Airship Roles
Captain
“Home is where the anchor drops.” —Captain Finneas Lyrandar
The captain is the airship’s executive decision maker. It is the captain’s duty to ensure that all of the ship’s operations run smoothly and coherently. They are also the face of the ship and must represent the interests of the crew, passengers, and cargo both externally and internally. The captain should possess strong Charisma-based skills such as Intimidation or Persuasion, and should be of reasonable Intelligence for the sake of both piloting the ship and understanding its various functions.
Role Proficiency. In addition to the proficiencies noted below, the Captain can add their proficiency bonus when they make an ability check to command the crew, influence a decision being made by a group, or boost the morale of the crew. If the captain is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Character Level | Role Proficiency | Captain’s Actions |
---|---|---|
1st | Captain’s Actions, Captain’s Familiar | 2 |
5th | Rousing Speech, Notoriety | 3 |
11th | Legendary Requisition, Evasive Action | 4 |
17th | We Brave Few, Fire at Will! | 5 |
Captain’s Actions. When you take this role at tier 1, you can command a ship to which you are attuned to take more than one action on its turn. The number of extra actions the ship can take are shown in the Captain’s Actions column of the Captain table.
Captain’s Familiar. Also at tier 1, you learn the find familiar spell and can cast it as a ritual. If you are a spellcaster, the spell doesn’t count against your number of spells known. Once you cast the spell, you can’t cast it again using this role feature for seven days. When you cast the spell, you can choose one of the normal forms for your familiar or one of two special forms: macaw or monkey.
Rousing Speech. Once you become a tier 2 captain, you can spend one minute giving a rousing speech to your comrades. Choose a number of creatures equal to your proficiency modifier that can hear you. For the next hour each affected creature can add a d4 to the next attack roll or ability check that it makes. Once you use this feature, you can’t use it again until after you complete a long rest.
Notoriety. At tier 2, your reputation precedes you. You are welcome in places where other well-known captains are welcome and people recognize you by your rough appearance (albeit with a few legends attached to your stature). The common folk might celebrate your name or revere it. You can leverage your reputation to secure an audience with important people, or strike fear into the hearts of those who oppose you. You also have advantage on Intelligence (History) checks made to recognize captains and ships of similar notoriety.
Legendary Requisition. Once you reach tier 3 with this role, you can use your status to buy one ship item. When you do, make a DC 15 Charisma (Persuasion) check. On a successful check, you negotiate a 50 percent discount and on a failed check, you still negotiate a 25 percent discount. Once you use this feature, you can’t use it again until 30 days have passed.
Evasive Action. Also at tier 3, whenever a ship to which you are attuned is subjected to a Dexterity saving throw against an effect that you can see, such as hazards or spells, the ship makes the saving throw with advantage. To use this benefit, you can’t be blinded, deafened, or incapacitated.
We Brave Few. Starting at tier 4, all non-hostile crew and passengers aboard a ship to which you are attuned have advantage on saving throws against being charmed or frightened. To use this benefit, you can’t be incapacitated.
Fire at Will. At tier 4, each round, you can use your reaction to command your ship to fire one of its weapons at a target that you can see within the weapon’s range.
The First Mate
“Get off yer bums and get t’swabbin’, mateys!” —One-Eyed Beatrice, First Mate of the Gallant Ghoul
Above all, the first mate’s job is to keep morale high. First mates provide supervision, discipline, and encouragement. Like the captain, a first mate benefits from high Charisma with proficiency in Intimidation and Persuasion.
Role Proficiency. The first mate can add their proficiency bonus whenever they make a skill check to enact discipline, push the crew to excel, or boost the crew’s morale. If the first mate is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Character Level | Role Proficiency |
---|---|
1st | Morale Booster, Do as I Say |
5th | Whip ’Em into Shape, Show ’Em How It’s Done |
11th | Inspiring Leader, Improved Morale Booster |
17th | Give ’Em All Ya Got!, Improved Logistics |
Morale Booster. Starting when you choose this role at tier 1, when attempting to improve the crew’s morale you can spend an hour performing a special ritual. At the end of the hour you gain a bonus to your boost morale check equal to 1d4. Once you use this feature, you can’t use it again for seven days.
Do as I Say. Also at tier 1, whenever an airship downtime task requires a Charisma skill check, you can substitute your own check in place of an NPC even if you aren’t present. Once you use this feature, you can’t use it again for seven days.
Whip ’Em into Shape. At tier 2, ships to which you are attuned can reroll ability checks to prevent a mutiny. You must keep the new roll, even if it’s lower. Once you use this feature, you can’t use it again for seven days.
Show ’Em How It’s Done. Also at tier 2, when you participate in an airship downtime task with the ship’s crew, you can add your Charisma modifier to one ability check made to accomplish the task.
Inspiring Leader. Once you reach tier 3 with this role, the gold cost needed to train the crew with the Training airship downtime activity is cut in half.
Improved Morale Booster. At tier 3, when you use the Morale Booster feature, you can roll a d6 instead of a d4 to boost the crew’s morale.
Give ’Em All Ya Got! Starting at tier 4, while manning a weapon on a ship which you are attuned to, add your Charisma modifier to the weapons attack and damage rolls.
Improved Logistics. Also at tier 4, you can use your action to temporarily boost the crew’s performance on a ship that you are attuned to. The ship can take an extra action on its next turn. Once you use this feature, you can’t use it again until you complete a long rest.
Boatswain
“I’ve given her all I’ve got, captain!” —Scott Montgomery, Boatswain on the Red Tyrant
The boatswain, or bosun, is the technical mind behind the airship’s operations and maintenance. The best boatswains have strong Strength and Intelligence scores, and are proficient in tools related to repairs such as carpenter’s tools.
Role Proficiency. The boatswain can add their proficiency bonus when making checks to understand the functions of a ship or to make repairs to a ship. If the boatswain is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Character Level | Role Proficiency |
---|---|
1st | Easy Fix, Expert Knowledge |
5th | Durable Weapons, “Well, Stick It Back Together!” |
11th | Tough Ship, “Get Her Back Online!” |
17th | Keep It Moving, Improved Hull |
Easy Fix. As a tier 1 boatswain, all airship repairs you oversee are performed faster with less expense to the ship. When you participate in a downtime check to make repairs, the check total gains a +2 bonus and the initial resources cost is only 5 gp.
Expert Knowledge. Additionally, at tier 1, your knowledge of the ship’s design and components makes you more efficient at dealing in new parts and upgrades. If you participate in purchasing new parts or upgrades for the ship, or selling used parts, you can replace any Charisma ability checks made to affect the price with an Intelligence check using your knowledge in airships.
Durable Weapons. At tier 2, while you are manning a weapon aboard the ship, you can use your action to reinforce it with materials on hand. For the next minute it gains a +2 bonus to its AC.
Well, Stick It Back Together! Also at tier 2, you can ignore one complication that comes from the Repairs or Ship Modification downtime tasks; the ship suffers no penalty from the complication. Once you use this role feature, you can’t use it again for 30 days. Tough Ship. At tier 3, any ship which you are attuned to gains a bonus to its Strength and Constitution saving throws equal to your Intelligence modifier (minimum 1).
“Get Her Back Online!” Starting at tier 3, if the helm on a ship to which you are attuned takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Once you use this role feature, you can’t use it again for seven days.
Keep It Moving. At tier 4, if damage to the ship’s movement components reduces its movement speed to 0, it is reduced to 10 feet instead.
Improved Hull. Also at tier 4, when you become attuned to a ship, choose one of the following damage types: acid, cold, fire, lightning, or thunder. The ship becomes resistant to that damage type. If you unattune to the ship, it loses the resistance.
Cook
“I always cook with rum. Sometimes I even add it to the food.” —Eezle Steinbach
Ships boast large crews and those crews need to eat. The best ship cooks can turn limited ingredients into feasts capable of boosting morale with a single spoonful. Being on an airship can be a rough experience for some. Food is their respite. Cooks often spend their time thinking of new edible creations to make for the crew and its morale. Cooks should have high Constitution scores and proficiency with brewers’ supplies and cooks’ utensils.
Role Proficiency. The cook can add their proficiency bonus to skill checks made to prepare cooked meals and keep food costs low. If the cook is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Character Level | Role Proficiency |
---|---|
1st | Bonus Proficiency, Here’s a Little Snack |
5th | Big Ol’ Feast, Tamper Sense |
11th | Ration It Out, It’ll Do in a Pinch |
17th | Brain Food, The Heart of the Ship |
Bonus Proficiency. When you accept this role at tier 1, you gain proficiency in cooks’ utensils. You add double your proficiency bonus to all ability checks you make using this proficiency. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Here’s a Little Snack. Also at tier 1, you learn the goodberry spell. Wisdom is your spellcasting ability for this spell. You can cast this spell a number of times per day equal to your Wisdom modifier (minimum 1) and regain the ability to do so when you finish a long rest. Casting this spell does not require a spell slot.
Big Ol’ Feast. Starting at tier 2, when you participate in the Boost Morale task, you can replace the requisite Charisma check with a Constitution check using proficiency in cooks’ utensils. When you do, you can treat a d20 roll of 9 or lower as a 10.
Tamper Sense. As a tier 2 cook, you gain a supernatural ability to detect food tampering. If you spend one minute observing, smelling, and touching food or drink in an area no larger than 10 feet by 10 feet, at the end of the duration, you can make a DC 15 Constitution saving throw using proficiency in cooks’ utensils. On a success, you determine whether or not the food is poisoned, spoiled, or otherwise tampered with. Once you use this role feature, you can’t use it again for 24 hours.
Ration It Out. At tier 3, you can spend one hour performing a ritual to extend the effectiveness of a magic potion by combining it with food or drink. You must have at least one pound of food and the potion within reach. At the end of the ritual, make a DC 15 Intelligence check using proficiency in cooks’ utensils. On a success, the food is imbued with the same benefits of the potion except that it now has one use per half pound of the food that was imbued (to a maximum of three pounds). The potion is consumed in this ritual. The food must be consumed in 24 hours or it spoils and loses its benefits. If the check fails, the potion and the food are destroyed and nothing new is created. Once you use this role feature, you can’t use it again for 30 days.
It’ll Do in a Pinch. Starting at tier 3, you can cast create food and water. Wisdom is your spellcasting ability for this spell. Once you use this feature, you can’t use it again for seven days.
Brain Food. Beginning at tier 4, you can spend 10 minutes consuming food that you did not prepare yourself. From the food, you gain a psychic impression of both the person who prepared the food and the creature or creatures who consumed it (if any). You learn the names of the creatures (if any), their appearance, when they prepared/ ate the food, and one or two important details each about them. The information you learn is accurate. What you learn is the GM’s discretion.
The Heart of the Ship. Also at tier 4, so long as you are aboard a ship to which you are attuned, the crew can never gain more than 4 levels of fatigue.