5E - Ships of The Realms - GM Binder

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Ships of the Realms

0.5
Ships of the Realms
Ship Cost Travel Pace Cargo Capacity Creature Capacity
Rowboat 50 gp 3 Mph ( 24 miles per day) 0.25 tons 2 crew, 2 passengers
Keelboat 3,000 gp 3 Mph (72 miles per day) 0.5 tons 3 crew, 4 passengers
Longship 10,000 gp 5 Mph (120 miles per day) 10 tons 40 crew, 100 passengers
Caravel 10,000 gp 5 Mph (120 miles per day) 100 tons 30 crew, 20 passengers
Sailing Ship 10,000 gp 5 Mph (120 miles per day) 100 tons 30 crew, 20 passengers
Warship 25,000 gp 4 Mph (96 miles per day) 200 tons 40 crew, 60 passengers
Galley 30,000 gp 4 Mph (96 miles per day) 150 tons 80 crew, 40 passengers
Sloop-of-war 40,000 gp 4 Mph (96 miles per day) 100 tons 60 crew, 40 passengers

Caravel Railing. The main deck has a 3-foot-high rail around its Hook
perimeter that provides half cover for Medium creatures banda
Caravels are sturdy vessels, but not built for the open and three-quarters cover for Small creatures behind it. treat
ocean. They are equipped for navigating coastal waters and Rowboats. Four rowboats are stacked on top of each
carry twenty passengers comfortably. The lateen sails gave other on this deck. Ropes and pulleys can hoist these boats
it speed and a capacity for sailing windward. in and out of the water.
A caravel has the following features:
Ceilings. The ceiling of the caravel's lower deck, holds, Officers' Quarters
and cabins are 8 feet high with 6-foot-high doorways. Four beds stand in the officers quarters. Beneath each is an
Doors. The ship's doors are made of wood and have AC iron footlocker that holds the officers' belongings. The
15, 18 hit points, and immunity to poison and psychic officers sleep in shifts so someone remains on duty to
damage. A lock can be picked with a successful DC 15 command the crew and carry out the captains's orders.
Dexterity check made using thieves' tools, or the door can
be forced open with a successful DC 20 strength (Athletics) Captain's Quarters
check. The captain's quarters holds a bed and a desk. Beneath the
Footlockers. Footlockers on the ship are iron and have bed is an iron footlocker that holds the captain's
AC 19, 18 hit points, and immunity to poison and psychic belongings.
damage. Siege Weapon Ammunition
Light. Hanging lantern cast bright light throughout the Shelves and rope on the walls of this cabin secure the
ship. cannon balls and ballista arrows.
Rigging. Rigging on the ship can be climbed without an
ability check. Supplies
Sails. The ship has three 80-foot-tall masts with sails to This area holds tools, barrels of tar, rope, extra material to
catch the wind. repair sails, and other supplies needed to maintain the
ship.
Example Crew Aftercastle
A caravel requires a large crew to properly sail the vessel. A The aftercastle has the following features:
caravel makes small coastal trips either used for scouting Railing. The main deck has a 3-foot-high rail around its
or patrols. If the characters are guests on caravel, the crew perimeter that provides half cover for Medium creatures
consists of the following creatures, all which have and three-quarters cover for Small creatures behind it.
proficiency with water vehicles in addition to their normal Wheel. The ship's wheel stands at the aft of the
statistics. aftercastle.
One captain (bandit captain) Gun Deck
Four other officers: a first mate, a bosun, a Sixteen cannons (DMG, ch. 8) are stored here on the lower
quartermaster, and a cook (nobles) deck. Each with ten cannon balls stacked and secured
Five soldiers (guards) nearby. There are eight cannons located on each side of the
Twenty sailors (commoners) ship infront of closed gun ports, the cannons have three-
Main deck quarters cover. The ship can only fire cannons at at ships
The main deck of the ship has the following features: Hull since they can't adjust them vertically or horizontally.
Ballista. Six ballista (DMG, ch. 8) are attached to the Privy
main deck. Ten ballista arrows are stacked and secured Benches line the walls of this room. With holes carved in
nearby each one. them to house chamber pots.
Hatch. A covered, 10-foot-square opening leads to the
lower area. Medical Cabin

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
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Sloop-of-war The captain's quarters holds a bed and a desk. Beneath the
bed is an iron footlocker that holds the captain's
Sloops-of-war are warships with a single gun deck that belongings.
carries 16 up to 18 cannons. The term encompassed all the
unrated combat vessels, including the very small gun-brigs Siege Weapon Ammunition
and cutters. In technical terms, even the more specialised Shelves and rope on the walls of this cabin secure the
bomb vessels and fireships were classed as sloops-of-war, cannon balls and ballista arrows.
and in practice these were employed in the sloop role when
not carrying out their specialized functions. Supplies
A sloop-of-war has the following features: This area holds tools, barrels of tar, rope, extra material to
Ceilings. The ceiling of the sloop-of-war's lower deck, repair sails, and other supplies needed to maintain the
holds, and cabins are 8 feet high with 6-foot-high doorways. ship.
Doors. The ship's doors are made of wood and have AC Forecastle
15, 18 hit points, and immunity to poison and psychic The forecastle has the following features:
damage. A lock can be picked with a successful DC 15 Ballista. A ballista (DMG, ch. 8) is attached to the deck.
Dexterity check made using thieves' tools, or the door can Ten ballista arrows are stacked and secured nearby.
be forced open with a successful DC 20 strength (Athletics) Figurehead. An iron figurehead at the front of the
check. forecastle, often shaped to look like a fearsome sea
Footlockers. Footlockers on the ship are iron and have predator. This figurehead serves as the ship's naval ram.
AC 19, 18 hit points, and immunity to poison and psychic Railing. The main deck has a 3-foot-high rail around its
damage. perimeter that provides half cover for Medium creatures
Light. Hanging lantern cast bright light throughout the and three-quarters cover for Small creatures behind it.
ship.
Rigging. Rigging on the ship can be climbed without an Quarterdeck
ability check. The quarterdeck has the following features:
Sails. The ship has three 80-foot-tall masts with sails to Railing. The main deck has a 3-foot-high rail around its
catch the wind. perimeter that provides half cover for Medium creatures
and three-quarters cover for Small creatures behind it.
Example Crew Wheel. The ship's wheel stands at the aft of the
A sloop-of-war requires a large crew to properly sail the quarterdeck.
vessel. They normally carry some soldiers to fight battles Gun Deck
and extra siege engineers to fire the siege weapons. If the Sixteen cannons (DMG, ch. 8) are stored here on the lower
characters are guests on a sloop-of-war, the crew consists deck. Each with ten cannon balls stacked and secured
of the following creatures, all which have proficiency with nearby. There are eight cannons located on each side of the
water vehicles in addition to their normal statistics. ship infront of closed gun ports, the cannons have three-
One captain (bandit captain) quarters cover. The ship can only fire cannons at at ships
Five other officers: a first mate, a bosun, a Hull since they can't adjust them vertically or horizontally.
quartermaster, a surgeon, and a cook (nobles)
Twenty siege engineers (guards) Privy
Fifteen soldiers (guards) Benches line the walls of this room. With holes carved in
Twenty sailors (commoners) them to house chamber pots.
Main deck Medical Cabin
The main deck of the ship has the following features: Hooks and shelves on the walls hold medical instruments,
Ballista. Six ballista (DMG, ch. 8) are attached to the bandages, balms, tonics, jars of leeches, and more, ready to
main deck. Ten ballista arrows are stacked and secured treat injuries from combat or sailing mishaps.
nearby each one. Guest Cabin and Brig
Hatch. A covered, 10-foot-square opening leads to the This cabin is meant for guests and visiting high ranking
lower area. officials along for the journey. Since sloop-of-wars often
Railing. The main deck has a 3-foot-high rail around its have a greater need to house prisoners rather than guests,
perimeter that provides half cover for Medium creatures each bed aboard the vessel also has a set of manacles (see
and three-quarters cover for Small creatures behind it. chapter 5 in the Player's Handbook) attached to its frame.
Rowboats. Four rowboats are stacked on top of each
other on this deck. Ropes and pulleys can hoist these boats Hold
in and out of the water. This area houses both passengers and cargo. The ship's off-
Officers' Quarters
duty crew sleeps on bedrolls among the crates and barrels
of food, water, and other supplies.
Four beds stand in the officers quarters. Beneath each is an
iron footlocker that holds the officers' belongings. The Armory
officers sleep in shifts so someone remains on duty to The ship's supply of weapons and armor is held in this
command the crew and carry out the captains's orders. cabin. Its walls are fitted with built-in weapon and armor
racks. the door to this cabin is usually locked, the key kept
Captain's Quarters by one of the ship's officers.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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1 Square = 5 feet
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Deity Figurehead
Superior Ship Upgrades This figurehead depicts a deity as chosen. As an action, the
Some vessels possess extraordinary abilities, whether due ship can activate this item, summoning a Deva that works
to magic or superior artisanship. The upgrades below can for the chosen deity. The Deva acts on the ship's turn when
replace a ship's existing components or provide a new the captain uses one of the ship's actions. The Deva
element to augment a ship's abilities. remains for 1 minute. At the end of that time, it returns
Adding an upgrade costs 15,000 gp and requires 1d4 back to the plane it came from. Once a ship uses this
weeks of work. During that time, the ship must remain in action, it can't use it again for 24 hours.
port. If the ship leaves, the work must start over, but you
don't need to pay the gold piece cost a second time. Phoenix Figurehead
This figurehead depicts a phoenix rising from the ashes to
Hull Upgrades be reborn. As an action, the ship can activate this item and
chooses a section of their ship that has been reduced to
Any ship with a hull can gain one of the following upgrades. zero hit points. The section bursts into living flames and
In some cases, an upgrade also provides a benefit to the instantly heals that section to full. Once this ship uses this
ship's other components. action, it can't use it again for 24 hours.
Ironclad Mermaid Figurehead
An ironclad is a warship protected by iron or steel armor This figurehead depicts a mermaid holding forth a trident
plates. Ironclads were designed for several roles, including ready to strike. As an action, the ship can activate this item
as high seas battleships, coastal defense ships, and long- to create a wave of water that spreads outward from the
range cruisers. ship for 100-foot. Each creature and object in the area
Plating the hull in metal materials increase the hull's must make a DC 14 Dexterity saving throw or be pushed
damage threshold to 40. back 50 feet from the ship. Once a ship uses this action, it
can't use it again for 1 minute.
Movement Upgrades
Each movement upgrade applies to a specific movement Dragon Figurehead
type. A component can gain the benefits of one upgrade. This figurehead depicts a dragon rearing to strike, its
mouth open. This dragon figurehead acts as the red dragon
Improved Rudder figurehead from Ghost of Saltmarsh, Appendix A, Pg. 198,
A significantly wider rudder granting additional control in except you decide the color of the dragon upon purchase of
the water from a higher surface area, cutting more water this figurehead, which in turn effects the damage type
and granting a +1 to Sailing checks made by the ship. based on dragon color.
Spidersilk Sails Miscellaneous Upgrades
These sails are weaved together with the finest spidersilk, The following upgrades don't apply to a specific element of
delicate but strong. They add 10 ft. movement speed while the ship. A ship can use any number of them, but it can
sailing into the wind and while sailing with the wind. gain a specific upgrade only once.
Weapon Upgrades Enchnated Fruit Tree
The following upgrades can apply to any weapon mounted This enchanted tree provides food (enough for five people
aboard a ship. A component can gain the benefits of one per day) and wood supplies (1 unit per week), it may only be
upgrade, or two upgrades if one of the upgrades is Arcane purchased with the living hull upgrade located in the Ghost
Artillery. of Saltmarsh book.
Shatterhorn Ram
A mastercraft ram, longer than usual and built from solid
Ironwood plated with Adamantine. The ship gains a +1 to
Sailing checks to make the Ram maneuver, and the
damage dice of the Ram maneuver increases to a D6.
Additionally, upon completing a successful ram maneuver,
the struck ship must make a DC 14 Constitution saving
throw or have the Hull's AC reduced by 6 on a failed save,
or 3 on a successful one, as well as losing it's damage
threshold. A ship equipped with the Ironclad Hull upgrade
is immune to this effect.
Figurehead Upgrades
While figureheads are usually purely decorative, they might
be magically treated to produce extraordinary effects. A
ship can receive one figurehead upgrade.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Changelog
0.1 - Creation, adjustments, finalizing details, added changelog.
0.2 - Added Sloop-of-war diagram
0.3 - Updated Sloop-of-war diagram and removed two cannons and added ballista, increased price.
0.4 - Four new figurehead upgrades, and miscellaneous upgrade.
0.5 - Added Caravel.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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