Sailing Ship 5e (5th Edition) in D&D Vehicles

The shipboard fight is simply like any different fight between the PCs and their opponents, without the come upon encounters on board a ship, instead than in a dungeon or on a wooded area path. For the most part, shipboard combat can be resolved normally.

Check also: Rowboat 5e

Sailing Ship 5e (5th Edition) in D&D

Sailing Ship 5e

  • Creature Capacity: 30 crew, 20 passengers
  • Cargo Capacity: 100 tons
  • Travel Pace: 5 miles per hour (120 miles per day)

STRDEXCONINTWISCHA
20 (+5)


7 (-2)

17 (+3)
000

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

The only constraints are the dimension of the ship (and therefore, the measurement of the battlefield), the risk of falling overboard into the water, and the consequences of climate on the ship.

If the fight takes place at some point of a storm or in hard seas, treat the ship’s deck as hard terrain.

Characters hiking into the rigging or diving into the sea to swim from one ship to every other or to climb out of the water up an anchor chain or up the hull of a ship have to be successful on Strength (Athletics) checks.

Actions

  • Fire Ballistas: The ship can fire its ballista (DMG, ch. 8).
  • Fire MangonelThe galley can fire its mangonel (DMG, ch. 8).
  • Move: The ship can use its helm to move with its sails.

HULL

  • Armor Class: 15
  • Hit Points: 300 (damage threshold 15)

It is essential to say that whilst ships can be attacked in combat, it is challenging to notably injure such giant vehicles. In addition, a captured ship is typically worth greater as a prize to be towed or sailed domestic than sink to the backside of the sea.

Control: Helm

  • Armor Class: 18
  • Hit Points: 50
Move up to the speed of one of the ship’s sails, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.

Movement: Sails

  • Armor Class: 12
  • Hit Points 100; -5 ft. speed per 25 damage taken
  • Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 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.

Weapon: Mangonel

  • Armor Class: 15
  • Hit Points: 100
  • 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.

 

Sailing ships are fast-moving designs targeted at travel. Warships are slower, however, extra closely armed vessels are capable of taking on extra cargo. They share many of the following areas, but, as their map tags reveal, they do not have specific equal facilities. A cruising ship or warship requires a giant crew to correct sail the vessel. Warships elevate more troopers to combat battles and furnace the siege weapons.

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