Below are the descriptions for abilities listed in the Ship Statistics section.
Specific Abilities
- Oars. This ship may spend half of its action points (rounded down) to travel 2 spaces in any direction. This is in addition to its normal movement and is not affected by wind.
- Sluggish. This ship may only rotate once per turn (unless taking the Come About action).
- Heavy Armor. This ship has Resistance against attacks that deal 10 damage or less.
- Easy Rigging. Reduce the minimum crew required to recover from sail damage by one.
- Long Stores. This vessel's maximum Supply Die increases by one step (e.g., Ud20 → Ud100).
- Improved Pantry. Supply rolls related to rations reroll 1's.
- Military Stockpile. Supply rolls triggered by combat, ammunition expenditure, or repairs reroll 1's.
- Light Load. This ship may set sail without a cargo of Supplies.
- Shallow Draft. Provides advantage on navigating hazards related to reefs and shoals.
- Beachable. This ship can be beached and launched by its crew. Allows the ship to bypass ports.
- Portable. This ship is light enough to be carried across land or transported as cargo by another vessel.
- Good Berths. Crew rolls related to morale reroll 1's.
- Improved Sickbay. Crew rolls related to injuries reroll 1's.
- Disciplined Crew. Crew rolls related to casualties reroll 1's.
Upgrades
The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities.
Adding an upgrade costs 15,000 gp and requires Ud4 weeks in a port equipped with a qualified shipwright and dry dock.
A component can only gain the benefit of one upgrade (or two if one is Arcane Artillery). A ship can use any number of miscellaneous upgrades but only one per type.
Hull Upgrades
| Upgrade |
Effect |
| Churning Hull |
Water within 210 ft is difficult terrain for other ships. |
| Death Vessel |
Action: pulse of horror (DC 14 Wis save or frightened 1 min; 1d4 hr cooldown). |
| Frost-Locked Hull |
Immune cold, vulnerable fire; moves at normal speed over ice. |
| Living Vessel |
+2 Con checks/saves; regains 10 HP/min if above 0 HP. |
| Reinforced Hull |
Doubles hull HP maximum. |
| Vigilant Watch |
Invisible creatures visible while on ship or within 120 ft of it. |
Movement Upgrades
| Upgrade |
Effect |
| Clockwork Oars |
Oars require only 1 crew to use. |
| Ever-Full Sails |
Speed 60 ft regardless of wind direction. |
| Defiant Sails |
Ranged attacks vs ship/crew made at disadvantage. |
| Dragon Sails |
+3 AC, resistance to a damage type (by dragon color). |
| Screaming Sails |
Action: howl (DC 14 Wis or 4d6 psychic + frightened 1 min; 2d6 hr cooldown). |
| Scything Oars |
Creatures/objects within 10 ft when ship moves take 2d6 slashing (DC 10 Dex half). |
Weapon Upgrades
| Upgrade |
Effect |
| Arcane Artillery |
+2 attack/damage, attacks count as magical. |
| Concussive Rounds |
On hull hit, target speed −2d10 ft until start of attacker's next turn. |
| Explosive Rounds |
+2d6 fire damage on hit. |
| Grasping Rounds |
On hit, target DC 14 Str or can't move away. Ends on action. |
| Upgrade |
Effect |
| Guardian |
Action: animate as iron golem for 1 min. 24 hr cooldown. |
| Red Dragon |
Action: 60 ft cone, 6d6 fire (DC 12 Dex half). 1 min cooldown. |
| Storm Giant |
Action: 60 ft cone, 4d6 thunder (DC 12 Con half) + pushed 10 ft. 1 min cooldown. |
Miscellaneous Upgrades
| Upgrade |
Effect |
| Bones of Endless Toil |
Humanoids that die aboard rise as zombies serving the captain. Max = creature capacity. |
| Smuggler's Banner |
Appears as a friendly flag; action: teleport ship + allies up to 3 miles (2d6 day cooldown). |
| Taskmaster's Drums |
Action: gain +1 action per turn for 1 min (2d10 hr cooldown). |
References
- 5e - Supplemental - Limithron's Guide to Naval Combat.pdf