Appendix A - Nautical Items and Equipment in Korvalia | World Anvil
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Appendix A - Nautical Items and Equipment

Ballista

Large Object

Armor Class: 15
Hit Points: 50
Damage Immunities: poison, psychic
A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Bolt. Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: 16 (3d10) piercing damage.

Cannon

Large object

Armor Class: 19
Hit Points: 75
Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. A cannon is usually supported in a wooden frame with wheels, mounted into a carriage below the deck. The cannon is a broadside ship weapon and therefore can only target the hull of an enemy ship. A row of broadside cannons all share initiative and fire simultaneously (commonly referred to as a ‘broadside’). Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Cannon Ball. Ranged Weapon Attack: +6 to hit, range 300/600 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Fire Spray

Large Object

Armor Class: 15
Hit Points: 50
Damage Immunities: poison, psychic
The fire spray is a turret mounted weapon which uses a special liquid fuel to spray a line of fire out 15ft in a straight line. The fire spray can be fired 20 times on a full charge. It takes 2 minutes or 20 rounds of combat to replace the fuel canister.
     Line of fire. The fire spray emits flames in a straight line 5ft wide and 15ft long. Each creature in that area must make a DC 15 Dexterity saving throw taking 39 (6d12) fire damage on a failed save, or half as much damage on a successful one. When fired towards another vessel the Fire Spray creates a moderate fire aboard the enemy ship.

Flaming Ram

Large Object

Armor Class: 22
Hit Points: 75
Damage Immunities: poison, psychic
The flaming ram is an enchanted rail along the outside of the hull which may be lit to erupt in flames which are harmless to the host ship. These flames may be lit or extinguished as a bonus action by the helmsman. The flames may be viewed for miles and provide lighting for the ship in non-magical darkness.
     Flaming ram. Ram Weapon Attack. When a Ram is successful, add an additional 21 (6d6) fire damage to the target of the ram and start a moderate fire on a target vessel.

Fortified Hull

Requires Improved hull. The hull gains an additional layer of strengthened armor, which is made from wood or metal and increases the ship’s armor class by 1. Only one fortified hull may be purchased per ship.

Grapple Arm Ramps

Large Object

Armor Class: 20
Hit Points: 100
Damage Immunities: poison, psychic
The grapple arm ramps are specially designed to be deployed during naval combat when two ships are close enough for boarding. The grapple arm ramp is a unique gangplank design which is much bulkier, made of metal, and contains large barbed spikes for hooking onto the enemy ship. When deployed the two ships are considered grappling and connected. The ships can only be disconnected by removal or destruction of the ramps. Any creature unfortunate enough to be standing beneath them when the ramps are deployed must succeed on a DC 15 dexterity saving throw or take 19 (3d12) bludgeoning damage. The ramps can be pulled free from the decking with a DC 20 Strength check.

Harpoon Rifle

Large Object

Armor Class: 12
Hit Points: 25
Damage Immunities: poison, psychic
A harpoon gun is a large modified crossbow that fires rope-tethered harpoons. When the harpoon strikes a creature that is size large or smaller, it is considered grappled. It may make an DC 16 saving throw to break free. Harpoon line is usually strengthened cable, which has AC 12, and 10 hit points.
Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Harpoon. Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: 13 (2d12) piercing damage.

Heavy Net Cannon

Large Object

Armor Class: 12
Hit Points: 25
Damage Immunities: poison, psychic
The heavy net cannon is a unique turret mounted weapon which launches a heavy net at high speeds to entrap creatures within it. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Heavy Net. Ranged Weapon Attack: +6 to hit, range 300/600 ft., one target. A large or smaller creature hit by a net is Restrained until it is freed. A heavy net has no effect on creatures that are formless, or creatures that are size huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 15) also frees the creature without harming it, ending the effect and destroying the net.

Imperial Cannon

Large Object

Armor Class: 20
Hit Points: 100
Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. A cannon is usually supported in a wooden frame with wheels, mounted into a carriage below the deck. The cannon is a broadside ship weapon and therefore can only target the hull of an enemy ship. A row of broadside cannons all share initiative and fire simultaneously (commonly referred to as a ‘broadside’). Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Cannon Ball. Ranged Weapon Attack: +6 to hit, range 300/600 ft., one target. Hit: 55 (10d10) bludgeoning damage.

Improved hull

The hull gains a strengthened armor layer, which is made from wood or metal and increases the ship’s armor class by 2. Only one improved hull may be purchased per ship.

Iron graspers

Large Object

Armor Class: 18
Hit Points: 50
Damage Immunities: poison, psychic
The iron graspers are a turret mounted pair of steel hands which are tethered by iron chains. The hands are a unique mechanical contraption designed to grapple another ship’s mast. The iron graspers are fired towards another ship’s mast and when they successfully hit, the mechanical hands grapple the other ship rather than do any damage.
Steel hands. Ranged grapple: +6 to hit 50/100ft. Hit: The hands may be wrestled free from the mast with a DC 20 strength check or the iron chains burst with a DC 20 strength check. As long as the hands maintain a grapple, neither ship may flee the other. The steel hands will not release without the use of the special key which unlocks their grasp. An inspection of the hands will reveal the keyhole with a DC 15 inspection check and picking the lock requires thieves’ tools and a DC 20 Dexterity Check.

Light Cannon

Large Object

Armor Class: 17
Hit Points: 50
Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. A cannon is usually supported in a wooden frame with wheels, mounted into a carriage below the deck. The cannon is a broadside ship weapon and therefore can only target the hull of an enemy ship. A row of broadside cannons all share initiative and fire simultaneously (commonly referred to as a “broadside”). Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Cannon Ball. Ranged Weapon Attack: +6 to hit, range 300/600 ft., one target. Hit: 33 (6d10) bludgeoning damage.

Lightning cannon

Large Object

Armor Class: 15
Hit Points: 50
Damage Immunities: poison, psychic
The Lightning Cannon is a unique turret mounted weapon which uses arcane enchantment to send a line of crackling lightning energy outward. The lightning cannon may be fired 5 times per day recharging each morning at dawn.
     Streak of lightning. The lightning cannon emits a lightning strike in a straight line 5ft wide and 30ft long. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) lightning damage and become stunned until the end of their next turn.

Mast Cannon

Large Object

Armor Class: 15
Hit Points: 50
Damage Immunities: poison, psychic
A mast cannon is a modified light cannon built onto a turret mount which uses gunpowder to propel two heavy balls of cast iron connected by a chain through the air at destructive speeds. A mast cannon is made specifically for targeting a ship's mast and rigging, designed to disable a ship's ability to maneuver. If targeting the ship, do not roll damage instead roll a 1d4-1 for the number of rounds for which the targeted ship is disabled.
Although, it can also be highly effective if used to target an individual when a mast just won’t do. Chain shot is however NOT effective against the hull of a ship and will not do any damage.
Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Chain-shot. Ranged Weapon Attack: +4 to hit, range 150/300 ft., one target. Hit: 39 (6d12) slashing damage.

Meteor Cannon

Large Object

Armor Class: 17
Hit Points: 75
Damage Immunities: poison, psychic
The meteor cannon is a mortar weapon infused with fire damage. This hefty weapon uses gunpowder to propel a massive ball of flaming iron high into the air, falling back down at destructive speeds. The meteor cannon is mounted to a turret support on the deck of a ship and requires quick calculations to be fired with any accuracy. For this reason, firing the meteor cannon requires a minimum Intelligence score of 13. Before it can be fired, the hammer must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Airborne shell. Ranged Weapon Attack: +Intelligence modifier to hit, range 150/300 ft., one target. Hit: (70) 20d6 piercing and (70) 20d6 fire damage, when successfully striking another ship it causes a major fire.

Mortar

Large Object

Armor Class: 15
Hit Points: 50
Damage Immunities: poison, psychic
A mortar uses gunpowder to propel a heavy aerodynamic missile made of iron high into the air, falling back down at destructive speeds. A mortar is mounted to a turret support on the deck of a ship and requires quick calculations to be fired with any accuracy. For this reason, firing a mortar requires a minimum Intelligence score of 13. Before it can be fired, the mortar must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
     Airborne shell. Ranged Weapon Attack: +Intelligence modifier to hit, range 150/300 ft., one target. Hit: 65 (10d12) piercing damage.

Sea Mines

Large Object

Armor Class: 18
Hit Points: 10
Damage Immunities: poison, psychic
A sea mine is a large and volatile explosive device, hand-crafted by the gnomes of Flimisham. This device is cleverly designed to be completely inert when dry, but violently explosive once the shell becomes submerged in water. Launched from the rear of a ship, the sea mine is the perfect deterrent from being chased. Once a sea mine hits the water, the next unfortunate solid item to strike it will cause a terrible explosion.
Sea Mine. A floating sea mine can be spotted from a ship with a DC 15 Perception check. A ship that is closely following another when it drops a sea mine must succeed on a DC 15 Maneuver check or take 165 (30d10) force damage.

Sentient Map of Naval Guidance

Attuned wondrous item

The Sentient Map of Naval Guidance allows the attuned owner to see a map of the sea and sky around them 5 miles in any direction. The perspective of the map is top down and centered on the ship itself. The map will accurately display the surrounding geographical features, any natural water hazards, other ships, or creatures. The map is sentient and is able to answer one question per day regarding the details of one object displayed on the map. This can include the weather, the nature of sea currents, the details of another ship's crew, the number of people in a nearby town, the type of sea monster below the ship, or any quantifiable information that the map would reasonably know and could be asked in one question.

Spiked Hull

Large Object

Armor Class: 22
Hit Points: 75
Damage Immunities: poison, psychic
The spiked hull is a modified iron spiked railing along the outside of the hull which adds extra damage when a ship makes a ram attack
     Spiked hull. Ram Weapon Attack. When a Ram is successful, add an additional (26) 4d12 piercing damage to the target of the ram.

The Hammer

Large Object

Armor Class: 17
Hit Points: 75
Damage Immunities: poison, psychic
The hammer is a glorified version of the Mortar. It uses gunpowder to propel a massive aerodynamic missile made of iron high into the air, falling back down at destructive speeds. The hammer is mounted to a turret support on the deck of a ship and requires quick calculations to be fired with any accuracy. For this reason, firing the hammer requires a minimum Intelligence score of 13. Before it can be fired, the hammer must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Airborne shell. Ranged Weapon Attack: +Intelligence modifier to hit, range 150/300 ft., one target. Hit: 104 (16d12) piercing damage.

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