4/8 15
Max Crew 40
Storage 4,000 lbs. Max Crew 40
Davit Slots 6 Storage 5,000 lbs.
Damage Immunities: Psychic, Poison Davit Slots 6
Damage Immunities: Psychic, Poison
Characteristics
Troll-Bottom. May move in shallow water
Characteristics
Smuggling Hull. Secret Storage Room. +1000 lbs.
Cumbersome. -1 Speed
carrying capacity, DC 15 Hidden door to locate.
Sleuth More difficult to be tracked
Crows Nest. Has 1 "Crows Nest" Enhancement
Restriction. Cannot be outfitted with oars.
Crows Nest. Has 1 "Crows Nest" Enhancement

36
Galley
2nd Rate, 25,000 gp

Armor Class 10
Hit Points 400
Rigging HP 80
Speed 3

Damage Disabled Cannon Skeleton


Threshold HP Min/Max Crew
20 25 4/8 15

Max Crew 40
Storage 4,000 lbs.
Davit Slots 6
Damage Immunities: Psychic, Poison

Characteristics
Manual Outfit. Includes the Enhancements: "Oars" as
well as "Oar Ports"
Crows Nest. Has 1 "Crows Nest" Enhancement

Clipper
2nd Rate, 28,000 gp Junk
2nd Rate, 24,000 gp
Armor Class 10
Hit Points 400 Armor Class 10
Rigging HP 80 Hit Points 400
Speed 4 Rigging HP 100
Speed 3
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew Damage Disabled Cannon Skeleton
20 75 4/8 15 Threshold HP Min/Max Crew
20 25 4/8 15
Max Crew 40
Storage 4,000 lbs. Max Crew 40
Davit Slots 6 Storage 4,000 lbs.
Damage Immunities: Psychic, Poison Davit Slots 6
Damage Immunities: Psychic, Poison
Characteristics
Extra Rigging. 3 Masts (+40 Rigging HP) Characteristics
Increased Speed. +1 Speed Rudder. A Large, Pronounced Rudder (+20 Rigging
HP)
Fragile. Disabled HP: 75
Responsive. ADV on evasive maneuvers
Crows Nest. Has 2 "Crows Nest" Enhancement
Radius. When the about face action is taking, the ship
does not need to move forward of the prow, and
instead lie in the row of hexes the prow inhabited.

37
Kelch Max Crew 40
2nd Rate, 20,000 gp Storage 4,000 lbs.
Davit Slots 6
Armor Class 10 Damage Immunities: Psychic, Poison
Hit Points 400
Rigging HP 120 Characteristics
Speed 3
Large Mast. 2 Masts, with one counting as 2 (3 masts).
Small Mast. Beneath 33% Rigging HP, Rigging HP has an
Damage Disabled Cannon Skeleton additional +2 AC.
Threshold HP Min/Max Crew
20 25 4/8 15

Unrated Ships

Corvette
Braque Unrated, 12,000gp

Unrated, 10,000gp
Armor Class 13
Hit Points 300
Armor Class 13 Rigging HP 80
Hit Points 300 Speed 4
Rigging HP 40
Speed 4
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew 15 25 3/4 5

15 25 3/4 5 Max Crew 15


Storage 3,200 lbs.
Max Crew 15 Davit Slots 2
Storage 3,200 lbs. Damage Immunities: Psychic, Poison
Davit Slots 2
Damage Immunities: Psychic, Poison Category Characteristics
Aerodynamic Ignore penalties from sailing into wind
Category Characteristics Lightweight Advantage on maintaining grapple checks
Aerodynamic Ignore penalties from sailing into wind for boarding. Only requires +3 bonus to auto
Lightweight Advantage on maintaining grapple checks maintain
for boarding. Only requires +3 bonus to auto Improved Turning The "Come About” maneuver
maintain instead rotates the ship 180 degrees. See
Improved Turning The "Come About” maneuver “Movement” for more information.
instead rotates the ship 180 degrees. See
“Movement” for more information.
Characteristics
Rigging. Has 2 masts (+40 Rigging Hp)
Characteristics
Sleek Advantage on "About Face" Pilot checks.
Steady. "Come About" does not automatically invoke
overboard saves- a pilot check can be made to Top Heavy The pilot gains Disadvantage on Piloting
avoid them as normal. Saves as a result of Broadsides.
Crows Nest. Has 1 "Crows Nest" Enhancement

38
Brigantine Davit Slots 2
Damage Immunities: Psychic, Poison
Unrated, 14,000gp

Armor Class 13
Category Characteristics
Hit Points 300 Aerodynamic Ignore penalties from sailing into wind
Rigging HP 40 Lightweight Advantage on maintaining grapple checks
Speed 4 for boarding. Only requires +3 bonus to auto maintain
Improved Turning The "Come About” maneuver instead
rotates the ship 180 degrees. See “Movement” for
Damage Disabled Cannon Skeleton more information.
Threshold HP Min/Max Crew
15 25 3/4 5 Characteristics
Manual. Automatically Includes the Ship Enhancements:
Max Crew 15 "Oars" and "Oar Ports"
Storage 3,200 lbs.

Cutter Dhow
Unrated, 8,000gp
Unrated, 10,000gp
Armor Class 13
Armor Class 13 Hit Points 300
Hit Points 300 Rigging HP 80
Rigging HP 40 Speed 4
Speed 4

Damage Disabled Cannon Skeleton


Damage Disabled Cannon Skeleton Threshold HP Min/Max Crew
Threshold HP Min/Max Crew
15 25 3/4 5
15 25 2/2 5
Max Crew 15
Max Crew 15 Storage 3,200 lbs.
Storage 3,200 lbs. Davit Slots 2
Davit Slots 2 Damage Immunities: Psychic, Poison
Damage Immunities: Psychic, Poison
Category Characteristics
Category Characteristics Aerodynamic Ignore penalties from sailing into wind
Aerodynamic Ignore penalties from sailing into wind Lightweight Advantage on maintaining grapple checks
Lightweight Advantage on maintaining grapple checks for boarding. Only requires +3 bonus to auto
for boarding. Only requires +3 bonus to auto maintain
maintain Improved Turning The "Come About” maneuver
Improved Turning The "Come About” maneuver instead rotates the ship 180 degrees. See
instead rotates the ship 180 degrees. See “Movement” for more information.
“Movement” for more information.
Characteristics
Characteristics
Lanteen Sails. Triangular sails
Radius. When the about face action is taking, the ship
does not need to move forward of the prow. Large Mast. 2 Masts (+40 Rigging HP).
Steady. "Come About" does not automatically invoke Small Mast. Beneath 50% Rigging HP, Targeting
overboard saves- a pilot check can be made to Rigging HP has an additional -2 to hit.
avoid them as normal.
Limited Deck Max 2 cannons to a side
Interceptor. Daily Travel Speed calculated as if one
class up (2nd Class)

39
Half - Galley Damage Immunities: Psychic, Poison
Unrated, 4,000gp
Category Characteristics
Armor Class 13 Aerodynamic Ignore penalties from sailing into wind
Hit Points 300 Lightweight Advantage on maintaining grapple checks
Rigging HP 0 for boarding. Only requires +3 bonus to auto maintain
Speed 2 (Oar Power Only) Improved Turning The "Come About” maneuver instead
rotates the ship 180 degrees. See “Movement” for
more information.
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew Characteristics
15 25 3/4 5 Manual. Includes Ship Enhancements: "Oars" and "Oar
Ports"
Max Crew 15 All Manual Not able to install masts, sails, etc. No bonus
Storage 3,200 lbs. or penalties from wind.
Davit Slots 2

40
Small Craft (WIP)
Small Craft are boats not fit for naval traval or combat. While
Longboat
they still maintain several properties of ships, officer roles and
Small Craft, 2,000gp
other naval combat qualities do not apply to them. Their Size

varies from 10 to 15 ft., but on a hexes they are represented as Armor Class 15
taking 1 hex. Hit Points 150
If a small craft is used during naval combat, roll initiative for Rigging HP 0
it. Any officers who board it lose their officer actions and
Speed 2 (Oar Power Only)
features. While in the ship, they may take general actions, or

use their action to use the speed of the craft to move. If a


Damage Threshold Cannon Max Skeleton Crew
small craft possess a siege weapon, you may choose to man it.

Siege Weapons maintains their qualities. Rather than a 0 1 1


connoneer to oversee it, one who is manning it selects it's

targets. Small Craft can not grapple ships, but may attach Max Crew 8
themselves to be pulled along by larger ships by achieving a Storage 500 lbs.
boarding bonus of +2. Damage Immunities: Psychic, Poison
Small Craft often possess no rigging. They have no damage

threshold, and rather than "Sinking" at 0 HP they are simply Category Characteristics
destroyed. Manual. Includes Ship Enhancements: "Oars"
All Manual. No bonus or penalties from wind.
Super Lightweight. Only a +2 Boarding bonus is
needed for this craft to stay alongside another. This
Rowboat does not act as a grapple, rather this craft is towed.
Small Craft, 50gp
Characteristics
Armor Class 13 Raise Sail. Longboats May be upgraded with a single
Hit Points 50 mast, to give an extra 1 speed. This causes the
Rigging HP 0 craft to lose the "All Manual" characteristic. This
Speed 2 (Oar Power Only) mast cannot support any further enhacmets.
Small Siege Weapon. The siege weapon slot may only
Damage Threshold Cannon Max Skeleton Crew be used for a Ballista or Carronade.
0 0 1

Max Crew 4
Storage 500 lbs.
Damage Immunities: Psychic, Poison

Category Characteristics
Manual. Includes Ship Enhancements: "Oars"
All Manual. No bonus or penalties from wind.
*** Super Lightweight.*** A +2 Boarding bonus is
needed for this craft to stay alongside another. This
does not act like a grapple, rather this craft is
towed.

Characteristics
Manual. Includes Ship Enhancements: "Oars"

41
Tiers of Rules:
Skeleton Crew

Ship's do not require Skeleton crew to sail

No weather conditions
As a shortcut to deciding which rules to use, I have defined
Don't give crew stats or an income- they are just
different tiers of rules. Each tier adds more complexity and
background characters.
realism to the game. "Ignore" means, for that tier, you should

ignore these parts of the Naval Code. "Add" is the opposite-


Pirates of the Caribbean
add these alternate rules for a change in style.
The “intended” version: A classic DND balance of challenges,
All this, of course, is optional. Mix and match to find the
with room for debauchery. The Guide is built for this level, so
things in which the table is most interested!
no additions or subtractions are needed.

Just Ships, Please


Documentary
These rules are written so that you can skip all the fluff- just
A realistic, less forgiving and resource-heavy variant.
add the Ships with some Cannons to your game for a quick

session on the high seas. For a more memorable time, Sometimes, it is fun to track everything about the ship. How

however, it is recommended to at least move up to “Captain are the rations? Do we have black powder? Are the crew

Hook”. Officers and their actions are the backbone of naval pacified? The following rules add more detailed rules for a

combat. more realistic experience.

Captain Hook Add


Super simple, straightforward play Black Powder and Cannon Shot

Cannon's require both the proper sized cannon ball as well as


Add the proper amount of black powder. If these get ruined or run
Captain Hook is meant for groups that don't want to learn too
out, you may not be able to fire some cannons. (p. 15)
many new mechanics and want to avoid looking up results on

tables. It Adds a few rules to streamline the game: Section Based Cannon Aim

Instead of using 1/2 cover to simulate cannon aim, instead


Alternate Overboard Save Rules
only sections of the ship may fire on targets. Refer to the
These rules are offered in the section to avoid referencing the
section on this for more information. (Not yet Converted to
tables as much. They require fewer rolls and offer predictable
GM Binder)
results. (p. 27)

Cannon Locations
Use Cannon ranges as Normal
Cannons now inhabit a physical space, from fore to aft.
Instead of using the +/- to hit model, you can use the cannons
Cannons in the rear may not be able to fire on targets fore of
as normal and long range (RAW ranged weapon rules) The
the ship. (See Above)
lower number of the range is the "normal" range, and you can

attack with disadvantage up to the second number of the Direct Wind Facing Penalty
range. (p.16)
You may not sail directly into the wind, and anywhere upwind

is difficult terrain. Much more realistic, and results in much


Travel Roles
more strategy. (p.27)
Instead of linking different responsibilities of traveling to each

Officer Position, you may instead for anyone to undertake any Alt Medicine DC
responsibility. This is a simpler and more forgiving method.
A harder DC so fewer casualties are recovered after battle.
(p.10)
(p.33)

Ignore Crew in Combat Rules


Many more rules are ignored than added. To streamline the
Some of your crew must continue sailing the ship instead of
rules and focus more on the game, the following non-essential
manning cannons. (p.7)
rules can be dropped:

Payment Model
Wind Effects

Going against it incurs no penalty, and no bonus is A more realistic and expensive model. (p.15)

given for sailing with it.

Half- Coverage Zones

Instead, the entire area is full coverage. To simplify further,

remove zones entirely - A cannon may fire on a target if it is

on the same side of the ship as it. Range rules still apply.

Casualties

Assume Crew never dies in combat

Spell Rules

Spells act the same on sea as on land. Easier to

remember, but far less balanced.

No Misfires from Cannons

42
ID
Tattoos: Crossed Cannons: Military service as a sailor or a ships

Official Navy/ Decent Master Gunner

Crossed Anchors (on finger webbing) = boatswain


Earned
Dragon: Served in ______ (Major Naval City)
Fully-Rigged Ship- Sailed through torrential Waters of

______ (Classic Pass) Golden Dragon: Sailed from ______ to _______ (Both large

cities, classically opposite sides of country. One city


Nautical Star: Acted as Navigator for a successful venture:
generally associated with the Dragon tattoo)
Symbolizes ability to find their way home

Harpoon: Has landed or served in a beast-hunting ship


Turtle: Crossing the southern tip of the mainland

Dagger through Swallow: Lost comrade who earned a


Swallow: One for every 5,754 miles sailed.
swallow together.
Anchor: Crossed the ______ (Large Ocean or Sea- New
Rope on Wrist: identifies as a deckhand
World side)

Rune on back of hand (or less obvious location): Arcanist for


Hula Girl: Been to the ______ (Tropical Vacation
ships
Destination)

Superstition Oblong circle with wave inside: Knows “Water breathing”

HOLD and FAST on fingers: Luck Charm for holding ropes Non-Official
SOME KIND OF BEAST: to float
Bragging Rights
Compass Rose: luck in finding home Dragon Eye: Seen a Dragon

Nature Deity's symbol (on foot): ward off sharks, etc. Tentacle Around Ankle: Has been pulled off a ship

Brands: Lips on neck: Siren

_____ (Crest) (on Neck): (Criminal)


Halo: Resurrected

Dotted Line (on Wrist): _____ (Prison)


Branding:
Black Circle: Mark of shame- attempted mutiny Swirl with a slash: Forced pirate service, used to keep them

loyal as they are unemployable

Identification
Fey Pyramid: Has fey ancestry

Blood drop on hand: Healer

Self-Expressive:
Dagger in Rose: Will fight anything

Dice: Risky

7-point star: Optimist

Pin Up: No universal meaning, That's personal business.

Indecent/Pirate
Mermaid: A “conquest” w/ a mermaid

A black Circle: Mark of shame- attempted mutiny

Black Bar on Wrist: Prison Time, one for each sentence

Two Coins: Favor of the _____ House (Organized Crime)

Arrow toward Hand:

Teardop shaped Heart: A lover back on shore (likely a

prostitute)

Chain Around Arm: “Chain Breaker”; escaped capture by the

law or freed another

43
Nautical Terms
Upper deck of a ship forward of the foremast where non-

officer living quarters were usually found.

A list of Naval terms and slang so that you can speak good too. Gangplank

A board or ramp used as a removable bridge between a ship


Ahead
and a pier.
Refers to a boat moving in a forward direction.

Heave to
Aft
To come to a halt.
The rearward direction or portion of a ship. or that direction.

Heel
Astern
Tilting of a ship over to one side due to the wind or seas.
Refers to a boat moving in a backwards position (reverse).

Helm
Amidships
The steering wheel of a ship which controls the rudder.
The ship’s center.

Hold
Ballast
A large area for storing cargo in the lower part of a ship.
Weight placed in the lower middle of a ship to help keep it

steady in water. Hull

The frame or body of a ship. It is the hollow, lowermost


Beam
portion, floating partially submerged and supporting the
• The width of the ship, measured at its widest point, typically remainder of the ship.
around midship.

Jacob’s ladder
Bilge
A rope ladder with wooden rungs used to access a ship from
The broadest part of the hold at the bottom of a ship. Pumps
the side.
are often placed here to evacuate water from leaky vessels.

Keel
Belaying pin
The underside of a ship which becomes covered in barnacles
Short wooden rod used to secure rigging and a common
after sailing the seas. Keelhauling was a punishment that
improvised club-like weapon.
dragging a person under a ship, across the keel, until near-

death or death.
Boom

A long spar extending from a mast to hold or extend the foot Knots
of a sail.
The measure of a ship’s speed in nautical miles per hour. One

nautical mile is equal to 1.15 miles or 6080 feet.


Come about

Changing the direction of a ship. Leeward

The side away from the direction from which the wind blows.
Cordage

The ropes in the rigging of a ship. Length

The overall length of the ship, as measured from bow to stern.


Crow’s nest

Small platform at the top of a mast used to get a better view List
when watching for approaching sails, monsters or land.
A ship leaning to one side due to shifted cargo or taking on

water.
Draft

The minimum depth of water to float a ship. A ship with a 5- Mast


foot draft requires at least 5 feet of water to float and will
A mast is a large vertical pole upon which the ship’s sails
run aground in water with a depth of less than 5 feet.
hang. The large one in the central is the mainmast, the rear-

most is the mizzen.


Forecastle

Raised deck at the foremost of a ship. Not nearly as tall as the

Stern castle, Uncommon except in the largest of ships. May

house sailors living quarters or provide entry to lower

decks. The deck acts as a vantage point while the interior

may function as a defensive stronghold.

Forward

The forward direction or portion of a ship.

Forecastle

44
Split Up: Particularly long ships are vulnerable to "splitting
Mizzenmast up" when the waves are high. A ship splits up when its bow

The largest and, perhaps, most important mast. It is the third ends up on the crest of one wave, while the stern ends up

mast or the mast aft of a mainmast on a ship having three on the crest of the wave immediately behind it. The center

or more masts. of the ship is lifted out of the water and, with no support,

splits in half, breaking the ship into two pieces.

Poop deck
Speed
Highest deck at the stern of a large ship, usually above the

captain’s quarters. Location of the wheel. The base sailing speed in light winds of the ship.

Port Stern castle (After castle, Aft castle)

The left-hand side of the ship when facing forward. The structure on the stern which often houses the captain’s

cabin, upon which the poop deck and wheel sits.

Prow
Tacking
Forward-most part of a ship’s bow that cuts through the water.

Changing a ship’s course by angling into the wind.

Quarterdeck
Topside
Raised deck behind the main mast of a sailing ship

Moving from a lower deck of a boat to an upper deck.

Rigging
Underway
System of ropes used to support and move the sails. Often

used to describe the entire system of masts, sails and ropes When a boat is moving, either by motor or wind, this is called

(or cordage) used for sailing. being "underway."

Rudder Velocity

A flat piece of wood, hinged vertically near the stern of a boat The current speed a ship is traveling, measured in feet per

or ship for steering, controlled by a tiller or wheel. round.

Running Waist

To sail with the wind. Central deck of a ship that is found between the forecastle and

the quarterdeck.

Sail
Yard
A sail is a surface, typically made of fabric and supported by a

mast, whose purpose is to propel a sailing vessel. A horizontal pole on which a sail is hung.

Square: A rectangular sail hung from a single yard. The


Yardarm
simplest and oldest form of rigging which permitted

sailing only before the wind. The main arm across the mast which holds up the sail. or

Lanteen: A triangular sail set on a long yard mounted enemies

at an angle on the mast. Capable of taking the wind

on either side.

Jib: A triangular headsail that sets ahead of the

foremast of a ship, mainly used to increase

performance and overall stability by reducing

turbulence.

Sinking:

Overwhelmed: Sinks because it cannot deal with the force of

waves. An overwhelmed ship becomes swamped, or has

water coming in over the deck.

An overwhelmed ship that sinks with its deck pointing

upward has "foundered," while an overwhelmed ship

that sinks on its side or with its hull, or bottom,

pointing upward has "capsized.”

Break Deep: Damage occurs to the ship below the water line.

Often, a ship that breaks deep sinks when water rushes into

the break and fills the ship.

When this occurs, the ship is said to "take water."

Scuttle: To "scuttle" a ship is to sink the ship deliberately.

45
Integrating Other
Inventory: I am a great fan of the inventory “slot” system

introduced here. In a game where the players travel on their

Homebrew
storage container, and thus have easy access to any item

they please, I wanted them to have to make a choice as to

what they were bringing with them when they left- and also
Below is a list of recommended / optional house rules or
make choices as to what to do with large amounts of
Homebrew guides, along with an explanation as to why I used
treasure when they find it (who would ever bury it when you
them or believe they could be used, and how to integrate them
can carry all of it at once?)
into your naval game. Highly tested and recommended, which

I think to be essential to the experience, are marked with the I also found the vast size of ships to be difficult to quantify

"Natural 20". You could say they are critical in my opinion. storage. What exactly is 3,200lbs worth of stuff ? Are you

Ha. expected to track that? In the end, I would recommend

either ignoring the storage aspect of this ship or using the

slot system as described in Darker Dungeons, as it is much

Alternate Rests more manageable. The conversion for ships below:

1st Rate: 120 slots

Since traveling by ship results in lots of downtime, and 2nd Rate: 80 Slots

potentially days without any action, I highly recommend using Unrated: 64 Slots

the alternate rest rules from the DMG. Personally, I use LR= 2 Treasure Chests: 3 slots

days of light or downtime activity, while SR remain 1 hour. Officer Lockboxes: 6 Slots

Sleep is still required every 36 hours or else exhaustion may Lockers: 2 slots

take effect.
Notches: While unnecessary, a great way to implement
I do this to better fill the time on ship, let officers make
weapon and armor wear. In a game of long journeys, this
meaningful choices about what traveling roles they take, and
can have interesting effects
make the actual adventure more dramatic- the players may

feel the realistic relief of landing at port for a few nights rest. I Fortresses, Temples, & Strongholds
find that with a naval campaign, this rest system helps pace it

the way I want.


(v4), by u/the_singular_anyone (aka
Warlock)
Evolving Cantrips, by u/Craios125 This guide presents rooms you may build in strongholds to

Along with the new rest system, I wanted to help my LR gated give benefits. I really liked the idea of allowing players to build

casters just a bit. Integrating evolved cantrips meant that in these expansions on their ships to make them more of a

leu of spell slots, they still felt like they had things to offer stronghold. Due to the economy surrounding ships, I Doubled

around the ship the listed price from the homebrew. I also recommend

Trader's and Merchants by the same user for populating trade

Mathew Mercer’s harbors. The Expansion Slots of ships are as follows:

Gunslinger: Fighter Subclass 1st Rate: 3

2nd Rate: 2

In a guide which introduces firearms, it would be a disservice Unrated: 1

not to mention the Gunslinger Archetype for Fighters, created Some ships have unique characteristics:

by Matthew Mercer. This is, in my opinion, the best choice for Carrack: Includes “War Room” for free (no expansion slot

a gun using PC, and I built some of the rules of the game with used)

this subclass in mind, such as the Misfire rules for cannons. East Indiaman: Includes “Lodgings” room for free

I would like to recognize that the guns offered in this guide Galleon: Includes “Barracks” for free

(listed in the “Gear” section) differ from his own stats- in my Guineaman: Extra Expansion slot available (4 total)

game, I used both. The Gunslinger should have the best Galley: Extra Expansion Slot Available (3 total)

weapons. “Common” guns are more expensive and less

effective than those the gunslinger creates- I let them upgrade

normal firearms into their “Gunslinger” form for a fraction of

the price. This is to help differentiate a gunslinger from

anyone else with a gun, while still allowing other players and

NPC's to access firearms.

Darker Dungeons, by u/giffglyph


The following aspects of this homebrew I use (or have used)

in a naval campaign:

Traveling Roles: As mentioned in the section, I

derived my traveling system completely from this

homebrew, adding a few roles as needed for the ship.

46
DM Tools
To be added here: - Ship Building guide - How to balance (GP My Underwater Combat (Beta)
Value)
Firstly, I will say, be careful with underwater combat. It can be

frustrating if not done right. However, in a naval battle, it will


How to run naval Combat
most definitely come up. Below are my current rules for
Naval Combat introduces a lot of new rules and interactive
fighting in / under water. I am continuing to refine these, and
aspects. While this is fun for players, this can bog down an
cannot support them in their current state.
already busy DM. Here are my tips for streamlining things on

your end. I often run using these shortcuts:


In Water (General)

Use the average damage for each cannon instead of rolling If you are not touching some kind of ground at the end of
Track how many of each type of cannon you have, and fire each turn, any leftover movement is used treading water
half or all of each type on a turn, not specific number If you are wearing armor, your str. must be 3+ the
For Broadsides, add a +1 to the damage for every hit, usual requirement to do this- otherwise it takes a
instead of the exploding dice. bonus action.
To simplify casualties rolls on enemy ships, assume 1 Disv. On attacks not made with Shortswords, Spear,
casualty for every 2 hits a ship takes. Javelin, daggers, or tridents, if you don't have swim speed.

(RAW)

Dm tips See "Swimming" (DMG 116)

General Tips: Under Water (specifically

Give more gold than usual All of the Above

While most of the rules are based around travel and naval Ranged attacks not possible past normal range (RAW)

combat, that shouldn’t be the focus; destinations are. Electric spells have additional 5ft effect (so a 5ft line

How to get players a ship becomes 15)

Steal RAW Drowning Rules

Inherit Casters can cast spells with verbal components = con

Emergency on the sea (captain dies) modifier x 2 before begining to drown

Earn it after capturing it with others


Note on ring of water walking - decide if it can walk only on
Already own
the surface or any part of water, the later allows walking up or
Cannons are very deadly, treat them like dangerous
down while underwater.
monsters. Don’t introduce the best ones too early the same

way you wouldn't throw a dragon at the party.

Most Naval Battles end in boarding because the players

are most confident on land and in standard combat - they

excel there so it's ok.

Players will always "trade up", so don’t present anything

you don't expect them to take

Maybe have a roll to see how much of the ship is

recoverable Or point capture system (can only strip

10 points worth)

Gear = 1

Cannons = 2

Ship = 6

Let players feel secure about leaving their ship (IE, on a

dock). No one wants to feel like their coolest possession

could be stolen while they sleep. A guard presence,

dockworkers, or a harbor master to leave a paper trail with

all do well in accomplishing this. If it may be a bad idea to

leave the ship for extended time, make this clear to players.

Combat
Naval Tips:
Fights should usually end before a ship is sinking

In Naval Combat, Players have less agency, and comebacks

are less possible. Introducing too big of a ship will kill the

party

Ship battles are long, I wouldn't use evenly matched ones

as random encounters, only planned

A multi-ship battle can easily span an entire session.

47
Quick Ships

Crew does not include combat units, which should be balanced separately. The skilled Hireling is generally the Pilot- no cannoneers

are needed on NPC ships. Ships of value + or - 5k of the Part's ship are generally an even match, while a 10k difference becomes

noticeble.

Gold Cannons (per Crew


Value Ship side) Enhancements Cannon Upgrades (unskilled/skilled) Shot
Crow’s Nest
10k Dhow x2 Ballista Davit - 10/1 -
X1 Lifeboat
Crow’s Nest
15k Dhow x4 Ballista - 10/1 -
Reinforced Walls
Crow’s Nest
x2 Ballista
20k Braque x4 Ballista Reinforced Walls Ease of Access (x1) 10/1
Harpoons
Fireproof Deck
Crow’s Nest
Reinforced Walls x1 Cannon
25k Braque x4 Light - 10/1
Fireproof Deck Harpoon
Ram
x4 L
x2 H
30k Schooner Fireproof Deck Packed (All Light) 25/5 x2 Explosive
x2 Carronade
x2 Ballista
Crow’s Nest
x4 L
35k Schooner Fireproof Deck Packed (x2 of Med) 25/3 -
x2 M
Ram
x2 L Crow’s Nest x2 Boring
40k Kelch x2 M Arcanists Shield Packed (All M) 30/2 x1 Explosive
x2 H Fireproof Deck Flares
Crow’s Nest
x4 L x2 Explosive
Arcanist’s Shield
50k Kelch x2 M Packed (All M) 30/4 x2 Grapeshot
Fireproof Deck
x2 H x1 Smoke
Reinforced Hull
x4 L
Crow’s Nest
60k Clipper x4 M Precision (x2 of H) 35/5 -
Fireproof Hull
x2 H
Crow’s
x5 L Arcanist’s Shield x2 Chain
x2 Precision and x2
80k Merchant x4 M Improved 80/5 x2 Explosive
Rifling
x4 H Mechanism x2 Grapeshot
Fireproof (all)
Art Credits
Thanks & Credits In order of appearance:

The Following PC's and their Players Front Cover: Comfreak (Retrieved from: https://pixabay.com)

Rhys & Rhys (P. 4)Gregory Manchess, "Pirate Paintings for National

Geographic Pt. 4 (2011)"


Kyrrhos & Aria
(retrieved from http://teamcolors.blogspot.com/20

Daisy & Cyrano 11/09/pirate-paintings-for-national.html)

Part 1 Divider: Igor Artoyomenko "Spanish!"(2018).


Aetiesh & Sanders Mcflanders
(Retrieved from https://www.artstation.com/haryarti)

Solveigh (P. 14)Andy Thomas "The Band Played On" (retrieved from

A special thanks to the following people wildlifeprints.com)

Part 2 Divider: Rado Javor


for their impact on this guide: (https://www.deviantart.com/radojavor)

u/giffglyph (Travel Roles, Slots) (P. 28) Andrew Mar, "Shoal Collector (2018) (Retrieved

from https://www.artstation.com/artwork/4Jgrq)
Shawn Ellsworth of Tribality (Original Inspiration,
(P. 32) Philippe-Jacques de Loutherbourg, "Lord Howe's
Inspiration for Officers, Officer Actions, Backgrounds)
Action, or the Glorious first of June" (1795) (Retrieved

Matthew Mercer (Firearm Properties) from Wikipedia)

Other Influences: (P. 33)Daryl Mandryk (Source: Richard Pett. (2012). The

Wormwood Mutiny. The Wormwood Mutiny, p. 3. Paizo


Pirates of the Caribbean
Publishing, LLC. ISBN 978-1-60125-404-7, retrieved from
Treasure Island
Pathfinderwiki.com, released as a part of Piazo's
Conquest- Pirate Weapons
Community Use Package)
Uncharted Waters Online
(P. 35) Robson Michel "New Skies Ahead!" (retrieved from
AC IV Black-flag
https://www.artstation.com/robmichel)
Akella Games (Pirates of Caribbean, Age of Pirates)
(P. 39) Reha Sakar "Pirates" (2014), Retrieved from

https://www.artstation.com/reha

(P. 42)Robert D. Brown (retrieved from

http://robertdbrown.com/#robert-brown)

(P. 43) Nathascha Friss "Maori Pirate Princess" 2014

(Personal Work, retrieved from

https://www.artstation.com/artbynath)

(P. 46) Florian Stitz "Black Powder Sage" (from the

Pathfinder RPG Villain Codex, retrieved from

https://www.artstation.com/artwork/DOyLO)

(P. 48)Peter Mohrbacher Tibalt, the Fiend Blooded, For

Magic the Gathering (2012)

(P. 49)- Bram Sels(retrieved from

https://www.deviantart.com/boc0)

49
Changelog
v0.1- 0.2
Started it, ran with minimal rules

v0.3
Too much to count

Converted to GM Binder

Cover Cannon aim

Overboard saves and Magic Section

v0.4
Added Travel Speeds

Moved and Renamed Individual / Crew spell based

overboard saves

Adjusted Naval Combat Speed

Adjusted Shot Pricing

Changed Officer Casualties to on-crit

Added Officer Location section

Added Militant Officer

Expanded Sailor Backgrounds

Adjusted Boon
Included Crow's nests in some ships
Added Quick ship builds
Typos and such
Clarifications to Pilot Checks

Redid Ship tables as Statblocks

v0.5
Clarified Gear Terminology

Added several enhancements

Adjusted cannon-upgrade prices

Added Images throughout

Cleaned "Shot" table

Clarification in Officer Locations

Clarifications in Magic section

General spelling and Grammar corrections

v0.6
Massive Re-organization

Combined Officer and Travel roles (Travel responsibilities)

Separated Captain, First Mate and Quartermaster

Formated Cannon tables

Cannon Template Aim mechanics

Nerfed Costs again

Fixed Crabwalking ships, supported ship drifting

Removed Redundant Feat, Firearm Expert Feat Added

Added Firearm property, rebalanced firearms

Gave Cannons load time (differentiated from reload)

Cast off times

Began DM Tips

Gave Corsair proficiency in firearms

Seige Weapons now deal double damage to shops (As in

RAW)

Adjusted Siege Damage and Ship HP to

compensate

Added Casualty Damge trackers to ship / encounter sheets

Added Travel Responsibility Reference Sheet

Added DM Reference sheets: Includes Casualty rolls,

Overboard saves, cannon ranges and damage, and more!

Adjusted Bayonet use

Clarified Asses Action

Combined Gear and Items

50
51
52
53
54
Cannon Zone Templates

55
56
57

You might also like