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Sailing Ship

Sailing Ship

Gargantuan Vehicle (100ft by 20ft)

Sailing ships are fast-moving designs focused on travel.

STRDEXCONINTWISCHA
20 (+5)7 (-2)17 (+3)000

Creature Capacity 30 crew, 20 passengers
Cargo Capacity 100 tons
Travel Pace 5mi per hour (120mi per day)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Sailing ship

Actions

On its turn, the ship can take 3 actions, choosing from the options below.

Fire Ballistas

The ship can fire its ballistas (DMG, ch. 8).

Fire Mangonel

The ship can fire its mangonel (DMG, ch. 8).

Move

The ship can use its helm to move with its sails.

Hull

Armor Class 15
Hit Points 300 (damage threshold 15)

Control: Helm

Armor Class 18
Hit Points 50

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

Movement: Sails

Armor Class 12
Hit Points 100; -5ft. speed per 25 damage taken
Speed (water) 45ft; 15ft while sailing into the wind; 60ft. while sailing with the wind

Weapon: Ballista

Armor Class 15
Hit Points 50

Ranged Weapon Attack:

Weapon: Mangonel

Armor Class 15
Hit Points 100

Ranged Weapon Attack:

Traits

Example Crew

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

The ship typically includes the following additional crew to augment its fighting ability:

Ceilings

The ceilings in the lower deck, holds, and cabins are 8ft high with 6ft-high doorways.

Doors

The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.

Footlockers

Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.

Light

Hanging lanterns cast bright light throughout the ship.

Rigging

Rigging on the ship can be climbed without an ability check.

Sails

The ship has three 80ft-tall masts with sails to catch the wind and oars on the lower deck for rowing.

Main Deck

The main deck of the ship has the following features:

Mangonel (1)

Hatch

A covered, 10ft-square opening leads to the lower deck (area W8).

Railing

The main deck has a 3ft-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Rowboats (4)

4 rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.

Officers' Quarters

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

Captain's Quarters

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

Siege Weapon Ammunition

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

Supplies

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

Forecastle

The forecastle has the following features:

Ballista

Figurehead

This ship has an iron figurehead at the front of its forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.

Railing

The forecastle has a 3ft-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Quarterdeck

The quarterdeck has the following features:

Ballista

Railing

The quarterdeck has a 3ft-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Wheel

The ship's wheel stands at the aft of the quarterdeck.

Oar Deck

Privy

Benches line the walls of this room. 4 holes carved in them house chamber pots.

Medical Cabin

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

Guest Cabin and Brig

This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.

Hold

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

Armory

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

  • name Sailing Ship
  • type vehicle
  • category watercraft
  • kind sailing-ship
  • ac 15
  • hp 300 (damage threshold 15)
  • size gargantuan
  • alignment unaligned
  • abilities
      • name STR
      • value 20
      • name DEX
      • value 7
      • name CON
      • value 17
      • name INT
      • value 0
      • name WIS
      • value 0
      • name CHA
      • value 0
  • speed 45ft (sails)