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Flying Vehicle Rules


Flying Ship & Ziggurat Combat Rules (5e - Alms Furth Edition)

1. Power Source – Living Crystals

  • Ships are powered by Living Crystals charged with Leyline Energy.
  • Each crystal stores 100 Energy.
  • Ships require a minimum number of active crystals to fly.

2. Ship Types


ShipHPACSpeedTravel DistanceMin CrystalsMax Crystals
Skiff1001555ft72mi/day14
Cutter2001645ft72mi/day28
Galleon4001740ft48mi/day312
Ziggurat6001740ft48mi/day312
Fortress9001730ft48mi/day416
Citidel12001720ft24mi/day832

3. Energy Drain Per Day

All Crystals start at 100

Roll at dawn to decrease All Crystals Charge:

Idle (hovering): 1d4

Travel: 1d6

Combat: 1d8

Double Travel: 1d10


4. Overcharge Rules

  • Bonus Action to attempt in combat.
  • DC 18 Arcana Check:
  • Success: Double speed for 1 round.
  • Fail: Roll 1d6:
  • 1–2: Crystal shatters.
  • 3–4: 2d10 force damage to ship.
  • 5–6: Nothing happens.

5. Daily Maintenance

  • Each day, make a DC 13 Arcana Check per crystal.
  • If skipped: roll 1d20–1 for each unchecked crystal.
  • Result ≤ 1: Crystal fails and must be repaired.

6. Helm of the Bridge

Wondrous Item (Rare, requires attunement)

Telepathic control of ship

While wearing this helm you gain advantage on all Living Crystal related Arcana checks.

As an action, while wearing and attuned to the helm, you can say the command word when willing and slip into a trance. Entering a bridge for your ship within your own mind. The DM describes this bridge mindscape to you. While there you gain certain traits.

  • Sense HP, crystal status, damage, and movement of the Ship, set courses, talk to the ships spirit(Soulforging Ships)
  • Interact with anyone else currently in the helm mindscape as well.
  • Con Save DC 13 per hour of use or gain 1 level of exhaustion
  • Your body outside the bridge is Paralyzed whever you used this action.
  • This only works while onboard the ship. Once you leave the ship the connection is severed and you awaken from the trance.
  • You can cancel by using an action to say the command word and awakening.

7. Crashing

  • If active crystals drop below minimum, ship begins to descend over 1d4+2 rounds.
  • Overcharged crystals or emergency repairs may prevent fall (DM discretion).


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