Warship

Gargantuan Vehicle (100ft by 20ft)
Warships are slower but more heavily armed vessels capable of taking on more cargo.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 4 (-3) | 20 (+5) | 0 | 0 | 0 |
Creature Capacity 80 crew, 40 passengers
Cargo Capacity 150 tons
Travel Pace 4mi per hour (96mi per day)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions
On its turn, the ship can take 3 actions, choosing from the options below.
- It can take only
2actions if it has fewer than20crew - It can take only
1action if it has fewer than10crew - It can't take these actions if it has fewer than
3crew.
Fire Ballistas
The ship can fire its ballistas (DMG, ch. 8).
Fire Mangonels
The ship can fire its mangonels (DMG, ch. 8).
Move
The ship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.
Hull
Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Oars
Armor Class 12
Hit Points 100; -5ft. speed per 25 damage taken
Speed (water) 20ft. requires at least 20 crew
Movement: Sails
Armor Class 12
Hit Points 100; -10ft. speed per 25 damage taken
Speed (water) 35ft; 15ft while sailing into the wind; 50ft. while sailing with the wind
Weapon: Ballista (2)
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack:
- Hit: +6 to hit,
- Range: 120/480 ft., one target.
- Damage: 16 (3d10) piercing damage.
Weapon: Mangonel (2)
Armor Class 15
Hit Points 100 each
Ranged Weapon Attack:
- Hit: +5 to hit,
- Range: 200/800 ft., one target, can't hit targets within 60ft. of it.
- Damage: 27 (5d10) bludgeoning damage.
Weapon: Naval Ram
Armor Class 20
Hit Points 100 (damage threshold 10)
The warship has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship.
These benefits don't apply if another vessel crashes into the warship.
Traits
Example Crew
A warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics
- 1 captain (bandit captain)
- 4 other officers: a first mate, a bosun, a quartermaster, and a cook (nobles)
- 25 sailors (commoners)
A warship typically includes the following additional crew to augment its fighting ability:
- 40 soldiers (guards)
- 8 siege engineers (guards)
- 1 priest (the ship's surgeon)
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
This ship has two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.
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
Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
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
A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Figurehead
Warships have an iron figurehead at the front of their 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.
7. Quarterdeck
The quarterdeck has the following features:
Ballista.
On a warship, a ballista (DMG, ch. 8) is attached to the deck. 10 ballista arrows are stacked and secured nearby.
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.
8. Oar Deck
22 benches are built into the deck of the lower deck, each with a 20ft-long oar. When the ship is rowed, crew members sit on these benches to work the oars. 10 spare oars hang on the walls of the ship.
9. Privy
Benches line the walls of this room. 4 holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin 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.
12. Hold
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
13. Armory
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
- name Warship
- type vehicle
- category watercraft
- kind warship
- ac 15
- hp 500 (damage threshold 20)
- size gargantuan
- alignment unaligned
- abilities
- name STR
- value 20
- name DEX
- value 4
- name CON
- value 20
- name INT
- value 0
- name WIS
- value 0
- name CHA
- value 0
- speed 35ft (sails), 20ft (oars)