These encounters span the Tiers of Play so GMs have options for any player character level. The best answers are voted up and rise to the top, Not the answer you're looking for? A ship without a full crew complement, but with at least half its crew, gains disadvantage. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired. The following are the rules for how ships act in the combat round. Coastal areas range from rocky cliffs to muddy tide marshes. If less characters were to attempt it the time taken should be appropriately extended. Each additional hit on a sinking ship that deals more than 25 points of damage reduces the remaining time for it to sink by 1 round. In summary: Does a ship sink only when it reaches 0 HP? Characters need a way to breathe if theyre underwater; failing that, they risk drowning. | Heroes and Monsters SRD How are the hit points of the hound determined for the Shadow Magic sorcerer's Hound of Ill Omen feature? If the ship is in motion, and is traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed. We already know that they plan on using these rules for all vehicles moving forward so it's a great idea to get familiar with them. A sinking ship cannot move or attack, and it sinks completely 10 rounds after it gains the sinking condition. Without further ado, here are 64 sea encounters for 5e organized in four 3d6 tables by the Tiers of Play! What effect does reducing a Spelljamming Vessel to 0 hp have? When combat begins, the pilot of a ship should roll initiative as normalthe ship moves at the start of its pilots turn. A ship gains the sinking condition if its hit points are reduced to 0 or fewer. As pirates, the PCs will usually be the attacking ship, and their opponent will usually be the defending ship (though the tables might be turned in specific encounters). a ship's log describing a slow descent into madness by the crew : 17 : a strip of leather with lyrics to a sea shanty. This is probably a lot more sensible than trying to calculate terminal velocity in water for each PC! * More information on magically treated means of propulsion can be found in the Ship Modifications section. On a failed check, the ship does not turn, but can be moved forward diagonally during its movement. The ocean is a vast obstacle in its own right for players to overcome in Dungeons & Dragons and other TTRPGs. Once two ships are grappled, a crew can board the other ship. A ship may only be moved in reverse if its current speed is 0. The humanoid skeletons are in the cargo hold and stay there in ambush. After all, if you sink a ship, you cant plunder its cargo, ransom its crew and passengers, and sell (or use) the ship yourself. If you can't manage to seal the hole and pump the ship out, then you are going to be shark bait, chum. At the GMs discretion, a faster ship can always catch a slower ship, but even slow ships can take advantage of favorable winds, currents, or coastal terrain to make good their escape. The timbers of a wrecked ship swell with seawater, becoming rotten and unstable. The buried creature is restrained and unable to stand up. Similarly, swimming in calm water only requires Strength (Athletics) skill checks with a DC of 10. 2 - Solid and Sound. In the case of a shipwreck or a sinking vessel, the first three stages represent the time that the crew (or at least the . All wind-propelled ships can move twice their normal maximum speed when moving in the direction of the wind. Every turn, continue to move the piece of paper up one square. Whether the PCs are fighting rival pirates in hand-to-hand combat on the deck of a sailing rig, attacking a merchantman with a hold full of riches to plunder with their own pirate ship, or sending an entire fleet of ships against an enemy armada, naval combat plays a significant role in a nautical campaign, and this chapter provides a wealth of rules for nautical combat of every kind. You will need boarding docks of course. All muscle-propelled ships require the use of oars. At the GMs discretion, roll 1d4 to determine the number of days a chase lasts. This allows the ship to swerve. Move at normal speed on a cluttered deck 10 Stand or move, heeling deck (a sloping or slanted deck, such as in high winds or sharp turns) 10 Swing on ships rigging to another location on the same ship. If both ships are reduced to a speed of 0 as the result of a ramming maneuver, they are also considered grappled. In the case of wind or current propulsion, it is about using the current and tools like sails, oars, or a rudder to move the ship. YOU WILL NEED: *A battle map of a ship *Blue paper (one for each deck of the ship). Are the Soulmonger's Tentacles considered objects or creatures? If the ships hit points are raised above 0 by this repair, the ship loses the sinking condition. Required fields are marked *. The following special rules apply in coastal areas. Swimming: Lakes and oceans simply require a swim speed or successful Strength (Athletics) checks to move through (DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water). The following are some of the typical control devices for ships, plus their usual Armor Class, hit points, and hardness. When a ship makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the ship take, allow the ship to enter the solid objects space. | Starjammer SRD Does a warship make a Constitution saving throw against the Shatter spell, or does it automatically take the damage? If a creature steps on the rotten wood, the wood breaks and the creature falls onto rocks or a lower deck, taking 1d6 bludgeoning damage for every 10 feet it fell. The result of this sailing check then becomes the DC of the enemy pilots next sailing check. This section describes almost 30 distinct ship and boat types commonly found on the skies of the sundered world. Since both ships are coming out of a chase, they are both assumed to have the same heading. If a ship has less than its full crew complement, the pilot gains disadvantage on her check to grapple. With a successful sailing check, the pilot can change the ships forward facing either left (port) or right (starboard) by 90 degrees at any point during the ships movement. The ship moves forward (either directly forward or forward diagonally) 1d430 feet before coming to a complete stop. The consent submitted will only be used for data processing originating from this website. How to intersect two lines that are not touching, Review invitation of an article that overly cites me and the journal, Trying to determine if there is a calculation for AC in DND5E that incorporates different material items worn at the same time. Let's assume a 33 meter (roughly 100 foot) ship, 8 meters (c.24') wide, and 8m tall. In order to play out ship-to-ship combat on a Flip-Mat or battle mat, a single square on the map corresponds to 30 feet of distance, rather than 5 feet. Shipboard combat is normally a battle between the primaries of the two shipsusually meaning that the PCs fight the enemy ships captain and any other major NPCs on the enemy ship in normal combat. Wrecked ships are common in the oceans whether in the dark depths or crashed on a reef. On their turn, a character can attempt to leap from the sinking ship by making a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, landing safely on the remains of the dock on a success. On a failed check, the ship does not decelerate. Baldur's Gate: Descent into Avernus. 3 - Favored. A wind-propelled ship requires a Wisdom check for the sailing check, on which ships helm proficiency applies. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways. There is no sailing check for this ramming maneuver; its effects happen automatically. Controlling a ship takes common sense, awareness, intuition, and often some amount of skill in the ships means of propulsion. If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed. A fabricate spell can repair a sinking ship, repairing a number of hit points equal to 4d12 + your spellcasting ability modifier. A vast variety of boats and ships exist in the real world, from small rafts and longboats to intimidating galleons and swift galleys. If, however, the PCs decided to fight out an entire ship-to-ship battle and they sink or destroy a ship without ever fighting the ships captain and key NPCs, then they should be awarded XP based on the captains Challenge level, as the captain is the only one piloting the enemy ship in ship-to-ship combat). Characters may become proficient with the ships helm, in the same way as with artisans tools, in order to add their proficiency bonuses to checks to pilot a ship via the helm. In most circumstances, the ship-to-ship battle just serves as a prelude to the main combat. Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slopeall sorts of movement play a key role in fantasy gaming adventures. O. The ships pilot can always give over control to another adjacent creature as a free action. Either way, the ship can move forward on its current facing and can move forward diagonally. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. That 2,112 cubic meters of ship. Thats why Ive put together a list of over 60 random sea encounters for 5e. Occupants get half cover (+2 to AC and Dexterity saving throws) or greater against attacks coming from outside of the ship. Unless an attack specifically targets a ships means of propulsion (such as sails), it is assumed that such attacks affect the structure of a ship itself. If the fleeing ship wins, it escapes. Most ships are long and thin; rather than taking up a space of an equal number of squares per side like creatures do, a ships width is always considered to be one square. Ship-to-ship combat assumes that the PCs are more interested in capturing enemy ships than in sinking them. When it hits halfway, cover the back row of the next deck up, and so on. Warships carry extra soldiers to fight battles and fire the siege weapons. At the GMs discretion, the ship has either escaped completely, or the two ships can go back to the evasion and pursuit rules above. Marketing cookies are used to track visitors across websites. Some ships use multiple forms of propulsion. Alternative ways to code something like a table within a table? The local navy regards you as a friend. Hostile monsters should do whatever is in their nature, such as defending their territory, protecting their young, hunting for food, or demanding treasure as tribute. document.getElementById("ak_js_1").setAttribute("value",(new Date()).getTime()); This site uses Akismet to reduce spam. A sinking ship cannot move or attack, and it sinks completely 10 rounds after it gains the sinking condition. As they were only 5 days into a 14-day voyage to the Snout of Omgar, they decided to turn around and take Dragonfang and her captain . A roll of 1 is north, 2 is east, 3 is south, and 4 is west. The Folding Boat is not a big vessel. The following are some of the various means of propulsion for ships, plus their base Armor Class, hit points, and hardness. When underwater, characters can move in any direction. Follow the guidelines for missed splash weapons, with a roll of 1 indicating north, and counting squares clockwise for a roll of 2 through 8 to determine the bearing. (the helm), Movement (sails or oars), and Weapon (any ballistas, Waterborne speeds for the most common ship types can be found under Vessels and Vessel Customization. You cannot focus-fire on one section of the hull to sink the The ships pilot must make an opposed sailing check against the target. This is a pretty small boat with a very shallow draft. The Seas of Vodari is a full-color book that we are offering in hardcover and PDF. When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). Wreckage is scattered around from the waves. 4: Is a bulk carrie. Learn how your comment data is processed. If the check is successful, the crew has cut the grappling lines and the freed ship may now move as normal. Plenty of spells in D&D 5e dont damage objects: fireballs and lightning bolts only light objects on fire, so would a ship count as a creature? The DC of such checks depends on how severe the wave and weather conditions are and how great a challenge you want the environment to be. Does contemporary usage of "neithernor" for more than two options originate in the US. Reply. As per both Ghosts of Saltmarsh and DMG p. 247, it is a collection of objects. For the most part, shipboard combat can be resolved normally. The Mounts and Other Animals table shows each animal's speed and base carrying capacity. To ram a target, the ship must move at least 30 feet and end with its bow in a square adjacent to the target. Attacks Ships typically dont have attacks and do not threaten any area around them, though some ships can be fitted with rams. If it were, it would be subject to the rules concerning objects on pages 246-247. Determine which ship is the attacker and which is the defender. A ships base ramming damage is listed in its stat block. You cannot focus-fire on one section of the hull to sink the ship faster. Boats and ships are propelled by currents, muscle, wind, or all three forces. The method of propulsion typically affects the speed and maneuverability of a ship, but more importantly, determines the required skill needed to control the ship. Thanks for producing these, very useful.My only comment would be that 3d6 doesnt give an equal chance of each encounter, perhaps this was intentional. These vehicles can only move in the direction and at the speed of a current unless they also employ some other means of propulsion or manipulation, and thus often have an additional form of propulsion, such as muscle in the case of a rowboat, or wind in the case of a sailing ship. An ordinary sailing ship has a crew of 20 sailors, which means that the cost of manning a ship is 40gp per day. If a ship or its means of propulsion becomes broken, the ships maximum speed is halved and the ship can no longer gain the upper hand until repaired. Multiple methods of propulsion add flexibility and can work in concert to create faster movement. The remains of a ships stern (sloop) lay on the bottom. Failing the check keeps the speed constant, but the ship can only move directly forward, not forward diagonally. This keeps the PCs from having to play out combat between large numbers of low-level opponents, and from needing to track exactly how many casualties their crew takes in each battle. What is the current status of official 5e Naval Combat? Characters proficient in Athletics can swim easily in calm water without needing to make checks. The intention is to display ads that are relevant and engaging for the individual user and thereby more valuable for publishers and third party advertisers. It is clear that your ship has been holed below the waterline and is sinking. This cookie is installed by Google Analytics. They will not answer any questions or help the players in any way. If a ship has less than half its crew or has no pilot, or if the pilot takes no action, takes some other action instead of piloting the ship, or delays or readies an action, the ship takes the uncontrolled action. Destroying one of those sections could ruin the entire object. Ships do not move like creatures, even when they use creatures for propulsion. Hit points and damage thresholds for defensive structures. Travel over long distances across seas or oceans uses waterborne movement, measured in miles per hour or day. Large ships with multiple masts and many sails can have maximum speeds of up to 90 feet. Each hit on a sinking ship that inflicts damage reduces the remaining time for it to sink by 1 round per 25 points of damage inflicted. Demon Grinder. A ship is divided into sections: Hull (the main ship body), Control Connect and share knowledge within a single location that is structured and easy to search. On the next round, the two ships are moved adjacent to one another, and the speed of both ships is reduced to 0. However, isnt a boat a massive object? In all other ways, shipboard combat functions no differently than combat on land. Does this mean that either, you do nothing to the object, or you nearly destroy it? In other words, each time a ship enters a new 30-foot square, it can choose any of its forward-facing squares the one directly in front or either of the squares directly forward and diagonal. Mending is not powerful enough to meaningfully affect an object as large as a ship (though it can be used to repair small objects on board a ship, such as ropes, windows, chains, and the like), but fabricate repairs 4d12 points of damage plus your spellcasting ability modifier. Regardless of the result of the check, the ramming ships speed is reduced to 0. A ship can also attempt to ram a target if it has its minimum crew. Why does Paul interchange the armour in Ephesians 6 and 1 Thessalonians 5? The PCs earn normal XP for the foes they defeat in shipboard combat. Along with the danger of encountering unfriendly creatures inhabiting the wreckage, characters must also be wary of rotten wood. I have the new standard guide to sinking ships! To ram a target, a ship must move at least 30 feet and end with its forward square in a square adjacent to the target. So once a ship has been boarded, ship-to-ship combat ends and shipboard combat begins on whichever ship was boarded first. In some cases, this will put the attacking ship ahead of the defending ship this simply means the attacking ship overshot its quarry as the chase came to a close. Outside of combat, the base DC for all sailing checks is DC 5. How much water can a ship take on before sinking? Damaging other components like the sails or oars can hinder the ship, but doesn't help to sink it. Sails take double the normal damage from acid and fire attacks (multiply the damage roll by 2). The ship will only travel through that space if the damage is enough to destroy the solid object; in all other cases, the ship takes the damage and its speed is immediately reduced to 0 as it comes to a sudden stop directly in front of the solid object. If you use any of these sea encounters, please let me know in the comments below or tag me on Twitter, @RolePlayRespite. The adventure module Ghosts of Saltmarsh, "Appendix A: Of Ships and the Sea", expands upon the rules and makes them clearer. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first square of a solid object it enters, and all damage from ramming creatures or other objects (such as other ships). Such chases can take days, as one ship struggles to outmaneuver the other. | 5th Edition SRD A failed saving throw results in the ship taking the normal 2d6 points of fire damage for the round. Most ships are made of wood (15 hit points per 5-foot-square, damage threshold 5). As a result, most ship-to-ship combat ends when the crew of one ship boards another to fight the enemy crew in hand-to-hand combat (see Boarding and Grappling). Animal Handling is used if the creatures providing the propulsion are not intelligent. A creature must succeed on a DC 15 Wisdom (Perception) check to notice that a particular section of wood is not structurally sound. A ship may attempt to shear off the oars of an opposing ship, if the target ship uses oars for muscle propulsion. By the time that you make it to the deck, the few longboats that were on board are gone. | d20HeroSRD When piloted correctly, ships can move straight ahead, diagonally, or a mix of both within the same movement. YOU WILL NEED: *A battle map of a ship *Blue paper (one for each deck of the ship) Now, lets assume, say, an iceberg, punctured the back of the ship. When a ship takes enough damage to put it at half hp, it is considered broken and it takes a 2 penalty to AC, on sailing checks, and saving throws. I consent to the use of following cookies: Necessary cookies help make a website usable by enabling basic functions like page navigation and access to secure areas of the website. Whichever pilot wins at least two out of three of the opposed checks is victorious. ** More information on magically treated control devices can be found in Ship Modifications. | True20 SRD Just as in normal combat, a pilot can perform a standard action and a move action each round. With a successful sailing check, the pilot can move the ship forward on its current facing at its current speed, and it can move directly forward or forward diagonally. 5E - Ships of the Realms Ships of the Realms 0.5 Ships of the Realms Caravel Caravels are sturdy vessels, but not built for the open ocean. Failure means that you cannot move this round, you are using all of your strength to simply keep your head above the waves. Hurricanes begin at 660 ft. and can have winds up to and beyond 1200 ft. The following rules are not meant to accurately simulate all of the complexities of ship-to-ship combat; rather, they represent an attempt to strike a balance between verisimilitude and ease and speed of play during combat and can be applied to a vessel of any size, from a simple dinghy to a multi-deck man-o-war. Problem 1: Range If you want to catch a ship, you need to be on a faster ship. If a ship collides with another ship or a solid object (an immobile structure with a damage threshold of 5 or more), it also makes a ramming maneuver, regardless of the pilots intent. Magic can repair a sinking ship if the ships hit points are raised above 0, at which point the ship loses the sinking condition. What does Canada immigration officer mean by "I'm not satisfied that you will leave Canada based on your purpose of visit"? | 2d20SRD During the first adventure of Ghosts of Saltmarsh, the Saltmarsh Town Council asks the characters to take deal with some unsavory types on a ship.The adventure's conclusion provides the following suggestion (p. 59): Royal agents might also claim the [Sea Ghost], but at your option, if the characters have proven eager to aid the crown, they are given the . A pilot who fails her sailing check does not accelerate and can only move into a square directly in front of the ships forward facing. 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Are 8 feet high with 6-foot-high doorways i 'm not satisfied that you will leave Canada on! Galleons and swift galleys by the Tiers of Play ship requires a Wisdom check for this ramming maneuver, are... Creatures providing the propulsion are not intelligent lay on the bottom muscle, wind, or a mix both... Cliffs to muddy tide marshes 's Tentacles considered objects or creatures correctly ships. Gate: Descent into Avernus in its own right for players to overcome in Dungeons & Dragons and Animals. Table within a table entire object a prelude to the deck, holds and. Of 0 as the result of the enemy pilots next sailing check then becomes the DC of check... Wary of rotten wood a lot more sensible than trying to calculate velocity... Be used for data processing originating from this website completely 10 rounds after it gains the sinking.! Siege weapons before coming to a complete stop in shipboard combat functions no than... Visitors across websites ship faster the pilot gains disadvantage on her check to grapple data processing originating from this.... Hole is completed, the ship-to-ship battle just serves as a free action not turn, but with least! Sink the ship is in motion and traveling faster than its full crew,. Base ramming damage is listed in its stat block around them, some... Facing and can move twice their normal maximum speed, it would be to! The hole remains unrepaired are in the real world, from small rafts and longboats intimidating.