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  The Naval Code
  The Naval Code
  The Naval Code
  The Naval Code
  The Naval Code
  5th Edition Homebrew
  
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  BS_DungenMaster, v1.0        
  Contents
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  Introduction
  Using this Guide .........................................................................
  Playing Surfaces ......................................................................
  Part 1: The Ship
  Ship Properties ...............................................................................
  Ship Upkeep ....................................................................................
  Officers ............................................................................................
  Officer Positions .........................................................................
  Captain ......................................................................................
  First Mate ..................................................................................
  Quartermaster .........................................................................
  Helmsman .................................................................................
  Master Gunner .........................................................................
  Cannoneer ................................................................................
  Surgeon .....................................................................................
  Boatswain ...............................................................................
  Arcanist ...................................................................................
  Making A Journey .........................................................
  Night Shift ..................................................................................
  Crew ............................................................................................
  Weapons and Items .......................................................
  Siege Weapons .........................................................................
  Siege Ammunition ...................................................................
  Weapons .....................................................................................
  Firearms .................................................................................
  Items / Adventuring Gear .......................................................
  Small Craft .............................................................................
  Customization .................................................................
  Ship Enhancements ................................................................
  Siege Weapon Upgrades ........................................................
  Character Options .....................................................
  Backgrounds ..........................................................................
  Additional Feats ....................................................................
  Part 2: Combat
  Combat Overview ..........................................................
  Officer Locations ......................................................................
  Associated Locations ...............................................................
  Leaving the Ship .......................................................................
  Movement .............................................................................
  Pilot Checks ..............................................................................
  Come About ...............................................................................
  Spell Effects on Movement ....................................................
  Wind ............................................................................................
  Sailing Conditions ....................................................................
  Overboard Saves ......................................................................
  Damage ....................................................................................
  Targets ........................................................................................
  Cannon Aim: Field of Fire ...................................................
  Broadside ...................................................................................
  Raking Fire ................................................................................
  Hit Points .............................................................................
  Ship Hit points ..........................................................................
  Rigging HP ................................................................................
  Casualties .................................................................................
  Officer Casualties .................................................................
  Crewless Casualty Rolls ......................................................
  Dealing with Casualties .......................................................
  Magic .........................................................................................
  Displacement Effect Saves ....................................................
  Boarding ..............................................................................
  Breaking the Boarding ............................................................
  References
  Ship Stat Blocks .............................................................
  1st Rate ......................................................................................
  2nd Rate .....................................................................................
  Unrated ......................................................................................
  Small Craft ................................................................................
  DM Tools ..............................................................................
  Tiers of Rules ...................................................................
  Tattoos ...................................................................................
  Nautical Terms Glossary .....................................
  Integrating other Homebrew ..........................
  Alternate Rests .........................................................................
  Evolving Cantrips .....................................................................
  Mathew Mercer’s Gunslinger .................................................
  Darker Dungeons .....................................................................
  Fortresses, Temples, & Strongholds ....................................
  Thanks & Credits .........................................................................
  Changelog ....................................................................................
  Printable Sheets
  Ship Sheet .................................................................................
  Crew ............................................................................................
  Crew (DM Version) ..................................................................
  Naval Combat Encounter .......................................................
  Cannon Aim Templates ...........................................................
  travel Role Reference Sheet ..................................................
  DM Table Reference Sheets ..................................................
  
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  Introduction
   
  As the schooner crested the waves, the Lookout, perched atop
  the highest mast, cried out a word of warning.
  "Ship ahead!"
  The officers rushed to the forecastle and peered out into the
  boiling sea. Not one could make out the vessel they were warned of.
  "Friend or foe?" The Captain called up. "What flag do they fly?"
  "Red background, with a white tower! Not one that I know, sir!"
  The group turned to the Quartermaster, the most traveled of
  them. His leathery skin made a dry sound as he absentmindedly
  scratched at his chin.
  "That would be the flag of the Chalenca Islands" he mused. "They
  should have no business with us or our... cargo."
  At that moment, a low "pop" sounded, and a smoking missile was
  seen climbing through the sky. As the party looked on, it ignited
  blue, and slowly began falling back toward the waves.
  "That is, unless, they are Navy" the Quartermaster concluded.
  "Positions!" The First Mate called. "Men! To your stations!"
  Catching the eye of his Surgeon, composed himself.
  "And ladies."
  As she gathered her pack of salves and bandages, she smiled at
  him.
  "You'd best remember that. The way this looks, you'll be thanking
  me later."
  The Clairvoyance, her cannons readied, her crew with bated
  breath, changed course to meet the new challenger.
  A half written word document, some index cards, and a lot
  of improvisation was the first version of my naval rules. More
  improvisation than usual, I mean.
  After a fierce couple rounds exchanging cannon fire, my
  party narrowly escaped their sinking ship onto the enemy
  captain's own. While the monk took him one on one, the
  barbarian, bard on her back, literally flew into the fray. The
  sorcerer found an advantageous position, raining fire across
  the deck. In that moment, I knew I wanted more.
  As it turns out, transforming a ruleset made completely for
  land to the water requires a pretty severe overhaul. This
  wasn't going to be a patch for a theme, or ideas for a DM to
  start with - this was going to be the foundation and framework
  of naval campaigning in Dnd - both for myself and others.
  I decided, early on, that I wanted to give a potential answer
  to any question that could be asked. Even if I didn't plan to use
  it. I would rather include too much and let users slim it down
  than expecting them to make rules themselves.
  Extras and More
  Looking for more naval content? The subreddit for Naval
  rules, questions, companion resources and other discussion is
  r/5eNavalCampaigns. Come check us out! Here you can
  find a collection of resources to help your game, including
  those specially made for this guide. While you're there, drop
  me some feedback! It means a lot that you might be interested
  in helping turn this into best guide it can be. A big thank you
  to all of those who have helped already!
  Using This Guide
  A Naval Reference
  I recommend using this guide for the water as you might use
  the DMG for land - as a reference for when you are unsure on
  a ruling, and not something to be memorized. At first this may
  be a lot (same as when you first started!) but after a time you
  will develop your own rulings and rely on this guide less.
  While I consider every rule to have its place, you may not, and
  that's okay! Create the experience you want and let me help
  you!
  Playing Surfaces
  Throughout this guide, several different play surfaces (both in
  and out of game) are referenced.
  The first of these are "Combat Hexes". Similar to the grid or
  hex you may use during combat, Naval Combat takes place
  on 25ft hexes. These hexes are what the "Speed" of ships
  refers to, as well as cannon ranges, etc.
  IRL, Naval Combat does not have to take place on a hex
  mat- instead, it can be played on an unmarked surface. The
  following changes should be made:
  Replace any mention of "Hexes" with the Imperial Unit
  "Inches"  
  When moving, ships cannot move backwards. The bow
  may only move in the fore direction. Each ship may move a
  number of inches equal to their speed. Each of the Field of
  Fire templates have a "1 inch" mark, measured from the
  edge.  
  Cannon ranges are also converted to inches (1 inch for
  every 25 ft). It is recommended to cut a length of string
  with inches marked for easy measuring.
  The other measurement mentioned are "Travel Hexes" and
  are referred to by the "Travel Speed" of ships. These are the
  sort of hexes are the scale seen in WotC's "Kingdom-Scale"
  maps. These hexes are roughly 6 miles each and are only
  used in relation to traveling far distances, such as across seas
  or island to island.
  Tiers of Rules
  The Naval Code is a modular ruleset. The rules are designed
  so that any combination of them should result in a rewarding
  naval experience.
  Throughout the document, alternative rules are given in
  yellow boxes. These rules may simplify the game or add an
  extra level of complexity. A summary of tiers and a collection
  of their exact changes can be found in the reference section.
  The Tiers are as follows:
  Captain Hook: Which ignores or simplifies many rules,
  and is best for quickly adding ships to a game. If you think
  this may be the route you are interested in, I recommend
  checking out "The Naval Code: Abridged." It made no
  sense to have to hunt through rules you were unlikely to
  use, so I compiled the essential ones in this shorter
  version.
  Pirates of the Caribbean: The guide in its natural state
  Documentary: For players who wish for gritty sea life.
  
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  PART 1
  The Ship
  
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  Ship Properties
  Class
  Ships are categorized into classes based on their size. Each
  class of ship has different base statistics, found below in the
  "Base Ship Statistics" table. There are many types of ships in
  each class, whose unique stat blocks are listed in the
  references.
  1st Rate Ships
  100x30 ft. (4x1 hexes)  
  1st Rate ships are the powerhouses of the sea. Expensive and
  grand, a harbor rarely has more than a handful docked at
  once. Navies only bring these out in dire circumstances due to
  the enormous costs in maintaining and manning them, but
  when they do, they get the job done. 1st Rate ships have 3
  decks, The Main deck which houses many cannons and the
  masts, with the wheel atop the aft castle. The Gun deck has
  many of the living quarters in the forecastle, with officer
  quarters in the aft. The kitchen and other spaces are also on
  this level. The Orlop deck acts as storage as well as a brig in
  many ships.
  2nd Rate Ships
  80x25 ft. (3x1 hexes)  
  The most common vessel on the sea, 2nd Rate ships are as
  diverse in function as they are effective. From pursuit to
  smuggling, 2nd Rates are large enough to handle themselves
  without being the floating fortresses of the 1st. These will be
  the most common ship for campaigns; affordable enough to
  customize but with enough weight to throw around. Generally
  boasting 2 decks, some of the larger styles have 3. The Lower
  deck has storage in the center, with crew fore and officers aft.
  Space is limited, and so Officers will likely share 2-3 rooms.
  The Main deck is like that of 1st rate.
  Unrated
  40x20 ft. (2x1 hexes)  
  Unrated ships are simple and fast. While seaworthy, these
  don't hold a candle to their larger brethren. Able to be manned
  by a small amount of men, these may be owned by fisherman,
  small groups, or wealthy aristocrats who wish to spend a day
  sailing. Don't let their size fool you, however, as their
  maneuverability and high AC make them a worthy threat.
  Without space for a battery of cannons, unrated ships are
  more intent on the boarding of others, and their stats reflect
  that. While many unrated ships have 2 decks, some do not
  have a lower deck at all. Small ships all share several
  additional characteristics, apart from their own unique
  differences.
  Speed
  Like characters, ships may move up to their speed on each of
  their turns. The speed of a ship refers to the number of 25 ft.
  hexes it may move on a single turn. Smaller ships are faster
  than large ones, which is important for maneuvering around
  their cannons and gaining opportunities for boarding.
  For more information on how ships move in Naval Combat,
  see Movement.
  Traveling Speed While the maneuverability of smaller ships
  allows them to move quickly around a battlefield, they are
  unable to keep that speed consistently. The raw sailing
  power of larger ships keeps them consistent, and so are
  greater over long distances. Ships have a travel speed equal
  to the number of 6-mile hexes they are able to travel in a
  day (assuming 8 hours of travel). These values are what is
  referenced in the Pilot travel role, and are the basis for the
  traveling system, where a full day of travel is the full
  amount.
  Traveling Speed
  Ship
  Slow Pace
  Normal Pace
  Fast Pace
  1st Rate
  4
  7
  9
  2nd Rate
  4
  6
  8
  Unrated
  4
  5
  7
  Smaller Craft
  1
  2
  3
  If a ship is following a current or trade wind, give a +2 to the
  traveling speed of the ship. If the crew plans to sail for a
  longer period than 8 hours (but not overnight), than add an
  additional hex for every 2 hours traveled past 8.
  Damage Threshold
  Ships are hardy structures which require a considerable
  attack to take damage. The damage of a single attack must be
  greater than the damage threshold or have no effect at all on
  the ship or rigging. This number is not subtracted from
  damage, it is all or nothing.  
  Siege Weapons ignore the Damage Threshold of ships.
  Storage Capacity
  This value does not concern cannons, crew, etc. but pertains
  only to items, rations, and other things being stored. Beyond
  this value, each ship has room for chests. All officers share
  access to 2 lock boxes below deck and possess a smaller
  locker within their living quarters.
  Davit Slots
  Davits are cranes to hold lifeboats. A ship can hold a number
  of life boats equal to its davit slots before they begin to take up
  storage space. By installing Davits (up to the number of slots
  the ship has), the lifeboat it holds can be lowered as an object
  interaction instead of an action. (See Davit section in Ship
  Enhancements.)
  
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  ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______
  Base Ship Statistics
  Class
  Base
  Price
  Size
  Speed
  Number of
  Masts
  Davit
  Slots
  AC
  Damage
  Threshold
  HP
  Effective
  Hp
  Cannons  
  (Min/Max)
  Skeleton
  Crew
  Max
  Crew
  Storage
  Capacity
  1st
  Rate
  35k
  125 x
  30ft
  2
  3
  10
  8
  25
  700
  50
  10/26
  40
  70
  6,000 lbs.
  2nd
  Rate
  20k
  80 x
  25ft
  3
  2
  6
  10
  20
  500
  25
  4/8
  15
  40
  4,000 lbs.
  Unrated
  10k
  40 x
  20ft
  3
  1
  2
  13
  15
  400
  25
  3/4
  5
  15
  3,200 lbs.
   
  HP
  HP: The HP of a ship. Ships become crippled under a certain
  value (Effective HP) and begin sinking at 0.
  Rigging HP: The HP of the Rigging. This is determined by
  the number of masts on the ship. Each Mast a ship has adds
  40 rigging HP. Taking damage to the rigging affects the
  movement of the ship (Rigging HP section).
  Effective HP: Below this threshold, the ship is nearly wrecked
  and several restrictions are placed on actions and
  movement. This is where most ship battles end.
  More information regarding the HP of ships can be found in
  the Hit point section.
  Siege Weapons
  Most ships have some form of siege weapons, with cannons
  being the most sophisticated choice. There many choices of
  siege weapons that can be invested in with a number of
  upgrades. 
  Max: How many cannons a ship can hold per side (Port and
  Starboard)  
  Minimum: An estimate of how few siege weapons any given
  ship will carry per side - they could of course have fewer.
  Crew
  Crew are the sailors who work, live, and die on the ship. While
  this conversationally includes "Officers", the influential
  positions PC's are able take, "crew" refers to the unskilled
  laborers that are hired to work the lines and cannons. Skilled
  crew are also a potential option, persons with proficiencies
  who are qualified to act as officers.
  Skeleton Crew
  The minimum number of workers on a ship needed to make
  journeys on it without risking exhaustion. This number takes
  into account the total number of officers, combat units, and
  the skilled and unskilled crew. More workers are needed to
  travel around the clock. (See Night Shift)
  Documentary Mode: Skeleton crew does not include manning
  cannons. During combat, ¼ of Skeleton may not be used for
  any other purposes and must be working sailing, or else pilot
  checks are made at disadvantage.
  Max Crew: Total number of persons a ship can house. This
  includes all crew, officers, and passengers. Can be filled over
  this with consequences: For every day traveled over capacity,
  an officer must make a persuasion or intimidation check, DC
  = 12 + the number of people over capacity. On a failure,
  morale lowers, and long rests act as short rests for the next
  day.
  Each consecutive check using the same skill raises the DC
  by 2. On a success, the crew and passengers are placated for
  24 hours, wherein another check is required. Even on a
  success, there may be ramifications based on the tactics that
  are used. You don't want to lie to a bunch of pirates.
  Ship Upkeep
  Ships can be repaired and improved at most harbors. Repairs
  will take 1 day for every 50 hp missing and cost 2 gp per hp
  repaired (3 gp for a 2nd rate craft, 5 gp for a 1st rate) + 100g
  for every 40hp of rigging. (Base Prices, some areas could be
  more or less expensive). Other specifics will need be
  negotiated as needed.
  Enhancements and Upgrades may be ordered and installed
  during this same time period.
  "Alright, then." the Quartermaster said.
  "We seem to be ready to make sail. 3 light cannons and a
  Medium to a side should be more than enough"
  The First mate, standing nearby, looked quizzically at him.
  "The Clairvoyance" is small by Navy Standards. Shouldn't we
  focus more on our maneuvers than our guns?
  The Quartermaster regarded the youth with a practiced eye.
  "And, what do you suppose we would do with all that
  maneuvering? I don't pretend these cannons put us at the top of
  the food chain - but without them we are sitting ducks."
  "You're not all wrong though. Without our speed, these
  cannons would be worthless. That's what gives us the edge, what
  gives us a chance. So, good mind of you.
  The Captain and Master Gunner were poring over some
  document near the helm, and the Surgeon, a new member, had
  found herself a seat by the railing. The Boatswain came above
  deck, signaling that his repairs were done. Everything was in
  place, then. It was time to set off.
  
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  Officers
  Every ship has several Officers who share the responsibility of
  leadership. Player characters or other skilled characters may
  take up to 2 Officer Positions each, benefiting from the
  features and actions of both simultaneously. Many positions
  are unique and may be taken by only one person at a time.
  Some have restrictions, requiring the ability to cast spells or
  certain proficiencies. Printable reference cards for officer
  positions are available at r/5eNavalCampaigns 
  The positions and their focus are:
  Captain, First Mate, and Quartermaster: Leadership and
  Support
  Helmsman: Piloting the Ship
  Cannoneer: Making Attacks with Siege Weapons
  Master Gunner: The Head Cannonneer
  Surgeon: Recovering Casualties
  Boatswain: Repairing the Ship and Weapons
  Arcanist / Militant: Spell Casters or Martial Fighters
  All Officers share a position of authority, and as such may
  give orders to crew (Charisma checks if applicable).
  Officer Positions are not restrictions, although some may
  require constant attention.
  During Naval Combat, ships take initiative, and every
  member of ship acts as one cohesive unit. Rather than taking
  full individual turns, Officers may only take a single action
  each on their ship's turn. For information on how this works,
  see "Officer Locations". Each Officer Position offers
  additional actions on top of any other actions you can
  normally take. These actions are Naval-Combat specific, such
  as firing cannons or piloting the ship.
  Features and Actions granted by officer positions are only
  available during Naval Combat.
  Each Position also comes linked a Travel Role; a
  responsibility you are trusted with while making journeys on
  the sea, such as navigating or keeping a lookout. The
  implementation of these roles are further discussed in
  "Making A Journey". A quick guide to these roles is available
  in the "Printable" section.
  Officer Positions can be taken or swapped as an action but
  carry over across non-combat scenarios. There is no need to
  re-take officer positions.
  If initiative is called and you do not have an officer position,
  or wish for a different one, an action will need to be taken to
  have it swapped / assigned to you.
  Captain
  Honorary: Captain  
  Maximum: 1
  The Captain, First Mate, and Quartermaster are generally
  charismatic officers. While the names may imply authority,
  remember that all Officers share the top of the hierarchy of a
  ship. Still, a ship would be amiss without someone calling
  themselves “Captain” and wearing a funny shaped hat.
  Without a specific responsibility during combat, these
  positions focus on supporting others and have the unique
  ability to take the Boarding Action, in which the entire ship
  participates. While their Available Actions are the same,
  differences lie in the Travel Role of each.
  Available Actions:
  Rally: Give a d6 Inspiration Die to an ally. A Charisma
  Check, DC dependent on the situation, is required. You
  may use this action only once per battle.
  Assess: An Investigation check to locate any weakness of
  an opponent’s ship. If successful, you have advantage on
  your next attack or contest against them for the next
  minute.
  Assign Position: As an action, you may immediately
  replace one officer’s position, promote someone to an
  officer position, etc. The target must accept this change.
    You may also use this action to relocate a number
  of gunners up to double your proficiency bonus to
  new cannons.
  Board: Free Action. Give the order to Board. See Boarding
  for more information
  Travel Role
  Navigator The Navigator helps plan the route for the ship and
  assists the Helmsman on their journey. Make a Nature /
  Survival check at each part of the day (5 total), against the
  same DC as the Helmsman's survival checks. You gain a +1
  to Navigation checks if you have access to a map (you must
  recognize both where you and your destination are on it)
  Each success by the Navigator awards the Helmsman +1
  bonus to their survival check.
  Once the Navigator fails 2 checks, they are unable to give
  bonuses for the rest of the day.
  
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  First Mate
  Honorary: Mr.  
  Maximum: 1
  The Captain, First Mate, and Quartermaster are generally
  charismatic officers. While the names may imply authority,
  remember that all Officers share the top of the hierarchy of a
  ship. Still, a ship would be amiss without a jack - of - all -
  trades to act as the right hand to the other officers.
  Without a specific responsibility during combat, these
  positions focus on supporting others and have the unique
  ability to take the Boarding Action, in which the entire ship
  participates. While their Available Actions are the same,
  differences lie in the Travel Role of each.
  Rally: Give a d6 Inspiration Die to an ally. A Charisma Check,
  DC dependent on the situation, is required. You may use
  this action only once per battle.
  Assess: An Investigation check to locate any weakness of an
  opponent’s ship. If successful, you have advantage on your
  next attack or contest against them for the next minute.
  Assign Position: As an action, you may immediately replace
  one officer’s position with another, promote someone to an
  officer position, etc. The target must accept this change.
    You may also use this action to relocate a number of
  gunners up to double your proficiency bonus to new
  cannons
  Board: Free Action. Give the order to Board. See Boarding for
  more information
  Travel Feature
  Shipman. The first mate is known to be a jack of all trades.
  As such, you are able to help more than normal.
  When you choose to assist another role in their
  responsibilities, you grant a +2 to their rolls, instead of the
  usual +1.
  Quartermaster
  Honorary: Master  
  Maximum: 1
  The Captain, First Mate, and Quartermaster are generally
  charismatic officers. While the names may imply authority,
  remember that all Officers share the top of the hierarchy of a
  ship. Still, a ship would be amiss without someone to help
  take care of the crew and their quarters.
  Without a specific responsibility during combat, these
  positions focus on supporting others and have the unique
  ability to take the Boarding Action, in which the entire ship
  participates. While their Available Actions are the same,
  differences lie in the Travel Role of each.
  Available Actions:
  Rally: Give a d6 Inspiration Die to an ally. A Charisma Check,
  DC dependent on the situation, is required. You may use
  this action only once per battle.
  Assess: An Investigation check to locate any weakness of an
  opponent’s ship. If successful, you have advantage on your
  next attack or contest against them for the next minute.
  Assign Position: As an action, you may immediately replace
  one officer’s position with another, promote someone to an
  officer position, etc. The target must accept this change.
    You may also use this action to relocate a number of
  gunners up to double your proficiency bonus to new
  cannons.
  Board: Free Action. Give the order to Board. See Boarding for
  more information
  Travel Role
  Cook. A ship's cook is more concerned about preparing and
  keeping a balanced nutrition for crew than the actual food.
  Having a dedicated cook results in high quality rations:
  Having a cook decreases the chance of disease and promotes
  higher morale.
  After a full day of having a cook, anyone who ate their food
  may spend one free hit die on their next short rest. Benefit
  fades at the end of the day following.
  Helmsman
  Honorary: Mr.  
  Maximum: 1  
  Recommended: Proficiency in Water Vehicles  
  Restriction: Cannot also be a Cannoneer or Master Gunner
  Manning the wheel, the Helmsman is responsible for safely
  navigating the vessel to its destination. While other Officers
  should weigh in on the direction of the ship, the Helmsman
  has the final say and makes the rolls. In combat, the
  Helmsman might be taking Evasive Maneuvers to avoid the
  enemy's cannons or ramming the prow directly into another
  ship. While most officers may only take a single action each
  turn during Naval Combat, you may also take a Bonus Action,
  which may only be used for your pilot checks. If you take a
  non-pilot action, then your pilot checks have disadvantage
  until the start of your next turn. Remember, don’t drive
  distracted!
  Available Actions:
  Evasive Maneuver: Dex/Str/Int Pilot Check with
  disadvantage: If successful, immediately add your
  proficiency bonus to the ship's AC and gain advantage on
  the next pilot check to contest a boarding check until the
  start of your next turn. 1/2 Speed next turn.
  Come About (Evasive Maneuver Variant): Uses full
  Movement, pilot check to succeed. The aft most section of
  ship moves to inhabit the hex forward to the one the bow
  was previously in, and the bow moves in a straight line over
  so that the ship extends perpendicular to its former
  orientation. ½ speed next turn. May cause overboard saves,
  and consecutive attempts are more difficult. See 'Come
  About' in the movement section for the full mechanics.
  Ram: Ram your prow into another ship using your movement.
  1d12 damage per hex traveled in straight line (that round,
  Max 10, Minimum 2), taking 1/2 damage back to your ship.
  Boarding Check: Roll to try and grapple a targeted ship at the
  end of a turn the Boarding action was taken.
  
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  Pilot: Bonus Action. Dex/Str/Int/Wis checks to steer.
  Ability dependent on what needs to be done (see Pilot
  Check section under Movement) If this bonus action is not
  made, ship will continue course but list with the wind
  (assuming no other factors) If you take a non-pilot action,
  then your pilot checks have disadvantage until the start of
  your next turn.
  Travel Role:
  Pilot. When making a journey, this role is responsible for
  making the Best of 5 Survival / Nature skill checks each day
  to plan and execute a course. Anything that gives bonuses to
  navigation checks has the same effect on these rolls.
  Best of 5 checks throughout the day.
    If more successes than the DC (Base DC: 2), then
  subtract 1 day of travel from the total journey time.
  On a failure, subtract ½ day from the trip. See
  "Making a Journey" for more information.
  Checks are made with disadvantage if the pilot is not
  proficient in Vehicles (Water).
  Master Gunner
  Honorary: Master  
  Maximum: 1
  Behold your artillery, Master Gunman. While you roll attacks
  and damage for the cannons under your control the same as
  any normal Cannoneer, you have the unique ability to order
  any side of the ship to fire all their cannons at once in a
  massive Broadside. This devastating attack will be sure to
  satiate your appetite for destruction.
  Feature:
  Automatically gain the Officer Position “Cannoneer” –
  together, these two officer positions count as only having 1.
  Cannons under your control require one less gunner than
  normal (min. 1).
  Available Actions:
  Call Broadside: (Recharge 5-6) See Broadside Section
  Cannoneer
  Honorary: Mr.  
  Maximum: 4
  Cannons require men to man them, and men require other
  men to lead them. As a cannoneer, you oversee cannons on
  one side of the ship. Repairing misfires and giving extra
  guidance to your men, you have the final decision on which of
  your cannons will be fired at the enemy- and the distinct honor
  of making the rolls. That’s a lot of dice.
  Feature: Oversee Cannons
  Select one side of the ship. If there are to be more than 2
  canoneers, you should instead select a single deck and side.
  You may not select cannons that are already under a different
  cannoneer's jurisdiction.
  You are in control of all cannons that are assigned to that
  side, and count as one gunner for the sake of manning them.
  Firearm proficiency is not required to be a cannoneer. Effects
  that deal damage when you hit (Hunter’s Mark, Hex) only
  trigger if you are personally manning a siege weapon - not to
  cannons you are overseeing.
  Available Actions:
  Fire! Make any number of attacks with cannons under your
  control.
  Concentrate: Move to assist another Cannoneer. While there,
  you may help man a siege weapon of your choice. If you
  have proficiency in Firearms, you may add your proficiency
  bonus to hit for whichever weapon you are manning. You
  may return to your position as a free action.
  Repair: Using Tinker's or Smiths’ tools, make a check to
  repair a misfired cannon (DC= 8+ Misfire Score). The
  cannon does not need to be one under your control. Failure
  results in the cannon dropping to 0 hp. Must be proficient in
  the tools you use.
  Assess: Investigation check to locate any weakness of an
  opponent’s ship. If successful, you have advantage on your
  next attack or contest against them for the next minute.
  Surgeon
  Honorary: Dr.  
  Maximum: None  
  Requirement: Medicine Skill or other Healing Means
  The Seas are a dangerous place, Doctor, and the burden of life
  in Naval Combat lies on your shoulders. As crew are injured,
  you may use your action to attempt to get them on their feet
  again. Be sure to check out the Casualties section to better
  understand what your position may require. Remember,
  everyone on the other side is working as hard as they can to
  make your life hell. Have fun!
  Available Actions:
  Treatment (Medicine or appropriate tool Check): On a
  successful check and one use of a Healer’s Kit, you may
  return one crew casualty back to the fight. If your current
  crew count is not equal to your total, add one back (up to the
  original total) This action cannot be taken if you already
  have crew equal to your total crew. Reference Casualties for
  more information.
  Example: During battle, 3 of your 30 crew fell (27/30 Crew).
  On a success, you may add 1 crew back, your new crew
  count being 28/30. Assuming no more casualties, you may
  take this action 2 more times returning the crew to 30/30, at
  which point this action cannot be taken.
  Travel Role
  Surgeon. Spend your day treating the wounded or sick.
  Requires proficiency in Medicine or an appropriate tool.
  On a successful medicine check, 1d4 people may gain the
  effects of a Lessor Restoration Spell, with the added benefit
  of decreasing exhaustion levels by 1.
  
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  Boatswain
  Honorary: Master  
  Maximum: 1  
  What a Doctor does for people, you do for boats. Only, your
  instruments aren’t as dainty, and boats can’t sue. Take your
  actions patching up holes and repairing sails- whatever you
  can to keep your feet dry. If you have a spare moment, fix a
  cannon or two. Everyone will thank you for it.
  Available Actions:
  Order Repairs: As an action, you supervise repairs. Choose
  to repair either the ship or the rigging. The ship recovers hit
  points equal to 1d4 + your level, or the rigging recovers
  1d4 + your proficiency bonus. If you are proficient with
  carpenters’ tools, you may add your proficiency bonus to the
  HP gained (even if you already added it once). You may use
  this action 3 times per day.
  You may also use this action to attempt to repair a
  misfired cannon. Using it for this purpose does not
  count against the total for the day.
  Assess: Investigation check to locate any weakness of an
  opponent’s ship. If successful, you have advantage on your
  next attack or contest against them for the next minute. You
  may add your proficiency modifier to this check, regardless
  of your proficiency in the skill.
  Travel Role
  Carpenter. Spend the day repairing the ship
  The adventuring day is made up of 5 parts. For each of those
  in which you did not spend time doing anything else
  (combat, other actions, adventure, etc.), make a Carpenter's
  tools check (DC: 15). On 3 passes, you may add 2d6 x your
  proficiency bonus HP back to the ship. You may split this
  between Ship and Rigging HP as you see fit.
  Assisting this role gives a +1 to each check that you are
  present for.
  Arcanist
  Honorary: Magus/Arcan  
  Maximum: None  
  Requirement: Ability to cast at least one spell
  Some say cannons were invented only to let the mundane
  contend with the arcane. Arcanists are a central component of
  any successful ship- leaving port without one is considered
  foolhardy. While the other officers spend their time wrestling
  with the ship, take advantage of your own power to influence
  the battle. Climb to the crow’s nest and rain down fire or
  obscure your vessel in a well of fog.
  Unlike other Officers, you may take full turns on the
  ship- but that does come with restrictions. While others are
  not constrained to any physical space, you are. You can’t cast a
  lightning bolt from the crow’s nest if the turn before you were
  helping below deck. Your turns on the ship act exactly as they
  do on land. This physical location overrides the lack of
  location most officers have.
  Feature:
  As an Arcanist, you may use ship turns as you own turn,
  taking full turns of actions, bonus actions, movement, etc.
  Your responsibilities to the ship include helping others with
  their roles, casting offensive and defensive spells, or doing
  whatever you deem appropriate. See the Magic Section for
  information on how spells interact with Naval and Ship-
  bound combat.
  Unlike normal Naval Combat, your location defines what
  actions are available to be taken- To take an action granted
  by an officer position, you must be in the Associated
  Location of the position that grants you that action.
  So, as a Pilot/Arcanist, you must move to the helm to take any
  actions associated with piloting. For information on how to
  take actions, and how to interact with other officers, see the
  Associated Locations Table in the Combat Section.
  Available Actions:
  Arcane Well: As an Action, you may begin concentrating on
  your magic. If by your next turn you have not lost
  concentration, nor failed a Dexterity save due to the ships
  movement, you may roll 1d4-1 (minimum result of 1),
  gaining a spell slot of that level to use only that turn. If you
  do not have access to the level gained, you instead gain the
  highest level you have access to. You may take this action a
  number of times equal to your proficiency bonus per long
  rest.
  Note: As with all officer actions, this action may only be
  taken during Naval Combat.
  Travel Role
  Lookout Responsible for making Perception checks to notice
  landmarks, obstacles, encounters, etc. If you have a lookout
  at the start of a Naval Encounter, you gain a +1 to the ship's
  initiative (even if the lookout missed the threat).
  Turn - By - Turn
  A turn-by-turn example of an Arcanist  
  (With the second officer position of First Mate)  
  to help illustrate the Arcanist's feature:
  Turn 1: Begins in the crow’s nest- Action: “Firebolt”.
  Movement: move down the ladder to the deck (Full
  movement)
  Turn 2: Movement: Moves to the wheel. Action: “Guidance” on
  the pilot. Movement: Begin moving back to Mast.
  Turn 3: Action: “Arcane Well”, Movement: Begin climbing
  ladder. Saves on Overboard Save from About Face.
  Turn 4: Arcane Well grants a 3rd level spell slot. Movement:
  Reaches the top of the mast. Action: Casts “Magic Missile”
  at 3rd level.
  Turn 5: Movement: Climbs back down Mast- Action: Dash,
  making it halfway to the lower deck.
  Turn 6: Movement: Finishes climbing down the deck, Action:
  “Rallies” (First Mate) the Master Gunner.
  Turn 7: Action: Medicine check to assist Surgeon (Success).
  Movement: Back up to the main deck.
  
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  Variant Arcanist: Militant  
  Militants are Martial Combat Officers who share all
  the same features and rules as Arcanists, but do not
  require the ability to cast spells. Arcane Well is
  replaced with Warrior's Focus.  
  Variant Action: Warrior's Focus: As an action, begin
  concentrating on an attack, with the same
  concentration rules as Arcane Well. If, by the start
  of your next turn, your Concentration has not been
  broken, your next weapon attack has Advantage on
  both the Attack and Damage rolls. This bonus does
  not apply to Siege Weapons. You may use this
  action a number of times equal to your proficiency
  bonus per long rest.
  General Actions
  These actions are available to any Officer during Naval
  Combat. This list is not exhaustive.
  Any actions or bonus actions a character may normally
  take (Bonus Actions may be taken using the officer's
  action)
  Give orders to Crew
  Participate in Boarding
  Ready for Combat: As an action, gain advantage on
  individual initiative if standard combat begins before the
  start of your ship's next turn.
  Interact with anything on the boat
  Brace Yourself: Gain Advantage on Overboard or
  Displacement Effect Saves until start of next turn
  Man Cannons: Count as a person, may use specialized
  shots, etc.
  Assist another Officer’s Action:
  Help pull lines, handle ropes, etc. (+1 Pilot Check)
  Assist Surgeon: Surgeon can make an additional
  medicine check for +1 crew. This check is made at
  disadvantage unless you have medicine proficiency,
  or another means of healing available.
  Assist Boatswain: +1 to Check, add your Intelligence
  Score to the HP gained
  Leave the Ship: Whether by Small Craft, Rope Swings,
  Jumping Overboard, Etc. See Leaving the Ship for more
  information.
  Making a Journey
  In a setting which revolves vehicles, traveling from place to
  place is a key part of the game. No one buys a ship to let it sit
  in the harbor! These journeys are exciting and often as fruitful
  as the goal itself. It is between locations that the joys and
  discoveries of a naval campaign come to life.
  Starting
  At the onset of a journey, a destination, however tentative,
  must be decided. A location on a map, following a series of
  directions, a known location, or a basic direction are all
  acceptable.
  Making Ready a ship takes 10 Minutes, decreased by 1
  minute for every person proficient in water vehicles involved.
  Making ready involves untethering from the dock, prepping
  lines and sails, organizing crew, etc. Remember, a ship must
  have above its Skeleton Crew to make a journey without
  risking exhaustion.
  Travel
  Based off the Darker Dungeons Homebrew, traveling on ships
  is based around Travel Roles- the responsibilities each Officer
  has available to take on. It is recommended to see the source
  for any questions regarding traveling.
  At the beginning of the adventuring day, you may choose to
  fulfill one of the roles granted by your officer positions, assist
  another in their role (granting a +1 to their rolls), or neither.
  Fulfilling a role is an all day commitment.
  As a group, you must also decide on the pace of travel - the
  speeds of each class of ship are given in the Travel Speed
  Section.
  Your Officer Position defines what roles are available to
  you. You may elect to change one of your officer positions to
  gain a certain role. This can be done easily out of combat. Be
  wary though - once initiative is called, if you want to switch
  back, it will require an action to do so.
  When fulfilling a role, consider it the equivalent of traveling
  over land – you can’t participate in downtime activities while
  actively scouting for danger. Over the day, rolls are made by
  the DM to discover if anything happens- and what that thing
  may be.
  You may not rest while fulfilling a traveling role. It is not
  required for every party member to take a role, but to make a
  journey at all you must have a Pilot. If you do not take a role,
  you may spend the day as you please- downtime activities,
  resting, etc.- but know that others may not look kindly at too
  many days off.
  Many of the roles echo the originals outlined in the source
  material, with some additions due to the necessities of life on
  the high sea. For more information on how to use this
  traveling mechanic, please reference the Darker Dungeons
  PDF @ r/darkerdungeons5e
  Night Shift
  While ships traditionally do not travel during the night, the
  ship still requires at least one person to keep her steady.
  For each portion of watch, a pilot check is made to keep the
  ship under control on top of a traditional perception check
  (Pilot DC: 5).
  The ship makes very little progress over night, as sails are
  generally up. If the crew wishes to travel through the night, a
  number equal to skeleton crew will need to have not worked
  or fought over the day and will not be able to participate in
  anything until a potential night shift comes again. Navigation
  checks are made with disadvantage at night.
  Arrival
  Upon reaching the destination, there are several options on
  how to proceed. If the water is deep enough, the ship can be
  pulled right to land. Should there be a dock, the ship could be
  tied there. If the water is too shallow, or the area unsavory,
  boats can be taken ashore. When this second option is taken,
  the ship generally sits around 600 ft. from shore, and one or
  more capable crew are left aboard to look after it.
  
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  Captain Hook Mode: Officer Positions and their travel roles do
  not have to be linked. Instead, players are allowed to choose
  from any of the roles to fulfill throughout the day. These work
  exactly the same, and this style is closer to the original source.
  Crew
  Non-Officers; Crew are skilled and unskilled NPC’s who assist
  on the ship. Crew are key to sailing the ship (See Skeleton
  Crew) and manning cannons in Naval Combat. Crew take
  care of menial tasks so that the officers don't have to. Larger
  ships require more crew in order to be functional.
  Most crew are "Unskilled", in that they have a commoner's
  stat block and no proficiencies. These crew cannot be officers
  but are cheap to hire. Being unskilled does not mean that they
  are not competent: these men are seamen who are able to
  carry out the various aspects of seafaring. They are
  dependable workers, not prone to poor decisions or failure at
  basic tasks. Being unskilled just denotes their inability to
        take officer position, their lack of specialization,
        and their inclusion in things such
               as Casualty Rolls.
  "Skilled" Crew refers to crew who are proficient in a skill (and
  receive a +5 to checks with it). These are professionals, and
  their price reflects that. While you can find unskilled crew at
  any harbor or tavern, Skilled crew are less common and may
  need to be sought out. Skilled hirelings come in a variety, so
  prices may vary. Someone with a single proficiency in a low-
  demand skill may ask 5 gp a day, while a caster who will be
  asked to fight will likely ask for more than 100 gp (and may
  haggle for a cut of the profit).
  Unskilled Crew are, by default, non-combative. For this
  reason, they should not be considered during Standard
  Combat. Fighting a large ship does not mean fighting against
  50+ people, but only the combat units the ship keeps. It is up
  to the DM to respect this, or to warn their players if they plan
  for the crew to be involved. The crew are not on battle maps
  nor take up space in the environment. They are ignored until
  after combat is resolved.
  Traits
  To better characterize crew, each of them have 3 secret traits,
  which may be low, medium, or high. These traits don't affect
  any mechanics (unless you want them to), but help create
  meaningful characters with potential to be more:
  Naval Ability:
  Their skill at doing their job, knowledge of seafaring, etc.  
  Crew High in Naval Ability will be respected for their work,
  and often complete their job to excess. With training, they may
  be able to be become a Skilled Hireling and be able to assist
  the pilot or navigator, and eventually take on those
  responsibilities themselves.
  Being low in Naval Ability makes a crew member a ready
  target by the other crew. They may be used as a scapegoat or
  given extra duties. They don't have a lot of potential on the
  sea.
  Demeanor:
  A basic idea of the agreeableness of a crew member. A
  summary of their social skills, this has a large impact in their
  role on the ship, and how they respond to orders or conditions
  on the ship.
  Crew High in demeanor are well liked among the crew, and
  likely the officers as well. They may be chosen as a sort of
  mouthpiece for the crew, communicating to the officers the
  state of things. They will likely seek out and quell trouble on
  the ship. They raise general moral and take problems and
  issues in positive ways. If anything happens to them, morale
  could take quite a toll.
  Low Demeanor crew are disliked and unwelcome by many-
  but not all. They may be sneaky or rude, or simply untrusted.
  Low demeanor crew may interpret things in the worst way,
  loath orders, and are quick to resort to extreme measure.
  Have you ever heard of a mutiny?
  
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  Martial Ability
  While most crew don't take part in standard combat, you may
  consider using crew high in Martial Ability in the flavor of
  things: While they don't enter the battle as a combatant, they
  may help influence things in other ways. Crew high in martial
  Ability may eventually develop into combat units.
  Crew who are low in Martial Ability are unable or unwilling
  to fight- this may be respected, or it may be seen as a sign of
  weakness by the crew.
  Prices
  Crew
  Price (Per Day)
  Unskilled Crew
  1 gp
  Skilled Crew
  5 - 200 gp
  Whenever you make landfall, it's time to even up. Add up the
  total salaries of your crew and pay them for each day they
  were with you since last you landed.
  Documentary: Since crew are on call even while ashore, you
  must pay them half their price on the outset of your next
  journey for the days spent on land.
  Weapons
  Siege Weapon Properties
  The following rules replace the ones given for siege weapons
  in the DMG. They introduce slightly modified mechanics to
  range and damage.
  Gunners
  Each cannon requires a certain number of gunners in order to
  load, aim, and fire them. There are no proficiencies required
  to act as a gunner, but acting as one renders you unable to
  take other actions. The "Required Gunners" is the minimum
  number that must be assigned for that cannon to be operable.
  Remember that this number is not compared to the total
  number of crew, but that crew is a finite resource assigned to
  cannons. Cannoneers and the Master Gunner (who doubles
  as a cannoneer) each count as 1 Gunner.
  So, if you have 4 gunners (including your canoneers), and 3
  Light Cannons (Required Gunners: 2), only 2 of the
  cannons may be active at the same time.
  Out of combat, you may assign people however you like to
  siege weapons- when initiative is rolled, it is assumed that they
  take their positions. Once in combat, an “Assign Position”
  Action is required to change their locations. Be sure to note if
  you have enough crew assigned to man a cannon
  “Efficiently”.
  Attacks and Damage
  Siege Weapons do not add any modifiers to their attacks
  or damage with the exception of Carronades, which add the
  highest dexterity modifier of those manning it to its damage.
  Physical Locations
  In Naval Combat, the location of siege weapons are not
  tracked except their side of the ship, port or starboard. If you
  have more than 2 Cannoneers, you may wish to further track
  which deck ships are on for the sake of control.
  It takes 5 minutes to change the side a weapon is
  positioned on.
  Ammunition
  The Ammunition property is the same as in 5e.
  Documentary Mode: Each cannon requires a different
  ammunition stock, an each shot utilizes black powder (BP).
  Carronade: 1 lb. Cannonball, 1 unit BP
  Light Cannon: 4 lb. Cannonball, 1 unit BP
  Medium Cannon: 15 lb. cannonball, 2 units BP
  Heavy Cannon: 32 lb. cannonball, 3 units BP
  Culverin: 15 lb. cannonball, 2 units BP
  HP
  At 0hp, a siege weapon becomes broken. A broken weapon
  cannot be fixed using tinker's tools. Smith's tools, and a
  furnace are required to repair it at 1/4 the cost of the weapon
  (for materials). These repairs take one hour. Weapons are
  immune to Psychic and Poison damage.
  Range
  While similar to normal ranged attacks, siege weapons gain a
  bonus to hit huge or larger targets (such as all ship) that are
  within first range listed. The second and third numbers are
  the same as those for any other ranged weapon (normal and
  maximum range, respectively). Due to the length of their
  barrels or size of the machine, no siege weapon can attack
  targets within 5 ft of them.
  
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  Siege Weapons
  Type
  Cost
  Required
  Gunners
  HP Damage
  Properties
  Ballista (Ba)
  500 gp
  2
  50
  2d10
  Ammunition (range: 50/225/500), Loading (2), Misfire 1,
  Efficient, Siege
  Catapult (Cat)
  550 gp
  3
  80
  2d10
  Ammunition (range: 50/325/600) , Loading (2), Misfire 1,
  Efficient, Siege
  Carronade (Car)
  500 gp
  1
  60 2d6+Dex
  Ammunition (range: 25/125/275), Loading (1), Misfire 2,  
  Efficient, Crew Targeting, Siege, Loud, Mobile
  Light Cannon (L)
  1,500 gp
  2
  120
  2d10
  Ammunition (range: 100/400/725), Loading (1), 
  Misfire 1, Efficient, Siege, Loud
  Medium Cannon
  (M)
  2,500 gp
  2
  120
  4d10
  Ammunition (range: 100/275/550), Loading (2), 
  Misfire 1, Siege, Loud
  Heavy Cannon (H) 3,500 gp
  3
  150
  7d10
  Ammunition (range: 50/125/225), Loading (2), 
  Misfire 1, Siege, Loud
  Culverin (Cu)
  4,000 gp
  2
  120
  5d10
  Ammunition (range: 0/700), Loading (3), 
  Misfire 1, Siege, Loud, Artillery
  Flamethrower
  Legendary
  4
  120
  3d8
  Ammunition (25 ft Cone), Loading (4), 
  Misfire 1, Fire, Siege, Loud
  New Properties:
  Artillery. For every round spent aiming the shot, you may add
  25ft to its furthest range Maximum: +125 ft (5 rounds). If the
  full 5 rounds are spent aiming, gain advantage on the shot.
  Loading (x). Weapons with this property act as if they have
  the loading property with an additional rule. The number in
  the parentheses is the load time, number of turns a weapon
  must take after firing before it is able to be fired again. The
  weapon must be manned by its minimum number of gunners
  throughout the loading, or else the process pauses until it is
  manned again. As long as it is properly manned, the loading
  process continues automatically as the gunners are assumed
  to be using their time working on it.
  So, a Light Cannon, loading (1), is able to make one attack
  every other turn (1 turn between firing).
  Loud. Attacks with this weapon are audible within 1000 ft.
  Mobile. Siege Weapons with this property can be moved
  side-to-side as an action.
  Misfire. When an attack roll is made for this weapon, and
  the die roll is equal to or below the misfire score for the
  weapon, the weapon becomes "Misfired". While Misfired, it is
  unusable until an action is taken to repair it (Tinker or Smith’s
  Tools check. DC = 8 + misfire score). On a success, the
  weapon is back in working order. On a failure, the weapon is
  broken (See "HP" section).
  Efficient. If a weapon with this property is manned by twice
  the minimum number, the Load Time decreases by 1
  (minimum of 0).
  Siege Weapon. All weapons discussed in this section count
  as siege weapons for the sake of double damage to structures
  and circumventing the damage thresholds of ships.
  Crew Targeting. This weapon does not gain Disadvantage
  when targeting "Crew" (Disadvantage for specific targets still
  applies. See Targets for more details).
  Siege Ammunition
  The following ammunitions may be purchased and used for
  siege weapons. Many have restrictions as to what weapons
  may fire them, and many have additive effects beyond the
  weapons normal damage.
  Boring Shot
  Medium and Heavy Cannon Ammunition
  Specialized: May only target the Ship. Deals an additional
  1d10 Bldg. damage on hit. No damage from an attack that
  uses this is considered toward casualty damage.
  Chain Shot
  Ammunition (Any)
  Target Rigging: Allows the targeting of Rigging without
  disadvantage.
  Cannister Shot
  Light or Medium Cannon Ammunition
  Cannister: Lasts 6 rounds, dispersed by moderate wind or by
  moving 75 ft. in one turn or 100 ft. over 2 turns. Comes in
  two varieties:
   Smoke (20 gp)  
     Standard Combat: Heavily Obscured 15 ft radius  
     Naval Combat: May only target the deck. On hit, one
  attack per round for the duration is made at disadvantage.
  (Multiple cannisters stack up to 3 attacks at disv. per round).
  Attacks against specific targets on the affected ship made at
  disadvantage for the duration. May also affect perception
  checks.
  
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  Siege Ammunition
  Name
  Price (ea.)
  Available to:
  Effect
  Cannon Ball
  3 sp
  All Cannons
  Basic Ammo
  Catapult Ammo
  2 sp
  Catapults
  Basic Ammo
  Boring Shot
  25g
  M,H Cannons
  Cannister Shot
  20 gp
  L, M Cannons
  Special: Gas Cannister
  Chain Shot
  15 gp
  Any
  Allows the targeting of Rigging without disadvantage
  Explosive Shot
  35 gp
  L,M Cannons
  Special: Explosive Shrapnel
  Flair
  1 gp
  Ca, L Cannons
  Special: Signals
  Fire-Bomb Shot
  35 gp
  L, M, Cu Cannons
  Special: Fire - Bomb
  Grapeshot
  15 gp
  L,M,H Cannons
  Harpoon
  Ballista: 25 gp  
  Cannon: 50g
  Ballista, L, M Cannons
  Special: Harpoon
  Pitch - Ammo
  5 gp
  Catapults
  Special: Ignite
   Stinking (40 gp) 
      Standard Combat: Heavily obscured 10 ft square. If
  affected: Con Save (DC: 12) or lose your next action
  coughing. Creatures that don’t need to breathe or are
  immune to the poisoned condition automatically succeed
  on this saving throw.
      Naval Combat: May only target the deck - on hit, the
  number of cannons the affected ship may fire next turn is
  decreased by 2. While the effect lasts, - 1 to all siege weapon
  attacks from affected ship until dispersed (Multiple
  cannisters stack up to 3 times). Attacks against specific
  targets on the affected ship made at disv. for the duration.
  Upgrade: Heavy Fumes (+25 gp): Dispersing requires a
  strong wind or moving 3 hexes in one turn (or 6 over 3).
  Explosive Shot
  Light or Medium Cannon Ammunition
  Explosive Shrapnel: Ignites ships and flammable objects in
  the area that aren't being worn or carried. This shot has
  potential to impact multiple targets. See the "Targeting"
  Section for more details.
  In Naval Combat:
    Targeting Ship: Deal an extra 1d10 piercing damage to
  the ship. Contributes its damage to casualties as normal +1
  automatic casualty.
    Targeting Crew: No damage, automatic 1d4-1 Casualties
  (Minimum: 0 casualties).  
  In Standard Combat: Targets in a 5ft radius around the
  impact must make a Dex save (DC: 12) or take 1d8 fire plus
  1d8 piercing damage, both halved on a successful save.
  Flairs
  Carronade and Light Cannon Ammunition
  Signals:
  Red: Danger
  Blue: Navy
  Yellow-Green: Distress
  Fire-Bomb Shot
  Light, Medium and Culverin Ammunition
  Fire - Bomb 1d8 Additional Fire damage on hit. Ignites ships
  and flammable objects that are not being worn or carried.
  Grapeshot
  Light, Medium, or Heavy Cannon Ammunition
  In Naval Combat: Cannot damage ship: when used, there is
  no disadvantage to target the crew. On hit, automatically
  causes 1d4-1 casualties.
  In Standard Combat: 15ft cone from the side of the target
  ship - dexterity save (DC: 12) or 2d8 bludgeoning damage,
  halved on a save.
  Harpoon
  Ballista, Light and Medium Cannon Ammunition
  Piercing hook: A large, barbed hook on a length of rope.
  Range: 25 ft. Does not deal normal damage from cannon.
  Instead, deals 1d10 piercing. On hit, adds +3 to Boarding
  Bonus while attached. Requires a DC: 16 Athletics check to
  remove.
  Upgrade: Chain (+25g): Uses chain in place of rope.
  Pitch - Ammo
  Catapult Ammunition
  Ignite: Ignites Ships and flammable objects  
  that aren’t being worn or carried.
  
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  Weapons
  Name
  Cost
  Damage
  Weight   Properties
  Simple Melee
  Weapons
  Bayonet
  5 gp
  1d4 piercing
  1 lb.
   Finesse, light, special
  Pin
  1 gp
  1d4
  bludgeoning
  2 lb.
    Light
  Boarding Axe
  2 gp
  1d6 slashing
  2 lb.
    Light, thrown (range 20/60), special
  Hand- Hook
  5 gp
  1d4 piercing
  1 lb.
   Finesse, light, special
  Martial Melee
  Weapons
  Cutlass
  20 gp 1d8 slashing
  2 lb.
   Finesse
  Dirk
  10 gp 1d6 piercing
  2 lb.
   Finesse, light
  Basket-Hilt
  Broadsword
  15 gp 1d10 slashing
  3 lb.
   Two Handed, Heavy
  Ranged Firearms
  Flintlock Pistol
  200
  gp
  1d8 piercing
  5lb.
    Firearm, ammunition (range: 40/160), loading, misfire 2, loud
  Flintlock Musket
  400
  gp
  1d12 piercing 10 lb.  Firearm, ammunition (range: 120/350), Reload 1, misfire 2, Heavy,
  two-handed, loud
  Hand Mortar
  150
  gp
  1d8 fire
  3 lb.
   Thrown, simple, single use (30/60), misfire 3, explosive, loud
  Weapons
  New Properties
  Firearm. The stats and properties of weapons which have this
  property replace the optional rules listed in the DMG.
  Firearms do not count as simple or martial ranged weapons;
  Only those with proficiency in firearms may add their
  proficiency bonus to attacks made with weapons which have
  the firearm property. Further, making attacks with a firearm
  without proficiency raises the misfire score by 1.
  Should the "Weapon Specialist" Feature be taken to gain
  access to a weapon with the firearm property, you also gain
  proficiency with all firearms of the same nature - Pistols (one
  handed), Rifles (two-handed), or Cannons.
  Variant Rule: Common Firearms 
  To increase the potential number of firearms for settings in
  which firearms are common, remove the "Firearm" property.
  Instead, all weapons with that property are considered Martial
  Ranged Weapons. This will increase the number of firearms in a
  game and allow more experimentation.
  Explosive. On hit, everything within 5 ft of the target must
  make a Dexterity saving throw (DC= 8 + your attack bonus)
  or take the damage. Saving results in no damage being
  taken. If the attack misses, the explosive fails to detonate or
  falls in a location where it does no damage. Access to
  weapons with this property should be limited.
  Reload. This weapon may fire a number of times equal to its
  reload score before 1 action or 1 attack must be used to
  reload it. One free hand is required to reload.
  Special Weapons
  Bayonet. A small blade, able to be affixed to a weapon that
  has the ammunition property. While attached, you can
  choose for the weapon to change between two forms as a
  bonus action: Its normal form, or a martial melee weapon
  which deals 1d4 piercing damage.
  Boarding Axe. While wielding a Boarding Axe in each hand,
  you have advantage on athletic checks to climb wood.
  
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  Hand-Hook. On a hit, instead of damage, you may attempt
  grapple the target with advantage as a bonus action. No
  advantage is gained to maintain the grapple. At your DM's
  discretion, you may instead try to force the target to drop
  an item it is holding.
  Items
  Item
  Price
  Weight
  Description
  Ship Items
  Rope
  Swings
  20 gp
  1 lb.
  Rope
  Ladder
  25 gp
  4 lbs.
  Grappling
  Hooks
  25 gp
  1 lb.
  Finesse, Thrown(range 20)
  Fire Barrels
  200
  gp /
  Batch
  20 lbs.
  Gangplank 100
  gp
  20 lbs.
  Anchor
  20 gp
  40 lbs.
  Adventuring
  Gear
  Astrolabe
  100
  gp
  3 lbs
  No penalty for navigating at
  night- Requires prof. in
  navigators’ tools
  Bandana
  1 sp
  -
  Eye Patch
  1 sp
  -
  Fishing Net 2 gp
  10 lbs
  Maps
  ~25 gp
  -
  Value dependent on accuracy
  and content
  Reed
  Breathing
  Tube
  1s
  -
  Hollowed out tube, 1 meter
  long
  Sextant
  500
  gp
  -
  If Sun or Stars visible, +1
  Navigation
  Spyglass
  200
  gp
  -
  2 handed- Advantage on
  perception checks
  Life
  Preserver
  2 gp
  -
  Small Craft
  Rowboat
  50 gp
  300
  lbs.
  Stat block
  Longboat
  200
  gp
  2,000
  lbs.
  Stat block
  Anchor
  Keeps a ship from moving- ship must already be stopped and
  cannot be in deep water. An action is needed to raise any
  anchor.
  Instant Anchor: Stops a ship immediately but deals
  damage to the ship according to it's class: Unrated=50, 2nd
  rate=75, 1st rate = 100.
  Grappling Hooks
  Iron hooks on a length of rope. To attach, make a thrown
  weapon attack against the AC of the ship. For each attached
  hook, your ship gains a +1 to its Boarding Bonus. Successful
  grappling hooks break if their target moves out of their range.
  A grappling hook can be removed with a DC 12 Athletic
  check.
  Fire Barrel
  1 batch = 12 barrels. When exposed to fire, each creature and
  object within 5 feet of the barrel must make a DC 12 Dexterity
  saving throw or take 4d6 Fire Damage (1/2 on success). The
  barrel will stay lit for up to 1 min, emitting light and causing
  1d6 fire damage to anything it comes into contact with.
  When released into the sea, each batch fills a 25ft. space. A
  ship can make a pilot check (Dex, DC:15) to avoid hitting any.
  If the barrels are already on fire, on a failure, a ship take 6d10
  fire damage as it hits the flaming barrels. If the barrels are not
  yet lit, no damage is dealt.
  Barrels can be fit with a fuse. Fuse lengths can vary from 1
  to 10 rounds. After being lit, roll initiative for the barrel. On
  that initiative, a number of rounds equal to the fuse length
  later, the barrel explodes.
  Gangplank
  A 5x15 ft long plank with weak hooks to keep hold. Gives
  Advantage on the acrobatic / athletics checks to cross
  between ships at a DC:12. As an action, a gangplank can be
  affixed between a ship and another ship or dock. Max 3
  deployed at once. If the structures it bridges move apart
  further than its length, it snaps. Gangplanks have several
  potential upgrades:
  Corvus (300 gp): An advanced Boarding device- uses a Davit
  Slot. Corvus have the properties of a "Hooked" Gangplank,
  but do not require a person’s actions to be deployed. The
  Corvus can be lowered as an Object Interaction instead.
  Extra Long (20 gp): 20ft long
  Extra Wide (20 gp): 10ft wide
  Hooked (20 gp): Adds +1 to the Boarding Bonus while in
  place
  Safety Net (100 gp): Adds a net that spans the gangplank,
  held out by small poles. Has the capability to hold 1
  medium or smaller sized creature before bursting.
  Life Preserver
  Gain advantage on athletic checks related to swimming - If
  you are using a life preserver in water and it is affixed to a
  ship, you are pulled along with the ship. This does not use
  your movement.
  Rope Swings
  A length of rope suspended from the boom of a mast. Can be
  used as an action to swing, moving 20ft. across or off the ship
  in the direction of choice with acrobatic check (DC=12)  
  Max 5 per 50 ft. of ship
  
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  Small Craft
  Small Craft are boats not fit for naval travel or combat. See
  the "Leaving the Ship" section in "Overboard" for information
  regarding taking a small craft during Naval Combat. Their
  size varies from 10 to 15 ft. but are represented as taking 1
  hex. Full Stats are found in the Ship Stat Block section in the
  references.
  Siege Weapons mounted in Small Craft maintain their
  qualities. Rather than a cannoneer to oversee it, one of the
  people manning it selects its targets. Small Craft cannot
  grapple ships but may attach themselves to be pulled along by
  larger ships by achieving a boarding bonus of +2 . At 0 HP
  they are simply destroyed.
  Customization
  Ship Enhancements
  The following section offers customizable options for ships
  and cannons. Both can have as many upgrades /
  enhancements as can be afforded, but some upgrades cannot
  be added to the same unit. Build Time is 1 day for every 2,000-
  gold value.
  Arcanist’s Shield
  Price: 500 gp
  Characteristics: Defense: A large wooden shield with an
  open window. Offers 3 / 4 cover. Disadvantage on assess
  and perception checks when in use. Can be built on deck or
  crow’s nest. If installed on a crows nest, pick a side of the
  ship. It is always in effect toward that side.
  Further Upgrades Iron: +100 gp, Fire Resistant: +100 gp, Full
  Hut: +1000 gp, Hinged: +40 gp
  Bow / Stern Cannon Ports
  Price: 2,500 gp ea., plus price of cannons
  Characteristics: Adds port holes for 2 siege weapons facing
  fore or aft. Can only fit Light Cannons, Carronades or
  Ballista. Acts as an additional "side" of the ship. See
  "Cannon Aim" for more detailed information.
  Further Upgrades: Davey Jones’s Triplets: Replaces Light
  cannons with 3-barral cannons. Triplets only available in
  Bow. Use Light cannon stats, but 1d10 damage and
  Loading (0)
  Crow’s Nest
  Price: 500g  
  Restriction: Only up to # of masts
  Characteristics: High Ground: Ranged spell and weapon
  attacks from the crow’s nest have increased range equal to
  1 / 2 their original range (100 ft → 150 ft).  
  While in the Crows nest, when you succeed on an "Assess"
  action, you may grant the benefit to another person.
  Further Upgrades: Fireproof (250 gp): Nonflammable, Metal
  (500 gp), Feather Fall (1000 gp): Once per day, a person in
  the crow’s nest may use a reaction to receive the benefits of
  Feather Fall until they stop falling.
  Davit
  Price: 500 gp
  Characteristics: Cranes by which to suspend Lifeboats on a
  ship- each Davit can hold 1 boat which can be quickly
  deployed as an object interaction. Davits/Boats do not
  provide cover or take space on a battle map.
  Further Upgrades: Longboat Ready (+200g): The Davit is
  extended, long enough to house a longboat.  
  Stacked (+350g): Davits are double tall, so that each may
  hold 2 boats.
  Figurehead
  Price: 500-2000 gp
  Characteristics: Aesthetics
  Further Upgrades: Can be enchanted, combined with
  spotlights, or combined with a ram.
  Fireproofing
  Prices:  
  Deck: 2,000 gp  
  Hull: 2,000 gp  
  Masts: 1,500 gp
  Characteristics: A fireproofed surface is considered
  “Nonflammable” for the sake of catching on fire.
  Fireproofing does not make the surface resistant to fire
  damage.
  Further Upgrades: May add fire resistance
  Glass Floor
  Price: 1000 gp
  Characteristics: Aesthetic/Exploration: You may see into the
  ocean below. Damage threshold = 10, the AC is equal to the
  ships minus 4.
  Further Upgrades: Add a Hatch.
  Ironsides
  Price: 100,000 gp
  Characteristics: +2 AC, Resist B/P/S from Nonmagical
  Weapons, Fire resistance and Inflammable. -1 speed, +1
  round at 1/2 speed to stop. +6 Damage Threshold, and
  denies other ships the bonus of "Raking Fire". Not
  compatible with Live Oak or Reinforced Walls. It takes
  much longer to complete the upgrade than average, and is
  likely unavailable from most docks. It may require
  additional research and resources to be gathered.
  Live Oak Hull
  Prices: 
  Bow: 2,000 gp x Ship Size (Unranked=1, 2nd = 2, 1st = 3) 
  Stern: 2,000 gp x Ship Size  
  Port Side: 2,500 gp x Ship Size  
  Starboard Side: 2,500 gp x Ship Size.
  Characteristics: Making the hull out of solid pieces of trees
  as opposed to cut pieces. +1 AC and +4 damage threshold
  from attacks to that location. Enhancing the Bow or Stern
  denies other ships the "Raking Fire" damage bonus from
  the respective direction. It takes longer to complete this
  upgrade than average.
  Further Upgrades: May be purchased an additional time in
  each location for the original price x 2, adding an additional
  +1 AC and +2 to damage threshold.
  
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  Oars
  Price: 200 gp for a full set
  Characteristics: While used by a number of people equal to
  the skeleton crew of the ship, add 1 speed while in use or 2
  to the travel speed if used all day. Each person may work an
  oar for 6 hours before requiring a Long Rest (or Short Rest
  but gain a level of exhaustion) before the same individual
  works again. No cannons are available while in use.
  Further Upgrades: Oar-Ports (1,000 gp): Cannons may be
  fired while oars are in use
  Ram
  Price: 2,000 gp
  Characteristics: Improved Ram: Increase the damage from
  the Ramming Action to 2d12 per hex traveled, and the
  ramming ship takes only 1/4 damage back.
  Further Upgrades: Reinforced Hull (+2,000 gp): Take no
  damage back when you use the ram action.  
  Hooked Ram (+1,500 gp): When the boarding action is
  taken, the conditions of moving the same direction and
  being side by side can be ignored if the pilot uses their
  action that turn to ram the target ship (The mechanics of
  ramming, including the movement needed and damage
  dealt by the action, are unchanged). Upon ramming, the
  hooks engage, giving a +5 boarding bonus. This upgrade
  may be combined with a gangplank, to allow passage over
  the hull.
  Rear-Loading Cannons
  Price: 2,000 gp (Whole ship)
  Characteristics: Increases Broadside recharge range by 1 (to
  recharge 4-6)
  Reinforced Walls
  Price: 3,000 gp X Ship Size (Unranked=1, 2nd=2, 1st=3)
  Characteristics: +50 Ship HP. This can be taken multible
  times, up to 3.
  Rotating Turret
  Price: 1,000 gp ea.
  Characteristics: Swivel: A siege weapon mounted on a
  rotating turret can fire at targets on either side, as well as
  ahead of the ship. Uses a Davit Slot.
  Sail-Drop
  Price: 2,000 gp
  Characteristics: Adds the capability to drop all the sails as an
  action (Pilot or Captain/First mate/Quartermaster) - Gain
  double speed for one round but take 50% of your total
  rigging HP as damage afterwards.
  Ship Haul
  Price: 100 gp each
  Characteristics: Attach hooks to either the bow or stern of
  the ship in order to haul / be hauled. Each hook can hold /
  pull up to a Large sized creature or object. For each size
  larger, an addition hook is needed.
  Ship in a Bottle
  Price: Varying. 700 gp for a lifeboat
  Characteristics: Free: Upon breaking or unstopping the
  bottle, the ship rapidly grows to fill its normal space,
  following rules the same as an Instant Fortress. One Use.
  Spikes
  Price: 3,000 gp
  Characteristics: Defensive: Doubles damage to ships which
  ram it. Failing boarding risks taking more damage, and
  standard gangplanks may not work
  Spotlights
  Price: 300 gp ea.
  Characteristics: Light: By placing a torch in these mirrored
  lanterns, light is focused off deck. Each lantern can
  illuminate off one side of the ship (4 needed for complete
  coverage). Using a Spotlight eliminates darkness penalties
  for anything on that side but offers the same benefit to other
  ships.
  Further Upgrades: Magic (+200g): Imbued with the “Light”
  spell, these lanterns do not require a torch and spring up at
  a codeword. These are too heavy to be removed from
  railings and carried.
  Thick Walls
  Price: 2,000 gp X Ship Size (Unranked=1, 2nd=2, 1st=3)
  Characteristics: 25% of damage deal to the ship is
  considered for casualties (Down from 50%)
  The Wheel
  Improved Mechanism
  Price: 1000 gp
  Characteristics: +1 to Pilot checks
  Further Upgrades: Fine-Tuned (1500g): +2 to Pilot checks.
  Requires Improved Mechanism.
  One-handed wheel
  Price: 2000 gp
  Characteristics: Pilot checks are no longer made at
  disadvantage if preforming an action on the same time
  (Only applicable to Dex-based checks).
  Weighted Mechanisms
  Price: 200 gp
  Characteristics: Pilot checks over watch are made at
  advantage
  Further Upgrades: Arcane Locked (1000g): Nighttime Pilot
  checks have a 75% chance of succeeding even if no one
  takes them.
  Free Spinning
  Price: 500 gp
  Characteristics: Gain advantage on Pilot Checks to take the
  About Face action.
  
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  Siege Weapon Upgrades
  Prices are all for the upgrade specifically- they do not include
  the weapon they are being applied to.
  Ease- of – Access
  Price: 500 gp  
  Available Weapons: L, M, H Cannons
  Characteristics: Requires 1 less person to man “efficiently”
  Fail-Switch
  Price: 50 gp
  Available Weapons All
  Characteristics: An easy trigger to instantly reduce the
  weapon to 0hp
  Hardy
  Price: 100 gp
  Available Weapons All
  Characteristics: Raise HP by 20, Disadvantage on checks to
  disable
  Precision
  Price: 800 gp each time, extra 1k each time past the first
  (compounding). Culverin Costs x2.
  Available Weapons All
  Characteristics: +1, +2 and +3 to hit each time taken,
  respectively. Must take previous bonus before a higher one.
  So the price of "+2" is the price of "+1 and +2", or 2,600 gp,
  and you must have already had +1)
  Rifling
  Price: 600 gp
  Available Weapons Ca, S and M Cannons
  Characteristics: Increases normal range by 50, and
  maximum by 25.
  Shock Absorbers
  Price: 3,000 gp
  Available Weapons All- Whole side only
  Characteristics: The cannons are seated in springs-
  Decreases DC of pilot roll due to broadsides by 2 and the
  other side avoids disadvantage on attacks.
  Human Cannonball
  Price: 750 gp
  Available Weapons H Cannon
  Characteristics: Widens the Barrel. Can no longer fire
  normal shots. Range becomes 30ft. Deals 3d10 fire damage
  to the "ammunition"
  Bronze Cannons
  Price: 1,000 gp
  Available Weapons All Cannons
  Characteristics: A prestigious symbol
  Character Options
  Backgrounds: Expanded Sailor
  The following backgrounds can be added to the normal
  selection. It is recommended to add these, as they provide
  skills and abilities that fit a setting the core books do not
  consider. For example, The RAW Sailor Background (most
  fitting for a sea faring campaign) wastes its feature if you own
  a ship. These options look to fill in the gaps left by land centric
  player options and compliment other aspects of this guide.
  All Sailor backgrounds gain the additional feature Sea
  Legs:  
  Feature: Sea Legs
  Gain advantage on Dexterity checks and saving throws which
  are due to the ship's motion.
  Sailor: Corsair
  Not all sailors are in it for travel, or for the romance. Some are
  in it for money and to better their lot in life. Others are in it for
  power and privilege. Either way, having a strong background
  can help you make your way on the high seas.
  Skill Proficiencies: Athletics, Perception
  Tool Proficiencies: Vehicles (water)
  Weapon Proficiency: Firearms
  Equipment: A belaying pin, 50 feet of silk rope, a lucky charm,
  a set of common clothes, and a belt pouch containing 12 gp.
  Feature: Jolly Roger
  You spent time sailing under an influential symbol or a well
  known name, and can be associated with a meaningful
  insignia, for good or for evil. Your association with this symbol
  or name grants you advantage on intimidation checks if your
  target recognizes it.
  Sailor: Ship's Surgeon
  No one wants scurvy, or to find themselves injured several
  weeks from shore. The most delicate instrument most of the
  crew has handled is a butcher’s knife. A ship's surgeon is the
  backbone of the ship- a man of the sea and of the cloth. Or of
  science. Or maybe of desperate necessity. Whichever gets the
  job done.
  Skill Proficiencies: Investigation, Medicine
  Tools: Herbalism Kit, Vehicles (water)
  Equipment: A Healers Kit, common clothes, a quill and ink,
  and a belt pouch containing 5 gp
  Feature: Medical Intervention
  On a successful Medicine Check with a Healers Kit on an
  unconscious target, you may spend 5 uses of your kit to heal
  the creature for 1 HP. (1/LR)
  
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  Sailor: Navigator
  You have experience navigating ships.  
  How much of a description do you want?
  Skills: Survival, Perception
  Tools: Navigator's tools, Vehicles (water)
  Equipment: Travelers clothes, navigators’ tools, a chart, and a
  pouch containing 10 gp.
  Feature: Sense of Direction
  Even at sea, you always know which way North is. You have an
  eye for the tides, and can further discern whether the tides
  favor you and how the wind blows (and whether it is likely to
  change).
  Sailor: Explorer
  Over your journeys, you sought out incredible sights and
  experiences. Or perhaps they sought out you. Your life puts
  fisherman's tales to shame - and may be just as exaggerated.
  Skill Proficiencies: Nature, Perception
  Tool Proficiencies: Cartographer's tools, Vehicles (water)
  Language: One of your choice
  Equipment: 50 feet of silk rope, a souvenir of somewhere you
  have been, a set of common clothes, and a belt pouch
  containing 5 gp.
  Feature: Discovery
  You have made a journey to a legendary or secret location.
  (PHB 134, limited to a location).
  Additional Feats
  Should you make use of the optional "Feat" Rule, consider the
  following options to better craft sea-faring characters.
  Deck-Hand
  Hard work on the deck of a ship has granted you skills and
  experience, to the following benefits:
  You gain one tool proficiency related to seafaring.
  You may assist a traveling role while Long Resting (not
  while sleeping)
  You gain advantage on non-spell based Overboard Saving
  Throws.
  You may assist up to 2 officer's roels while traveling (up
  from 1)
  Firearm Expert
  Thanks to extensive practice with firearms, you gain the
  following benefits:
  You gain proficiency in firearms, if you don't already have
  it.
  Being within 5 feet of a hostile creature doesn't impose
  disadvantage on your ranged attack rolls when using a
  firearm.
  When you use the Attack action and attack with a one -
  handed weapon, you can use a bonus action to attack with
  a loaded firearm that you are holding in your off hand.
  Normal Two Weapon fighting rules apply.
  Pilot
  Manning the wheel  
  is natural to you, with the following benefits:
  If you do not have it already, you gain proficiency in Water
  Vehicles and Naval Signals (Flairs and Flags)
  If you take a non-pilot action, you do not gain disadvantage
  on Pilot checks.
  Boon:
  If a player has a sailor background and takes one of the above
  feats, they gain an additional boon:
  Salty Dog
  You may fulfill up to 3 Officer Positions at the same time
  When you rally someone, they may add your proficiency
  bonus to their roll.  
  You gain a climb speed equal to your walking speed, but
  only on ladders or rigging. Additionally, you have advantage
  on Acrobatic / Athletic checks relating to moving across
  the ship, up or down rigging, and boarding.
  DM's: Awarding this boon, as well as the feature Sea
  Legs, should also be considered over the course of
  a campaign: as a reward, as a result of training, or a
  passive result of experience on the sea.
  Applicable Tool Proficiencies:  
  Brewer's: Who doesn’t like ale? Can also purify water. 
  Calligrapher's: Analyzing contracts, deals, and maps. 
  Carpenter's: Can build many of the ship enhancements,
  may repair ship using proficiency bonus.  
  Cartographer's: If using a map, add +1 to navigation/pilot
  travel checks. 
  Jeweler's: Appraise Treasures and identify mundane loot.  
  Navigator’s: Add proficiency to Navigation checks.  
  Smith’s: Repair misfired cannons, and broken cannons
  with access to a forge.  
  Tinker’s: Repair cannons that misfire (not able to fix
  broken cannons).
  
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  PART 2
  Combat
  
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  Combat Overview
  Naval Combat is designed to take place on 25 ft. Hexes. One
  round of Naval Combat takes 6 seconds, the same as standard
  combat.
  Naval Combat refers to ship - to - ship combat, when
  officers’ positions are active, and ships have initiative.
  Standard combat refers to classic combat when
  initiative is taken per the individual.
  Before Initiative
  1. Determine ship headings and locations
  Encounters generally won’t start if ships are more
  than 600ft apart (24 hexes)
  2. Weather Condition is determined including wave severity
  and obscurity (night, rain, fog, clear, etc.)
  The Conditions of the sea can affect pilot checks
  and some actions.
  3. Wind Direction
  If a wind direction was previously decided, use that.
  If not, you can roll it randomly
  4. Clarify Officer Positions
  These positions are central to the design of Naval
  Combat, giving players authority and actions to take
  during their ship’s turn. Players' officer positions are
  locked in when initiative is called.
  It is discouraged to allow switching at this point due
  to it requiring an action to do so.
  Ships Roll initiative
  5. Add the initiative bonus from the Helmsman
  If you had a Lookout, +1 initiative
  6. Every Turn, each Officer may take One Action. No
  individual turns are taken, instead each officer may take a
  single action during the ship’s initiative, either a general
  action or one granted from one of their two officer
  positions. Players who have the Arcanist / Militant position
  are an exception and are free to take full turns on the ship’s
  initiative.
  Officers are free to discuss, plan, and intersperse
  their actions as they wish. While each officer is
  responsible for their actions, and have the final say,
  each action is intended to be a group effort.
  7. Besides actions, the ship may use its movement (controlled
  by the Helmsman). A Pilot Check is made to ensure proper
  steering.
  8. At the end of the turn, Casualties are calculated for any
  ships that were damaged
  9. Then, the next ship in the initiative goes. Turns continue in
  this manner until an end condition is reached:  
  One side surrenders, or a cease fire is called (these
  only stop combat if they are accepted).  
  A ship is Boarded.  
  A ship falls below its Effective HP. Battle is paused
  at this point. Similarly to surrender, the winner may
  choose to drop combat or continue.  
  A ship reaches 0 HP (Sinking). Naval Combat may
  continue here, individual initiative rolled, or
  something else. It depends on the circumstances,
  and is up to the DM.
  Officer Locations
  Officers and crew do not have physical locations in Naval
  Combat  
  Naval Combat takes on a collaborative - discovery style of
  narrative, where every possible option is always available, and
  the entire ship acts together as a single unit.
  In Standard Combat, your physical location defines what
  you can do. You must move to a lever in order to pull it. In
  Naval Combat, it is the other way around. Your "location" is
  defined by the things you do or what happens to you. You take
  an action, or an action happens to you, and you create an
  explanation for it.
  You do not stay in a "location" that is defined after such an
  event, but move back to a neutral space until something else
  happens to you or you act on something. Examples:
  Any officer can assist any other, even if one is a cannoneer
  and the other is piloting
  Any officer could get hit by any cannonball- no matter
  where you could have been. If casualties are rolled and you
  receive damage, then you were in the location a cannonball
  hit.
  You do not move to a casualty to make a medicine check-
  by making the check, the casualty is understood to have
  been next to you or it is assumed you moved to them.
  You create a collaborative story from the actions that occur
  during a turn. Despite not technically being in any location,
  you can still imagine your character in these places and form
  a narrative.
  The exception to this style of play are the Arcanists /
  Militants, who follow normal rules. See the Arcanist section
  for more information.
  Player 1 (Cannoneer / First Mate): Ok, I'm going to fire the
  starboard light cannons at the Navy Ship. 
  Player 2 (Boatswain / Helmsman): Wait, we have 2
  movement left this turn. Let me bring us in closer so you can
  get advantage to hit. 
  Player 3 (Arcanist / Surgeon): DM, I used my action to
  recover a casualty, but I want to use guidance on Player 2 next
  round. Can I use my movement to make it to the side he was
  repairing?  
  DM: You can, but since he's just used his pilot action you'll
  actually need to go to the Helm. You can make it this turn. As
  you climb to the top of the deck you see the Navy ship getting
  quickly larger, as your pilot madly turns the wheel toward it. A
  thunder of cannons erupts, filling the air with smoke. Roll for
  the attacks, Player 1.
  Associated Locations in Naval Combat
  Arcanists and Militants retain physical locations in Naval
  Combat. Associated Locations are where you may find other
  officers, and where you must be located to perform actions
  granted by that position. Use the "Associated Location" table
  to determine where you find an officer based on the last
  officer action they took. An officer who took the pilot action
  last is at the helm.
  
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  However, if that same officer took an action granted by the
  Boatswain position last, they are instead found on the side of
  the ship last damaged, and fore / aft closest to the enemy ship.
  Taking a General action does not move the officer and they
  are found at the last officer action they took.
  Associated Location Table
  Last Officer Action
  taken
  Location
  Captain, First Mate,
  and Quartermaster Poop Deck
  Helmsman
  The Helm
  Master Gunner
  At the cannons they preside over
  Cannoneer
  At the cannons they preside over or
  currently man
  Surgeon
  Side of Ship last damaged, center
  Boatswain
  Side of ship last damaged, fore / aft
  based on location of enemy ship
  Arcanist / Militant
  Actual location
  Crew
  Cannon side they are manning, or
  main deck if sailing
  Alternate Location Rules: You can use the
  associated location table to instead track the
  physical locations of all Officers. They must be in
  the Associated Location of the position to take an
  action granted by that position. You should track
  where shots damage the ship, and where casualties
  fall. Depending on where a shot hits, certain
  members may or may not be more likely to take
  damage should a casualty be rolled.
  Leaving the Ship
  During Naval Combat, there are several scenarios in which
  you may leave your ship. As a result of overboard or
  displacement saving throws, embarking another ship,
  abandoning a sinking ship or taking a small craft. Leaving the
  ship during Naval Combat by any means causes you to
  become your own entity. Roll an initiative and take turns as
  you would in standard combat. While on your own initiative,
  you do not have access to Officer Actions. If you rejoin an
  allied ship, you regain your officer actions and follow normal
  Naval Combat procedures.
  If you go aboard another ship during Naval Combat, they
  gain individual initiatives and locations same as yourself.
  However, as they are still on their own ship, they also have
  access to their Officer Actions.
  Movement
  Movement is considered as “From the Bow”. You drive the
  front of the ship, no matter the size. Movement is performed
  one hex at a time, up to the speed of the ship.
  A ship must move at least ½ speed every round, unless it
  moved ½ speed the previous round, in which case it can stop.
  (Oars and some enhancements offer immediate stopping)
  Turning
  Ships must move forward on their turn unless they have
  stopped. They may move straight forward or forward
  diagonally. The bow of the ship never moves laterally, only
  entering hexes that are “Forward” of it from the orientation of
  the ship (Due to the hex pattern, there will generally be 2 to 3
  possible options).
  The Aft of the ship follows the bow: the last hex of the ship
  always inhabiting a hex that ship inhabited prior to the move.
  In the figure below, the ship inhabits both hexes in the middle
  when it is diagonal, giving the aft two legal options. If there are
  multiple possibilities, as when turning in the figure, the aft
  portion should inhabit the hex opposite the direction of the
  turn (as illustrated).
  Unranked Ships (2-hex long) cannot end a movement facing
  a vertex – each move, their aft always inhabits the hex their
  prow began. This allows for tight turns and adds to their high
  mobility.
   
  Pilot Checks
  Pilot checks are made by the Helmsman to successfully
  maneuver the ship. These Bonus Actions incur disadvantage if
  the Helmsman has already preformed a non-pilot action on
  this turn. Pilot checks can use a variety of abilities based on
  the situation. A table of abilities and examples as to when a
  DM may call for each is below:
  Dexterity Base Skill: Reacting to things, adjusting course
  Strength
  Fighting strong waves or current, fighting the
  forceful displacement of a ship, fighting or
  keeping a boarding grapple check
  Intelligence
  Planning a route through sharp rocks,
  intercepting another ship
  Wisdom
  Riding with the wind, determining tides
  The base DC of these checks is 8, with modifiers due to
  conditions. Failing a check in Naval Combat will generally
  cause the hex to cost twice the movement, but sometimes
  causes the ship to enter a hex adjacent to the one you were
  moving towards (often with the wind / waves). In other
  scenarios, the ship may take damage from impacting
  obstacles or you may fail to gain an advantage you were
  seeking.
  
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  Evasive Maneuver: Come About
  When the Helmsman takes this action, A pilot check (as a part
  of the action) is made for the success of the maneuver (DC 10
  + situational modifiers), and a second bonus action pilot check
  (DC: 10) is made to avoid invoking Overboard Saves. This
  maneuver uses the full speed of the ship for this turn, and the
  ship must move ½ speed next turn after the attempt. On a
  success, the aft most section of ship moves to inhabit the hex
  forward to the one the bow was previously in, and the bow
  moves in a straight line over so that the ship extends
  perpendicular to its former orientation.
  Consecutive about faces gain Disadvantage on both pilot
  checks, and the DC to avoid Overboard Saves is raised by 3
  each time. A failure on the initial pilot check causes the
  maneuver to fail and raises the DC of overboard saves caused
  by it by 3.
    
   
  Unrated ships instead rotate 180 degrees when they Come
  About, so that their stern inhabits the hex directly forward of
  its starting position, and the bow flips its position in
  relationship to it. However, attempting the maneuver
  automatically invokes Overboard Saves on the crew, and the
  DC for the save gains a +5 (+2 for each consecutive
  maneuver).
  Wind
  Favorable: Ships gain a bonus of 1 to their speed when
  sailing with the wind.
  Unfavorable: Movement directly into the wind costs twice the
  Speed (Difficult Terrain)
    This penalty is ignored by Unrated and smaller craft
  Documentary: Ships cannot move directly against the wind and
  moving upwind (180° half) is treated as difficult terrain.
  Wind direction can be determined randomly by rolling 1d12:
  Wind
  Spell Effects on Movement
  In order for wind spells to have an affect on the movement of
  ships, over half the number of masts must be affected by
  spells cast at level 2 or higher. Each mast does not need to be
  affected by the same spell or by the same caster, since many
  spells only affect enough space to impact one mast at a time.
  Spells cast at higher level give increasing bonuses, and each
  bonus compounds on the ones before it.
  A spell cast at Second Level grants the effects of moving
  with the wind.
  Cast At 3rd level, wind spells help to reduce the effects of
  the "Strong Wind" weather condition.
  At 5th level, they may allow a ship to move against the wind
  at no penalty. The travel speed of a ship increases by 1 for
  every 2 hours of use.
  At 7th level, the spell is sufficient regardless of the number
  of masts it affects.
  Spells which affect water, such as control water, produce
  the same effects at the same levels, without the need for sails.
  The spells "Tidal Wave" and "Tsunami" are apt to cause
  overboard saving throws, but also cause immediate movement
  effects.
  Conditions
  Many weather conditions on the sea have effects on
  movement and combat. Here are some examples with
  suggested consequences. These, of course, may be combined
  in situations- the worst storms often cause several at once
  Weather / Ocean Conditions
  Condition
  Effect
  Fog
  +1 DC of Int. based pilot checks,  
  Disadvantage on Asses actions
  Heavy
  Fog
  Disv. On Int and Dex based pilot checks  
  Disadvantage on assess actions  
  Disadvantage on attack rolls further than 100ft
  Heavy
  Rain
  Disadvantage on Overboard Saves
  Heavy
  Wind
  + 2 speed when sailing with wind  
  Failed Pilot checks cause ship to move downwind  
  Disadvantage on evasive maneuvers  
  Pilot checks may use STR.
  Choppy
  Waves
  +1 to Pilot checks
  Large
  Waves
  Str Pilot checks common  
  Lair action: Pilot check to avoid Overboard Saves  
  Disadvantage on Boarding and acrobatics to board.
  Tidal
  Wave
  Overboard Saving Throws. Ship is immediately moved up
  to 300ft. in the direction of the wave
  Whirlpool
  Pilot check DC is +5, failures or no check cause the ship
  to drift toward the center. Moving Counter to the
  whirlpool is Difficult Terrain, while moving with  
  it gives +3 speed.
  d12
  Direction
  1
  North → South
  2
  NE → SW
  3
  E → W
  4
  SE → NW
  5
  Favorable
  6
  No Wind Bonus
  d12
  Direction
  7
  No Wind Bonus
  8
  Unfavorable
  9
  S → N
  10
  SW → N
  11
  EW → E
  12
  NW → SE
  
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  Overboard Save Charts
  Naval Combat
  Result
  Effect
  Success by 5
  or More
  You keep your footing and can help another, giving them advantage on the check.
  Success
  Keep your footing and receive no penalties.
  Failure by 9
  or less
  Any action you take next turn has disadvantage as you scramble back in place.
  Failure by 10
  or More
  Make a secondary Dex save (Same DC). On a failure, you fall overboard. On a success, you may choose to stay on by giving
  another character disadvantage on this check, and you cannot take an action next round.
  Standard Combat
  Result
  Effect
  Success
  Save
  Failure by 9
  or less
  Move 5 feet in the appropriate direction (Chosen by DM). If this moves you off the ground you are standing on,
  move to the edge and fall prone instead.
  Failure by
  10 or More
  Move 15 feet in the direction the DM chooses. If this moves you off the ground you are standing on, make a
  Dex save (Same DC). On a success, fall prone at the edge. Otherwise, fall overboard.
  Crew Overboard Save Chart
  Result
  Effect
  Success by 5 or More
  All Save
  Success
  All Skilled save, and 1d4-1 unskilled fall prone  
  That many crew may not be used next round
  Failure by 7 or less
  All Skilled Save, and 1d4 unskilled fall prone  
  That many crew can be used next round.  
  Additionally, 1 who fell prone instead falls overboard
  Failure by 8 or More
  1d4-2 Crew Fall overboard. If the save roll was 1, one of them is a skilled hireling
  Overboard
  Some actions and interactions have a chance to require
  dexterity saves from the crew to avoid losing their footing or,
  at worst, falling overboard. These "Overboard Saves" follow a
  Beat-By Scale, where the higher you roll than the DC, the
  better your result, while rolling further beneath the DC
  produces worse results.
  If you have more than 5 crew (non-officers), instead of
  rolling separately for each of them, a crew check should be
  made on the "Crew Overboard Save Chart", while Officers
  still roll individually. Spells or other effects / actions which
  displace people follow a slightly altered system, which can be
  found in the "Magic" section (p. 31).
  What may cause overboard Saving Throws:
  "Come About" Action, Evasive Maneuver Action,
  Ramming/Being Rammed
  Weather Conditions (Strong Waves, Heavy Rain)
  Broadsides
  And more. Don't be afraid to rock the boat!
  Captain Hook Mode:  
  - Naval Combat: Failures always result in disadvantage on any
  action taken next turn  
  - Crew is assumed to save unless a Natural 1 was the cause of
  this check, in which case 1 crew member falls overboard.
  
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  Damage
  Targets
  In Naval Combat, all types of damage - may it be cannons,
  spells, or individual attacks - have a specific selection of
  targets. Dealing damage to the ship or rigging deals damage
  to the associated HP and may also cause casualties among
  the crew. If an attack might affect more than one target (Such
  as an AoE spell), then ½ damage is dealt to anything other
  than the intended target. The same target cannot be affected
  more than once from a single attack. The targets are as
  follows:
  The Ship: Targeting the ship deals damage to the ship's HP.  
  The Hull is the target of any attack against the ship.
  Damage done to the hull must succeed the damage
  threshold of the ship (per attack). Attacks which target the
  ship add to the Casualty Damage an amount equal to half of
  what they dealt to the ship. With the exception "Raking
  Fire", attacks to the hull always hit the side closest to the
  attack, either port or starboard. The deck is the same as the
  hull in all respects, but attacks against the crew or specific
  targets might damage it specifically.
  The Rigging describes the sails, masts, and other aspects of
  the ship related to movement. Attacks against the rigging
  are made with disadvantage and -3 to the attack roll.
  Damage to the rigging impacts the Rigging HP, affecting
  the movement of the ship as it decreases. There is no
  damage threshold to attacking the rigging, but no damage
  done to it is considered in the casualty roll.
  The Crew: The Crew uses the AC of the ship. Attacks against
  the crew are made with disadvantage, and the crew cannot
  be targeted if you already have disadvantage on the attack.
  With some exceptions, attacks targeting the crew do not
  deal damage to the Ship’s HP, but add their full damage to
  the Casualty Damage, which might increase the number of
  casualties rolled at the end of the turn.
  A Specific Target: Targeting specific targets incurs
  disadvantage on the attack roll and may incur cover
  penalties at DM’s discretion. A specific target is anything
  not listed above, including specific people or things. In this
  case, the AC and HP are that of the target, and in most
  cases does not affect casualty rolls, Ship HP, or Rigging Hp.
  Field of Fire
  In Naval Combat, the only physical location siege weapons are
  given is which side they are on- their position forward to aft is
  not tracked. Siege Weapons installed on ships are large
  installments which cannot easily be moved and have a limited
  turning radius. Due to the location of a target, the ship may
  not be able to fire on a target, or not do it well. The area a ship
  is able to fire on is known as it's Field of Fire.
  Ships have two parts to their Field of Fire: A central cone in
  which all cannons of a side have a clear shot on a target,
  known as the Full Field, and a second field, slightly larger, in
  which the cannons may not have as clear of a shot. In this
  area, the Half Field, the target has Half-Cover (+2 AC).
  These cones follow similar rules to magic: if a majority of a
  hex is in a field, it counts as being within it. And if part of the
  target also inhabits that hex, it counts as being within it.
  Having a clear shot on any part of a target removes the bonus
  it might otherwise receive from the half field. Outside of the
  Field of Fire, the target has Full Cover and cannot be targeted.
  Examples:
  If a ship is only touching the Half Field on the port side, it has
  Half Cover from all cannon attacks from port, and full cover
  from cannons on the starboard side.
  If a ship is touching the Half Field on both sides of the ship,
  then both sides will be able to fire (but target benefits from
  Half Cover)
  Field Templates
  Each ship has a slightly different field due to their size. Use
  the templates provided in the "References" section to
  determine the range at different orientations. Blue Signifies
  Full Field, while orange indicates the Half Field.
  To use a template, align the sides with the bow and stern of
  the ship (or the edges of the hexes the ship inhabits) and align
  the origin of the template at the midline of the ship. Below are
  examples of how the templates work with each class of ship.
  These Templates are only guidelines! If the DM feels
  confident with the fields, there is no need to use them.
  Unrated:
  2nd Rate:
  Second Rate ships have a similar origin as Unrated with a
  slightly wider spread, Full field starts at 2 hexes wide. Again,
  the half field is a single row of hexes beside the full field.
  
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  1st Rate:
  First Rate ships have an even larger field as their half field is 2
  rows wide.
  Bow / Stern Cannons
  One Enhancement offered to ships is the installation of Bow /
  Stern Cannon Ports. Should these be installed it counts as it's
  own side. Weapons and cannoneers must be appropriately
  allocated to them. The hexes directly fore or aft of the ship are
  fully covered by the cannons, and they use the "unrated"
  template regardless of ship class.
  Broadside
  As an action, The Master Gunner can call for a Broadside
  (Recharge 5-6).
  Broadside: Choose one side of the ship. Each siege weapon
  on that side may immediately attack, at disadvantage, a single
  target sized large or larger that is within its normal range.
  They may make this attack even if they are in the middle of
  loading. For every "1" that is rolled on a damage die, you may
  roll an additional damage die of that weapon ("Exploding
  Dice"). You may choose to use "Special Shot" within a
  broadside, but extra damage from these do not gain the
  "Exploding Dice" property.
  Siege Weapons on other sides have disadvantage to hit on
  the turn this action is used.
  After this action, every weapon that participated must
  restart it's load time. The side chosen cannot broadside again
  until every cannon that fired has naturally gone through a
  their load time, regardless of broadside's recharge state.
  The broadside also affects the ship as a whole. The
  Helmsman has disadvantage on their next pilot check. When
  either taking or receiving a broadside action, there may be a
  Pilot Check Save called. On a fail, Overboard Saves may be
  called for (DC = 6 + Modifiers).
  Raking Fire
  When your location is fore or aft of a ship and outside its Port
  and Starboard Fields of Fire, you target either the Bow (if
  you're ahead) or Stern (if you're astern) with ranged weapon
  attacks. "Raking Fire" are attacks fired at these locations,
  longways down a ship and have potential to inflict greater
  damage. The damage bonus is only ever awarded when in the
  appropriate location (specifically targeting the bow or stern
  normally does not suffice).
  As long as you are in the appropriate location, you may roll
  one additional weapon damage die when determining the
  damage from ranged weapon attacks which target the ship.
  This bonus applies to any ranged weapon attacks, including
  those as a part of broadsides or using special shots. The
  bonus damage does not apply to attacks made against any
  targets other than "The Ship" (see "Targeting"), and may be
  denied by certain ship enhancements. Below, Ship "A" has
  gained the raking fire damage bonus by targeting the bow of
  ship "B".
   
  Hit Points
  Ships possess 2 Hit point pools: Ship and Rigging. There is
  also the Casualty Damage.
  Ship HP describes the status of the ship, and act much like
  the HP of a creature. When it hits 0, the ship begins sinking.
  One half of the damage dealt to the ship is added to the
  casualty damage for the turn. Ships also contain a value
  known as the Effective HP. While they aren't sinking, ships
  below this value have been nearly destroyed, and their
  functions are limited.
  Rigging HP describes the masts, sails, and steering units of
  a ship. Damaging these do not cause the ship to sink, but as
  the HP drops, sanctions are put on the ship to represent its
  limited sailing capabilities. Unlike creature HP, Rigging HP
  has a series of effects based on the amount remaining,
  besides just hitting 0.
  Ship Hit points
  Going Beneath Effective HP
  As long as a ship's hit points are below its Effective HP, the
  following penalties are incurred:
  Disadvantage on all rolls related to Officer Actions
  Disadvantage on all Siege Weapon Attacks
  
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  Sinking
  When a ship is brought to 0 hit points, it is considered sinking.
  The ship's speed and travel speed become 0. It is
  recommended to roll initiative regardless of combat status.
  All penalties from being beneath effective HP persist, and
  actions to repair the ship automatically fail.
  The ship becomes completely submerged in 1d6+2 rounds.
  Once submerged, the ship sinks 120 feet per round.
  While Sinking, the ship is considered difficult terrain. On
  initiative count 20, everyone must make an overboard saving
  throw. Besides the normal failure results, characters may take
  bludgeoning damage, be restrained be debris, or other ill
  effects unique to the situation.
  Rigging Hit Points
  Each ship has associated with it a Rigging HP value,
  representing the masts, sails, and steering units. Each Mast
  on a ship adds 40 total Rigging HP. As these take damage,
  movement effects occur based on amount of HP remaining.
  This HP can be repaired the same as Ship HP.
  HP Remaining
  Condition
  51% or More
  Full Effectiveness
  50% - 26%
  No bonus with wind
  25% - 11%
  No bonus or penalties from wind  
  1/2 Speed, 1/2 Travel Speed
  10% or Lower
  No Bonus or penalty from Wind.  
  Speed equals 1, Travel Speed equals 1
  Casualties
  At the end of each turn, causalities must be calculated for
  every ship based on the Casualty Damage they took that turn.
  You begin every turn with 0 Casualty Damage, which
  increases after every hit which adds damage to it. Attacks that
  target the ship add an amount of damage equal to half the
  damage they dealt to the ship, while attacks which target the
  crew have their full damage added. The casualty damage is
  the sum total over a single turn.
  Some attacks specify that they do not affect this total, and
  some others cause immediate casualties and are therefore not
  considered a second time. At the end of the turn, consult the
  following chart to determine the results:
  Casualty Chart
  Tier
  Casualty Damage
  Casualties
  0
  <30
  No Casualties
  1
  30 - 39
  1 Casualty
  2
  40 - 69
  1d4-1 (minimum 1)
  3
  70 - 119
  1d4 (minimum 1)
  4
  120 - 159
  1d4+1
  5
  160 - 199
  1d4+2
  6
  ≥200
  1d4+3
  Example: In a turn, a ship is hit by 3 Light cannon hits (11 dmg
  each) and a medium cannon (25 dmg) targeting the hull, while a
  javelin hits targeting the crew (6 dmg). The the ship takes 58 HP
  damage, and 35 casualty damage, so 1 casualty occurs.
  For every casualty, a non-skilled crew member becomes
  unconscious but stable, and is no longer able to be used to
  man cannons, sail, etc. The DM selects (or randomly
  determines) who this is, and it should be noted that they
  cannot be used. After determining casualties for a turn, your
  casualty damage resets to 0 for the next one.
  You have a chance to recover casualties during combat
  through certain actions including the Surgeon's "Medical
  Intervention" or general healing spells, as well as the Casualty
  Recovery roll at the end of combat.
  Officer Casualties
  If an attack that was targeting the ship or crew scores a
  critical hit, it hits a PC/ Skilled Hireling/ Combat Unit on that
  ship for damage equal to their level. If they do not have a level,
  their CR can be used. Who is hit is decided by the DM or
  rolled randomly. The attack does damage to its intended
  target as normal, but no damage from the attack, regardless of
  its target, is considered for casualty damage.
  Crewless Casualty Rolls
  If you have 6 or fewer people available and no unskilled
  hirelings available, end of round casualties are replaced with
  Officer Casualties. If you take casualty damage during a
  round, roll a 1d6. If the number rolled is lower than the tier of
  damage the ship took that round (see the Casualty Chart), an
  officer or combat unit takes damage equal to their level.
  Casualty Recovery
  Casualties are assumed to remain “stable” until the end of
  combat. At that point, a medicine check can be made to
  attempt to save them (must be proficient in Medicine and have
  a Healer’s kit or another combination of an appropriate skill
  and kit). Crew who went overboard are not counted in this roll
  and need to be dealt with on a case by case basis.
  This check is made at the end of all combats that string
  together- So if Naval Combat transforms into standard
  combat, it is to be made at the end of standard. While the roll
  must be made then, the implications as to time and space
  (whether you must be on the ship, how long this takes, etc.)
  are up to the DM. For every Crew you succeed on, remove one
  use of your Kit. The medicine check DC is equal to 8 + the
  number of casualties and is rolled on the degree of success
  "Casualty Recovery" table.
  To use the help action on this check, you must have
  proficiency with Medicine or an Applicable Skill. Each
  additional helper past the first gives a +1 to the roll.
  You may take disadvantage on the roll to gain a second
  check, with advantage, to save a specific casualty. Those who
  took the help action may choose which roll to help, but can
  only grant their bonus to one.
  
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  30
  Casualty Recovery
  Roll
  Result
  Succeed by
  10 or more
  You masterfully save all casualties.  
  They are incapacitated for 2 hours  
  and suffer no exhaustion.
  Succeed by
  less than
  10
  You save all the casualties: They are
  incapacitated for 6 hours, and upon  
  awakening suffer 1 point of exhaustion
  Fail
  One crew member is unable to  
  be saved for every number below the DC you
  rolled, maximum loss of 5. You decide whom. 
  Survivors are incapacitated for 18 hours,  
  and upon waking suffer 2 points of
  exhaustion.
  Fail with a
  Nat. 1
  There are no survivors: Shaken, you and
  anyone who assisted take 1 point of
  exhaustion.
  Documentary Mode: DC = 10 + Number of Casualties
  Magic
  With the multitude of interactions and new mechanics
  introduced when fighting on or between ships, some
  additional rules needed to be in place to expedite magic and
  create situations with predictable outcomes.
  General Rulings:
  Ground: Water is NOT considered ground. Exceptions can of
  course be made per DM fiat. The deck of a ship IS
  considered ground, but not “earth", "soil", "stone", etc.
   Exceptions: Erupting Earth and Bones of the Earth
  cannot target ships.
  A ship, and any part affixed to it permanently like a mast is
  considered one huge / gargantuan water vehicle, and not an
  object for most cases.
  For how spells can affect the movement of ships, see Spell
  Effects on Movement
  Magic in Naval Combat
  Like all other damage, spells follow the targeting and
  damaging rules outlined in Targets. When targeting anything,
  simply roll damage. Assume no saves for half damage and
  apply the damage rolled to the targets as instructed in the
  "Targets" section.
  Area of Effect (AOE) Spells: (Wall of Fire, Cloudkill):
  When targeting the crew with a spell cast at or above the 3rd
  level that has at least a 10ft radius (or equivalent coverage),
  roll the damage and use double that when calculating
  casualties. If the spell maintains over multiple rounds, this
  bonus damage is only applied on the first round the spell is
  active.  
  If an AOE spell does not meet the requirements above, roll the
  damage and add that to the casualty damage for the round.
  AOE spells that are not connected to the ground (Flaming
  Sphere, Stinking Cloud) do not move with a ship. They
  remain where they are cast unless moved by the caster. They
  will only cause damage if an appropriate amount remains on
  the ship.
  AOE spells that are cast to the ground (Wall of Fire) move
  with a ship, remaining where they were cast in reference with
  the ship, moving as it moves.
  Magic in Standard Combat
  AOE spells that are not connected to the ground (Flaming
  Sphere, Stinking Cloud, Call Lightning) do not move with a
  ship. They remain where they are cast. In standard combat,
  this means they will “move” across the battlefield as the ship
  moves beneath them.
  AOE spells that are cast to the ground (Wall of Fire) move
  as a ship moves, remaining stationary in respect to the
  battlefield.
  Even in Standard Combat, Spells (or any attack) may hit the
  ship and damage it if they beat the damage threshold.
  
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  Naval Combat Displacement Save
  Result
  Effect
  Success by 5 or More
  You save and can help another- giving them advantage on the check.
  Success
  You Save
  Failure by 4 or less
  You fail the check: Any action you take next  
  turn has disadvantage as you scramble back in place.  
  This replaces the displacement effects.
  Failure by 5 or More
  Make a secondary Dex save, DC equal to the first.  
  On a success, you may choose to stay aboard by giving another  
  disadvantage on the check, and you may take no action next round.  
  On a failure, you fall overboard.
  Standard Combat Displacement Save
  Result
  Effect
  Success
  You Save
  Failure by 4 or less
  Follow the directions of the effect.  
  If this moves you off the ground you are standing on, and not onto  
  different ground (your ship, another ship, land, etc.) stop moving at  
  the edge of the furthest point of land and fall prone instead.
  Failure by 5 or More
  Follow the full, unchanged directions of the effect
   
  Crew Displacement Save Chart
  Naval Combat Only, Make a Single Roll. For each Skilled Crew affected, add +1 to the roll
  Result
  Effect
  Success by 5 or More
  All Save
  Success
  All Skilled save, and half the affected unskilled fall prone  
  That many fewer crew may be utilized next round
  Failure by 7 or less
  All Skilled Save, and 3 out of 4 unskilled fall prone  
  That many fewer crew may be used next round 
  Additionally, 1 which fell prone instead falls overboard
  Failure by 8 or More
  2 out of 3 affected unskilled crew fall overboard  
  Affected Skilled crew must roll on the normal chart at disadvantage.
  Displacement Effect Saves
  In both Naval and Ship-bound Standard Combat, spells and
  effects which incur displacement effects follow a beat-by scale
  as opposed to the normal save mechanics. Examples of these
  effects are Thunderwave, or the Shove action. The save rolls
  against these effects are rolled on the Displacement Save
  Charts against the save DC. In Naval Combat, the specific
  effects of the spell or action are replaced with general
  penalties while their damage contributes to casualty rolls as
  normal. For information on falling overboard, see "Leaving the
  Ship".
   
   
   
   
   
  Determining Targets
  Naval Combat: For every 10 x 10 ft area affected on the ship,
  2 people are considered “affected” by the displacement
  effect (Max 8, Minimum of 1). This means a spell that affects
  a 5x20 area affects 2.
  Standard Combat: There are no changes to the the normal
  rules regarding who is affected by a spell or effect. The only
  change to displacement effects in standard combat is the
  save being rolled on the "Standard Combat Displacement
  Save" chart.
   
  
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  Boarding
  Boarding describes the specific strategy of forcing standard
  combat by coming side by side another ship and grappling it
  using a "Boarding Bonus" as the modifier for the contest.
  Boarding is not the only means of invading another
  ship, despite other methods still resulting in a ship being
  "boarded". Leaving the ship gives more information on what
  occurs using other tactics.
  As in Naval Combat, Unskilled Hirelings are not to
  participate in any part of boarding. Boarding and assisting it
  are restricted to those who can take actions in Naval Combat,
  such as officers and combat units.
  Boarding Procedure
  1.   On their ship's turn, The Captain, Quartermaster, or
  First Mate takes the 'Board' free action To take the
  boarding action, the two ships must be side by side and
  facing the same direction. Their ship becomes the
  "Offensive" ship, and the targeted ship becomes
  "Defensive"
  2.   Officers participate in the boarding. Offensive ship
  Officers, except the Helmsman, may take actions as
  normal, including actions which help raise the boarding
  bonus or actions to leave the ship. The helmsman must
  save their action to make the boarding check at the end of
  the turn.  
    The goal of those assisting is to increase the Boarding
  Bonus by using grappling hooks, harpoons or spells. A
  bonus of at least +1 is needed or else the boarding
  automatically fails.  
    Here is a collection of what may give a boarding bonus,
  and a reminder of what offensive boarding bonus they give.
  The location of the mechanics is also given.
  Action
  Source
  Bonus
  Grappling Hook
  Items
  +1
  Harpoon
  Ammunition
  +3
  Hooked Gangplank
  Ship Items, 
  Gangplank Upgrade
  +1
  Hooked Ram
  Ship Enhancements
  +5
  Below are examples of spells that may increase the
  boarding bonus. This is not an exhaustive list, and the listed
  bonuses are suggestions which may differ on a case by case
  basis. Some spells may not add a direct bonus but influence
  the check in other ways.
  Spell
  Bonus
  Grasping Vine
  +1
  Web
  +2
  Bigby’s Hand
  +3
  Arcane Hand
  +3
   Instead of helping, you may wish to immediately move onto
  the targeted ship. The "Boarding Party" should take the
  "Ready" action to move across using their method of choice
  with the trigger "when the boarding succeeds". Using them
  immediately, instead of holding them, could result in being
  stranded.
  Those using rope swings, jumping, etc. will make
  acrobatics checks. On a success, you choose where to land
  (must be within 10 feet of the side boarded over) and move
  onto the boarded ship. On a failure, you may not make it,
  swing back, or even fall.
  If using a gangplank, laying it down is an action- moving
  across it will requires movement on your turn.
  The Boarding Check
  3.   The "Boarding Check" is made by the Offensive
  Helmsman, contested with a pilot check from the
  Defensive Helmsman. At the end of the ship's turn, the
  offensive ship needs at least +1 to their boarding bonus. If
  not, their turn ends. If they do, the Helmsman makes a
  "Boarding Check" as their action, adding their proficiency
  bonus and the Boarding Bonus to the roll. This check is
  contested by a pilot check from the helmsman of the
  defensive ship, using an ability modifier of their choice.  
    On a failure, the ships are not grappled. The offensive
  ship's turn ends, and Naval Combat continues. You may
  continue to attempt to board on your ship's turns so long as
  the conditions are met.  
    On a successful boarding check, the boarding succeeds
  and both ships are in a modified grapple, detailed in "The
  Boarding". If an action was held to move onto the ship, it is
  taken now.  
    Naval Combat ends and individual initiative is rolled for
  everyone. Begin Standard Combat.
  The Boarding
  While in this variant grapple, the speed of both ships drops to
  0. Instead, they each move forward one hex at a time in the
  direction they were heading, potentially listing. The ships stay
  10ft away from each other, and neither is able to move freely
  until the grapple is broken (the boarding bonus reduced to 0),
  at which point both ships may move freely. As long as the
  grapple is maintained, neither ship has access to officer
  actions except the Helmsman. Cannons and other features of
  the ships are still functional but must be manned or used on
  an individual basis since unskilled hirelings are not
  considered present during standard combat.
  Each round, the offensive helmsman must keep the grapple
  active using either their Action or Bonus Action. The ships
  drift apart 5 ft. each round on Initiative count 1 if this bonus
  action was not taken. This drifting does not occur if the
  Boarding Bonus is greater than or equal to + 5, as the ships
  are assumed to stay together. The ships start at 10ft away
  from each other and move apart from there. Gangplanks are
  destroyed if the distance between ships is longer then their
  length. Grappling hooks and harpoons are likewise rendered
  ineffective if the ships drift apart further than their normal
  range.
  
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  Breaking the Boarding
  The grapple ends if the boarding bonus is reduced to 0. 
  Aboard the defensive ship, the "use object" action can be
  taken on the wheel of a ship to attempt to immediately break
  the grapple as an action, or as a bonus action if performed by
  the Helmsman. This pilot check follows the guidelines in the
  "Helmsman" section, including being at disadvantage if a non -
  pilot action was already taken that same turn. If the offensive
  ship remains piloted, this may be contested the same as the
  initial check. Otherwise, it is a pilot check with a DC of 10 +
  the offensive boarding bonus. On a success, you are able to
  wrestle the ship out of the range of whatever methods the
  opponent used to achieve their boarding bonus, breaking
  ropes and snapping gangplanks, automatically reducing the
  bonus to 0. Only one check to break the boarding maybe taken
  per round.
  The defending or offensive ship may also end the grapple by
  manually reducing the boarding bonus to 0. This can be done
  by directly negating the means the offensive ship is using to
  increase their bonus. Possibilities, depending on what the
  offensive ship has in place, include removing the grappling
  hooks, cutting ropes connecting the ships, pushing the ships
  far enough that these break, etc. These actions may also be
  held during Naval Combat so they can be done as a reaction
  as soon as standard combat begins. Many spells hold potential
  to affect the boarding state, offensive or defensively, such as
  pushing a ship or controlling the opposing pilot.
  Ending the Grapple
  As soon as the boarding bonus equals 0, the grapple ends, and
  the fight on deck either continues or Naval Combat is
  resumed. In most cases, Naval Combat is resumed with
  several officers disembarked and aboard another ship - See
  Leaving the Ship for more information. When reentering
  Naval Combat, the ships should be next to each other and
  facing the same way, and pilots should re-roll the ships'
  initiatives. If there are other ships in the fight or officers still
  disembarked, keep those initiatives and add the new ship
  initiatives to the initiative order.
  
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  34
  References
  1st Rate Ships
  Ship Blocks
  Merchant
  1st Rate, 35,000 gp
  Armor Class 8
  Hit Points 700
  Rigging HP 120
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  25
  50
  10/26
  40
  Max Crew 70
  Storage 6,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Standard.
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  Carrack
  1st Rate, 50,000 gp
  Armor Class 10
  Hit Points 700
  Rigging HP 120
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  27
  50
  10/26
  40
  Max Crew 70
  Storage 6,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Boarding. The Carrack has advantage on all boarding
  contests
  Live Oak Hull Includes the enhancement "Live Oak
  Hull" on all sides.
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  East Indiaman
  1st Rate, 40,000 gp
  Armor Class 8
  Hit Points 700
  Rigging HP 120
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  25
  50
  10/26
  40
  Max Crew 70
  Storage 12,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Heavy. Takes 2 turns at 1/2 speed before it is able to
  stop
  Cargo. Has 2x carrying capacity
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  
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  Man - O - War
  1st Rate, 70,000 gp
  Armor Class 8
  Hit Points 725
  Rigging HP 120
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  25
  50
  20/50
  40
  Max Crew 100
  Storage 6,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Battery. Double normal number of guns
  Expanded Quarters. Enough room for 100 crew.
  Cumbersome. Disadvantage on evasive maneuvers.
  Resilient. 700 HP.
  Large Hull. May only sail in the deepest of water
  (cannot dock).
  Fortress. If Attacked from within 50ft, gain a +1 bonus
  to AC
  Galleon
  1st Rate, 40,000 gp
  Armor Class 8
  Hit Points 700
  Rigging HP 120
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  25
  50
  10/26
  40
  Max Crew 70
  Storage 6,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Included Gangplanks. Comes with a Gangplank with
  the "Corvus" Upgrade.
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  Live Oak Bow. Has the "Live Oak Hull" enhancement
  to the bow.
  Guineaman
  1st Rate, 40,000 gp
  Armor Class 8
  Hit Points 650
  Rigging HP 120
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  25
  50
  10/26
  40
  Max Crew 70
  Storage 6,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Public. Instead of rooms, one large lower deck
  Mobile. Speed: 3
  Sturdy. Advantage on pilot check saves as a result of
  Broadsides
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  Pink
  1st Rate, 37,000 gp
  Armor Class 8
  Hit Points 700
  Rigging HP 120
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  25
  50
  10/26
  40
  Max Crew 70
  Storage 6,000 lbs.
  Davit Slots 10
  Damage Immunities: Psychic, Poison
  Characteristics
  Low Draft May move through shallow waters
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  
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  2nd Rate Ships
   
  Brig
  2nd Rate, 20,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 80
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Interceptor. Daily Travel Speed calculated as if one
  class up (1st Class)
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  Schooner
  2nd Rate, 20,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 80
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Low Draft. May move in shallow water
  Cumbersome. -1 Speed
  Sleuth More difficult to be tracked
  Restriction. Cannot be outfitted with oars.
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  Frigate
  2nd Rate, 23,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 80
  Speed 2
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Large. Largest in Class
  Cumbersome. -1 Speed
  Unyielding When being grappled, offensive ship
  requires +8 Boarding Bonus to avoid drifting when
  no action is taken (up from 5).
  Grappler Advantage to maintain boarding (Not initial
  checks)
  Carvel
  2nd Rate, 22,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 80
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 5,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Smuggling Hull. Secret Storage Room. +1000 lbs
  carrying capacity, DC 15 Hidden door to locate.
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  
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  Clipper
  2nd Rate, 28,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 80
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  75
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Extra Rigging. 3 Masts (+40 Rigging HP)
  Increased Speed. +1 Speed
  Fragile. Effective HP: 75
  Crow’s Nest. Has 2 "Crow’s Nest" Enhancement
  Galley
  2nd Rate, 23,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 80
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Manual Outfit. Includes the Enhancements: "Oars" as
  well as "Oar Ports"
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  Junk
  2nd Rate, 24,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 100
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Rudder. A Large, Pronounced Rudder (+20 Rigging
  HP)
  Responsive. Advantage on evasive maneuvers
  Radius. When the about face action is taken, the ship
  does not need to move forward of the prow, and
  instead lies in the row of hexes the prow inhabited.
  
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  Unrated Ships
   
  Kelch
  2nd Rate, 20,000 gp
  Armor Class 10
  Hit Points 500
  Rigging HP 120
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  20
  25
  4/8
  15
  Max Crew 40
  Storage 4,000 lbs.
  Davit Slots 6
  Damage Immunities: Psychic, Poison
  Characteristics
  Large Mast. 2 Masts, with one counting as 2 for the
  purpose of Rigging HP (3 masts total).
  Small Mast. Beneath 33% Rigging HP, Rigging HP has an
  additional +2 AC.
  Braque
  Unrated, 10,000gp
  Armor Class 13
  Hit Points 400
  Rigging HP 40
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  15
  25
  3/4
  5
  Max Crew 15
  Storage 3,200 lbs.
  Davit Slots 2
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Aerodynamic Ignore penalties from sailing into wind
  Lightweight Requires only +3 boarding bonus to avoid
  drifting in the absence of a check
  Improved Turning The "Come About” maneuver
  instead rotates the ship 180 degrees. See
  “Movement” for more information.
  Characteristics
  Steady. "Come About" does not automatically invoke
  overboard saves- a pilot check can be made to
  avoid them as normal.
  Corvette
  Unrated, 12,000gp
  Armor Class 13
  Hit Points 400
  Rigging HP 80
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  15
  25
  3/4
  5
  Max Crew 15
  Storage 3,200 lbs.
  Davit Slots 2
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Aerodynamic Ignore penalties from sailing into wind
  Lightweight Requires only +3 boarding bonus to avoid
  drifting in the absence of a check
  Improved Turning The "Come About” maneuver
  instead rotates the ship 180 degrees. See
  “Movement” for more information.
  Characteristics
  Rigging. Has 2 masts (+40 Rigging Hp)
  Sleek Advantage on "About Face" Pilot checks.
  Top Heavy The pilot gains Disadvantage on Piloting
  Saves as a result of Broadsides.
  Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
  
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  Brigantine
  Unrated, 10,000gp
  Armor Class 13
  Hit Points 400
  Rigging HP 40
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  15
  25
  3/4
  5
  Max Crew 15
  Storage 3,200 lbs.
  Davit Slots 2
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Aerodynamic Ignore penalties from sailing into wind
  Lightweight Requires only +3 boarding bonus to avoid
  drifting in the absence of a check
  Improved Turning The "Come About” maneuver instead
  rotates the ship 180 degrees. See “Movement” for
  more information.
  Characteristics
  Manual. Automatically Includes the Ship Enhancements:
  "Oars" and "Oar Ports"
  Cutter
  Unrated, 12,000gp
  Armor Class 13
  Hit Points 400
  Rigging HP 40
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  15
  25
  3/3
  5
  Max Crew 15
  Storage 3,200 lbs.
  Davit Slots 2
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Aerodynamic Ignore penalties from sailing into wind
  Lightweight Requires only +3 boarding bonus to avoid
  drifting in the absence of a check
  Improved Turning The "Come About” maneuver
  instead rotates the ship 180 degrees. See
  “Movement” for more information.
  Characteristics
  Steady. "Come About" does not automatically invoke
  overboard saves- a pilot check can be made to
  avoid them as normal.
  Limited Deck Max 3 cannons to a side
  Interceptor. Travel Speed calculated as if the ship is
  2nd rate.
  Dhow
  Unrated, 8,000gp
  Armor Class 13
  Hit Points 400
  Rigging HP 80
  Speed 3
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  15
  25
  3/4
  5
  Max Crew 15
  Storage 3,200 lbs.
  Davit Slots 2
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Aerodynamic Ignore penalties from sailing into wind
  Lightweight Requires only +3 boarding bonus to avoid
  drifting in the absence of a check
  Improved Turning The "Come About” maneuver
  instead rotates the ship 180 degrees. See
  “Movement” for more information.
  Characteristics
  Lanteen Sails. Triangular sails
  Large Mast. 2 Masts (+40 Rigging HP).
  Small Mast. Beneath 50% Rigging HP, Targeting
  Rigging HP has an additional -2 to hit.
  
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  Small Craft
  Half - Galley
  Unrated, 4,000gp
  Armor Class 13
  Hit Points 400
  Rigging HP 0
  Speed 2 (Oar Power Only)
  Damage
  Threshold
  Effective
  HP
  Cannon
  Min/Max
  Skeleton
  Crew
  15
  25
  3/4
  5
  Max Crew 15
  Storage 3,200 lbs.
  Davit Slots 2
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Aerodynamic Ignore penalties from sailing into wind
  Lightweight Requires only +3 boarding bonus to avoid
  drifting in the absence of a check
  Improved Turning The "Come About” maneuver instead
  rotates the ship 180 degrees. See “Movement” for
  more information.
  Characteristics
  Manual. Includes Ship Enhancements: "Oars" and "Oar
  Ports"
  All Manual Not able to install masts, sails, etc. No bonus
  or penalties from wind.
  Rowboat
  Small Craft, 50gp
  Armor Class 13
  Hit Points 50
  Rigging HP 0
  Speed 1 (Oar Power Only)
  Damage Threshold
  Cannon Max
  Skeleton Crew
  0
  0
  1
  Max Crew 4
  Storage 500 lbs.
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Manual. Includes Ship Enhancements: "Oars"
  All Manual. No bonus or penalties from wind.
  Super Lightweight. A +2 Boarding bonus is needed for
  this craft to be pulled alongside another. This does
  not act like a grapple, and the small craft is moved
  with its target.
  Longboat
  Small Craft, 200 gp
  Armor Class 15
  Hit Points 150
  Rigging HP 0
  Speed 1
  Damage Threshold
  Cannon Max
  Skeleton Crew
  0
  1
  1
  Max Crew 8
  Storage 500 lbs.
  Damage Immunities: Psychic, Poison
  Category Characteristics
  Manual. Includes Ship Enhancements: "Oars"
  All Manual. No bonus or penalties from wind.
  Super Lightweight. A +2 Boarding bonus is needed for
  this craft to be pulled alongside another. This does
  not act as a grapple, and the small craft is moved
  with its target.
  Characteristics
  Raise Sail. Longboats May be upgraded with a single
  mast, to give an extra 1 speed. This causes the
  craft to lose the "All Manual" characteristic. This
  mast cannot support any further enhancements.
  Small Siege Weapon. The siege weapon slot may only
  be used for a Ballista or Carronade.
  
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  DM Tools
  I see this section as a chance to speak a bit more informally to
  you, the DM, to help you use this guide and give you some
  personal suggestions.
  General Tips:
  Give more gold than usual
  While most of the rules are based around travel and Naval
  Combat, that shouldn’t always be the focus; the
  destinations are.
  Keep Unskilled/skilled hirelings differentiated. Letting
  players promote unskilled hirelings to officer roles could
  have consequences on the balance of the game,
  particularly around boarding.
  How to get players a ship:
  Steal
  Inherit
  Emergency on the sea (captain dies)
  Earn it after capturing it with others
  Already own
  Cannons are very deadly. Treat them like dangerous
  monsters. Don’t introduce the best ones too early the same
  way you wouldn't throw a dragon at the party.
  Players will always "trade up", so don’t present anything
  you don't expect them to take
  Consider rolling to see how much of the ship is
  recoverable or develop a point-based capture
  system.
  Let players feel secure about leaving their ship on a dock,
  anchored off shore, etc. No one wants to feel like their
  coolest possession could be stolen while they sleep. A
  guard presence, dockworkers, or a harbor master to leave
  a paper trail with all do well in promoting confidence. If it
  may be a bad idea to leave the ship for extended time,
  make this clear to players.
  At the same time, the ship being stolen can be a
  powerful hook, but this should be an exception and
  used with care.
  The longer a trip, the less encounter dense it should be.
  Require fewer perception checks the longer a trip is, down
  to one a day, weighing random events in a similar fashion.
  How To build Naval Combat
  Unfortunately, it is hard to assign levels or CR to ships the
  way we can monsters. This makes understanding how two
  ships compare much harder - compounded with unforgiving
  nature of Naval Combat. An unbalanced battle is harder to
  make up for, and escape from, than standard combat.
  Since ships can be understood by the parts that make them,
  I use gold as my current balancing tool. Gold accounts for the
  size of the ship, it's potential for weapons, the crew it has
  hired, the weapons it has purchased and any upgrades it has.
  Theoretically, I consider a "Functional Gold Value" for both
  my parties and enemies ships, a value that ignores any non-
  combat investments.
  Evenly matched ships have functional values of within 5,000
  gp. By the time you reach a difference of around 10,000 gp,
  one ship has a nearly insurmountable advantage. To
  determine values of ships, I use a Ship Calculator Excel
  sheet which is linked in the subreddit r/5eNavalCampaigns.
  Using the calculator, I build a ship of the gold value I want,
  and then transfer the stats onto the "Naval Combat
  Management" sheet I have supplied at the end of this guide.
  For starters, I would run your party against a ship of roughly
  -8,000 gp while they learn the ropes. After that, I would
  continue to keep enemies at a deficit for a time until you
  become more comfortable with the system - this has the
  added bonus of not accidentally giving your players a ship or
  upgrades you didn't intend.
  Unfortunately, the gold value method is imperfect,
  especially at the extremes. An unrated ship with fully
  upgraded weapons will easily defeat a 1st class ship without
  any weapons. To a finer degree, different upgrades may be
  more effective in a specific situation despite having similar
  prices, something that can't always be accounted for. Basically,
  take time and get comfortable with this yourself. I will
  continue to try and improve this aspect of play.
  How to run naval Combat
  Naval Combat introduces a lot of new rules and interactive
  aspects. While this is fun for players, this can bog down an
  already busy DM. Here are my tips for streamlining things on
  your end. I often run using these shortcuts:
  Use the average damage for each cannon instead of rolling
  Track how many of each type of cannon you have, and fire
  either half or all of each type on a turn, not a specific
  number
  For Broadsides, add +1 damage for every hit, instead of the
  exploding dice.
  To simplify casualties rolls on enemy ships, assume 1
  casualty for every 2 hits a ship takes.
  Naval Combat Tips:
  Fights should usually end before a ship is sinking
  Most Naval Battles end in boarding because the
  players are most confident on land and in standard
  combat - they excel there so it's okay.
  In Naval Combat, Players have less agency, and comebacks
  are less possible. Introducing too big of a ship will kill the
  party
  If your party wishes to disengage, try to let them. In
  my experiences, Naval Combat is given to death
  spirals, and so if one ship takes the lead the outlook
  can be bleak for the other.
  In the same vein, have contingency plans for if the
  party's ship is sunk or they are taken captive. This is
  pretty likely, and you don't want to be caught off
  guard.
  Ship battles are long, I wouldn't use evenly matched ones
  as random encounters, only planned
  A multi-ship battle can easily take up an entire
  session.
  
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  42
  Quick Ships
  Crew does not include Combat Units, which should be balanced separately. The skilled Hireling is generally the Pilot- no
  cannoneers are needed on NPC ships.
  Gold
  Value
  Ship
  Cannons (per
  side)
  Enhancements
  Cannon Upgrades
  Crew
  (unskilled/skilled)
  Shot
  10k
  Dhow
  x2 Ballista
  Crow’s Nest  
  Davit  
  x1 Lifeboat
  -
  10/1
  -
  15k
  Dhow
  x4 Ballista
  Crow’s Nest  
  Reinforced Walls
  -
  10/1
  -
  20k
  Braque
  x4 Ballista
  Crow’s Nest 
  Reinforced Walls 
  Fireproof Deck
  Ease of Access (x1)
  10/1
  x2 Ballista
  Harpoons
  30k
  Braque
  x4 Light
  Crow’s Nest 
  Reinforced Walls 
  Fireproof Deck  
  Ram
  -
  10/1
  x1 Cannon
  Harpoon
  35k
  Schooner
  x4 L  
  x2 M
  Crow’s Nest  
  Fireproof Deck 
  Ram
  Packed (x2 of Med)
  25/3
  -
  38k
  Schooner
  x4 L  
  x2 H  
  x2 Ca 
  x2 Ballista
  Fireproof Deck
  Packed (All Light)
  25/5
  x2 Explosive
  40k
  Kelch
  x2 L 
  x2 M 
  x2 H
  Crow’s Nest 
  Arcanists Shield  
  Fireproof Deck
  Packed (All M)
  30/2
  x2 Boring  
  x1 Explosive  
  Flares
  48k
  Kelch
  x4 L 
  x2 M 
  x2 H
  Crow’s Nest  
  Arcanist’s Shield  
  Fireproof Deck  
  Reinforced Hull
  Packed (All M)
  30/4
  x2 Explosive  
  x2 Grapeshot  
  x1 Smoke
  60k
  Clipper
  x4 L 
  x4 M 
  x2 H
  Crow’s Nest  
  Fireproof Hull
  Precision (2, H)
  35/5
  -
  85k
  Merchant
  x5 L  
  x4 M  
  x4 H
  Crow’s  
  Arcanist’s Shield  
  Improved -
  Mechanism  
  Fireproof (all)
  Precision (2) and Rifling
  (2)
  80/5
  x2 Chain  
  x2 Explosive  
  x2 Grapeshot
   
  
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  Tiers of Rules:
  As a shortcut to deciding which rules to use, I have defined
  different tiers of rules. Each tier adds more complexity and
  realism to the game.
  These groupings are suggestions. Mix and match to find the
  things in which you are most interested!
  Just Ships, Please
  These rules are written so that you can skip all the fluff- just
  add the Ships with some Cannons to your game for a quick
  session on the high seas. For a more memorable time, it is
  recommended to at least move up to “Captain Hook”. Officers
  and their actions are the backbone of Naval Combat.
  Captain Hook
  Simple, straightforward play. Also see 'The Naval Code:
  Abridged'
  Add
  Captain Hook is meant for groups that don't want to learn too
  many new mechanics and want to avoid looking up results on
  tables. It adds a few rules to streamline the game:
  Travel Roles
  Instead of linking different toles of traveling to each Officer
  Position, you may instead allow for anyone to undertake any
  available role. This is a simpler and more forgiving method.
  (p.12)
  Alternate Overboard Save Rules
  These rules are offered in the section to avoid referencing the
  tables as much. They require fewer rolls and offer predictable
  results. (p. 26)
  Ignore
  Many more rules are ignored than added. To streamline the
  rules and focus more on the game, the following non-essential
  rules can be dropped:
  Skeleton Crew
  Ships do not require Skeleton crew, or require half
  the normal amount
  Don't give crew stats or an income- they are just
  background characters.
  Wind Effects
  Going against it incurs no penalty, and no bonus is
  given for sailing with it.
  No weather conditions
  Half Field of Fire
  Instead, the entire area is the Full Field. To simplify
  further, remove the field of fire entirely - A cannon
  may fire on a target if it is on the same side of the
  ship as it. Range rules still apply.
  Spell Rules
  Spells act the same on sea as on land. Easier to
  remember, but far less balanced.
  Casualties
  Assume Crew never dies in combat
  Pirates of the Caribbean
  The “intended” version: A classic DND balance of challenges,
  with room for debauchery. The Naval Code is built for this
  level, so no additions or subtractions are needed.
  Documentary
  A realistic, less forgiving and resource considering variant.
  Sometimes, it is fun to track everything about the ship. How
  are the rations? Do we have black powder? Are the crew
  pacified? The following rules add more detailed rules for a
  more realistic experience.
  Add
  Crew in Combat Rules
  Some of your crew must continue sailing the ship instead of
  manning cannons. (p.6)
  Payment Model
  A more realistic and expensive model. (p.13)
  Black Powder and Cannon Shot
  Cannons require both the proper sized cannon ball as well as
  the proper amount of black powder. If these get ruined or run
  out, you will not be able to fire those cannons. (p. 13)
  Direct Wind Facing Penalty
  You may not sail directly into the wind, and anywhere upwind
  is difficult terrain. More realistic, and invites greater strategy.
  (p.25)
  Alt Medicine DC
  A harder DC so fewer casualties are recovered after battle.  
  (p.30)
  
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  44
  Tattoos:
  Official Navy/ Decent
  Earned
  Fully-Rigged Ship- Sailed through torrential Waters of
  ______ (Dangerous Pass)
  Nautical Star: Acted as Navigator for a successful venture:
  Symbolizes ability to find their way home
  Turtle: Crossing the southern tip of the mainland
  Swallow: One for every 5,754 miles sailed.
  Anchor: Crossed the ______ (Large Ocean or Sea- New
  World side)
  Hula Girl: Been to the ______ (Tropical Vacation
  Destination)
  Superstition
  HOLD and FAST on fingers: Luck Charm for holding ropes
  SOME KIND OF BEAST: To float
  Compass Rose: Luck in finding home
  Nature Deity's symbol (on foot): Ward off sharks, etc.
  Brands:
  _____ Crest (on Neck): (Criminal)
  Dotted Line on Wrist: Prison
  Black Circle: Mark of shame- attempted mutiny
  ID
  Crossed Cannons: Military service as a sailor or a ships
  Master Gunner
  Crossed Anchors (on finger webbing) = boatswain
  Dragon: Served in ______ (Major Naval City)
  Golden Dragon: Sailed from ______ to _______ (Both large
  cities, classically opposite sides of country. One city
  generally associated with the Dragon tattoo)
  Harpoon: Has landed or served in a beast-hunting ship
  Dagger through Swallow: Lost comrade who earned a
  swallow together.
  Rope on Wrist: Identifies as a deckhand
  Rune on back of hand (or less obvious location): Arcanist for
  ships
  Oblong circle with wave inside: Knows “Water breathing”
  Non-Official
  Bragging Rights
  Dragon Eye: Seen a Dragon
  Tentacle Around Ankle: Has been pulled off a ship
  Lips on neck: Siren
  Halo: Resurrected
  Branding:
  Swirl with a slash: Forced pirate service, used to keep them
  loyal as they are unemployable
  Identification
  Fey Pyramid: Has fey ancestry
  Blood drop on hand: Healer
  Self-Expressive:
  Dagger in Rose: Will fight anything
  Dice: Risky
  7-point star: Optimist
  Pin Up: No universal meaning - that's personal business.
  Indecent/Pirate
  Mermaid: A “conquest” w/ a mermaid
  A Black Circle: Mark of shame- attempted mutiny
  Black Bar on Wrist: Prison Time, one for each sentence
  Two Coins: Favor of the _____ House (Organized Crime)
  Arrow toward Hand: Always looking for more
  Teardrop shaped Heart: A lover back on shore (likely a
  prostitute)
  Chain Around Arm: “Chain Breaker”; escaped capture by the
  law or freed another
  
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  Nautical Terms
  Ahead
  Refers to moving forward.
  Aft
  The rearward direction or portion of a ship.
  Astern
  Refers to a boat moving in a backwards position (reverse).
  Amidships
  The ship’s center.
  Ballast
  Weight placed in the lower middle of a ship to help keep it
  steady in water.
  Beam
  The width of the ship, measured at its widest point, typically
  around midship.
  Bilge
  The broadest part of the hold at the bottom of a ship. Pumps
  are often placed here to evacuate water from leaky vessels.
  Belaying pin
  Short wooden rod used to secure rigging and a common
  improvised club-like weapon.
  Boom
  A long spar extending from a mast to hold or extend the foot
  of a sail.
  Bow
  The forward end of a ship
  Come about
  Changing the direction of a ship.
  Cordage
  The ropes in the rigging of a ship.
  Crow’s nest
  Small platform at the top of a mast used to get a better view
  when watching for approaching sails, monsters or land.
  Draft
  The minimum depth of water to float a ship. A ship with a 5-
  foot draft requires at least 5 feet of water to float and will
  run aground in water with a depth of less than 5 feet.
  Disembark
  To have left a ship
  Forecastle
  Raised deck at the foremost of a ship. Not nearly as tall as the
  Stern castle, Uncommon except in the largest of ships. May
  house sailors living quarters or provide entry to lower
  decks. The deck acts as a vantage point while the interior
  may function as a defensive stronghold.
  Forward or Fore
  The forward direction or portion of a ship toward the bow.
  Forecastle
  Upper deck of a ship forward of the foremast where non-
  officer living quarters were usually found.
  Heave to
  To come to a halt.
  Heel
  Tilting of a ship over to one side due to the wind or seas.
  Helm
  The steering wheel of a ship which controls the rudder.
  Hold
  A large area for storing cargo in the lower part of a ship.
  Hull
  The frame or body of a ship. It is the hollow, lowermost
  portion, floating partially submerged and supporting the
  remainder of the ship.
  Jacob’s ladder
  A rope ladder with wooden rungs used to access a ship from
  the side.
  Keel
  The underside of a ship. Keelhauling refers to dragging a
  person under a ship, across the barnacle laden keel .
  Knots
  The measure of a ship’s speed in nautical miles per hour. One
  nautical mile is equal to 1.15 miles or 6080 feet.
  Leeward
  The side away from the direction from which the wind blows.
  Length
  The overall length of the ship, as measured from bow to stern.
  List
  A ship leaning to one side due to shifted cargo or taking on
  water.
  Mast
  A mast is a large vertical pole upon which the ship’s sails
  hang. The large one in the central is the mainmast, the rear-
  most is the mizzen.
  Mizzenmast
  The largest and perhaps most important mast. It is the third
  mast or the mast aft of a mainmast on a ship having three
  or more masts.
  Orlop deck
  The lowest deck in a ship with 3.
  
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  Poop deck
  Highest deck at the stern of a large ship, usually above the
  captain’s quarters. Location of the wheel.
  Port
  The left hand side of the ship when facing forward.
  Prow
  Forward-most part of a ship’s bow that cuts through the water.
  Quarterdeck
  Raised deck behind the main mast of a sailing ship
  Raking Fire
  Cannon fire that runs longways down a ship, as opposed to
  across it from the side. Causes great destruction and has
  potential to travel down the decks.
  Rigging
  System of ropes used to support and move the sails. Often
  used to describe the entire system of masts, sails and ropes
  (or cordage) used for sailing.
  Rudder
  A flat piece of wood, hinged vertically near the stern of a boat
  or ship for steering, controlled by a tiller or wheel.
  Running
  To sail with the wind.
  Sail
  A sail is a surface, typically made of fabric and supported by a
  mast, whose purpose is to propel a sailing vessel.  
     Square: A rectangular sail hung from a single yard.
  The simplest and oldest form of rigging which permitted
  sailing only before the wind.  
     Lanteen: A triangular sail set on a long yard mounted
  at an angle on the mast. Capable of taking the wind on
  either side.  
     Jib: A triangular headsail that sets ahead of the
  foremast of a ship, mainly used to increase performance
  and overall stability by reducing turbulence.
  Sinking:
  Overwhelmed: Sinks because it cannot deal with the force of
  waves. An overwhelmed ship becomes swamped, or has
  water coming in over the deck. An overwhelmed ship that
  sinks deck up has "foundered," while an overwhelmed ship
  that sinks on its side or with its hull up has "capsized”.
  Break Deep: Damage occurs to the ship below the water line.
  Often, a ship that breaks deep sinks when water rushes into
  the break and fills the ship. When this occurs, the ship is
  said to "take water."
  Scuttle: To "scuttle" a ship is to sink the ship deliberately.
  Split Up: Particularly long ships are vulnerable to "splitting
  up" when the waves are high. A ship splits up when its bow
  ends up on the crest of one wave, while the stern ends up
  on the crest of the wave immediately behind it. The center
  of the ship is lifted out of the water and, with no support,
  splits in half, breaking the ship into two pieces.
  Speed
  The base sailing speed in light winds of the ship.
  Starboard
  The right side of a ship when facing forward.
  Stern
  The aft end of a ship.
  Stern castle (After castle, Aft castle)
  The structure on the stern which often houses the captain’s
  cabin, upon which the poop deck and wheel sits.
  Tacking
  Changing a ship’s course by angling into the wind.
  Topside
  Moving from a lower deck of a boat to an upper deck.
  Underway
  When a boat is moving, either by motor or wind, this is called
  being "underway."
  Velocity
  The current speed a ship is traveling, measured in feet per
  round.
  Waist
  Central deck of a ship that is found between the forecastle and
  the quarterdeck.
  Yard
  A horizontal pole on which a sail is hung.
  Yardarm
  The main arm across the mast which holds up the sail. or
  enemies
  
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  Integrating Other
  Homebrew
  Below is a list of recommended / optional house rules or
  Homebrew guides, along with an explanation as to why I used
  them or believe they could be used. Highly tested and
  recommended, those which I think to be essential to the
  experience, are marked with the "Natural 20". You could say
  they are critical in my opinion. Ha.
     Alternate Rests
  Since traveling by ship results in lots of downtime, I highly
  recommend using the alternate rest rules from the DMG.
  Personally, I use Long Rest = 2 days of light or downtime
  activity, while Short Rests remain 1 hour. Sleep is still
  required every 36 hours or else exhaustion may take effect.
  I do this to better fill the time on ship, let officers make
  meaningful choices about what traveling roles they take, and
  make the actual adventure more dramatic - the players may
  feel the relief of landing at port for a few nights rest. I find that
  with a naval campaign, this rest system helps pace it the way I
  want.
  Evolving Cantrips, by u/Craios125
  In light of a more punishing rest system, I wanted to help my
  Long Rest gated casters just a bit. Integrating evolving
  cantrips meant that in lieu of spell slots, they still felt like they
  had things to offer around the ship.
     Mathew Mercer’s Gunslinger
  In a guide which introduces firearms, it would be a disservice
  not to mention the Gunslinger Archetype for Fighters, created
  by Matthew Mercer. This is, in my opinion, the best choice for
  a gun using PC, and I built some of the rules of the game with
  this subclass in mind, such as the Misfire rules for cannons.
  I would like to recognize that the guns offered in this guide
  (listed in the “Gear” section) differ from his own stats, and in
  my game I use both. The Gunslinger should have the best
  weapons. “Common” guns, those in this guide, are more
  expensive and less effective than those the gunslinger creates-
  I let them upgrade normal firearms into their Gunslinger
  versions for for a fraction of the price. This is to help
  differentiate a gunslinger from anyone else with a gun, while
  still allowing other players and NPC's to access firearms.
  Darker Dungeons, by u/giffglyph
  The following aspects of this homebrew I use (or have used)
  in naval campaigns:
      Traveling Roles: As mentioned in the section, I
  derived my traveling system completely from this
  homebrew, adding a roles as needed for the ship.
  Inventory: I am a great fan of the inventory “slot” system
  introduced here. In a game where the players travel on their
  storage container, and thus have easy access to any item
  they please, I wanted them to have to make a choice as to
  what they were bringing with them when they made landfall
  - and also make choices as to what to do with large amounts
  of treasure when they find it (who would bury it when you
  can carry all of it at once?)
  I also found the vast size of ships to be difficult to quantify
  storage. In the end, I would recommend either ignoring the
  storage aspect of this ship or using the slot system as
  described in Darker Dungeons, as it is much more
  manageable. The conversion for ships below:
    1st Rate: 120 slots
    2nd Rate: 80 Slots
    Unrated: 64 Slots
    Treasure Chests: 3 slots
    Officer Lockboxes: 6 Slots
    Lockers: 2 slots
  Notches: A great way to implement weapon and armor wear.
  In a game of long journeys, this can have interesting effects.
  Fortresses, Temples, & Strongholds
  (v4), by Warlock
  This guide presents rooms you may build in strongholds
  which bestow benefits. I really liked the idea of allowing
  players to build these expansions on their ships to make them
  a personalized floating fort. Due to the economy surrounding
  ships, I doubled the prices as listed. I also recommend
  "Traders and Merchants" by the same user for populating
  harbors.  
  The Expansion Slots of ships are as follows:  
  1st Rate: 3  
  2nd Rate: 2  
  Unrated: 1  
  Carrack: Includes “War Room” for free (no expansion slot
  used)  
  East Indiaman: Includes “Lodgings” room for free  
  Galleon: Includes “Barracks” for free  
  Guineaman: Extra Expansion slot available (4 total)  
  Galley: Extra Expansion Slot Available (3 total)  
  
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  Thanks & Credits
  To the Following Characters (and their
  Players)
  Rhys & Rhys
  Kyrrhos & Aria
  Daisy & Cyrano
  Aetiesh & Sanders McFlanders
  Solveigh
  A special thanks to the following people:
  u/giffglyph (Travel Roles)
  Shawn Ellsworth of Tribality (Original Inspiration,
  Inspiration for Officers, Officer Actions, Backgrounds)
  Matthew Mercer (Firearm Properties)
  Other Influences:
  Pirates of the Caribbean
  Treasure Island
  Conquest- Pirate Weapons
  Uncharted Waters Online
  AC IV Black-Flag
  Akella Games (Pirates of Caribbean, Age of Pirates)
  Pillars of Eternity II
  Art Credits
  In order of appearance:
  Front Cover: Comfreak (Retrieved from: https://pixabay.com)
  Part 1 Divider: Igor Artoyomenko "Spanish!"(2018).
  (Retrieved from https://www.artstation.com/haryarti)
  (P. 12)Andy Thomas "The Band Played On" (retrieved from
  wildlifeprints.com)
  (P. 13)Bram Sels (https://www.artstation.com/bramsels)
  (P. 15) Grafit Studio "Ultimate Pirates Splash Art"(retrieved
  from https://grafit.artstation.com/albums/571771)
  (p. 9)Jon Lansberg "Fouled Anchor"(retrieved from
  http://www.jonlansberg.com/Illustration.html)
  Part 2 Divider: Rado Javor
  (https://www.deviantart.com/radojavor)
  (P. 28) Andrew Mar, "Shoal Collector (2018) (Retrieved
  from https://www.artstation.com/artwork/4Jgrq)
  (P. 32) Philippe-Jacques de Loutherbourg, "Lord Howe's
  Action, or the Glorious first of June" (1795) (Retrieved
  from Wikipedia)
  (P. 33)Daryl Mandryk (Source: Richard Pett. (2012). The
  Wormwood Mutiny. The Wormwood Mutiny, p. 3. Paizo
  Publishing, LLC. ISBN 978-1-60125-404-7, retrieved from
  Pathfinderwiki.com, released as a part of Piazo's
  Community Use Package)
  (P. 35) Robson Michel "New Skies Ahead!" (retrieved from
  https://www.artstation.com/robmichel)
  (P. 39) Reha Sakar "Pirates" (2014), Retrieved from
  https://www.artstation.com/reha
  (P. 42)Robert D. Brown (retrieved from
  http://robertdbrown.com/#robert-brown)
  (P. 43) Nathascha Friss "Maori Pirate Princess" 2014
  (Personal Work, retrieved from
  https://www.artstation.com/artbynath)
  (P. 46) Florian Stitz "Black Powder Sage" (from the
  Pathfinder RPG Villain Codex, retrieved from
  https://www.artstation.com/artwork/DOyLO)
  (P. 48)Gregory Manchess, "Pirate Paintings for National
  Geographic Pt. 4 (2011)"  
  (retrieved from http://teamcolors.blogspot.com/20  
  11/09/pirate-paintings-for-national.html)
  (P. 49)- Bram Sels (retrieved from
  https://www.artstation.com/bramsels)
  
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  Changelog
  v0.1 - 0.2
  Ran with minimal rules
  v0.3
  Too much to count
  Converted to GM Binder
  Cover Cannon aim
  Overboard saves and Magic Section
  v0.4
  Added Travel Speeds
  Moved and Renamed Individual / Crew spell based overboard saves
  Adjusted Naval Combat Speed
  Adjusted Shot Pricing
  Changed Officer Casualties to on-crit
  Added Officer Location section
  Added Militant Officer
  Expanded Sailor Backgrounds
  Adjusted Boon
  Added Quick ship builds
  Clarifications to Pilot Checks
  Redid Ship table as Statblocks
  v0.5
  Clarified Gear Terminology
  Added several enhancements
  Adjusted cannon-upgrade prices
  Added Images throughout
  Cleaned "Shot" table
  Clarification in Officer Locations
  Clarifications in Magic section
  General spelling and grammar
  v0.6
  Massive Re-organization
  Combined Officer and Travel roles
  Separated Captain, First Mate and Quartermaster
  Formatted Cannon tables
  Cannon Template Aim mechanics
  Nerfed Costs again
  Fixed Crab walking ships, supported ship drifting
  Removed Redundant Feat, Firearm Expert Feat Added
  Added Firearm property, rebalanced firearms
  Gave Cannons load time (differentiated from reload)
  Cast off times
  Began DM Tips
  Gave Corsair proficiency in firearms
  Siege Weapons now deal double damage to shops (As in RAW)
  Adjusted Siege Damage and Ship HP to compensate
  Added Casualty Damage trackers to ship / encounter sheets
  Added travel Role Reference Sheet
  Added DM Reference sheets: Includes Casualty rolls, overboard
  saves, cannon ranges and damage, and more!
  Adjusted Bayonet use
  Clarified Asses Action
  Combined Gear and Items
  Included Crow's nests in some ships
  Spelling and Grammer
  v1.0
  Added Raking Fire
  Updated Cannon Range Mechanics & Adjusted to
  compensate
  Nerfed Mobility and AC of Unrated Ships
  Added Magic + Movement rules
  Added restraints to the "Order Repair" Action
  Major Boarding Rework
  Simpler, more in line with 5e's design philosophy
  Distributed rules to proper locations (e.g., Grappling hook
  benefit and mechanics are now in the item description)
  Rules for being Overboard
  Small Craft Rules
  Pilot check QoL update
  No disadvantage if BA is taken before other actions
  for logistical reasons.
  Added "Using this Guide" section and cleaned the
  introduction
  Reworked Travel Speeds
  Larger ships now travel faster than their less
  powerful counterparts
  Naval Code: Abridged
  Renamed "Effective HP"
  Reworked penalty
  Added "Rotating Turret" Upgrade, "Reinforced Walls",
  renamed "Live Oak Hull"
  Tuned some others
  Nerfed prices again (massively increased ironside price)
  Increased DM tips, including:
  How to Build Naval Combat
  How to run Naval Combat
  Updated all printable materials to reflect changes
  Reorganization
  Removed Playtest Foreword
  Codified rope swings, grappling hooks and harpoons
  Renamed "Zones" to "Field of Fire"
  Small Individual Ship adjustments
  Casualty Adjustment, Major Officer and Crewless casualty
  Revesion
  Clarifications to Magic Rules
  Spelling & Grammar
  
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  Field of Fire Templates
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Naval Code.pdf