Leveling Up Sailing Abilities

While characters can choose any action station, it can be fun to have characters "level up" and gain experience at certain stations. Here are some ideas for exploring this concept:

New Conditions

Stressed

A ship is Stressed when it has less than half of its starting hit points. A ship is also Stressed if it has less than the required crew. A stressed ship has Disadvantage on all attacks and skill checks. The Bosun action station can take the Raise Morale action to attempt to temporarily remove this condition.

Derelict

A ship is Derelict when it has 0 hit points. Its speed is 0, and it may only spend its Action Points on the Repair action.

Customizing Ships

The ships in this supplement are intended as a jumping off point. A tough warship might have more hit points. An old pirate sloop might be in need of repair and move very slow. Perhaps the characters have acquired a living ship that can cast a gust of wind spell several times a day. The sky's the limit.

Ship Upgrades

The following upgrades can be purchased and applied to a ship in port. Each takes 1 workweek (5 days) and requires a skilled shipwright. A ship can have a maximum of three upgrades.

Reinforced Hull (300 gp). The hull has been reinforced at the joints and other weak points. Critical damage from cannon fire is reduced by 3.

Spiked Ram (250 gp). The ship's ram is fitted with spikes and barbs. Ram attacks deal an extra 1d4 piercing damage.

Firearm Cannons (500 gp). The ship's cannons receive a firearm upgrade (Stub, Muffled, Scoped, Lightweight, or Kalterlock). This increases the cannon's misfire score by 1.

You can give ships extra abilities just by borrowing them from existing monsters. Have a haunted ghost ship? How about adding a Ghost's Etherealness and Horrifying Visage to a ship's stat block. Is the flagship in the fleet issuing commands? Use the Leadership ability from a Knight. Here are some jumping off points for:


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