Shipwright
Port Fees
These are what ships are required to pay when using a ports docks.Ship Size | Cost per day |
---|---|
Sloop Class | 20 gp |
Brigantine Class | 40 gp |
Galleon Class | 80 gp |
Warship Class | 160 gp |
Ship Supplies
These are your basic supplies that every ship should carry in its cargo. Supplies and their weight on a ship is determined by "Bulk". Each of the supplies below are sold as one "Bulk" and typically will last on a ship for one month.Ship Supplies | Cost |
---|---|
Black Powder and Cannon Balls | 5500 |
Food and Drink | 4500 |
General Supplies | 6500 |
Medical Supplies | 1000 |
Ship Supplies Descriptions
Ship supplies are presented in alphabetical order. A ship supplies description gives its name and its properties.Black Powder and Cannon Balls
Cannon balls are actually the cheapest part about this deal as the black powder is highly expensive. One "Bulk" of these supplies will last you up to 5 combat encounters.Food and Drink
Rations and rum are all a sailor needs to keep themself happy. For every week your crew does not have these supplies, their morale is decreased by 1 and 1d4 crew die.General Supplies
These are your everyday supplies a ship needs to operate and keep up self maintenance. For every week your ship does not have these supplies, the max hitpoints of the ship is reduced by 2d10.Medical Supplies
These are the supplies needed to maintain the health of the crew. For every week your crew does not have these supplies, there is a chance that a disease will spread throughout the crew.Ship Repair
A shipwright can lead repairs on your ship. These repairs cost 20 gp per hitpoint restored on your ship and take a total of 24 hours to complete.Ships
The shipwright can also supply you with a brand new ship if you find yourself unlucky enough to be without one.Ship Class | Cost |
---|---|
Sloop Class | 50,000 |
Brigantine Class | 100,000 |
Galleon Class | 250,000 |
Warship Class | 300,000 |
Ship Descriptions
Sloop Class
The sloop is the smallest of the ship classes and is the least durable. However for what it lack in size and durability, it greatly makes up for in its speed and maneuverability. It can outrun almost any ship on the seas and can easily outmaneuver them. Sloops cannot have heavy weaponry aboard their ship.Brigantine Class
The brigantine is the middle ground when it comes to ships. It is fast, durable, and has a decent amount of firepower. Brigantines may only have one heavy weaponry located in the front of the cannon deck on a ship.Galleon Class
The galleon is a fairly large ship capable of carrying a large amount of cargo and crew. It has an impressive array of firepower and durability. However it lacks the capability of high speeds and maneuverability. Galleons may only have two heavy weaponry located in the front of the cannon deck on a ship.Warship Class
The warship is a massive ship built for the sole purpose of being a fortress on the high seas. Its firepower and durability dwarfs those of all other ships. It can have a wide array of additions on the ship making it versatile in its armaments. However it severely lacks any sort of speed and little to no maneuverability at all. Warships may have up to four heavy weaponry located in any direction of a ship.Ship Upgrades
Ship upgrades are divided into separate categories. The majority of all upgrades take about a week of work to install.Crew Upgrades
Crewed By Bilgerats
Cost: 100 gp per 10 crewEffect: You buy the crew a list of items they have asked for. Their morale score is permanently increased by 1.
Crewed By Scallywags
Cost: 200 gp per 10 crew and Crewed By BilgeratsEffect: You buy some of the crew much needed accessories, peglegs, eye patches, hooks, etc. Their morale score is permanently increased by 1.
Crewed By Sea Dogs
Cost: 400 gp per 10 crew and Crewed By ScallywagsEffect: You buy the crew better clothes. Their morale score is permanently by 1.
Crewed By Master Hands
Cost: 800 gp per 10 crew and Crewed By Sea DogsEffect: You buy the crew better equipment. Their morale score is permanently by 1.
Bowmen
Cost: 200 gp per 10 crewEffect: You buy bows and arrows and train them in the art of archery. Your ship gains a new order that can be taken on its turn called "Volly". The crew makes an attack roll modified by their morale score at a target ship within 100 ft. against its helm AC. If the attack hits the target ships loses 1d6 crew. This order requires 10 crew.
Ship Guard
Cost: 500 gp per 10 crewEffect: The crew is trained and well equipped for combat. The crew gains a +1 to its combat rolls.
Sacrifice to the Gods
Cost: 200 gpEffect: You stow away a rowboat filled with oil barrels just in case of a dire situation. Your ship gains a new order that can be taken on its turn called "To the Locker!". Two crew swim out in the rowboat with an open flame and attempt to ram a target within 200 ft. The rowboat makes an attack roll modified by the crews morale score, if it hits the rowboat explodes and deals 8d10 fire damage (if the target is a ship it has a large fire) and your crews morale score decreases by 1. If it misses, the crew may then be picked up after the combat encounter ends. After you successfully use this upgrade you must buy it again before you may use it.
Arial Units
Cost: Special (see below)Effect: You train some of the crew on mounted arial combat and provide them with mounts and equipment needed for arial combat. Your ship gains a new order that can be taken called "Launch". Your arial units are launched from your ship and take a very specific order you give them. They act after the ships turn in initiative. This order requires 2 crew for every 10 crew (2 crew for every 20 crew if using wyverns). The table below shows the options for arial units and below that will state their descriptions:
Mount | Price |
---|---|
Giant Bats | 10000 per 10 crew |
Griffons | 30000 per 10 crew |
Nightmares | 20000 per 10 crew |
Pegasus' | 20000 per 10 crew |
Wyverns | 50000 per 20 crew |
Griffons: This unit excels in combat. If ordered to attack a ship the arial units make an attack roll with advantage modified by the crews morale score at a target ship against its helm AC. If the attack hits the target ships loses 1d10 crew. Attacks made against this unit in crew combat is done so at disadvantage unless targeted by other arial units or by anti-arial weaponry. If ordered to attack a creature they do 3d10 piercing damage. This unit has 14 AC and 150 hitpoints per 10 crew when determining attacking it directly.
Nightmares: This unit excels in terrifying its enemies. If ordered to attack a ship the arial units make an attack roll modified by the crews morale score at a target ship against its helm AC. If the attack hits the target ships loses 1d8 crew. If the attack hits, the crew of that ship has disadvantage on attack roles in crew combat until the next turn. If ordered to attack a creature they do 3d8 piercing damage. This unit has 13 AC 100 hitpoints per 10 crew when determining attacking it directly.
Pegasus': This unit excels in inspiring its allies. If ordered to attack a ship the arial units make an attack roll modified by the crews morale score at a target ship against its helm AC. If the attack hits the target ships loses 1d8 crew. If the attack hits, your crew has advantage on attack roles in crew combat until the next turn. If ordered to attack a creature they do 3d8 piercing damage. This unit has 13 AC and 100 hitpoints per 10 crew when determining attacking it directly.
Wyverns: This unit excels in arial combat. If ordered to attack a ship the arial units make an attack roll modified by the crews morale score at a target ship against its helm AC. If the attack hits the target ships loses 1d12 crew. This unit has advantage on attacks against other arial units and arial units have disadvantage on attack rolls against this unit. If ordered to attack a creature they do 2d12 piercing damage and 1d12 poison damage. This unit has 15 AC and 200 hitpoints per 20 crew when determining attacking is directly.
Hull Upgrades
Kraken Spikes
Cost: 2000 gpEffect: These spikes are attached to the outside of the hull to dissuade other sea creatures with a habit of wrapping their tentacles or other body parts around a ship. These spikes deal 2d10 piercing damage per round to any creature currently grappling the ship.
Kraken Hull
Cost: 60000 gpEffect: Kraken bones line the outside of the hull. Your ship gains a new order on its turn called "Release the Kraken!". Spectral kraken tentacles appear protruding out from the hull, you may have them attack during the same order you summon them and can order them to make an additional attack every turn. If the attack hits it deals 6d6 lightning damage. These tentacles last for one minute. Once this ability is used, it cannot be used again for 24 hours.
Spiked Chains
Cost: 1000 gpEffect: Spiked chains hang from underneath the hull of the ship damaging anything submerged near the ship. Any submerged creatures within 10 ft of the ships sides and up to 50 ft below the ship must make a DC 14 Dexterity saving throw, taking 2d8 slashing damage (4d10 if gargantuan) on a failed save or none on a success (half if gargantuan). The ship gains a new order that can be taken on its turn called "Raise/Lower Chains". The crew either lowers the chains or raises them (1 full round). The ships speed is reduced by 10 ft. while the chains are deployed. This order requires 8 crew.
Rasping Chains
Cost: 1500 gp and Spiked ChainsEffect: Rasping chains hang from underneath the hull of the ship damaging anything submerged near the ship. Any submerged creatures within 10 ft of the ships sides and up to 50 ft below the ship must make a DC 14 Dexterity saving throw, taking 4d8 slashing damage (8d10 if gargantuan) on a failed save or none on a success (half if gargantuan). The ship gains a new order that can be taken on its turn called "Raise/Lower Chains". The crew either lowers the chains or raises them (1 full round). The ships speed is reduced by 10 ft. while the chains are deployed. This order requires 8 crew.
Made of Oak
Cost: 600 gp for sloops, +200 for every class beyond a sloopEffect: You replace many of the ships wooden boards with reinforced oak. Each of the ships stations increases its maximum hit points by 25.
Made of Ironwood
Cost: 6000 gp for sloops, +2000 for every class beyond sloop and Made of OakEffect: You reinforce many of the ships oak boards with ironwood. Each of the ships stations increases its maximum hitpoints by 25.
Made of Living Wood
Cost: 60000 gp for sloops, +20000 for every class beyond sloop and Made of IronwoodEffect: Using fey magic you transform the ironwood into living wood. The ship is now a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its sides, and the wood runs fresh with sap when damaged. The ship has advantage on constitution saving throws. As long as the ship has 1 hitpoint it regains 1d10 hitpoints each round and 10d10 hitpoints every hour.
Shell
Cost: 30000 gpEffect: Runes etched on the sides of the hull generate a magic bubble around the ship. This shell absorbs 150 hitpoints of damage before being destroyed. After 8 hours the shell recovers to full efficiency.
Improved Shell
Cost: 60000 gp and ShellEffect: The shell can now absorb up to 250 hitpoints of damage before being destroyed. Additionally it grants the ship and its crew protection from the elements, such as storms.
Asgardian Vessel
Cost: 100000Effect: The ship is crafted from the wood of trees that grow in Asgard. All nonmagical damage is halved.
Churning Hull
Cost: 60000 gpEffect: Tempest runes are etched onto iron chains that are wrapped around the hull of the ship. Your ship gains a new order that can be taken on its turn called "Storm's Fury". The water in a 200 ft radius around the ship thrashes and becomes wild, it is considered difficult terrains for everything but the ship.
Death Vessel
Cost: 60000 gpEffect: The ship is crafted from material located within the Shadow Roads. Your ship gains a new order that can be taken on its turn called "Horrify". The ship releases a pulse of horrific energy in a 200 ft radius. Every creature who is an enemy of this ship must make a DC 14 Wisdom saving throw. On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it cannot be used again for 4 hours.
Frost Locked Hull
Cost: 30000 gpThe ships hull is made with supernatural ice created by elemental energy. Every component of the ship is immune to cold damage but vulnerable to fire damage. The ship can also move over any formation of ice at its normal speed
Unleash The Beast
Cost: 450000 gpEffect: Through the old magic that first created mimics, you transform your ship into a living being. The front of the ship develops eyes and a large mouth, the ship can hide these features to make it appear like a normal vessel. Your ship gains a new order that can be taken on its turn called "Consume". The ship makes an attack roll modified by its Strength modifier at a target within 10 ft. (against hull AC if target is a ship). If the attack hits the target takes 20d10 piercing damage. As long as the ship has 1 hitpoint it regains 1d10 hitpoints each round and 10d10 hitpoints every hour. If it successfully bites another ship or creature size huge or bigger, its regeneration is doubled that round. The ship gains an Intelligence of 4, Wisdom of 12, and Charisma of 10. It has advantage on all wisdom based saving throws. It obeys the orders of the Captain.
Reinforced Hull
Cost: 60000 gpEffect: Through the use of superior materials and clever design, the ship's hull becomes impressively resilient. The ship's base hitpoint maximum is double.
Vigilant Watch
Cost: 30000 gpEffect: A row of crystal orbs, each filled with viscous liquid and a beholder's eyeball, is mounted along this ships hull. All invisible creatures within 100 ft. of the ship become visible.
Nightstalker
Cost: 30000 gpEffect: The ship has magical runes etched on it allowing it to become the stealthiest ship on the seas. Your ship gains a new order that can be taken on its turn called "Out of Sight". Your ship becomes under the effects of invisibility for 1 hour, attacking or activating any other magical ship components ends this effect. Once this ability is used, it cannot be used again for 24 hours.
Facility Upgrades
Hidden Towline
Cost: 80 gpEffect: The ship has a hidden towline attached to the underside of the hull. The line trails underneath the ship and has a small 100 lb capacity box designed to look like an aquatic fish attached to it. These are typically used by smugglers traveling to ports with contraband.
Bigger Hidden Towline
Cost: 180 gp and Hidden TowlineEffect: The ships towline now has a 1500 lb capacity however when the ship is towing it, its speed is reduced by 10 ft.
Bigger Brig
Cost: 2500 gpEffect: The brig is expanded to hold up to 10 individuals securely. Metal plates on the walls, ceiling, and floor makes it unlikely for prisoners to burrow their way out
Bilge Pumps
Cost: 2500 gpEffect: Having bilge pumps gives the ship advantage on sinking and other water based effects. Additionally your ship gains a new order called "Bail That!". The crew activates the bilge pumps and begins to bucket water out of the ship as well. The ship cannot sink the same round this order is given. This order requires 10 crew.
Rain Catches and Fishing Nets
Cost: 500 gpEffect: Large waxed canvas wings are attached to the sides of the ship and fishing nets follow behind the ship. Whenever you pass through a storm successfully, your ship gains one "Bulk" of food and drink.
Outfitted Sickbay
Cost: 2500 gpEffect: The sickbay now has everything it needs to operate at its full capacity. Up to one "Bulk" of medical supplies does not count towards your ships maximum "Bulk" capacity. Additionally while you have medical supplies the crew has advantage on any saves made against disease.
Improved Galley
Cost: 2500 gpEffect: The galley is no longer the smallest, hottest room on the ship. It is now fully equipped with everything a cook needs to successfully operate, especially now with a cold locker to keep the food fresher longer. Up to one "Bulk" of food and drink does not count towards your ships maximum "Bulk" capacity. Additionally one "Bulk" of food and drink now lasts for two months instead of one.
Nautical Cartography
Cost: 2500Effect: The ship's cartographer's room is now upgraded with a larger array of devices for determining the ships location. The Quartermaster now has advantage on all Wisdom (Survival) checks when "lost" or when tracking a target location or ship.
Glass-Bottomed
Cost: 5000Effect: Reinforced glass is put at the bottom of the ship, allowing you to clearly see underneath the ship. This glass has the same density and durability of a normal wood bottom.
Stocked Armory
Cost: 5000 gpEffect: The ships armor is now fully stocked with armor and weapons. Simple and marital weapons, armor and shields can all be acquired here now.
Barracks
Cost: 2500 gpEffect: The crew now finally have a proper living quarters to rest and sleep. The crew now has a less chance of catching a disease.
Gambling
Cost: 2500 gpEffect: You buy the crew all the cards, games, and dice they want. The crew will readily gamble as a passtime. As a result the ships treasury will gain additional gp every week.
Vault
Cost: 2500 gpEffect: The ships treasury is secured behind a vault door on the ship making it nearly impossible to steal from.
Kennel
Cost: 2500 gpEffect: You provide a proper living space for any animals aboard the ship. Wisdom (Animal Handling) checks are made with advantage when dealing with an animals you have taken aboard your ship.
Arcane Cannonballs
Aquaball
Cost: 100 gp per 10 shotsEffect: While firing these cannon balls, you suffer no penalties when firing at submerged targets.
Flameball
Cost: 1000 gpEffect: This ball does an extra 1d10 fire damage and when it hits a ship it must make a DC 16 Constitution saving throw. On a failure a small fire starts on the ship.
Grogball
Cost: 2000 gpEffect: When this ball hits a ship or creature they must make a DC 16 Constitution saving throw. On a failure the creature or the crew of the ship hit become temporarily drunk. They have disadvantage on all attack rolls and Strength or Dexterity based ability checks and saving throws until the end of their next turn.
Wearyball
Cost: 2000 gpEffect: When this ball hits a ship or creature they must make a DC 16 Constitution saving throw. On a failure the creature or the crew of the ship hit falls asleep. They become unconscious until the end of their next turn and may repeat this save if any damage is taken.
Venomball
Cost: 2000 gpEffect: When this ball hits a ship or creature they must make a DC 16 Constitution saving throw. On a failure the creature or the crew of the ship hit become poisoned for 1 minute. They may repeat this save at the end of each of their turns.
Anchorball
Cost: 5000 gpEffect: When this ball hits a ship they must make a DC 16 Constitution saving throw. On a failure the ship immediately lowers its anchor.
Peaceball
Cost: 5000 gpEffect: When this ball hits a ship they must make a DC 16 Constitution saving throw. On a failure the ships powder becomes wet. Nonmagical cannon based weapons cannot fire for one round.
Helmball
Cost: 5000 gpEffect: When this ball hits a ship they must make a DC 16 Constitution saving throw. On a failure the ships wheel is locked in place. The ship cannot turn on its next turn.
Ballastball
Cost: 5000 gpEffect: When this ball hits a ship they must make a DC 16 Constitution saving throw, a ship automatically succeeds its save if the hull has at least 1 hitpoint. On a failure the ship immediately sinks.
Riggingball
Cost: 5000 gpEffect: When this ball hits a ship they must make a DC 16 Constitution saving throw. On a failure the ship's sails are raised immediately reducing the ships speed to 0. The ship must use an order to lower the sails again, the first time the ship moves its speed is halved.
Weapon Upgrades
Chain Shot
Cost: 25 gp per 10 shotsEffect: These cannonballs are highly effective at taking out the masts of a ship. While firing these cannon balls, regular cannons do 1d10 extra damage when hitting the sails.
More Cannons!
Cost: 2000 gpEffect: You buy additional cannons to put on your ship. The damage from your "Broadside" ability on your ship is increased by 1d10. This upgrade can be chosen multiple times depending on the size of your ship. Sloops 3 times, Brigantines 4 times, Galleons 5 times, and Warships 6 times.
High Grade Cannons
Cost: 8000 gpEffect: All the cannons aboard your ship now have larger barrels and can higher grade cannon balls. All regular cannons now deal 1d10 extra damage.
High Grade Explosives
Cost: 2000 gpEffect: All heavy weaponry aboard your ship has been upgraded to produce the maximum explosive yield. All heavy weaponry now does 1d12 extra damage.
Unerring Accuracy
Cost: 10000 gpEffect: All the cannons aboard your ship have their barrels extended. All regular cannons now have a +2 to their attack rolls.
Iron Casting
Cost: 3500Effect: All heavy weaponry aboard your ship is now composed of high grade iron. All heavy weaponry now has a +1 to their attack rolls.
Never Miss, Never Surrender
Cost: 15000Effect: All the cannons aboard your ship are upgraded to the highest quality possible. All regular cannons now have advantage on their attack rolls.
Depth Charges (Special)
Cost: 2000 gpEffect: You now can rig explosive barrels and drop them in the water as a trap. Your ship gains a new order that can be taken on its turn called "A Little Surprise". Explosive barrels are dropped into the water behind the ship in a 20 ft. radius. It takes a DC 14 Wisdom (Perception) check to spot these barrels in the water. The barrels have an AC of 12 and explode if hit with an attack or if a ship moves within its radius, dealing 4d10 fire damage. This order requires 4 crew.
Anti-Arial Ballista (Special)
Cost: 5000 gpEffect: You add an anti-arial turret to the middle of the top deck of the ship. This large seated ballista sits upon a swivel allowing for it to aim virtually anywhere, especially the sky. You may choose this upgrade again to add an additional one for a max of 2. The anti-arial ballista has the following stats:
Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: (3d12) piercing damage. If an arial unit is hit it takes an additional 1d12 damage. This weapon cannot be used against ships. This weapon can also swivel at 360 degrees. This weapon requires 1 crew.
Shark's Teeth (Special)
Cost: 2000 gpEffect: You add a harpoon turret to the front of the top deck of the ship. You may choose this upgrade again to add an additional one for a max of 2. The harpoon turret has the following stats:
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: (3d10) piercing damage. This weapon cannot be used against ships. This weapon does not suffer any penalties while firing at submerged targets. This weapon can also swivel 360 degrees. This weapon requires 2 crew.
Aquatic Harpoon Turret Mount (Special)
Cost: 5000 gpEffect: An aquatic harpoon turret is mounted the the underside of a ship that can only be accessed by the lowest level inside of the ship. You may choose this upgrade again to add an additional one for a max of 4. The aquatic harpoon turret has the following stats:
Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: (3d12) piercing damage. This weapon cannot be used against ships. This weapon does not suffer any penalties while firing at submerged targets. This weapon can also swivel 360 degrees. This weapon requires 1 crew.
Krakenator (Special)
Cost: 40000 gpEffect: A massive aquatic harpoon turret is mounted to the underside of the ship that can only be accessed by the lowest level of the ship. It is powered by building up steam to gain enough pressure that will launch the massive harpoon. The Krakenator has the following stats:
Ranged Weapon Attack: +8 to hit, range 200/500 ft., one target. Hit: (20d12) piercing damage. On hit the target is grappled by the ship as a line is attached to the harpoon. On each turn after you may use an action to attempt to pull the target closer, your ship and the target make a contested Strength check, if your ship wins the target is pulled 10 ft. closer. Whenever your ship or the target tries to move farther away from one another both your ship and the target make a contested Strength check, if they win they can move away at half speed, pulling the other. The harpoon requires a DC 23 Strength saving throw to remove. Once fired this weapon cannot be fired again for 24 hours. This weapon does not suffer any penalties while firing at submerged targets. This weapon can also swivel at 360 degrees. This weapon requires 10 crew.
Tri-Cannon (Heavy Weaponry)
Cost: 5000 gpEffect: You add a tri-cannon to the front of the cannon deck of the ship. You may choose this upgrade again to add an additional one, how many you may have and their location depends on your ship class. Tri-cannons have the following stats:
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: (3d12) bludgeoning damage. This weapon can be fired up to 3 times in a single round and multiattack may be used to fire it in succesion. This weapon requires 4 crew.
Blunder Cannon (Heavy Weaponry)
Cost: 8000 gpEffect: You add a blunder cannon to the front of the cannon deck of the ship. You may choose this upgrade again to add an additional one, how many you may have and their location depends on your ship class. Blunder cannons have the following stats:
Blunder cannon (Recharge 5-6): You fire the cannon in a 100 ft. cone. Any vehicle within this cone must make a DC 12 Dexterity saving throw, taking 10d12 bludgeoning damage on a failed save and half damage on a success. Structures automatically fail save. Creatures aboard vehicles have advantage on this save and take no damage on a success. This weapon requires 6 crew.
Arcane Artillery (Arcane Weaponry)
Cost: 40000 gpEffect: You add Arcane Artillery to the back of the top deck aboard your ship. This device looks like a fairly large canon with an extremely short barrel pointing upwards and is fastened to a swivel like device. Arcane Artillery has the following stats:
Arcane Artillery (Recharge 5-6): You fire a shot of arcane energy into the sky that will land and explode at a location of your choosing. Choose a location within 100 ft., after a full round the shot lands and explodes at the location in a 40 ft. radius. Any vehicle within this radius must make a DC 12 Dexterity saving throw, taking 20d10 force damage on a failed save and half damage on a success. Structures automatically fail this save. Creatures aboard vehicles have advantage on this save and take no damage on a success. This weapon requires 2 crew.
Arcane Cannon (Arcane Weaponry)
Cost: 5000 gpEffect: One regular cannon aboard the ship is imbued with destructive energy. This cannon gains +2 to its attack and damage rolls, and its attacks count as magical.
Concussive Rounds
Cost: 8000 gp and Arcane CannonEffect: Enhanced by abjuration magic, this weapons attacks burst with thunderous noise capable of momentarily disorienting and distracting creatures. If this weapon hits a ships hull or creature, their speed is reduced by 2d10 ft. until the end of their next turn.
Explosive Rounds
Cost: 8000 gp and Arcane CannonEffect: Drawing on powerful evocation magic, this weapons attacks are imbued with unstable energy that explodes in a fiery blast. If this weapon hits, it deals an extra 2d6 fire damage.
Grasping Rounds
Cost: 8000 gp and Arcane CannonEffect: This weapon creates spectral chains that trail after its shots, restraining enemy ships and creatures in their grasp. When this weapon hits a ship or creature the size huge or bigger, it must succeed a DC 14 Strength saving throw or it cant move away from the attacker. The creature may use its action to repeat this saving throw in an attempt to break free.
Movement Upgrades
Clockwork Oars and Sails
Cost: 5000 gpEffect: By mechanizing the sails and oars it reduces the work load in order to move the ship. The number of crew required to operate the sails is now 1. The AC of the sails is now 13 and its hitpoints is raised by 50.
Glorious Clockwork Oars and Sails
Cost: 10000 gp and Clockwork Oars and SailsEffect: Additional and more complex designs are added to the sails and oars. The hitpoints of the sails is raised by 100.
Triumphant Clockwork Oars and Sails
Cost: 20000 gp and Glorious Clockwork Oars and SailsEffect: Even more complex designs are added to the sails and oars. The AC of the sails is now 14 and its hitpoints is raised by 200.
Majestic Clockwork Oars and Sails
Cost: 40000 gp and Triumphant Clockwork Oars and SailsEffect: The design is now flawless and even comes equipped with reinforced plating. The AC of the sails is now 15.
Ever-Full Sails
Cost: 10000 gpEffect: The sails are woven from the remains of air elementals and are powered by elemental energies. Wind whips and whistles around them, allowing the ship to be moving with the wind no matter the direction the wind is blowing.
Defiant Sails
Cost: 40000 gpEffect: The sails are woven with a fine coat of mithral treated with abjuration magic. While the sails are unfurled, any ranged attack against the ship and its crew are made at disadvantage.
Dragon Sails
Cost: 40000 gpEffect: The sails are woven from the materials that a dragon's wings are composed of. The sails gain +3 to their AC and gain resistance to a damage type associated with the dragon they were made from.
Screaming Sails
Cost: 20000 gpEffect: Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan moarnfully when they catch the wind. The ship gains a new order that can be taken on its turn called "Wail". The ships sails let out a ghastly howl, all creatures hostile to the ship and its crew must succeed a DC 14 Wisdom saving throw or take 4d6 psychic damage and become frightened of the ship for 1 minute. Once this ability has been used, it cannot be used again for 12 hours.
Figurehead Upgrades
Elemental Figurehead
Cost: 5000Effect: The figurehead is infused with magical energy and forms a protective shield over the ship. Choose fire, cold, lightning, acid, thunder, necrotic, or force; the ship and its crew have advantage on all saving throws on all effects with the related element and all related damage is reduced by 5.
Shark Figurehead
Cost: 20000 gpEffect: This magic figurehead allows the ship to submerge underwater and operate as effectively as it did above water. A air bubble forms over the deck of the ship allowing the crew to operate safely. Normal penalties for attacking underwater still apply, unless negated by an upgrade.
Guardian Figurehead
Cost: 10000 gpEffect: This figurehead typically depicts some form of large armored knight. Your ship gains a new order that can be taken on its turn called "Its Alive!". The figurehead animates as an iron golem with specific orders, if no orders are given it will defend the ship and its crew. It acts after the ships turn in initiative. After a minute goes by or when its hitpoints is reduced to 0 the iron golem is magically teleported back to the ship and becomes a figurehead again. Once this ability has been used, it cannot be used again for 24 hours.
Red Dragon Figurehead
Cost: 20000 gpEffect: This figurehead is in the form of a red dragons head with its mouth open. Your ship gains a new order that can be taken on its turn called "Cremation". The figurehead breaths a gout of flame in a 60 ft. cone. Any creature or ship within this cone must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a success. Ships that fail their save have a large fire started. Creatures aboard vehicles have advantage on this save and take no damage on a success. Once this ability has been used, it cannot be used again for 1 minute.
Storm Giant Figurehead
Cost: 20000 gpEffect: This figurehead depicts a giant with his arm reaching out. Your ship gains a new order that can be taken on its turn called "Thunderstruck". A wave of thunder is sent streaking out from the giants hand in a 60 ft. cone. Any creature or ship within this cone must make a DC 12 Constitution saving throw, taking 6d6 thunder damage on a failed save, or half as much on a success. Ships and creatures that fail this save are pushed 10 ft. back. Creatures aboard vehicles have advantage on this save and take no damage on a success. Once this ability has been used, it cannot be used again for 1 minute.
Kraken Skull Figurehead
Cost: 20000 gpEffect: This kraken skull is mounted as your ship's figurehead. Your ship gains a new order that can be taken on its turn called "Lightning Storm". A wave of lightning is pulsed out from the kraken skull in a 60 ft. cone. Any creature or ship within this cone must make a DC 12 Constitution saving throw, taking 6d6 lightning damage on a failed save, or half as much on a success. Ships and creatures that fail this save are blinded for 1 minute, they may make an additional save at the end of each of their turns to end this effect.
Miscellaneous Upgrades
Arcane Map
Cost: 1500 gpEffect: This arcane map can attune to the ship and a specific location the ship is at (attunement requires 24 hours). The map will show the ships location relative the the attuned location's coordinates and distance. If taken off the ship the map becomes unattuned.
Extinguisher
Cost: 1000 gpEffect: This magical pitcher of water has the ability to put out flames on a ship. Speak the command word and an endless gout of water sprays from the pitcher. With this on board your crew has advantage on all checks to put out fires.
Fog o' War Be Gone
Cost: 3500Effect: This magical spyglass allows anyone looking through it so see through a fog as clear as day.
Jolly Roger
Cost: 100 gpEffect: You design your ships flag as it will become the symbol of your reputation. Ye be warned, flying your jolly roger may alert those seeking to do ye harm. Your ship gains a new order that can be taken called "Hoist The Colors". While you fly your jolly roger your crews morale is increased by 1. You may also fly other flags to convey different messages such as plague aboard, parlay, trade, in need of help, surrender, steer clear, or the flag of a faction your attempting to disguise yourself as. This order requires 2 crew.
Bones of Endless Toil
Cost: 40000 gpEffect: The bones of ancient, mysterious creatures are sealed away in a box hidden on the ship. Whenever crew members die, they are raised as zombies aboard the ship after 24 hours. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. These zombies are bound to serve aboard the ship and cannot leave, if they do they immediately turn to ash and die. At midnight every night, all zombies that died aboard the ship are immediately brought back to life, through magical means, to serve. If the box of ancient bones leave the ship or are destroyed, all zombies currently serving aboard the ship are finally laid to rest permanently.
Smugglers Banner
Cost: 20000 gpEffect: This magical banner causes all who view it to see it as a friendly banner they are aligned with. The banner's true power lies within its ability for a quick get away. Your ship gains a new order that can be taken on its turn called "Rapid Escape". The ship magically teleports to a location it has been of the captains choosing. Once this ability has been used, you cannot do so again for 2 weeks.
Taskmaster's Drums
Cost: 20000 gpEffect: This 4 ft. tall bronze drum comes with a pair of iron mallets. Your ship gains a new order that can be taken on its turn called "Drums of War". While the mallets strike the drum it produces a thunderous rhythm inspiring the crew to work harder. The ship gains an additional order it can take on its turn. Once this ability has been used, you cannot do so again for 24 hours. This order requires 1 crew.
Base Upgrades
Base upgrades are listed below. The majority of all upgrades take about a week to one month of work to install.Establishing Bases
Base Type | Price |
---|---|
Small Fort | 50,000 |
Port Town | 100,000 |
Port City | 200,000 |
Large Fortress | 400,000 |
Trained Guard
Cost: 500 per 10 crewEffect: The base gains a +2 to casualties inflicted against other crews.
Base Officers
Cost: 800 per 10 crewEffect: The base is staffed with experienced officers that can lead the crew. The base's crew gains a +2 to all combat rolls during crew combat.
Archers
Cost: 200 per 10 crewEffect: The base is staffed with archers that aid the crew in combat. Whenever the base's crew inflicted casualties against an enemy crew, they kill an extra 1d6 crew.
Arial Units
Cost: SpecialEffect: The base is staffed with arial units (from the ship upgrades section).
War Gollums
Cost: 800 per 10 crewEffect: Tough gollum defenders join the ranks of your base. Whenever your crew would be inflicted casualities from crew combat, the number of killed is reduced by -2.
Comfortable Lifestyle
Cost: 500 per 10 crewEffect: Life at the base is comfortable and always has the supplies needed to take care of its population. The base's morale is permanently increased by +2.
Luxurious Lifestyle
Cost: 800 per 10 crewEffect: Life at the base is now luxurious and its population is living an extravagant life. The base's morale is permanently increased by +2.
Greater Cannon Towers
Cost: 10000 gpEffect: The base's cannons now deal an extra 2d10 damage.
Artillery
Cost: 40000 gpEffect: You may add one piece of arcane artillery (from the ship upgrades section) into the base's defenses.
Obscuring Haze
Cost: 60000 gpEffect: Magic runes are places around the island creating a magical fog that hides it.
Fortified Defenses
Cost: 30000 gpEffect: All the bases defenses gain 100 hitpoints.
Stone Walls
Cost: 10000 gpEffect: You replace the base's wooden walls with that of stone. The AC of the walls is raised by 1 and its hitpoints is raised by 100.
Reinforced Stone Walls
Cost: 20000 gpEffect: The stone walls have been reinforced with metal. The AC of the walls is raised by 1 and its hitpoints is raised by 200.
Metal Walls
Cost: 40000 gpEffect: You replace the stone walls with that of metal. The AC of the walls is raised by 1.
Iron Gate
Cost: 5000 gpEffect: The base's main gate is now made of hardened iron. The AC of the main gate is raised by 1 and its hitpoints is raised by 50.
Poison Spouts
Cost: 10000 gpEffect: Clouds of toxic gas boil from cunningly placed mouths on the walls, blistering and choking attackers as they try to climb up. Whenever a creature or crew attempts to climb the walls they must make a DC 15 constitution saving throw. On a failure the creature or the crew become poisoned for 1 minute. They may repeat this save at the end of each of their turns.
Fire Spouts
Cost: 20000 gpEffect: Gouts of molten flame flow through cunningly placed mouths on the walls, burning attackers alive as they try to climb up. Whenever a creature or crew attempts to climb the walls they must make a DC 15 Dexterity saving throw. On a failure 1d10 crew are killed and creatures take 7d10 fire damage.
Spiked Walls
Cost: 40000 gpEffect: Jagged spikes mounted on the walls make it so attackers cannot climb the walls.
Mines
Cost: 60000 gpEffect: Mines are held underwater at the base's bay by chains. The base can release these mines that will float to the surface and explode when in contact with a ship. If a ship hits one of these mines they must make a DC 12 Dexterity saving throw taking 10d12 fire damage on a failure and half damage on a success. The first time an attacking fleet starts its turn in this area it must make the same Dexterity saving throw, except the damage taken is 4d10 per ship in the fleet.
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