Galley

Galley (150 ft) 30,000 gp 24,000 gp 60,000 gp 4 mph war The galley is characterized by its long, slender hull, shallow draft, and low freeboard (clearance between sea and railing). The ship is propelled mainly by rowing, but also has sails that can be used in favorable winds, but human effort was always the primary method of propulsion.
  As warships, galleys carried various types of weapons throughout their long existence, including rams, catapults, and cannons, but also relied on their large crews to overpower enemy vessels in boarding actions.
  Historically, galleys were the warships used by the early Mediterranean naval powers, including the Greeks, Illyrians, Phoenicians, and Romans. They remained the dominant types of vessels used for war and piracy in the Mediterranean Sea until the last decades of the 16th century. View Image [Crew: 80; Passengers: --; Cargo: 150 tons; AC:15; HP: 500; Damage Threshhold: 20]
 
 
  Galley DMG p119 Vehicle (water) 30,000 gp Speed: 4 mph Carrying Capacity: 150 tons cargo Crew 80, AC 15, HP 500, Damage Threshold 20 Crew. A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
  Passengers. This indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
  A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
  Cargo. The maximum tonnage the ship can carry. Damage Threshold. If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. See also: Galley. Source: DMG, page 119. Available in the SRD and the Basic Rules.
 
 
 
 
 
  Galley GoS p187 Gargantuan vehicle (130 ft. by 20 ft.) Creature Capacity 80 crew, 40 passengers Cargo Capacity 150 tons Travel Pace 4 miles per hour (96 miles per day) [Speed 40 ft.] STR DEX CON INT WIS CHA 24 (+7) 4 (-3) 20 (+5) 0 (-5) 0 (-5) 0 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Actions On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.
  Fire Ballistas. The galley can fire its ballistas (DMG, ch. 8).
  Fire Mangonels. The galley can fire its mangonels (DMG, ch. 8).
  Move. The galley 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 16 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.
  Movement: Oars Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water). 30 ft. (requires at least 40 crew)
  Movement: Sails Armor Class 12 Hit Points 100; -10 ft. speed per 25 damage taken Speed (water). 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
  Weapons: Ballistas (4) Armor Class 15 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
  Weapons: Mangonels (2) Armor Class 15 Hit Points 100 each Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
  Weapons: Naval Ram Armor Class 20 Hit Points 100 (damage threshold 10) The galley 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 galley.
  Source: GoS, page 187
 
 
  Galley GoS p187 Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.
  A galley has the following features:
  Ceilings. The ceiling of the galley's lower deck is 8 feet high.
  Light. Hanging lanterns cast bright light throughout the ship.
  Rigging. Rigging on the ship can be climbed without an ability check.
  Sails and Oars. The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.
  Example Galley Crew A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
  One captain (bandit captain) Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scouts) Forty-two sailors (commoners) Twelve siege engineers (guards) Twenty guards Main Deck The main deck of the galley has the following features:
  Ballistas. Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.
  Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.
  Naval Ram. The galley's stern features an iron naval ram used for attacking other ships.
  Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.
  Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.
  Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.
  Wheel. The ship's wheel stands at the aft of the deck.
  Lower Deck The cramped lower deck of the galley ship reeks of body odor and has the following features:
  Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.
  Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.