Galley 5e (5th Edition) Vehicle In D&D

Galleys are lengthy vessels that remember on sails and tremendous rowing crews to move. These ships can lift siege weapons and troopers to hostilities or transport massive amounts of cargo for merchants. No matter the ship’s purpose, the crew nearly usually hires greater protection, due to the fact galleys make large, cargo-rich ambitions for pirates.


Galley 5e

  • Creature Capacity: 80 crew, 40 passengers
  • Cargo Capacity:150 tons
  • Travel Pace: 4 miles per hour (96 miles per day)
  • Damage Immunities: poison, psychic
  • Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

24 (+7)4 (-3)
20 (+5)

The galley has gained on all saving throws referring to crashing when it crashes into a creature or an object. Any harm it takes from the crash is utilized to the naval ram alternatively than to the ship. These advantages don’t apply if some other vessel crashes into the galley.

Check alsoKeelboat Vehicle


Movement: Oars

  • Armor Class: 12
  • Hit Points 100; -5 ft. speed per 25 damage taken
  • Speed (water): 30 ft. (requires at least 40 crew)

Movement: Sails

  • Armor Class: 12
  • Hit Points 100; -10 ft. speed per 25 damage taken
  • Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind

Weapon: Ballista (4)

  • Armor Class 15
  • Hit Points 50 each

Ranged Weapon Attack+6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapon: Mangonel (2)

  • Armor Class 15
  • Hit Points 100 each

Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Weapon: Naval Ram

  • Armor Class: 20
  • Hit Points 100: (damage threshold 10)

A galley has the following features:

  • Ceilings: The ceiling of the galley’s decreased deck is eight toes high.
  • Light: Hanging lanterns forged vibrant mild for the duration of the ship.
  • Rigging: Rigging on the ship can be climbed besides a capacity check.
  • Sails and Oars: The galley has one 120-foot-tall mast with sails to capture the wind and oars on the decrease deck for rowing the vessel.


  • Fire Ballistas: The galley can fire its ballistic (DMG, ch. 8).
  • Fire Mangonels: The galley can fire its mangonels(DMG, ch. 8).

This three-masted ship has seventy oars on both sides and requires a complete crew of 200. A galley is a hundred thirty toes lengthy and 20 ft wide, and it can raise one hundred fifty heaps of cargo or 250 soldiers. For 8,000 gp more, it can be outfitted with a ram and castles with firing structures fore, aft, and amidships. This ship can’t make sea voyages and sticks to the coast. It strikes about four miles per hour when being rowed or below sail.


  • Armor Class: 15
  • Hit Points: 500 (damage threshold 20)

Control: Helm

  • Armor Class: 16
  • Hit Points: 50

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