The Gunner
The Gunner directs crewmates to load, aim, and fire the shipboard weapons. The Gunner must have enough active crewmates to operate each weapon that they intend to fire during their turn, referred to as the gunnery crew. For each shipboard weapon, the Gunner makes the following decisions:
• Whether to assign crewmates to operate the weapon (if there are not enough active crewmates to operate all available weapons
• What ammunition to load that weapon with; and
• Which targets on the enemy vessel to aim the weapon at (hull, weapons, or crew).
These decisions do not all have to be made at the same time - the Gunner can load, aim, and fire one weapon and gauge the outcome before making further decisions. Each shipboard weapon can only be fired once at most during the Gunner's turn, and any crewmates that have already used their action to assist in loading, aiming, or firing a weapon cannot take further actions.
Any attack and damage rolls made with shipboard weapons are rolled by the Gunner. When making an attack roll with a shipboard weapon, the Gunner adds the weapon's fixed attack bonus and one ability bonus of their choice to the d20 roll. Gunners may use any ability for the attack roll, as long as they can provide a reasonable explanation for how that ability helps them hit with the weapon.
To make an attack against a ship's hull or its shipboard weapons, the Gunner makes an attack roll against the AC of the hull or weapon. To make an attack against crewmates on an enemy vessel, the Gunner makes an attack roll against the AC of the hull. On a hit, the Gunner rolls damage for that weapon, but instead of damaging the hull, for every 5 damage (rounded down), that many crewmembers on the enemy ship are wounded.
Crewmates in the gunnery crew are wounded first, as they are closer to the line of fire. Wounded crewmates are alive, but unable to contribute to the operation of the ship until they recover.
Class Features
Artificer
Magical Tinkering You optimise your shipboard weapons, improving their accuracy and firepower. You add your proficiency bonus to your attack and damage rolls with shipboard weapons. Additionally, your attacks with shipboard weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Tool Expertise Your mastery over the mechanisms of your shipboard weapons allows the gunnery crew to operate them more effectively. You can load, aim, and fire one of your shipboard weapons an additional time.Barbarian
Rage While raging, you add your Rage damage to the attack and damage rolls of shipboard weapons. Feral Instinct You may enter a rage while rolling side initiative. If you do, regardless of the result of the initiative rolls, you act first during the first round of combat. Brutal Critical You can roll an additional weapon damage die when determining the extra damage for critical hits with shipboard weapons. This increases to two additional dice at 13th level and three additional dice at 17th level.Fighter
Fighting Style Archery You cain a +2 bonus to attack rolls you make with shipboard weapons. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack with a shipboard weapon you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Second Wind At the start of your turn, if any of the gunnery crew are wounded, you can revive a number of them equal to your proficiency bonus, and they can act as normal during your turn. Action Surge During your turn, you can spur the gunnery crew into action, motivating them to work more rapidly. You can load, aim, and fire one of your shipboard weapons an additional time.Monk
Martial Arts During your turn, your swift movements help the gunnery crew do their job more efficiently. You can load, aim, and fire one of your shipboard weapons an additional time. Stunning Strike When you attack enemy weapons or crew, you add your proficiency bonus to the attack roll, and add your martial arts die to the damage dealt. Ki-Empowered Strikes Your attacks with shipboard weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Paladin
Fighting Styles Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack with a shipboard weapon, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. Divine Smite Whenever you hit an enemy with a shipboard weapon, you deal an additional ld8 radiant damage. Improved Divine Smite The damage from your Divine Smite feature increases by 1 d8, to a total of an additional 2d8 radiant damage with each attack.Ranger
Favored Enemy/Favored Foe At the start of your turn, choose hull, weapons, or crew. Add your proficiency bonus to attack rolls with shipboard weapons you make against the chosen target this turn. Fighting Style Archery. You gain a +2 bonus to attack rolls you make with shipboard weapons.Rogue
Sneak Attack If you have advantage on an attack with a shipboard weapon and you hit, you can add your sneak attack damage to the damage dealt. You can only do this with one shipboard weapon each turn. Steady Aim The first attack with a shipboard weapon you make each turn has advantage. Uncanny Dodge You rapidly react to incoming fire, warning crewmates to take cover. Whenever your crewmates are attacked, subtract your proficiency bonus from the number of wounded crewmates.
Type
Transportation

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