Bosun

Rank Feature
1st Savy, Part of the Ship
2nd Deft Repairs, Shipwright
3rd Expert Repairs, Emergency Supplies
4th Fully Stocked, Quick Fix
5th Master Repairs, Master Shipwright

SAVY

Beginning when you choose this role as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a Savy.

Part of the Ship

At 1st rank, you know your ship in and out and you know exactly the work that needs to get done. You gain proficiency in carpenters tools and gain a set for yourself. You also learn the following work details below:

Swab the Deck

You order the crew to take the day to completely clean the ship in and out. Once this is complete the crews morale score is increased by 2. This lasts until your ship gets dirty again or until the next combat encounter.

Wet That

You order the crew to drench any flammable ship components. For the next two hours the ship has advantage on all saving throws against fire.

Fix Her Up

You order the crew to perform emergency repairs over the course of 8 hours. Each station gains 5d10 hitpoints and one "Bulk" of general supplies is used up.

Drydock

You dock the ship and begin extensive repairs over the next 24 hours. Every station of the ship regains all their hitpoints. This either costs you 10 gp per hitpoint restored (if at a location where you can buy the materials) or uses up one "Bulk" of general supplies.

Shipwright

At 2nd rank, you can now lead upgrades on a ship and are no longer required to hire a shipwright to do the work for you. Also upgrades now take half the time to complete when you lead them.

Deft Repairs

Also at 2nd rank, you may use a bonus action to take the repair action on a ship.

Expert Repairs

At 3rd rank, when you take the repair action on a ship, you may add your Intelligence modifier to the roll. Also you may reroll one die and choose which result you keep.

Emergency Supplies

Also at 3rd rank, you know it's always a good idea to have back up supplies in case of an emergency. You may order your crew to take out these emergency supplies, you then add one "Bulk" of supplies of your choosing. After you use this feature you cannot use it again until you pay 1000 gp at a port to refill your emergency supplies.

Fully Stocked

At 4th rank, you know how to get the most out of the space on your ship. You increase your ships Bulk by your Intelligence modifier.

Quick Fix

Also at 4th rank, the amount of time it takes for your ship to sink after the hull reaches 0 hit points is increased by a number of rounds equal to your Intelligence modifier.
Additionally when the hull of your ship reaches 0 hitpoints, you may use your action to order the entire crew to do emergency repairs. On the ships turn it takes no orders and instead the hull regains 2d10 hitpoints for every order that would have been available for it to take. This uses up one "Bulk" of general supplies on your ship. After you use this feature you cannot do so again until you finish a long rest aboard your ship.

Master Repairs

At 5th rank, the number you roll when taking the repair action is now 3d12. Also when taking the repair action you may choose to take the maximum result possible. Once you use this feature you must complete a long rest aboard your ship before you can do so again.

Master Shipwright

Also at 5th rank, you know your ship like it's an extension of your own body. You may use your reaction whenever your ship needs to make a constitution saving throw to give it advantage and add your Intelligence modifier to the roll. You can use this a number of times equal to your proficiency bonus and regain any expended uses after a long rest aboard your ship.
Additionally whenever you make a group skill check aboard your ship, you may choose to automatically succeed your roll. Once you use this feature you must complete a long rest aboard your ship before you can do so again.

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