Boat Guide

A document that covers solely the boat systems can be found here:

https://docs.google.com/document/d/1EB5vBIpaKReCSZlEWb-bmn2ku13hv6ogW4nNgA1kKYM/edit?usp=sharing

Purchasing Ships

The above ships of any of the sizes may be purchased in any city besides Theyne, Örndalur, and Noirtisser.



Some ship sizes have names and stat blocks that can be found online, we utilize the above chart instead of those for balancing and utility purposes. 


A ship requires maintenance and the crew paid once a month, the cost of which is shown above in the Maintenance Cost section.


Airships may be purchased as either a Large or Huge ship with the same attributes as those shown. The costs for those are 15,000gp for a Large one, and 40,000gp for a Huge one.


When purchasing a ship it comes with no weapons you may purchase weapons for your ship up to the ships weapon slots. Weapons that can be bought are found here.


Large, Huge, and Gargantuan ships have one room point, two room points, and three room points respectively, they may only be used to construct the following rooms:

Rooms: Alchemist's Lab, Arcanist's Study, Armories, Baths, Bedrooms, Dining Halls, Flavor Room, Frigidarium, Jail, Kitchens, Library, Ritual Circle, Storages, Studies, Training Room, Throne Room, and Trophy Halls.


No modifiers/additional properties allowed for these rooms, please see the Structure Document for their description.


Ships have been given new harbor spots based upon their size as follows:

Ship Size

Harbor Spot

Small - ½ 

Medium - 1

Large - 2

Huge - 3

Gargantuan - 5


Note: Having renown in a city will gain you more spots to dock sea and air ships within that city. For every 5 renown you will gain 1 extra spot.


A ship requires maintenance and the crew paid once a month, the cost of which is shown above in the Maintenance Cost section.



Ships Traveling

Ships do not travel at the instantaneous speeds that are possible through teleportation, and thus take time to move from city to city. When you wish to move your vessel from one city to another, please log it in travel costs. If it is traveling to a city on the same continent it will take 3 days. If it is traveling to a city on another continent it will take 3 weeks.


Travel between Kearloch and Coralis only takes 3 days to occur. Water ships cannot be stationed in Theyne, Örndalur, or Noirtisser.


Earning an Income

Ships are able to earn an income if given time to perform jobs for different companies and groups around the world. If you wish to have it earn income for you in the month you must log that you are sending your ship out in #miscellaneous, it will be out for 2 weeks (which cannot be sped up via downtime) and earn an income based upon the below equation, roll this in #dt-dice-rolls


Small ship: 2d6*15gp

Medium ship: 6d10*15gp

Large ship: 14d12*15gp

Huge ship: 14d6*60gp

Gargantuan Ship: 15d20*20


Repairing Ships

Should your ship be damaged during combat you are able to repair it by spending 500gp to repair it fully or 15gp per hit point missing.



Upgrading Ships

The following are upgrades that can be purchased for any ship. Applying these upgrades requires spending 2 weeks in a port where ships may be purchased. The listed cost and any particular requirements are outlined by the upgrade. A ship can only ever have one type of ship upgrade for each general section below, besides weapons which have a special restriction list in their section.


Additionally you may want to upgrade your ship's size in the future. Perhaps you bought a tiny ship but decided you want a large ship. Instead of letting all the work and money you put into your tiny ship go to waste, you can upgrade your ship as you go. In order to do this you simply subtract the previous amount you’ve used to build a ship from the new ship size you want to turn it into. This also requires your ship to stay in port for 2 weeks.


Hull Upgrades

Adamantine Hull

Cost: 15,000gp


Thin sheet of adamantine encompases the hull, boosting damage threshold by 10 and turns any critical hit against the ship into a normal hit.


Churning Hull 

Cost: 5,000gp


By draping the chains over a ship's hull, or by holding a continuous storm around the ship, the storm's fury thrashes into the water around it. The water within 210 feet of the ship is difficult terrain for everything other than this ship. If the call lightning spell is used within this radius, it is considered to be used in ‘Stormy Conditions’.


Death Vessel

Cost: 10,000gp


The ship is enchanted with an aura of dread. The ship gains an extra action station. It creates a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make 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 can't be used again until 1d4 hours have passed. 


Dragon Scale Hull

Cost: 5,000gp

Requirements: Two adult dragons’ worth of scales, or one ancient dragon’s worth (if two different color adult dragons’ are utilized you may choose which of their damage types it is).


Dragon scales plated along the hull of the ship make it resistant to damage. The ship gains a +2 bonus to AC, and gains resistance to the damage type associated with the Dragon Scales. If you also have ‘Dragon Sails’ granting resistance to the same damage type, it instead gains immunity to it. 


Elderwood Frame 

Cost: 10,000gp


The ship is outfitted with wood from the elder trees of the Feywilds. Its strengthened wood helps to make the ship hardier. The ship’s constitution and strength scores are raised by 6.


Frost-Locked Hull

Cost: 5,000gp


This upgrade replaces a ship's hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are immune to cold damage but vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water.


Living Vessel

Cost: 10,000gp

Requirement: Access to a Druid with 7th level spells.


This vessel's hull was crafted under the direction of master druid shipwrights. It is a living plant. drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute. 


Reinforced Hull

Cost: 15,000gp


A master shipwright can use superior materials and clever design to make a ship’s hull more resilient. This changes the vessel’s maximum HP to 1.5 times as much health, and the Damage Threshold increases by 5.


Sealed Hull

Cost: 15,000gp


The entire upper deck is sealed in such a way that the ship can be exposed to a vacuum or submerged in liquid, but maintain its internal atmosphere. Ships with this Hull type can move at their minimum speed underwater if they have a Movement Upgrade that does not rely on sails.

Movement Upgrades


Clockwork Oars

Cost: 5,000gp


Using a combination of magic and clockwork, the oars on this ship require only one crew member to use them, pushing the button or lever that activates them. Your ship crew requirement is reduced by half, and it always moves at its standard pace no matter the condition of the crew.


Ever-Full Sails

Cost: 5,000gp


These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind.


Defiant Sails

Cost: 20,000gp


Requirement: Access to a wizard or sorcerer with 7th level spells.


These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled. ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship.


Dragon Sails

Cost: 5,000gp

Requirements: One adult dragon worth of scales.


Dragon scales woven into these sails make them more resistant to damage. The ship gains a +1 bonus to AC, and gains resistance to the damage type associated with the Dragon Scales. If you also have a ‘Dragon Scale Hull’ granting resistance to the same damage type, it instead gains immunity to it.


Elemental Engine

Cost: 15,000gp


The ship has a propulsive engine that releases jets of water sourced from the elemental plane of water. They are powered by four trapped water elementals. With these engines attached the ship moves at its maximum speed while on the surface, and can operate underwater.


Mithral Sails

Cost: 7,500gp


The cloth of these sails is mostly canvas, but with mithral edges and some thread throughout that give them a silvery sheen and extraordinary resilience. The ship gains +3 AC, though its speed is reduced by 10ft.


Screaming Sails 

Cost: 10,000gp


Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. The ship gains a new action station. While within 5 feet of the sails, the ship's captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes 4d6 psychic damage and is then frightened for 1 minute. Once this ability has been used, it can't be used again until 2d6 hours have passed.


Scything Oars

Cost: 5,000gp


Sharpened, magically reinforced oars make a vessel dangerous to approach. When the ship takes an action that moves it with these oars, any creature or object in the water within 10 feet of it at any point of the move must make a DC 14 Dexterity saving throw, taking 4d6 slashing damage on a failed save or half as much damage on a successful I one. 



Figurehead Upgrades


Ram

Cost: 5,000gp


The ship’s figurehead and keel are reinforced to take the strains of ramming into another ship at speed. 


To ram another ship, the Helmsman must use the ships movement to move it directly into another. Making an attack (1d20+dex+water vehicles prof) against the defending ship’s AC. The ship has advantage if the defending ship is restrained or slowed somehow. On a hit the ship deals its current speed x 1d6 bludgeoning damage to the target, and takes ¼ of the damage to itself. 


If the crew are not given the Captain’s Order ‘Brace!’ before ramming or being rammed they are all knocked prone.


Guardian Figurehead

Cost: 10,000gp


This figurehead depicts an armored knight. As an action, the ship can activate this item, causing it to animate as an iron golem. The golem acts on the ship's turn when the captain uses one of the ship's actions. 


The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can't use it again for 24 hours. 


Dragon Figurehead

Cost: 5,000gp


This figurehead depicts a dragon rearing to strike, its mouth open. As an action, the ship can activate this item to create a 60-foot cone or 120-foot line (selected at time of upgrade) of dragon breath that originates from the figurehead. The damage type depends on the colour of dragon chosen when selecting this upgrade. Each creature and object in the cone must make a DC 15 Dexterity saving throw, taking 29 (8d6) damage on a failed save, or half as much damage on a successful one. Once a ship uses this action, it can't use it again for 1 minute. 


Storm Giant Figurehead

Cost: 5,000gp


This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to  create a 120-foot cone that originates from the figurehead. Each creature and ship in the cone must make DC 15 Constitution saving throws, taking 20 (4d8) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed 20 feet away from the figurehead. Once a ship uses this action, it can't use it again for 1 minute.


Thunderbolt Figurehead

Cost: 10,000gp


As an action, the ship can activate the figurehead and summon a storm cloud overhead. The storm cloud moves with the ship, being centered at the mast, and acts as if call lightning had been cast at 3rd level (dc14) but will only last for 1 minute (no concentration required). A crew member may use their action to summon the lightning bolt and strike anywhere upon the ship, once this action is used it can't be used again until initiative count 20 is passed. The ship and its crew are immune to lightning damage when this figurehead is active.


Once this ability is used, it can't be used again for 2d4 hours.


Ship Weapons Upgrades

Any one weapon can have only on magical upgrade applied to it at any given time. Ship only have the following weapon slots that may have weapons added:

Small Ships - 0 Weapon

Medium Ships - 2 Weapons

Large Ships - 4 Weapons

Huge Ships - 6 Weapons

Gargantuan Ships - 10 Weapons


Grasping Ballista

Cost: 3,500gp


A heavy crossbow like siege weapon affixed to the bow or stern of a ship. It may fire once per round as an ‘action station’ if a ship is fully crewed. If it is not, it takes one action to load, one action to aim, and one action to fire.

This weapon creates spectral chains that trail after its shots, restraining enemy vessels. When it hits a ship, that ship must succeed on a DC15 strength saving throw, or it can’t move away from the attacker. The character using this weapon can use an action to end the effect. The target can attempt a DC15 strength check to escape by having a member of the crew use an action to make strength check against the DC.


Arcane Artillery

Cost: 2,500gp per weapon


Using the same methods as enchanting weapons, you can enchant a siege weapon aboard your ship, granting it a +2 to attack and damage rolls, and its attacks count as magical.

Explosive Artillery

Cost: 4,000gp per weapon


Using the same methods as enchanting weapons, you can enchant a siege weapon aboard your ship with powerful evocation magic. The weapons attacks are imbued with unstable energy that explodes into a fiery blast. When this weapon hits, it deals an extra 2d6 fire damage. 


Frozen Trebuchet

Cost: 5,000gp


Enchantment to the common trebuchet, the projectiles it launches are magically coated in ice that spreads when hitting its target. Once the target is hit it needs to make a DC 15 Dexterity saving throw or have its speed reduced by half until the end of its next turn. Multiple hits on a target by Frozen Trebuchets do not stack this effect.


Graviturged Cauldron

Cost: 2,500 per weapon

Requirements: Good standing with Gravitas (10+ renown) or access to a wizard that knows Graviturgy spells


A cauldron mounted in such a way that it can only turn 90 degrees, it has been infused to make its contents travel horizontally rather than vertically. When tipped over to try and hit another ship with its contents, the contents travel up to 120 feet before the effect wears off and it falls down vertically once more.


Oil Launcher 

Price: 5,000gp


When ammunition is fired from whatever weapon this enchantment is put on, it does not deal its normal damage on a hit. Instead the ammunition explodes outward and coats the target in oil.


If the target takes any fire damage while covered in the oil that damage is maximized.


Weaponized Design

Cost: 7,500gp


The ship’s design has been altered in a way that allows it to be better equipped for war. In doing so the ship gains an additional two weapon slots.



Miscellaneous Ship Upgrades

Bones of Endless Toil

Cost: 15,000gp


The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as a zombie obedient to the ship's captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship's creature capacity can be animated in this manner at any given time. 


Conjured Sprinklers

Cost: 5,000gp


Around the ship are enchanted devices that will cause water to rain down consistently if exposed to fire. If there is an uncontrolled fire on the ship, such as the fire complication, these sprinklers will activate and immediately put out the fire. The ship cannot catch fire for 1d6+3 rounds after this effect. Once activated, the Sprinklers will not reactivate until the next dawn.


Extra Repair Supplies 

Cost: 5,000gp


Within the ship’s storage are kept extra supplies for the bosun’s to use when repairing the ship, when purchasing this upgrade you gain an additional 10 Hull Dice.


Rally Horn

Cost: 7,500 gp


The captain of this ship, so long as they are at the helm, may use their action to blow this horn. Any crew member aboard the ship that can hear this low, resonating sound, starts moving and acting more efficiently and effectively with the rest of the crew. For the next minute, they add 1d4 to any ability check or siege weapon attack roll they make while aboard the ship. 


Once this ability is used it can be used again until the next dawn.

Smuggler’s Banner

Cost: 20,000gp


This flag is meant to be flown from a ship's mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests. The banner's true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can't teleport in this way again for 2d6 days. 


Taskmaster’s Drums

Cost: 10,000gp


This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to produce a thundering rhythm. For the next minute, as a free action on their turn the captain can select one crew member and give them an extra action on their next turn. This action may only be used to activate an action station on the ship, or deal with a mishap. Once this item is used, it can't be activated again for 2d10 hours.


Vigilant Watch

Cost: 5,000gp


A row of crystal orbs. each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. Invisible creatures are visible while on the ship or within 120 feet of it.