Galleon | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Galleon

Vehicle

Common

Creature Capacity 150 Crew, 200 Passengers Cargo Capacity 750 short tons (680 Metric Tons) Travel Pace 4 miles per hour (96 miles per day)
STR DEX CON INT WIS CHA
24 7 22 0 0 0
Damage Immunities Poison, Psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than one hundred, and only 1 action if it has fewer than forty. It can't take these actions if it has fewer than seven crew members.
  • Broadside: The ship fires all the guns on one of its broadsides (11 cannon port, 11 cannon starboard).
  • Pursuit Guns: The ship fires some of its pursuit guns, either the 2 cannon on the bow, or 2 on the stern.
  • Cannon: The ship fires up to three of its cannons that have not yet been used in a broadside.
  • Swivel Guns: The ship fires up to its swivel guns.
  • Move: The ship can use its helm to move with its sails.

Hull

Armor Class 16
Hit Points 800 (damage threshold 30)

Control: Helm

  Armor Class 17
Hit Points 100 (damage threshold 5)

Movement: Sails

  AC 14 HP 250 (damage threshold 5 -15 ft. speed per 80 damage taken, if reduced to 0 HP, cannot move Speed (water) 45 ft.; 30 ft. while sailing into the wind; 90 ft. while sailing with the wind.

Weapon: Cannon

(11 Port, 11 Starboard, 2 Bow, 2 Stern) AC 15 HP 45 Solid Shot. Ranged Weapon Attack: [rolling:d20+6] to hit, range 800/2,400 ft., one target Hit: 55 [rolling:10d10] bludgeoning damage. Can only target creatures or objects in a 45 degree angle from the cannon’s mount. -or- Grape Shot. Within a 90 foot cone, creatures must make a DC 14 Dexterity saving throw, taking 33 [rolling:6d8] piercing damage on a failed save, or half as much on a succssful one.

Weapon: Swivel Guns

(4) AC 15 HP 20 Solid Shot. Ranged Weapon Attack: [rolling:d20+6] to hit, range 120/480 ft., one target Hit: 18 [rolling:4d8] bludgeoning damage. -or- Grape Shot. Within a 30 ft. cone. Creatures caught within the cone must make a DC 14 dexterity saving throw, taking 22 [rolling:4d8] piercing damage on a failed save or half as much on a successful one.

Galleons are large, reasonably speedy, and resilient vessels that can be readily modified to serve a number of purposes. A galleon with the “standard” armament is fairly capable as a gunfighter, though it is one of the earliest designs suited primarily for line of battle tactics.

Galleons have the following features:

Ceilings. The ceilings in the lower deck, holds, and cabins are 10 feet high with 8-foot-high doorways.
Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check
Light. Hanging lanterns cast dim light throughout the ship.


Rigging. Rigging on the ship can be climbed without an ability check.


Sails. The ship has three 70-foot-tall masts with sails to catch the wind. The ship is rigged with Square sails.


Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. Their locks can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.


  1. Upper Forecastle. The upper forecastle has the following features. Railing. The upper forcastle deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Rigging. Rigging for the sails, each can be climbed without a skill check with the forwardmost mast supporting a small crows nest near the top of the mast. Swivel Guns. Mounting for the anti-personnel swivel guns, can attack targets in a 180 arc. Powder and shot for 10 additional shots can be stored securely next to the swivel gun.

  2. Quarterdeck. The quarterdeck has the following features. The Helm. a wheel to steer the rudder. Railing. The forecastle upper deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Rigging. Rigging for the sails, each can be climbed without a skill check with the sternward mast supporting a small crows nest near the top of the mast. Swivel Guns. Mounting for the anti-personnel swivel guns, can attack targets in a 180 arc. Powder and shot for 10 additional shots can be stored securely next to the swivel gun. Launches, attached to the stern of the ship is a winch to hoist or lower up to two rowboats that can be used as the ship’s launches.

  3. Forecastle. The forecastle has the following features. Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Rigging. Rigging for the sails, each can be climbed without a skill check with the sternward mast supporting a small crows nest near the top of the mast. Cannons. There are six Cannon in the forecastle, each of which is in a fixed mount that can target objects and creatures in a 45 degree arc. Each cannon has 5 ready shots stored next to the piece.

  4. Sterncastle. The sterncastle has the following features. Cannon. There are four Cannon in the sterncastle, each of which is in a fixed mount that can target objects and creatures in a 45 degree arc. Each culverin has 5 ready shots stored next to the piece.

  5. Gundeck. The Gundeck has the following features. The Upper Deck has the following features; Cannons. The ship’s guns, they can attack targets with a 45 degree arc. Each gun has five balls, powder, and fuses for each stacked securely next to the gun. Railing. The Gun Deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Hatches. Hatches to the Main Deck. Rigging. Rigging for the sails, each can be climbed without a skill check with the sternward mast supporting a small crows nest near the top of the mast. Cargo Hatches. A pair of large hatches that supports a crane and winch system that allows easy access to the main hold, usually locked. Rowboats six rowboats are stacked up on deck that can be used as launches. A hidden crane system on deck can retrieve these boats.

  6. Quarters. Small quarters usually reserved for officers, space for bunk or single beds, and a footlocker per bed.

  7. Captain’s Quarters. The largest single quarters onboard the ship comes with a single bed, a footlocker, a table and several chairs, though space can be reconfigured if necessary to allow more people to live there.

  8. Galley. A small, dedicated cookspace for the ship’s crew; or the ship’s cook if there is one. Includes a stove, a washing basin, and other cooking surfaces as well as a few small table.

  9. Main Deck. The Main deck is primarily a gun deck, and the main living space for crew. Hammocks lay strewn about the deck, among casks of water and grog. This space is difficult terrain if the hammocks are still up. The Main deck has the following features. annons. The ship’s guns, they can attack targets with a 45 degree arc. Each gun has five balls, powder, and fuses for each stacked securely next to the gun. Hatches. Hatches to the Lower Deck Deck.. Cargo Hatches. A pair of large hatches that supports a crane and winch system that allows easy access to the main hold, usually locked.

  10. Infirmary. The primary workspace for the ship’s doctor, includes two beds, ample space for medical tools and a herbalist kit, and a desk for the ship’s doctor to work.

  11. Brig. A small, barred room that is used to hold people against their will. Officers will likely have the key to the brig. The door is stronger than usual, having an AC of 20, 30 hit points and immunity to psychic and poison damage, but is otherwise the same as the regular doors.

  12. Privy. The ship’s privies, a place to dispose of human waste, a number of chamber pots lay here, with ventilation outside the ship.

  13. Main Hold. The largest open space on the ship, used as the primary space for cargo, passengers or both.

  14. Strong Room/Armory. A secured room storing personal weapons for the crew, or a space to store valuable cargo.Officers will have keys to access this room.

  15. Magazine. A secured, reinforced room storing the ship’s powder, fuse and shot reserves for the ship’s guns.Officers will have the key to access this room, and gunners can use the hatch only.

  16. Steering House. A small, locked room where the ship’s rudder can be serviced from the safety of the ship’s hull. Officers will have the key to the steering house.. The ship’s privies, a place to dispose of human waste, a number of chamber pots lay here, with ventilation outside the ship.


Cost: 80,000 GP (purchase 70,000 GP + 10 Months (construction)


Created by

trekman10.

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