In a surprise to absolutely nobody, I read three different systems for ship and naval combat and didn’t like any of them. So I decided to write my own system that will likely be used by party approximately once before they decide it’s better to just have everyone fly over to the other ship and kill everyone rather than do a ship battle again. These rules are largely based off of the “Of Ships and the Sea” chapter from Ghosts of Saltmarsh, with a more robust combat system and addressing a variety of other small issues I have those rules.
Every ship is represented by a stat block, not unlike those used by monsters. The stat block for a ship has all information needed to add that ship to a naval combat encounter. As a ship changes, its stat block may change as well. For example, if the party buys upgrades for their ship new actions may be added to their ship’s stat block, the ship’s hit points or AC might change, or other modifications. Note that ships are vehicles, not creatures, for the purpose of targeting spells.
What follows a list of all properties listed on a ship stat block.
Ship rates range from 1st rate to 6th rate. The rate of a ship is determined by the size of the ship from bow to stern. Rates are broken up as follows:
Rate | Length | Hexes In Combat |
---|---|---|
1st Rate | 150+ feet | 5 |
2nd Rate | ~120 feet | 4 |
3rd Rate | ~100 feet | 3 |
4th Rate | ~80 feet | 3 |
5th Rate | ~50 feet | 2 |
6th Rate | <30 feet | 1 |
Each ship has a number of actions that it can take on its turn. This line lists how many actions the ship can take each turn. When making an action, you can choose between the actions listed in the ship's components, or any of the actions listed in the "Basic Ship Actions" section later in this article. Any given action can be taken no more than once per turn.
Creature capacity is the total number of medium creatures that can be housed about a ship in normal living conditions. Tiny creatures do not count towards this total, small creatures count as 1, large creatures count as 4, huge creatures 9, and gargantuan creatures 16 or more. having more creatures aboard than this number is possible in emergencies, but results in overly cramped living conditions.
Cargo capacity represents how much cargo can be transported aboard a ship. Various upgrades may increase or decrease the cargo capacity of a ship, but it can never go below 0 tons. A ship may begin taking on water if carries more cargo than its cargo capacity.
A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.
The Strength of a ship expresses its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.
If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.
Ships are typically immune to poison and psychic damage, and are immune to most conditions. Their specific vulnerabilities, resistances, and immunities are listed here.
Weapon slots show how many slots of each weapon type can be installed about the ship. A weapon of a given type can only be installed if there is an unused weapon slot of that type. Note that this represents the total number of weapon slots, not currently available slots.
If a ship has any special abilities or traits not tied to a specific component, they are listed here.
The components of the ship are listed next.
Each component has an AC and a number of hit points. If a component has any vulnerabilities, resistances, or immunities, they also appear here. If a component is reduced to zero hit points, it is destroyed. When a component is destroyed, the ship cannot take any actions listed for that component.
Some components have a crew listed, which is the minimum number of crew needed to operate that component. When not fully crewed, the ship cannot take any actions listed for that component.
If an action is associated with a specific ship combat position, that position is listed in parentheses after the action's name.
If the Hull of a ship is reduced to zero hitpoints, the ship begins to sink, quickly taking on water. 1d6 rounds after a ship begins sinking, it completely sinks beneath the waves. If the hull is repaired to have at least 1 hit point before it fully sinks, the ship stops sinking.
If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn’t reduce the component’s hit points.
The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.
Move up to 30 feet.
A small sailing vessel that can be rigged by a single person, sloops are fast-moving coastal vessels. They aren't particularly good in combat, however, as they can't fit most siege weapons aboard their tight deck.
Move 60 feet if there is at least a moderate wind.
This flat-bottomed ship has a few oars to supplement its single mast with a square sail. It can make both sea and river voyages. Keelboats are designed to carry cargo, rather than for fighting, though some cargo-laden keelboats keep a single siege weapon on their deck to ward off would-be pirates.
Move 30 feet.
Move 30 feet if there is at least a moderate wind.
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
A mid-sized ship with two masts, stern and forecastles, and a lower deck, schooners are used by small merchant and pirate crews. They are sturdy enough to go on long ocean journeys, but have issues taking on larger ships in battle.
Move 90 feet if there is at least a moderate wind, 120 feet if the wind is with you, or 60 feet if the wind is against you.
Ranged Weapon Attack: +0 to hit, range 120/480 ft., one huge or larger target. Hit: 32 (6d10) piercing damage.
Large vessels commonly used by merchants, frigates can store a significant amount of cargo and are rigged with either square or lateen sails, with raised forecastles and sterncastles. Frigates come in a variety of different designs, incloding barques, brigs and caravels.
Move 90 feet if there is at least a moderate wind, 120 feet if the wind is with you, or 60 feet if the wind is against you.
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Ranged Weapon Attack: +0 to hit, range 120/480 ft., one huge or larger target. Hit: 49 (9d10) piercing damage.
Huge ships of the sea, galleons often serve as flagships for pirate lords or merchant enterprises. They have many decks, 3 masts, and can outpace nearly any other ship in the sea by using their sweeps while the wind is at their back.
Move 90 feet if there is at least a moderate wind, 120 feet if the wind is with you, or 60 feet if the wind is against you.
Move 30 feet
The Springal fires a barrage of arrows at a point between 50 and 200 feet away. All creatures within a 15 foot radius of the point must make a DC 12 Dexterity saving throw, taking 9 (2d8) piercing damage on failed save, or half as much on a success.
Ranged Weapon Attack: +0 to hit, range 120/480 ft., one huge or larger target. Hit: 82 (15d10) piercing damage.
The largest ships in the sea, a man of war represents the true might of a military or pirate king. Few other ships can hope to take down a man of war alone, and most try to outrun them rather than face them in combat.
Move 90 feet if there is at least a moderate wind, 120 feet if the wind is with you, or 60 feet if the wind is against you.
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
The Springal fires a barrage of arrows at a point between 50 and 200 feet away. All creatures within a 15 foot radius of the point must make a DC 12 Dexterity saving throw, taking 9 (2d8) piercing damage on failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +2 to hit, range 150/450 ft., one huge or larger target. Hit: 117 (18d12) bludgeoning damage.
In order for a ship to run, it needs people to be in charge. Although there is almost always a captain and first mate, the exact officer positions vary from ship to ship. Common positions include a bosun, a quartermaster, a master-at-arms, a master gunner, a ship’s ambassador, a surgeon, and a cook.
In order to avoid tying certain stats to certain roles, the ship combat rules don’t concern themselves with officer roles, but positions. There are three combat positions about a ship: the wheel, the deck, and the guns. Only one officer can work at each position at a time. In combat, it is important that all three positions are filled at all times to keep the ship running. These positions can be manned by PCs or NPC allies aboard the ship. An officer working cannot do anything else on their turn other than keep doing their job, although they can abandon the position or hand it off to another ally at any time.
Some ship actions have a position listed under them. These actions can only be taken while an officer is working at that position. In addition, only one action can be taken for each position per turn.
The officer at the wheel is responsible for the movement of the ship in combat, guiding it around obstacles, making daring turns, or breaking free of a grapple with another ship. The best officers at the wheel have proficiency in water vehicles.
The officer at the deck is responsible for giving moment to moment orders to the crew, guiding them to do work on the rigging or with the oars, as well as ordering grapples with other ships. The best officers at the deck have proficiency with the Persuasion or Intimidation skills, depending on their methods.
The officer at the guns is responsible for the loading and the firing of the ship’s weapons, choosing the perfect moment to fire and getting the most important weapons loaded each turn. The best officers at the guns have proficiency in the Insight skill and tinker’s tools or carpenter’s tools.
In addition to the actions listed on a ship’s stat block, every ship can take take the below actions.
Wheel
Quickly swing the ship around a 90 degree turn (or a 180 degree turn for ships 60 ft. or shorter in length). The ship makes a DC 10 Dexterity check. If the officer at the wheel is proficient with water vehicles, they may add their proficiency bonus to the check. On a failure, the crew must make an DC 10 Dexterity saving throw, with 1d6 crew members being thrown overboard on a failure.
Deck
Push the crew to get every bit of possible speed out of the ship. The ship makes a DC 10 Dexterity check. If the officer at the deck is proficient in either intimidation or persuasion, they can add their proficiency bonus to the check. On a success, the ship immediately moves 30 ft. This action can only be used if the ship has already moved this turn.
Wheel
Drop or raise the anchor. While the anchor is dropped, the ship cannot move or be forcibly moved. When dropping the anchor if the ship has moved this turn or last turn, the Ship must make a DC 15 Strength check. If the officer at the wheel is proficient with water vehicles, they can add their proficiency bonus to the check. On a failed save, the crew must make an DC 10 Dexterity saving throw, with 1d6 crew members being thrown overboard on a failure.
Deck
When another ship is 30 feet away from you or closer, you may attempt to grapple with that ship. If they other ship is willing, this is automatically successful. Otherwise, the crew makes an attack against the opposing ship’s Hull AC, using your ship's Constitution modifier. On a hit, the two ships are grappled, and neither ship can take actions that move them (though they likely continue to drift forward together unless one ship has a dropped their anchor).
Wheel
Remove your ship from a grapple in the middle of combat. The ship makes a constested Strength or Dexterity check against the grappling ship's Strength. If the officer at the wheel is proficient in water vehicles, they can add their proficiency bonus to this check. On a success, your ship is yanked free, and the grapple ends.
Guns
Wait for the perfect moment to fire. The officer at the guns makes a DC 15 Wisdom (Insight) check. On a success, any ship weapons fired for the remainder of this turn have advantage on their attack rolls.
Guns
Order ship weapons to be loaded faster. Choose a ship weapon which is not refreshed. That weapon immediately makes a refresh roll.
Re-arrange crew aboard the ship. You may change which components are crewed, so long as there are enough willing creatures on the ship to meet each crewed component's crew number.
When two hostile ships become close enough to begin an engagement (generally around 300 feet apart) a combat encounter starts between them. Naval combat encounters between multiple ships generally play out like encounters between creatures, but on a different scale
Ship combat generally plays out on a hex grid, which each hex representing a 30 foot area. Ships are always one hex wide, and vary in length based on the rating of the ship, listed above.
At the start of the enounter, place all the ships involved on the hex grid, then have each ship role initiative. A ship rolls initiative using its Dexterity. On a ship's turn, the captain decides which of the ship's actions to use. Player characters may roll into initiative as well, if they plan to do anything besides work a combat position on their turn. If characters don't roll into initiative at this time and want to start taking turns later in the combat, they can either roll into intiative at the time or be added to the bottom of the initiative order.
Next, Determine which direction the wind is blowing, either with what has been established in the story, or randomly using the table below.
Some ship actions have differing effects if the wind is with you or against you. The wind is considered to be with you if you are moving within 90 degrees of the direction of the wind, and against you if you are moving within 90 degrees of the opposite direction of the wind. Otherwise, you are neither with or against the wind.
d10 | Direction |
---|---|
1 | North |
2 | Northeast |
3 | East |
4 | Southeast |
5 | South |
6 | Southwest |
7 | West |
8 | Northwest |
9-10 | No wind |
Whenever a ship moves, it is considered to move "from the bow." That is, when the ship moves forward 30 feet, the front of the ship moves into a hex in front of it's current position. (due to he hex pattern, there will be 2 or 3 possible options for each hex of movement). The aft of the ship follows the bow: the last hex of hte ship always inhabits a hex that the ship inhabited prior to the move. If there are multiple possibilities, the aft portion should inhabit the hex opposite the direction of the turn.
In the course of the adventure, a party may be interested in either purchasing a ship or selling one of ill-gotten gain. In a port large enough to be interested in such a transaction, standard prices for ships can be found below. Note that most of the example stat blocks shown above include weapon upgrades. If such an upgrade is present, its cost should be added to the cost listed below. Other upgrades (listed in the "Ship Upgrades" section below) will also affect the price of a ship.
Ship | Rate | Cost |
---|---|---|
Rowboat | 6 | 50 gp |
Sloop | 5 | 2,000 gp |
Keelboat | 5 | 3,000 gp |
Schooner | 4 | 5,000 gp |
Frigate | 3 | 10,000 gp |
Galleon | 2 | 30,000 gp |
Man of War | 1 | 80,000 gp |
The sea can be a dangerous place, damaging ships out on an adventure. A craftsman can be found in most ports, and can repair nearly any ship component at a rate of 10 gp per hit point repaired. Such a craftsman can repair up to 50 hit points a day from various components.
Optional Rule: Plunder
In pirate-themed campaigns, the PCs may end up with unusual, bulky treasure. Rather than piles of gold, most other merchant and pirate ships in the sea likely have holds full of fine silks, masterwork art, exotic food, and other valuable bulk goods. Rather than keeping track of precisely what's in a ship's hold at any one time, you can use plunder. A single point of plunder weighs 1 ton and is worth 1,000 gp. With this rule, the party only needs to track how many points of plunder they can fit on their ship, and how many they currently have. As a DM, you only need to track how many points of plunder are in any stashes of booty the party raids, in addition to the usual magic items and gold.
There are a variety of upgrades available to improve the quality of ships and their components. The upgrades below can change the ship's stats, modify existing components, or add entirely new ones. Each upgrade has a price listed in its description, though some rare upgrades may require finding an expert shipwright or rare component in order to be installed, at your GM's discretion.
Once you have found someone willing to install an upgrade and paid the cost, the process of installing the upgrade takes 1 day per 1,000 gp paid. During this time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay thte gold piece cost a second time.
The following tables provide a list of all available upgrades as well as pricing information.
Certain upgrades have their cost, required number of crew, or number of damage dice vary based on the rating of the ship that is being upgraded. Whenever an upgrade references a rating modifier, consult the table below.
Ship Rating | # Damage Dice | Cost Modifier | Crew Modifier |
---|---|---|---|
1st | 18 | 16x | 6x |
2nd | 15 | 12x | 5x |
3rd | 9 | 8x | 3x |
4th | 6 | 4x | 2x |
5th | 3 | 1x | 1x |
Upgrade | Type | Cost |
---|---|---|
Ballista | Large Deck Weapon | 1,000 gp |
Mangonel | Large Deck Weapon | 2,000 gp |
Springal | Huge Deck Weapon | 5,000 gp |
Firedrake | Huge Deck Weapon | 15,000 gp |
Scorpions | Broadside Weapon | 500 gp x Cost Modifier |
Cannons | Broadside Weapon | 1,000 gp x Cost Modifier |
Upgrade | Cost |
---|---|
Animated Operation | 10,000 gp |
Arcane Artillery | 5,000 gp |
Concussive Rounds | 10,000 gp |
Explosive Rounds | 1,000 gp x Cost Modifier |
Grasping Rounds | 2,000 gp x Cost Modifier |
Quick-Load Mechanism | 20,000 gp |
Upgrade | Cost |
---|---|
Churning Hull | 3,000 gp x Cost Modifier |
Death Vessel | 1,200 gp x Cost Modifier |
Frost-Locked Hull | 1,000 gp x Cost Modifier |
Living Vessel | 2,500 gp x Cost Modifier |
Reinforced Hull | 500 gp x Cost Modifier |
Vigilant Watch | 4,000 gp x Cost Modifier |
Upgrade | Cost |
---|---|
Clockwork Oars | 800 gp x Cost Modifier |
Reinforced Oars | 300 gp x Cost Modifier |
Scything Oars | 1,000 gp x Cost Modifier |
Upgrade | Cost |
---|---|
Ever-Full Sails | 4,000 gp x Cost Modifier |
Dragon Sails | 1,000 gp x Cost Modifier |
Reinforced Rigging | 300 gp x Cost Modifier |
Screaming Sails | 800 gp x Cost Modifier |
Upgrade | Cost |
---|---|
Airlock | 500 gp |
Bones of Endless Toil | 5,000 gp x Cost Modifier |
Dimensional Capstan | 2,000 gp |
Featherfall Lookout | 1,500 gp |
Glass Bottom | 200 gp x Cost Modifier |
Smuggler's Banner | 7,500 gp |
Taskmaster's Drums | 25,000 gp |
Large enough ships can be equiped with a wide variety of siege weapons to engage in fights with other ships and a variety of other threats.
In order to install a weapon upgrade to a ship, the ship must have an unused weapon slot of the same type.
A ballista is a massive crossbow that fires heavy bolts. Mounted on a deck, they have a wide range of motion of significant accuracy.
While a ballista is installed on a ship, the ship gains the following component:
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover.
While a mangonel is installed on a ship, the ship gains the following component:
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
A springal uses a torsion-cranked composite paddle to strike a firing rack containing multiple arrows, which rain down in an arc over a large area.
While a springal is installed on a ship, the ship gains the following component:
The springal fires a barrage of arrows at a point between 50 and 200 feet away. All creatures within a 15 foot radius of the point must make a DC 12 Dexterity saving throw, taking 9 (2d8) piercing damage on failed save, or half as much damage on a successful one.
A firedrake is a large metal apparatus that fires gouts of alchemist fire at nearby ships to set them and their crews ablaze.
While a firedrake is installed on a ship, the ship gains the following component:
The firedrake shoots fire in a 30 foot cone or a 60 foot line 5 feet wide. Any target in the area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Scorpions are slightly smaller ballistas designed to shoot through gunports on a ship. Broadside weapons can deal massive amounts of damage to giant targets, but aren't very accurate and cannot target individuals.
While scorpions are installed on a ship, the ship gains the following component:
Ranged Weapon Attack: +0 to hit, range 90/270 ft., one huge or larger target. Hit: (# damage dice x d10) piercing damage.
Cannons use gunpowder to propel heavy balls of cast iron through the air at destructive speeds. Broadside weapons can deal massive amounts of damage to giant targets, but aren't very accurate and cannot target individuals.
While cannons are installed on a ship, the ship gains the following component:
Ranged Weapon Attack: +2 to hit, range 150/450 ft., one huge or larger target. Hit: (# damage dice x d12) bludgeoning damage.
The following upgrades can apply to any appropriate weapon component installed aboard a ship. A component can gain the benefits of one upgrades, or two upgraades if one of the upgrades is Arcane Artillery.
Parts of the weapon are magically animated to make operating the weapon easier. It only requires half of the normal crew to operate.
Using methods similar to those used to produce magic weapons, a skilled spellcaster imbues a ship’s weapon with destructive energy. This weapon gains a +2 bonus to its attack rolls, and its attacks count as magical.
Prerequisites: Large Deck Weapon
Enhanced by abjuration magic, this weapon’s attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle’s hull, that vehicle’s speed decreases by 30 feet until the start of the attacker’s next turn.
Prerequisites: Broadside Weapon
Drawing on powerful evocation magic, this weapon’s attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits, it deals an extra 2d6 fire damage.
Prerequisites: Broadside Weapon
These weapons can create spectral chains that trail after their shots, restraining enemy vessels in their grasp. The component gains the following action:
Ranged Weapon Attack: +4 to hit, one ship's hull target. Hit: The opposing ship must make a DC 14 Strength saving throwor it can’t move away from the attacker. As an action, the attacking ship can end this effect, and the target can end it by taking an action and succeeding on a DC 14 Strength check. This component cannot take any additional actions besides ending the effect while it is active.
The recharge range for this weapon increases by 1.
Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components.
Prerequisites: 4th rate ship or better.
A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade.
By draping the chains over a ship’s hull, 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.
Prerequisites: 5th rate ship or better.
Crafted with materials harvested from the Shadowfell, this upgrade grants a ship an aura of dread. While this upgrade is installed, the hull gains the following action:
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. Frightened creatures can repeat the save at the end of each of their turns, ending the effect on a success.
This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull is 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.
This vessel’s hull was crafted in the Feywild under the direction of master eladrin 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 +4 bonus to its Constitution score, and the hull gains the following trait:
As long as the ship's hull has at least 1 hit point, it regains 10 hit points every minute.
A master shipwright can use superior materials and clever design to make a ship’s hull more resilient. Such reinforcement doubles the hull’s hit point maximum.
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.
Upgrades to the oars allow for a variety of improvements to the ship's rowing capabilities. The oars can gain the benefits of one upgrade.
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. The crew property for the oars is reduced to 1.
Due to sturdy construction, the oars' hit points are doubled.
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 10 Dexterity saving throw, taking 2d6 slashing damage on a failed save or half as much damage on a successful one.
Upgrades to the rigging allow for a variety of improvements to the ship's sailing capabilities. The rigging can gain the benefits of one upgrade.
These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, and wind is not required to move with the rigging. In addition, the ship ignores the movement penalties for the wind being against them.
Dragon scales woven into these sails make them more resistant to damage. The sails gain a +3 bonus to AC and resistance to fire damage. This resistance overrides any vulnerabilities to fire damage.
Due to sturdy construction, the rigging's hit points are doubled.
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 rigging gains the following action:
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 of the sails for 1 minute. Frightened creatures can repeat the save at the end of each of their turns, ending the effect on a success.
The following upgrades don’t apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once.
Prerequisites: 5th rate ship or better.
A small compartment has been constructed on the bottom of the ship to allow medium or smaller creatures to leave or enter the ship from beneath the waves. The airlock can only be operated from inside the ship, and it requires an action to empty or fill it.
The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. While this upgrade is install, the ship gains the following trait:
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.
Prerequisites: A Rigging Component.
This crows nest is carved with intricate designs of feathers, and enchanted to protect those who serve as lookouts from falling. While this upgrade is installed, the ship gains the following trait:
A creature who falls from the crow's nest may use a reaction to receive the beneifts of the feather fall spell.
The bottom of the ship is made of reinforced glass, allowing creatures on the lowest level to see below the ship.
This flag is meant to be flown from a ship’s mast. Its illusury 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.
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, the ship gains one additional action, as long as it has at least one action. Once this item is used, it can’t be activated again for 2d10 hours.