Rowboat
Avg. Length: 10-15 ft
Normal Cost: 50 gp
Low Cost: 40 gp
High Cost: 100 gp
Speed: 1.5 mph
Main Use: Transport
Crew: 1; Passengers: 3; Cargo: --; AC:11; HP: 50; Damage Threshhold: -- The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships. Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. A rowboat is a small open boat propelled by oars alone. It is probably the most common type of boat found around waterfronts and at most fishing camps and docks on inland waters. Rowboats are often used by larger ships to transport crew, passengers and cargo to shore, when the water is too shallow for the large vessel to navigate. They are also popular vessels among poor fisherman.
Normal Cost: 50 gp
Low Cost: 40 gp
High Cost: 100 gp
Speed: 1.5 mph
Main Use: Transport
Crew: 1; Passengers: 3; Cargo: --; AC:11; HP: 50; Damage Threshhold: -- The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships. Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. A rowboat is a small open boat propelled by oars alone. It is probably the most common type of boat found around waterfronts and at most fishing camps and docks on inland waters. Rowboats are often used by larger ships to transport crew, passengers and cargo to shore, when the water is too shallow for the large vessel to navigate. They are also popular vessels among poor fisherman.
Large vehicle (10 ft. by 5 ft.)
Creature Capacity 2 crew, 2 passengers
Cargo Capacity 0.25 tons
Travel Pace 3 miles per hour (72 miles per day)
(Speed 30 ft.)
Damage Immunities poison, psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
Actions On its turn, the rowboat can take the move action below. It can't take this action if it has no crew. Move. The rowboat can move using its oars.
Hull Armor Class 11 Hit Points 50
Control and Movement: Oars Armor Class 12 Hit Points 25 Speed (water). 15 ft. Move up to its speed, with one 90-degree turn. Without oars, the rowboat's speed is 0. Source: GoS, page 190
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 11 (+0) | 0 (-5) | 0 (-5) | 0 (-5) |
Actions On its turn, the rowboat can take the move action below. It can't take this action if it has no crew. Move. The rowboat can move using its oars.
Hull Armor Class 11 Hit Points 50
Control and Movement: Oars Armor Class 12 Hit Points 25 Speed (water). 15 ft. Move up to its speed, with one 90-degree turn. Without oars, the rowboat's speed is 0. Source: GoS, page 190
Vehicle (water)
50 gp, 100 lb. Speed: 1½ mph
Carrying Capacity: 3 passengers
Crew 1, AC 11, HP 50
Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. 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. Source: DMG, page 119. Available in the SRD and the Basic Rules.
50 gp, 100 lb. Speed: 1½ mph
Carrying Capacity: 3 passengers
Crew 1, AC 11, HP 50
Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. 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. Source: DMG, page 119. Available in the SRD and the Basic Rules.
Propulsion
Oars
Weapons & Armament
none
Armor and defense
AC 11, HP 50
None
None
Class
Price
50 gp
Rarity
Very Common
Width
5'
Length
10'
Height
2'
Weight
100 lb.
Speed
1.5 mph
Complement / Crew
1
Cargo & Passenger Capacity
3