TEXT: EXPANDED SAILING SHIP 
  OPTIONS &  UPGRADES
  A captain bellows orders to his crew as they struggle to control the 
  sails against the storm winds. Tacking slowly through a harbour 
  a brig draws fascinated stares from children playing. Rocking 
  violently a 3rd-rate fully rigged ship fires it’s second broadside and 
  its crew cheers as the first of the enemy’s ships begins to take on 
  water.
  Many worlds rely on naval transport for everything from 
  trading to warfare. Early in the career of adventurers any 
  interaction with these marvels of engineering is likely to be limited 
  to a few bartered passages aboard merchant vessels. Later in a 
  campaign, players may wish to procure their own ship to stop 
  paying other characters to travel, or even to use as a mobile base 
  of operations.
  Much like a castle or fiefdom bequeathed to or bought by the 
  players, a ship owned by the players provides ample opportunity 
  to roleplaying and new quests centred around the development 
  or protection of their property. Unlike a more permanent 
  stronghold, a ship allows the players to easily change their focus 
  and accept quests located further afield. A solid investment for 
  any adventuring party, ships are one of the best ways for them to 
  transition from local nobodies to national heroes.
  
  EXPANDED WATERBORNE VEHICLES
  PROCURING A SHIP
  As stated on page 119 of the Dungeon Master’s Guide, the 
  campaign may involve the adventurers gaining custody of a ship. 
  These rules provide further information about specific types 
  of sailing ship, as well as base costs should the players wish to 
  purchase a ship themselves.
  The cost shown includes materials and labour, which may 
  vary depending on where the party chooses to get their ship built. 
  A second-hand ship will obviously cost less than a custom-built 
  ship in most cases. If a character wishes to participate in the 
  construction of a new ship, the cost reduces by a percentage equal 
  to the character’s ability in a relevant skill, at the DM’s discretion.
  Crew. The crew value indicated in the Expanded Waterborne 
  Vehicles table takes into account the fact that the majority of 
  large sailing ships are outfitted for combat and includes soldiers 
  and crew required to man cannons. Even the largest ships could 
  feasibly be sailed by a significantly smaller crew, but this would 
  make it difficult if not impossible to adequately man the cannons.
  As explained in the Dungeon Master’s Guide a ship requires 
  a crew of skilled hirelings. Due to the size of some crews, the 
  numbers involved in paying hirelings can often get unwieldy, so it 
  is recommended that the crew is treated as consisting of identical 
  hirelings, instead of applying different pay or rolling individually 
  for each crew member on the ship.
  Passengers. Each ship can carry a different number of 
  Small or Medium creatures as indicated in the table. Larger 
  ships can carry more passengers than indicated if the crew is 
  reduced, sacrificing combat ability for more possible income from 
  passengers.
  Cargo. The table indicates the maximum cargo in tons each 
  kind of ship can carry.
  Damage Threshold. A ship has immunity to all damage dealt 
  to it unless it takes damage equal to or greater than its damage 
  threshold, in which case it takes damage as normal. Any damage 
  below the threshold does not reduce the ship’s hit points.
  Ram Damage. When a ship makes a successful ram attack, it 
  deals and takes damage equal to the value shown.
  TYPES OF SHIP
  Brig. A brig is a two masted, square-rigged ship. Varying 
  in size between around 75 and 165 ft (23 and 50m), brigs are 
  popular small warships with high maneuverability and the ability 
  to reach fairly high speeds in favourable winds. However, they 
  require large crews, especially if fully armed. Capable of carrying 
  between 10 and 18 guns over 2 decks, a brig can take anywhere 
  between 3 months and a year to construct.
  Caravel. A popular trade vessel, caravels require fairly small 
  crews to operate. Carrying two masts and between 39 and 59 
  ft (12 and 18m) long, caravels sacrifice some space for higher 
  maneuverability and speed. These 2 decked ships were the 
  predecessor to the far larger galleon, and could carry between 
  6 and 10 guns. Depending on its size, a caravel usually takes 
  between 3 and 6 months to construct.
  Frigate. A double-decked, triple masted ship, frigates are the 
  smallest purpose built warships. Usually around 130ft long, a 
  frigate can have between 20 and 40 guns, mounted entirely on the 
  upper deck. A frigate usually takes around 1 year to construct.
  Galleon. A particularly large warship but also popular as a 
  merchant vessel, most galleons have 3 masts, though the largest 
  have 4. Galleons can be between 135 and 165 ft (42-50m) long 
  and usually have around 5 decks, of which 2 are dedicated gun-
  decks. Depending on size, a galleon could have anywhere from 36 
  to 366 guns. As one of the largest sailing ships, galleons take 2-3 
  years to construct.
  Schooner. Most schooners are around 60ft and have two 
  masts, though larger versions will likely have more. Popular cargo 
  vessels,  schooners do not require a particularly large crew and 
  are among the fastest sailing ships. If required, they have enough 
  space for 6-12 guns, though this significantly reduces the free 
  space on the single deck. Their relatively small size means that 
  one can be constructed in about 6 months.
  Sloop. Sloops are single masted sailing boat that excels at 
  sailing close to the wind or ‘upwind’. Usually under 50ft long to 
  make it easier to keep the sails under control, sloops are fairly fast 
  vessels with small crew sizes. Like schooners, sloops have only 
  one deck and have space for up to 12 guns, though realistically it is 
  unlikely a sloop would have many more than 4 due to the amount 
  of space that would have to be sacrificed. Sloops are usually 
  constructed in 3-6 months.
  Rated Ships. Rated ships are the largest and most powerful 
  warships around. Ranging from the smallest 4th-rate (around 
  145ft or 45m long, with 3 decks and 2 gun decks) to the colossal 
  1st-rate (230ft or 70m long, 6 decks, and 3 gun decks). All rated 
  ships have 3 masts and require large crews to operate effectively, 
  and almost always carry soldiers as well as ordinary sailors. Each 
  degree of rated ship has the capacity for a different number of 
  cannons. A 4th-rate can carry 50-60 guns, a 3rd-rate can carry 
  64-80 guns, a 2nd-rate can carry 90-98, and a 1st-rate can carry 
  100 guns or more. A 4th-rate will typical take a year or two to 
  construct, while a 1st-rate may well take at least 5 years.
  Ship
  Cost
  Speed
  Crew
  Passengers
  Cargo 
  (tons)
  AC
  HP
  Damage 
  Threshold
  Ram 
  Damage
  Upgrade 
  Points
  Brig
  15,000 gp
  12 mph
  125
  20
  200
  15
  300
  15
  5d8
  3
  Caravel
  8,000 gp
  4 mph
  25
  10
  50
  15
  250
  10
  4d8
  2
  Frigate
  20,000 gp
  16 mph
  225
  20
  100
  15
  300
  15
  5d8
  4
  Galleon
  45,000 gp
  7 mph
  400
  300
  500
  10
  900
  25
  10d8
  8
  Schooner
  12,500 gp
  15 mph
  30
  10
  50
  15
  200
  10
  3d8
  1
  Sloop
  10,000 gp
  14 mph
  20
  10
  50
  15
  200
  10
  3d8
  1
  4th-rate
  25,000 gp
  14 mph
  350
  50
  200
  15
  400
  15
  6d8
  5
  3rd-rate
  30,000 gp
  12 mph
  575
  100
  300
  13
  600
  20
  6d8
  6
  2nd-rate
  40,000 gp
  10 mph
  700
  200
  400
  10
  800
  20
  8d8
  7
  1st-rate
  50,000 gp
  10 mph
  850
  250
  500
  8
  1000
  25
  10d8
  8
  
  SHIP COMBAT
  While traveling on a ship, players may wish for their characters to 
  get involved with the actual sailing of the vessel. It is also highly 
  likely that if they own the ship, one of the players’ characters 
  will be appointed captain. The following actions are therefore 
  presented to aid the DM in adjudicating events likely to occur 
  while sailing and during combat. It is recommended that until 
  boarding occurs, ship-to-ship combat rounds are considered to last 
  1 minute. In most cases initiative in combat can be determined 
  easily as one ship is likely to have the upper hand and therefore 
  go first in the initiative order. When this is not the case, have the 
  captain of each ship roll for initiative with no modifier.
  SHIP MANOEUVERS
  The following actions require the input of the majority of a ship’s 
  crew and excellent coordination. Individual actions are listed later 
  in this document.
  BOARDING
  When two ships are within 30 feet of each other, the crews can 
  attempt to board their enemy’s ship. The two most common 
  methods are given below.
  Grappling Hooks: The crew of a ship can collectively attempt 
  to pull their ship alongside their opponent by throwing grappling 
  hooks onto the other ship. The crew must make a ranged weapon 
  attack against the ship’s AC, using their strength modifier and 
  proficiency bonus on the attack. Once two ships are connected, the 
  crew must spend 1d4 rounds pulling them together, at which point  
  characters can cross between the vessels without requiring a skill 
  check.
  Rope Swing: Particularly reckless crew members or player 
  characters may attempt to reach their opponent’s ship by swinging 
  on a rope from the rigging. Characters attempting this must make 
  a DC 16 Dexterity (Acrobatics) check or risk falling. At the DM’s 
  discretion, a character that succeeds may also make an attack with 
  a ranged weapon or spell while swinging.
  DROP ANCHOR 
  In many circumstances it may become necessary for the ship to 
  drop anchor. The most common reason will be because the crew 
  or player characters wish to go ashore. In this case, it can be 
  safely assumed that the anchor is dropped effectively and easily. 
  However, the players may wish to drop anchor while sailing to 
  quickly turn the ship. To do so, the pilot must succeed on a DC 14 
  Intelligence check to time the swing of the ship. In addition, the 
  crew managing the anchors must succeed on a DC 14 Strength 
  (Athletics) check to drop the anchors at the correct time as 
  dictated by the pilot or captain. Both of these DCs may be modified 
  depending on weather conditions following the recommendations 
  in the Dungeon Master’s Guide. If both rolls are successful, 
  the ship turns in the desired direction, its speed is halved until 
  the beginning of its next turn, and it takes 10 (2d10) points of 
  bludgeoning damage. If one roll is successful, the ship turns in 
  the desired direction one round late, its speed is halved until the 
  end of its next turn, and it takes 20 (4d10) points of bludgeoning 
  damage. If both rollls fail, the ship does not turn, its speed is 
  halved until the end of its next turn, and it takes 30 (6d10) points 
  of bludgeoning damage. All damage dealt in this way ignores the 
  ship’s damage threshold.
  SHIP SIZES & COMBAT SPEED
   
  FIRE BROADSIDE 
  Once two or more ships are close enough for their cannons to 
  be of use, standard procedure is to attempt to be the first to fire 
  a broadside, thereby gaining the upper hand in the conflict. To 
  avoid the complications that arise when dealing with the large 
  number of guns common on bigger ships, this action is suggested 
  to simplify things for both the players and the DM. If the ship 
  being fired upon is in a larger size category than the ship firing 
  the broadside, assume all cannons hit. For each size category that 
  the ship being fired upon is smaller than the ship firing, reduce 
  the amount of cannons that hit by 1/4. For example, if a category 
  4 ship fires upon a category 2 ship, 1/2 the cannons hit. Roll 
  damage for one cannon, and multiply the outcome by the number 
  of cannons that hit. Multiply the target’s damage threshold by the 
  number of hits and subtract this value from the total damage dealt. 
  Apply this final value in damage to the target’s hit points. If the 
  broadside is fired on the up roll, the majority of the damage will be 
  to the ship’s masts and rigging, while if the broadside is fired on 
  the down roll, the majority of the damage will be to the ship’s hull 
  and crew. For ease, assume the masts and sails to be crippled after 
  taking damage equal to 1/4 the ship’s total hit points.
  A ship can fire one broadside per round; it is assumed that the 
  majority of the round is taken up loading the cannons, with the 
  actual broadside occuring towards the end of the full minute.
  FURL/UNFURL SAILS 
  In general, the more wind there is, the less sail a ship should be 
  using. However, the crew may wish to change the amount of sail 
  being used for other reasons, or at greater speed than usual. In 
  any extraordinary circumstance in which the sails are to be furled 
  or unfurled, the crew must succeed on a DC 14 Dexterity check to 
  efficiently do so. On a failed roll, the ship’s speed change or other 
  desired effect does not occur for 1d4 rounds. The DC of this check 
  may be modified depending on weather conditions. 
  RAM ATTACK
  If a ship spends an entire round moving directly towards another 
  ship, it can may attempt to ram the enemy. The pilots of each ship 
  make an opposed Dexterity check, adding Proficiency if applicable. 
  If the ramming ship’s pilot rolls highest, the ship deals bludgeoning 
  damage to the enemy ship as shown in the Expanded Waterborne 
  Vehicles table. The ramming ship takes the same amount of 
  damage as the rammed ship, unless it has a purpose built ram 
  attached, in which case it takes half damage.
  PLAYER ACTIONS
  At some point during an encounter with enemy ships, the players 
  will wish to be involved in some way. If the players wish to act 
  independently during the rounds prior to boarding, allow each 
  player 3 actions per round, taken in an order agreed upon by the 
  group. The following actions are provided as examples rather than 
  an exhaustive list. 
  Attack. A character with the ability to attack at range can 
  choose to attack the crew of the opposing ship, provided that the 
  ship is within range. Treat any ordinary crew member as a bandit 
  from the Monster Manual, and any specific crew member with an 
  NPC statblock that makes sense. For every officer killed, the crew 
  has a cumulative 10% chance to surrender. If all officers are killed, 
  the crew will surrender on their next turn, at the DM’s discretion
  Cast a Spell. A character with spellcasting ability can cast 
  spells to aid their ship and crew, or similarly hinder the opponent. 
  Particularly useful spells and new nautical themed spells are 
  included later in this document.
  Command Crew. A character filling the role of captain or 
  similar rank can command the crew to take certain actions. 
  When fulfilling a command issued in this way, the crew gain a 
  bonus to their rolls equal to the captain’s charisma modifier. The 
  ship maneuvers listed provide a starting point for the possible 
  commands a character may give the crew.
  Fire Cannons. If a player wishes to be involved firing cannons, 
  have them roll the damage whenever a broadside is fired. 
  Alternatively, a character may be fire the chasers or swivel guns, 
  if the ship has any, in which case resolve the attack as normal 
  against the opposing ship or crew.
  Repel Boarders. Once boarding occurs, a character can use 
  their action to remove a grapple from their ship, preventing its 
  future use and possibly causing some of the enemy to fall between 
  the ships.
  Ship
  Size Category
  Combat Speed
  Brig
  2
  120 feet
  Caravel
  1
  40 feet
  Frigate
  2
  160 feet
  Galleon
  4
  70 feet
  Schooner
  1
  150 feet
  Sloop
  1
  140 feet
  4th-rate
  3
  140 feet
  3rd-rate
  3
  120 feet
  2nd-rate
  4
  100 feet
  1st-rate
  4
  100 feet
  
  SHIP UPGRADES
  During the construction of a new ship, or occassionally at any 
  point after construction, the owner may choose to apply upgrades 
  to it. The following lists contain both structural upgrades to alter 
  the effectiveness or of the ship and themed room upgrades to 
  provide bonuses to the characters and crew.
  As with the base ship, the indicated costs include materials 
  and labour, which may vary depending on where the party chooses 
  to get the upgrades installed. If a character wishes to participate in 
  the construction of an upgrade, the cost reduces by a percentage 
  equal to the character’s ability in a relevant skill, at the DM’s 
  discretion.
  STRUCTURAL UPGRADES
  These upgrades alter the physical structure of the ship in 
  some way. Some are purely cosmetic, though most provide 
  some form of mechanic benefit. Due to the complexity of some 
  upgrades, more expereinced shipwrights are required for 
  certain upgrades.
  ARMOUR PLATING 
  By attaching metal plates to the ship, the hull’s damage 
  threshold is increased by +5. 
  Requirements: Professional shipwright 
  Cost: 30 % of base ship cost 
    
  CONCEALED WEAPON PORT 
  The ship’s weapon ports, if it has any, are altered to be 
  hidden from the outside. A concealed weapon port can only 
  be recognised with a successful DC 15 Wisdom (Perception) 
  check. 
  Requirements: Professional shipwright 
  Cost: 100gp per port 
    
  GLASS BOTTOM 
  Glass windows are placed in the bottom of the hull, allowing 
  those inside to look out into the sea. 
  Requirements: Master shipwright 
  Cost: 5% of base ship cost per 10 square feet of glass 
    
  INCREASED CARGO CAPACITY 
  By rearranging partitions and cleverly placing bulkheads, the 
  ship’s cargo capacity is increased by 10%. 
  Requirements: Amateur shipwright 
  Cost: 15% of base ship cost
  MOON POOL 
  Clever construction within the ship’s hull allows the addition 
  of a moon pool. This open pool at the bottom of the ship 
  allows the characters to fish, swim, or launch submersibles.
  Requirements: Master shipwright
  Cost: 25% of base ship cost
   
     
  RAM 
  A ram, usually sheathed in bronze or iron, is mounted on the 
  ship’s bow. A ship equipped with a ram deals an additional 2d8 
  points of damage when ramming, and reduces the damage 
  taken to 1/2 the damage inflicted. 
  Requirements: Amateur shipwright 
  Cost: 50 gp (Schooner, Sloop), 100 gp (Brig, Caravel), 300 gp 
  (Frigate, 4th-rate), or 1,000 gp (Galleon; 3rd, 2nd, & 1st-rates) 
   
    
  RAPID-DEPLOY SAILS 
  The ship’s rigging is altered to use the most advanced modern 
  technology to allow the sails to be raised and lowered faster 
  than normal. Any sail adjustments can be made in half the 
  normal time, reducing the DC of all Dexterity or Intelligence 
  checks made to pilot the ship. 
  Requirements: Professional shipwright 
  Cost: 10% of base ship cost 
   
    
  SILK SAILS 
  Silk sails can be designed in whatever colour the players 
  desire, and are often embroidered with insignia or coats of 
  arms. Silk sails give the ship superior rates of movement, as a 
  result the speed of a ship with silk sails increases by 25%.
  Requirements: Professional shipwright 
  Cost: 5 x the number of masts % of base ship cost 
   
    
  SMUGGLING COMPARTMENTS 
  The ship’s bulkheads are altered to provide hidden cargo 
  storages areas. This does not change a ship’s cargo capacity. 
  A smuggling compartment can hold anything that fits within a 
  5-foot cubic space. A DC 20 Intelligence (Investigation) check 
  is required to located smuggling compartments in a search of 
  the ship. 
  Requirements: Professional shipwright 
  Cost: 500 gp per 5-foot-square compartment 
    
  A Note on Ship Sizes
  While wherever possible information has been provided regarding 
  the average sizes of different ship types, it is not possible to be 
  fully comprehensive. Naming conventions changed often, and in 
  many cases a ship would change type throughout its life by being 
  rigged in a different manner. In addition, ships would vary greatly 
  in their size within their classification, as they were always custom 
  built for specific purposes.
  In addition to the average lengths noted in the information 
  regarding each ship, it may also be useful to the players and 
  the DM to know the following suggested beams (widths) of the 
  various ships. As noted before, these varied from ship to ship:
  Brigs: 30 ft
  Caravel: 15 ft 
  Frigate: 30 ft
  Galleon: 35-50 ft
  Schooner: 15 ft
  Sloop: 15 ft
  4th-rate: 40 ft
  3rd-rate: 45 ft
  2nd-rate: 50 ft
  1st-rate: 50 ft
  
  ROOM UPGRADES
  These room upgrades provide assorted benefits to those who 
  spend time in them, though the amount of room upgrades a 
  ship can have is limited by its maximum room points. 
  ARMOURY 
  Prerequisite: The ship must be a 4th rate, 3rd rate, 2nd rate, 1st 
  rate, or Galleon in order to install this room 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: When under attack, any hireling that is not a spellcaster 
  or soldier may visit the armoury and there-after count as a guard 
  (Monster Manual, page 347). Hirelings equipped in this way may 
  also be used offensively rather than just in defence. 
   
  CAPTAIN’S QUARTERS 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: As part of this upgrade, the owners of the ship must 
  choose a member of the ship’s crew to become the captain. This 
  room becomes their quarters. The captain gains a +2 to all ability 
  checks made to command the crew. In addition, any hireling 
  actively attempting to protect the life of the captain adds 1d4 to all 
  of their attack rolls to hit.
  N.B. This upgrade may only be purchased once
   
  ENCHANTMENT ROOM 
  Prerequisite: Mage’s Sanctum 
  Room points: 1 
  Cost: 2,500 gp 
  Benefit: A spellcaster hireling or a character with the Spellcasting 
  or Pact Magic features may use this room to make any magic item 
  that is not a potion or artefact. A magic item crafted in this room 
  costs 3/4 the price shown in the Dungeon Master’s Guide.
  FANCY CABIN 
  Room points: 1 per two cabins 
  Cost: 3,000 gp per two cabins 
  Benefit: A character that spends a long rest in this room regains 
  all of its expended Hit Dice, instead of half their total. In addition, 
  these cabins can be rented out to paying passengers to make at 
  least 5 sp per mile traveled.  
  JAIL 
  Prerequisite: The ship must be a Brig, Caravel, Frigate, 4th rate, 
  3rd rate, 2nd rate, 1st rate, or Galleon in order to install this room 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: The ship is outfitted with cells to securely hold a number 
  of humanoids equal to five times the ship’s total room points. The 
  specifics of the cells are up to the DM and the players, though it is 
  recommended that the cells provide an average level of challenge 
  to break out of. These cells are intended to incarcerate non-
  magical creatures only, and do not contain wards of any kind.
   
  LABORATORY  
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: Alchemist’s supplies, a poisoner’s kit, and a herbalism kit 
  are always considered to be present here, and within this room any 
  checks with these tools are made with advantage by individuals 
  who have proficiency with them. In addition, potions crafted in this 
  room cost half their usual creation cost, as stated in the Dungeon 
  Master’s Guide. 
   
  LIBRARY 
  Prerequisite: The ship must be a Brig, Frigate, 4th rate, 3rd rate, 
  2nd rate, 1st rate, or Galleon in order to install this room 
  Room points: 1 
  Cost: 2,500/5,000 gp  
  Benefit: When taking at least an hour to perform an Intelligence 
  or Wisdom check to find specific knowledge within this room, 
  you gain advantage on the roll. At creation, you may choose one 
  from History, Nature, or Religion. In doing so, the focus of the 
  library’s repository of knowledge is the chosen subject, which 
  allows the owner and their allies to take 10 as their roll for any 
  one Intelligence roll made in this room until they complete a long 
  rest. This room may be built multiple times with a different subject 
  chosen each time. A specialised Library costs twice the amount of 
  a non-specialised one.
   
  MAGE’S SANCTUM 
  Room points: 1 
  Cost: 2,500/5,000 gp 
  Benefit: When taking at least an hour to perform an Intelligence 
  (Arcana) check in this room, you gain advantage on the roll. At 
  creation, you may choose to pick one of the schools of magic. 
  In doing so, the focus of the room’s repository of knowledge is 
  the chosen school, which allows the owner and their allies to 
  take 10 as their roll for any one Intelligence (Arcana) roll made 
  in this room until they complete a long rest. This room may be 
  built multiple times with a different school chosen each time. A 
  specialised Sanctum costs twice the amount of a non-specialised 
  one. It is a prerequisite for the enchantment room, planar 
  expansion, summoning circle, and teleportation circle upgrades.
   
  MESS HALL 
  Prerequisite: The ship must be a 4th rate, 3rd rate, 2nd rate, 1st 
  rate, or Galleon in order to install this room 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: This room can comfortably accommodate between one 
  quarter and a half of the crew and passengers on the ship for a sit-
  down meal. If a hireling or player character has at least one meal 
  in this room between long rests, they gain a 1d6 inspiration die (as 
  the bardic inspiration class feature) that can be used at any point 
  until the next long rest on any ability check made that directly 
  affects the vessel in some way.
  OFFICER’S QUARTERS 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: As part of this upgrade, the owners of the ship must 
  choose a member of the ship’s crew to become an officer. This 
  room becomes their quarters. An officer gains a +2 to all ability 
  checks made to command any combat-oriented hirelings on 
  board the ship. In addition, any hireling overseen in combat or 
  commanded by a an officer adds 1d4 to all of their attack rolls to 
  hit.
   
  PASSENGER CABIN 
  Room points: 1 per 4 cabins 
  Cost: 2,000 gp per 4 cabins 
  Benefit: These rooms can be rented out to paying passengers to 
  make at least 2 sp per mile travelled.
  PLANAR EXPANSION 
  Prerequisite: Mage’s Sanctum 
  Room points: 2 
  Cost: 20,000 gp +5,000 gp per 5 cubes 
  Benefit: As part of this upgrade, the owners of the ship must 
  designate a 5-foot square area to function as a doorway to a 
  demiplane. This permanent demiplane of up to 20 cubes, each 
  cube being 10 feet on each side, and appears as decided by the 
  owners upon the implementation of this upgrade. At creation, or 
  at any point once this upgrade is implemented, the demiplane can 
  be expanded in 5 cube increments, to a maximum of 50 cubes. 
  If the owners of the ship also own a stronghold or multiple ships 
  and purchase this upgrade for their stronghold or other ships, they 
  may choose to have each individual vessel or stronghold link to the 
  same demiplane.
  REINFORCED POWDER ROOM 
  Room points: 1 
  Cost: 2,000 gp 
  Benefit: Fitted with three locks and metal plated walls, this room 
  prevents anyone trying to ignite the ship’s powder supply. Any 
  character attempting to enter this room without the required keys 
  must succeed on three DC 16 Dexterity checks using Thieves’ 
  Tools. In addition, if the powder supply is ignited, the explosion is 
  contained within the room and will not cause a fire throughout the 
  ship.
  
  SUMMONING CIRCLE 
  Prerequisite: Mage’s Sanctum 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: Conjuration spells cast in this room last for their full 
  duration and do not require concentration. However, it is still 
  possible to lose control of a summoned creature if it is attacked 
  or treated in a manner the DM considers to be antagonistic. In 
  addition, any creature summoned within this room that attempts 
  to leave it must succeed on a DC 15 Wisdom saving throw, or be 
  granted permission by the creature that summoned them. The 
  DC for the saving throw can be increased at any point after the 
  implementation of this upgrade, at a cost of 2,000 gp per 1 point 
  increase in DC.
   
  TELEPORTATION CIRCLE 
  Prerequisite: Mage’s Sanctum 
  Room points: 2 
  Cost: 5,000 gp  
  Benefit: This room contains a permanent teleportation circle as 
  stated in the teleportation circle spell. This circle can be used 
  to travel to any other permanent teleportation circle providing 
  the user knows the destination circle’s sigil sequence. Using the 
  teleportation circle in this way does not require the use of material 
  components.
   
  TEMPLE 
  Room points: 1 
  Cost: 2,500 gp +500 gp for every extra shrine 
  Benefit: When implementing this upgrade, choose a deity to 
  dedicate it to. Any character aligned to this deity that spends at 
  least 1 hour praying in this room may choose to be under the effect 
  of the bless spell for 1 minute at any point during the next hour. 
  At any point after the implementation of this upgrade the number 
  of shrines can be increased, at a cost of 500 gp per shrine. Each 
  shrine can be dedicated to a different deity.
   
  TRAINING DECK 
  Room points: 1 
  Cost: 2,500 gp  
  Benefit: Those that spar or train here keep their reflexes and skills 
  sharp. After spending at least 1 hour training in this room, choose 
  one of the following benefits which last until you complete a long 
  rest: 
  • You focus on honing your reflexes against surprise attacks. You 
  have advantage on the first initiative roll you make as a result of 
  someone other than you instigating combat. 
  • You practice scoring hits on your opponent with ease. You have 
  advantage on the first attack roll you make using the weapon you 
  trained with. 
  • You practice finding key weak points in an opponent’s armour. 
  Your first successful attack deals an extra 3 (1d6) damage to the 
  target. This damage is of the same type as that usually dealt by 
  your weapon. 
   
  WAR ROOM 
  Room points: 1 
  Cost: 2,500 gp 
  Benefit: Characters friendly to the captain of this ship may 
  have their journeys planned in this room. When going ashore, 
  characters that have spent at least 1 hour preparing in this room 
  have advantage on the first ability check they make. In addition, 
  characters defending a ship with a war room may add 1d4 to all of 
  their attack rolls to hit when engaging in ship-side combat.
  
  SHIP WEAPONRY 
   
  The following section provides stats for possible cannons for 
  players to equip their ships. Some cannons can only be equipped 
  on the largest, most expensive ships, and these cannons are 
  themselves the more expensive options. Alternatively, players may 
  choose to outfit their ship with conventional siege weaponry such 
  as ballistae or catapults, in which case the DM should use the 
  information provided in the Dungeon Master’s Guide. 
  SWIVEL GUNS 
  Armour Class: 19 
  Hit Points: 60 
  Damage Immunities: poison, psychic 
  Swivel guns are small cannons that can be relocated wherever 
  they are most needed on deck. Usually mounted atop a wooden 
  pillar, they can be crewed by only one man, and fire almost 
  exclusively small caliber round shot or grapeshot. 
  Round Shot: Ranged Weapon Attack: + dexterity modifier + 
  proficiency bonus to hit, range 250/500 ft., one target. Hit: 16 
  (3d10) bludgeoning damage 
  Grapeshot: Ranged Weapon Attack: Each creature in a 30-foot 
  cone must make a DC 15 Dexterity saving throw. Creatures further 
  than 15-feet away have advantage on the saving throw. A creature 
  takes 11 (2d10) bludgeoning damage on a failed save, or half as 
  much damage on a successful one.
  Cost: 150 gp 
   
  LONG GUNS 
   
  Long guns are the most commons guns used to arm sailing ships. 
  They require crews of between 4 and 10 to operate depending on 
  their size, and are much more effective at close range: they deal 
  half damage against targets beyond their first range increment.
  LONG 9 (BOW OR STERN CHASER) 
  Armour Class: 19 
  Hit Points: 60 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 2,000/6,000 
  ft., one target. Hit: 16 (3d10) bludgeoning damage 
  Cost: 400 gp 
   
  12-POUNDER LONG GUN 
  Armour Class: 19 
  Hit Points: 70 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/6,000 
  ft., one target. Hit: 22 (4d10) bludgeoning damage 
  Cost: 400 gp 
   
  18-POUNDER LONG GUN 
  Prerequisite: The ship must be a Frigate, 4th rate, 3rd rate, 2nd 
  rate, 1st rate or Galleon in order to carry these cannons 
  Armour Class: 19 
  Hit Points: 70 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/6,000 
  ft., one target. Hit: 33 (6d10) bludgeoning damage 
  Cost: 600 gp
   
   
  24-POUNDER LONG GUN 
  Prerequisites: The ship must be a 4th rate, 3rd rate, 2nd rate, 1st 
  rate or Galleon in order to carry these cannons 
  Armour Class: 19 
  Hit Points: 75 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 2,000/6,000 
  ft., one target. Hit: 44 (8d10) bludgeoning damage 
  Cost: 800 gp 
   
  32-POUNDER LONG GUN 
  Prerequisites: The ship must be a 1st rate or Galleon in order to 
  carry these cannons 
  Armour Class: 19 
  Hit Points: 80 
  Damage Immunities: poison, psychic  
  Round Shot: Ranged Weapon Attack: +6 to hit, range 
  2,000/10,000 ft., one target. Hit: 55 (10d10) bludgeoning damage 
  Cost: 1,000 gp
   
  36-POUNDER LONG GUN  
  Prerequisite: The ship must be a 1st rate or Galleon in order to 
  carry these cannons 
  Armour Class: 19 
  Hit Points: 80 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 
  2,000/12,000 ft., one target. Hit: 66 (12d10) bludgeoning damage 
  Cost: 1,200 gp 
   
  CARRONADES 
   
  Carronades are much shorter than their equivalently sized long 
  gun counterpart, but are just as effective. However, their range is 
  roughly 2/3 that of a long gun of similar size.
   
  12-POUNDER CARRONADE 
  Armour Class: 19 
  Hit Points: 70 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 500/3,000 
  ft., one target. Hit: 22 (4d10) bludgeoning damage 
  Cost: 400 gp 
   
  18-POUNDER CARRONADE 
  Armour Class: 19 
  Hit Points: 70 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 500/3,000 
  ft., one target. Hit: 33 (6d10) bludgeoning damage 
  Cost: 500 gp
   
  
  24-POUNDER CARRONADE 
  Armour Class: 19 
  Hit Points: 75 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 1,00/3,000 
  ft., one target. Hit: 44 (8d10) bludgeoning damage 
  Cost: 600 gp 
   
  32-POUNDER CARRONADE 
  Armour Class: 19 
  Hit Points: 80 
  Damage Immunities: poison, psychic  
  Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/5,000 
  ft., one target. Hit: 55 (10d10) bludgeoning damage 
  Cost: 700 gp 
   
  36-POUNDER CARRONADE 
  Armour Class: 19 
  Hit Points: 80 
  Damage Immunities: poison, psychic 
  Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/6,000 
  ft., one target. Hit: 66 (12d10) bludgeoning damage 
  Cost: 800 gp
   
   
  SHOT 
  In addition to ordinary round shot, cannons can fire a variety of 
  alternative shot types for different situations.
   
  Canister Shot: Canister shot consists of a can filled with musket 
  balls that explodes when fired from a cannon. Unlike grape shot, 
  the balls can not penetrate cover. When used in place of round 
  shot, use the following stats: 
  Ranged Weapon Attack: Each creature in a 30-foot cone must 
  make a DC 15 Dexterity saving throw. Creatures further than 
  15-feet away have advantage on the saving throw. A creature takes 
  bludgeoning damage equal to half that dealt by the equivalent 
  round shot on a failed save, or half as much damage on a 
  successful one.
   
  Chain Shot: Chain shot is two iron balls linked together with a 
  chain. As the balls would whirl like bolas when fired, chain shot is 
  particularly effective against sails and rigging. When used in place 
  of round shot to attack a ship’s sails or rigging, the attack has a -2 
  to hit due to the difficult involved in firing accurately at a specific 
  ship part. However, a successful attack deals double damage to the 
  ship’s sails or rigging.
   
  Grape Shot: Grape shot functions like canister shot, only it 
  consists of larger balls in canvas sacks. Due to the larger size of 
  the ammunition, it retains some penetrative abilities and ignores 
  half cover. When used in place of round shot, use the following 
  stats: 
  Ranged Weapon Attack: Each creature in a 30-foot cone must 
  make a DC 15 Dexterity saving throw. Creatures further than 
  15-feet away have advantage on the saving throw. A creature takes 
  bludgeoning damage equal to half that dealt by the equivalent 
  round shot on a failed save, or half as much damage on a 
  successful one. 
  
  SHIP RELATED SPELLS  
   
  The following section provides new spells themed around nautical 
  uses, as well as a list of official spells that could be useful while 
  sailing and engaging in naval combat. New spells presented here 
  can be learned and cast by any class.
  EXISTING SPELLS
  • 
  Animate objects
  • 
  Call lightning
  • 
  Conjure volley
  • 
  Control water
  • 
  Control weather
  • 
  Control winds (Xanathar’s Guide to Everything)
  • 
  Create food and water
  • 
  Create or destroy water
  • 
  Dimension door
  • 
  Disintegrate
  • 
  Fabricate
  • 
  Fire bolt
  • 
  Fire storm
  • 
  Fireball
  • 
  Flaming sphere
  • 
  Fly
  • 
  Gust (Xanathar’s Guide to Everything)
  • 
  Gust of wind
  • 
  Hallucinatory terrain
  • 
  Heat metal
  • 
  Ice storm
  • 
  Immolation (Xanathar’s Guide to Everything)
  • 
  Incendiary cloud
  • 
  Jump
  • 
  Maelstrom (Xanathar’s Guide to Everything)
  • 
  Mending
  • 
  Meteor swarm
  • 
  Produce flame
  • 
  Purify food and drink
  • 
  Scorching ray
  • 
  Storm of vengeance
  • 
  Storm sphere (Xanathar’s Guide to Everything)
  • 
  Thunder step (Xanathar’s Guide to Everything)
  • 
  Tidal wave (Xanathar’s Guide to Everything)
  • 
  Tsunami
  • 
  Wall of fire
  • 
  Wall of force
  • 
  Wall of water (Xanathar’s Guide to Everything)
  • 
  Water breathing
  • 
  Water walk
  • 
  Watery sphere
  • 
  Whirlwind
  • 
  Wind wall
  NEW SPELLS
  IMPROVED MENDING
  4th-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (two lodestones)
  Duration: Instantaneous
  This spell repairs a break or tear in an object you touch, such as a 
  broken table or torn sail. As long as the break or tear is no larger 
  than 5 feet in any dimension, you mend it, leaving no trace of the 
  former damage.
  This spell can physically repair a magic item or construct, but the 
  spell can’t restore magic to such an object.
  LESSER SHIP WARD 
  Abjuration cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  An invisible barrier of magical force appears around the ship you 
  are currently on. For the duration the ship gains a +1 bonus to its 
  AC. This bonus ends if you cast ship shield. 
  The bonus to AC increases by 1 when you reach 5th level (+2), 
  11th level (+3), and 17th level (+4).
  SHIP SHIELD 
  1st-level abjuration 
  Casting Time: 1 reaction, which you take when the ship you are 
  on is hit by an attack. 
  Range: Touch 
  Components: V,S 
  Duration: Instantaneous 
   
  An invisible barrier of magical force appears around the ship you 
  are currently on. Until the start of your next turn, the ship has a +5 
  bonus to AC, including against the triggering attack.
  SKELETON CREW
  5th-level conjuration (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a calf bone and a piece of string)
  Duration: 24 hours
  This spell creates a magical crew for a sailing ship or similar 
  vessel. The crew created in this way is the bare minimum required 
  to effectively crew the vessel. Upon casting the spell, choose 
  whether the crew are incorporeal as the unseen servant spell, or 
  corporeal, in which case they appear as translucent humanoids. 
  Each crew member has 10 AC, 1 hit point, a Strength of 12, and is 
  considered proficient in rolls pertinent to sailing.
  Once on each of your turns as a bonus action you can command 
  the crew to fulfil a task related to their primary function. When you 
  cast this spell, you can designate up to four other creatures who 
  can also command the crew.
  You can create a permanent skeleton crew by casting this spell on 
  the same ship every day for one year.  
   
  STEADFAST SHIP WARD 
  5th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  An invisible barrier of magical force appears around the ship you 
  are currently on. For the duration the ship gains a +4 bonus to its 
  AC. This bonus ends if you cast ship shield. 
  The bonus to AC increases by 1 when you reach 5th level (+2), 
  11th level (+3), and 17th level (+4). 
   
  SUPERIOR SHIP WARD 
  8th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  An invisible barrier of magical force appears around the ship you 
  are currently on. For the duration the ship gains a +10 bonus to 
  AC, and resistance to damage from spells. This bonus ends if you 
  cast ship shield. 
   
  Credits
  Assorted assets and design style by /u/the_singular_anyone
  Ship upgrades inspired by Pathfinder Skull & Shackles
  Room upgrades inspired by Walrock Homebrew’s excellent 
  Fortresses, Temples & Strongholds v 0.4 supplement
  Artwork from public domain:
  Ship At Sea, Public Domain Pictures
  Boats Off the Coast, Storm Approaching, John Sell Cotman
  The Lady Penrhyn convict transport ship, Unknown
  A Ship on the High Seas Caught by a Squall, Known as ‘The Gust’, 
  Willem van de Velde the Younger
  A Bermudan Sloop-of-War, or Ballyhou Schooner , John Lynn
  The East Indiamen ‘Lowther Castle‘, off Table Bay, Cape Town, 
  William John Huggins
  THERUS
  V1.1
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Expanded Sailing v1.1.pdf