Warship 5e (5th Edition) in D&D Vehicles

The warship has the benefit of all saving throws touching on to crashing when it crashes into a creature or an object. Any injury it takes from the crash is utilized to the naval ram instead of to the ship. These advantages don’t follow if any other vessel crashes into the warship.

Check also: Sailing Ship

Warship 5e

Sailing ships are fast-moving designs targeted at travel. Warships are slower however extra closely armed vessels are successful in taking on greater cargo. They share many of the following areas, but, as their map tags reveal, they do not have specific equal facilities.

  • Creature Capacity: 40 crew, 60 passengers
  • Cargo Capacity: 200 tons
  • Travel Pace: 4 miles per hour (96 miles per day)


INT
0
WIS
0
CHA
DEX
CON
INTWISCHA
20 (+5)4 (-3)20 (+5)000

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

Actions

  • Fire Ballistas: The warship can fire its ballistas (DMG, ch. 8).
  • Fire Mangonels: The warship can fire its mangonels(DMG, ch. 8).
  • Move: The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

Hull

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

Control: Helm

  • Armor Class: 18
  • Hit Points: 50

Movement: Oars

  • Armor Class: 12
  • Hit Points 100; -5 ft. speed per 25 damage taken
  • Speed (water): 20 ft. (requires at least 20 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 (2)

  • 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 cruising ship or warship has the following features:

Ceilings. The ceilings in the decreased deck hold and cabins are eight toes excessive with 6-foot-high doorways.

Doors. The ship’s doorways are made of wooden and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a profitable DC 15 Dexterity test made using thieves’ tools, or the door can be compelled open with a profitable DC 20 Strength (Athletics) check.

  • Footlockers: Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
  • Light: Hanging lanterns solidly vivid mild in the course of the ship.
  • Rigging: Rigging on the ship can be climbed barring a potential check.
  • Sails: The ship has three 80-foot-tall masts with sails to trap the wind and oars on the decrease deck for rowing.

A cruising ship or warship requires a giant crew to topsail the vessel. Warships lift more troopers to battle battles and furnace the siege weapons. 

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