Professional Documents
Culture Documents
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 2: Combat
Combat Overview .......................................................................24
Movement .....................................................................................25
Wind ............................................................................................26
Damage ......................................................................................... 28
Targets ........................................................................................ 28
Broadside ...................................................................................29
Rigging HP .............................................................................31
Casualties ...................................................................................31
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)
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)
would especially like feedback on: Naval Combat Encounter Sheet (Needs Casualty Tracker,
Naval Adventures are expensive. You innatly own property, More Magic Ships
treasure chests), but still, some things may not be well How to balance, how to build, or give stat blocks, etc.
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
name for the area where the cannons are clear to fire vs
guide).
core rules
like better!
3
Introduction
As the schooner crested the waves, the lookout,
warning.
"Ship Ahead!"
into the boiling sea. Not one could make out the vessel they
fly?"
sir!"
"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,
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
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:
state
4
PART 1
The Ships
Ship Properties
Class Traveling Speed While the maneuverability of smaller ships
1st Rate Ships are the basis for the traveling system, where a full day of
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
Unrated
ships are more intent of the boarding of others, and their stats
Enhancements.)
Like characters, ships may move up to their speed on each of
their turns. Smaller ships are faster than large ones, which is
6
______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______
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 are the sailors who work, live, and die on the ship. While during this same time period.
to act as officers. The First mate, standing nearby, looked quizzically at him.
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
Boatswain
Travel Responsibilities
Arcanist / Militant
Navigator The Navigator helps plan the route for the ship and
Journey"
Captain
Honorary: Captain
Maximum: 1
Available Actions:
Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC
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
Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC Board: (2 round Action): Give the order to Board. See
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
The Captain, First Mate, and Quartermaster are generally doing it one-handed is worse! Remember, don’t drive
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
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:
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.
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.
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
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.
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.
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
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.
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
proficiency in the skill. Note: As with all officer actions, this action may only be
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
Maximum: None
Requirement: Ability to cast at least one spell Turn 1: Begins in the crow’s nest- Action: “Firebolt”.
Some say cannons were invented only to let the mundane movement)
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.
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.
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
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.
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
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
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
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.
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,
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
but are cheap to hire. Being unskilled does not mean that they
are not competent: these men are seamen who are able to
and their price reflects that. While you can find unskilled crew
50+ people, but only the combat units the ship keeps. It is up
for the crew to be involved. The crew are not on battle maps
Traits
To better characterize crew, each of them have 3 secret traits,
affect any mechanics (unless you want them to), but help
Naval Ability:
Their skill at doing their job, knowledge of seafaring, etc.
roles themselves.
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.
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
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”
except which side of the ship (Not forr to aft). If you have more
Ammunition
The Ammunition property is the same as in 5e. For most
ballista a “bolt”.
Damage
This indicates the damage die to be rolled on a hit. With the
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
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
Here is an example of the to-hit modifiers for a light cannon: weapon, the weapon becomes inoperable until an action is
of the weapon.
(minimum of 0)
Weapons
New Properties Reload. This weapon may fire a number of times equal to it
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
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
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
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"
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.
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.
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
17
Harpoon Instant Anchor: Large and hooked. When dropped, can stop
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
Moving
Gangplank
Adventuring
Gear Boarding: 5x10 ft long plank, weak hooks to keep hold. Gives
Fishing Net 2 gp but do not require a person’s actions the be deployed. 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
Keeps a ship from moving- ship must already be stopped and movement and toward it. This does not use your movement.
anchor.
18
Customization
Ship Enhancements Characteristics: Cranes by which to suspend Lifeboats on a
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.
resistance
Characteristics: Long rowboat with removable mast/sail and
Further Upgrades: May add fire resistance
oars. Max 8 occ
Price: 500-2000 gp
Ram
Characteristics: Aesthetics Price: 2,000 gp
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
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
Sail-Drop watch.
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
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
20
Precision Equipment: A belaying pin, 50 feet of silk rope, a lucky charm,
(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
Shock Absorbers weeks from shore. The most delicate instrument the crew has
Human Cannonball Equipment: A Healers Kit, common clothes, a quill and ink,
normal shots. Deals 2d10 fire damage to the "ammunition" stabilizing your target, you may spend 5 uses of your kit and
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)
21
Tool Proficiencies
Below are some recommendations as to what
travel checks
access to a forge
cannons)
Additional Feats
Should you make use of the optional "Feat" Rule, consider the
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
You gain advantage on non-spell based Overboard Saving When you rally someone, they may add your proficiency
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
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
When you use the Attack action and attack with a one -
Pilot
Manning the wheel is natural to you, with the following
benefits:
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.
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
Before Initiative or you act on something, in which you discover that you were
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
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
24
An officer who took the pilot action last is at the helm-
the ship last damaged, and fore / aft closest to the enemy ship.
Taking a General action does not move the officer and they
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
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)
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
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
on both pilot checks, and the DC to avoid Overboard Saves is Weather Conditions
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
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 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.
the ship in any way) causes you to become your own entity.
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
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.
27
Damage
These cones follow similar rules to magic: if a majority of a
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
The Crew: The Crew uses the AC of the ship. Attacks against
the turn.
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-
to the location of a target, the ship itself may give cover to it's
cannons are given is which side they are on- their position
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.
shots.
but the damage from these do not gain the "Exploding Dice"
property.
The broadside also affects the ship as a whole. The ship has
Magic
On the seas, spellcasters are incredibly powerful. With the
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.
the crew with a spell cast at or above the 3rd level that has a
the casualty rate every round after the first. If an AOE spells
damage as normal.
AOE spells that are cast to the ground (Wall of fire) move
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
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
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
Ship Hit points siege weapons, or magic. Some attacks specify that they do
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:
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
Casualties
31
Crewless Casualty Rolls This check is made at the end of all combats that string
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
Source Proficiency Bonus Each additional assistant past 1 gives a +1 to the roll
2 3 4 5 6 requirements
32
Others to consider (with no direct mechanical bonus):
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
fails, and officers may take actions as normal. If the ships are
Those using swings, jumping, etc. make an acrobatics Check Bonus Action). Uncontested, this automatically
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
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
Hook: +1 (ea.)
Harpoon: +3 (ea.)
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
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
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
35
2nd Rate Ships
Frigate
Brig 2nd Rate, 20,000 gp
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
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
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
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
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
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
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
tables. It Adds a few rules to streamline the game: Section Based Cannon Aim
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
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)
Payment Model
Wind Effects
Going against it incurs no penalty, and no bonus is A more realistic and expensive model. (p.15)
on the same side of the ship as it. Range rules still apply.
Casualties
Spell Rules
42
ID
Tattoos: Crossed Cannons: Military service as a sailor or a ships
______ (Classic Pass) Golden Dragon: Sailed from ______ to _______ (Both large
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
Identification
Fey Pyramid: Has fey ancestry
Self-Expressive:
Dagger in Rose: Will fight anything
Dice: Risky
Indecent/Pirate
Mermaid: A “conquest” w/ a mermaid
prostitute)
43
Nautical Terms
Upper deck of a ship forward of the foremast where non-
A list of Naval terms and slang so that you can speak good too. Gangplank
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
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
The side away from the direction from which the wind blows.
Cordage
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
Forward
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,
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.
The left-hand side of the ship when facing forward. The structure on the stern which often houses the captain’s
Prow
Tacking
Forward-most part of a ship’s bow that cuts through the water.
Quarterdeck
Topside
Raised deck behind the main mast of a sailing ship
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
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
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.
sailing only before the wind. The main arm across the mast which holds up the sail. or
on either side.
turbulence.
Sinking:
Break Deep: Damage occurs to the ship below the water line.
Often, a ship that breaks deep sinks when water rushes into
45
Integrating Other
Inventory: I am a great fan of the inventory “slot” system
Homebrew
storage container, and thus have easy access to any item
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
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
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
2nd Rate: 2
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)
anyone else with a gun, while still allowing other players and
in a naval campaign:
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
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)
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
10 points worth)
Gear = 1
Cannons = 2
Ship = 6
leave the ship for extended time, make this clear to players.
Combat
Naval Tips:
Fights should usually end before a ship is sinking
are less possible. Introducing too big of a ship will kill the
party
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.
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
Solveigh (P. 14)Andy Thomas "The Band Played On" (retrieved from
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
Other Influences: (P. 33)Daryl Mandryk (Source: Richard Pett. (2012). The
https://www.artstation.com/reha
http://robertdbrown.com/#robert-brown)
https://www.artstation.com/artbynath)
https://www.artstation.com/artwork/DOyLO)
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
v0.4
Added Travel Speeds
overboard saves
Adjusted Boon
Included Crow's nests in some ships
Added Quick ship builds
Typos and such
Clarifications to Pilot Checks
v0.5
Clarified Gear Terminology
v0.6
Massive Re-organization
Began DM Tips
RAW)
compensate
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53
54
Cannon Zone Templates
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