Sailing Ship

Sailing ships are fast-moving designs focused on travel.

A sailing ship has the following features:

  • Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
  • Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DEX/DC15 check made using thieves' tools, or the door can be forced open with a successful Athletics/DC 20 check.
  • Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
  • Light. Hanging lanterns cast bright light throughout the ship.
  • Rigging. Rigging on the ship can be climbed without an ability check.
  • Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.

Example Crew

A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles)
  • Twenty-five sailors (commoners)

1. Main Deck

The main deck of the ship has the following features:

  • Mangonel. Sailing ships have one mangonel attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it. Some ships may replace the mangonel with another Large-sized siege weapon, but mangonel are the most common ones in use.
  • Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
  • Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  • Rowboats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water. It takes one turn to drop a rowboat into the water (INT save/DC 10 to have it land upright), and six turns of dedicated actions by two crew to hoist one up.

2. Officers' Quarters

Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.

3. Captain's Quarters

The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.

4. Siege Weapon Ammunition

Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.

5. Supplies

This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.

6. Forecastle

The forecastle has the following features:

  • Ballista. A ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby. Some ships may replace the ballista with another Large-sized siege weapon, but ballista are the most common ones in use.
  • Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

7. Quarterdeck

The quarterdeck has the following features:

  • Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  • Wheel. The ship's wheel stands at the aft of the quarterdeck.

8. Oar Deck

Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.

9. Privy

Benches line the walls of this room. Four holes carved in them house chamber pots.

10. Medical Cabin

Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.

11. Guest Cabin

This cabin is meant for guests and visiting high-ranking officials along for the journey.

12. Hold

This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

13. Armory

The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.

Token

Sailing Ship

Gargantuan vehicle (sea; 100 ft. by 20 ft.)


  • Creature Capacity 8 minimum/30 optimum crew, 20 passengers
  • Cargo Capacity 100 tons
  • Travel Pace 5 miles per hour (120 miles per day)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 17 (+3) 0 (-5) 0 (-5) 0 (-5)
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- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
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Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

  • Fire Ballista. The ship can fire its ballista.
  • Fire Mangonel. The ship can fire its mangonel.
  • Move. The ship can use its helm to move with its sails.

Hull

  • Armor Class 15
  • Hit Points 300 (damage threshold 15)

Control: Helm

  • Armor Class 18
  • Hit Points 50

Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

Movement: Sails

  • Armor Class 12
  • Hit Points 100; -10 ft. speed per 25 damage taken
  • Speed (water). 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.

Weapons: Ballista

  • Armor Class 15
  • Hit Points 50
  • Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapons: Mangonel

  • Armor Class 15
  • Hit Points 100
  • 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.