Keelboat 5e (5th Edition) Vehicle in D&D

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the velocity of the present day (typically three miles per hour) to the velocity of the vehicle. These automobiles can’t be rowed in opposition to any full-size current, but they can be pulled upstream with the aid of draft animals on the shores.

  • Creature Capacity:3 crew, 4 passengers
  • Cargo Capacity: 0.5 tons
  • Travel Pace: 3 miles per hour (72 miles per day)
STRDEXCONINTWISCHA
16 (+3)7 (-2)13 (+1)000

Keelboat 5e vehicle

One of the smallest cruising vessels, keelboats can be sailed or rowed with the aid of a single person. These ships regularly transport small quantities of cargo or passengers. They’re best for pleasure cruises, as they’re less complicated and much less high-priced to function than large vessels.

  • Damage Immunities: poison, psychic
  • Condition Immunities:  blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Movement: Oars

  • Armor Class: 12
  • Hit Points 100; -5 ft. speed per 20 damage taken
  • Speed (water): 20 ft.

Movement: Sails

Armor Class: 12
Hit Points 50; -5 ft. speed per 20 damage taken
Speed (water): 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind

Weapon: Ballista

  • Armor Class: 15
  • Hit Points:  50

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

The deck of the keelboat has the following features

  • Ballista: A ballista is set up on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
  • Oars: The deck of the ship holds twelve benches and 4 15-foot-long oars. When the ship is rowed, crew individuals take a seat on these benches to work the oars.
  • Railing: The deck has a 3-foot-high rail around its perimeter that offers 1/2 cowl for Medium creatures and three-quarters cowl for Small creatures at the back of it.

The keelboat cabin has the following features

  • Footlockers:  Beneath every mattress is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
  • Furnishings: Two beds and a desk with a chair stand at the aft of the cabin.

If you have scalability with a certain type of automobile (land or water), you can add your skill ability bonus to any take a look you make to manage that type of automobile in hard circumstances.

Actions

  • Fire Ballistas:  The keelboat can fire its ballistic (DMG, ch. 8).
  • Move: The keelboat can use its helm to move with its oars or sails.

Hull

  • Armor Class: 15
  • Hit Points: 100 (damage threshold 10)

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