Ship Upgrades

Ships can be upgraded a variety of ways...   The Gnomes ... Have plans for a variety of upgrades   Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities.   Adding an upgrade costs 15,000 gp (Plus the cost of the Upgrade) and requires 1d4 weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay the gold piece cost a second time.  
 

Armor Upgrades

  These can be applied to either the hull or the propulsion and act separately.  
Reinforcing Boards
  Increase AC by 1.   Cost: 2000 gp.    
Metal Reinforcement
  Increases AC by 2 and incendiary attacks have disadvantage.   Cost: 5000 gp.    
Metal Plating
  Increase AC by 4, incendiary attacks have disadvantage and the ship's speed is reduced by 20 ft.   Cost: 7500 gp.  
 

Figurehead Upgrades

  While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade.  
Guardian Figurehead
  This figurehead depicts an armored knight. As an action, the ship can activate this item, causing it to animate as an iron golem. The golem acts on the ship's turn when the captain uses one of the ship's actions. The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can't use it again for 24 hours.   Cost: 15,000 gp.    
Dragon Figurehead
  This figurehead depicts a dragon rearing to strike, its mouth open. As an action, the ship can activate this item to create a 60-foot cone of element based on color that originates from the figurehead. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Once a ship uses this action, it can't use it again for 1 minute.   Cost: 15,000 gp  
Dragon Damage Type Dragon Damage Type
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold
   
Storm Giant Figurehead
  This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone that originates from the figurehead. Each creature in the cone must make DC 12 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can't use it again for 1 minute.   Cost: 15,000 gp  
 

Hull Upgrades

  Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship's other components.    
Churning Hull
  A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade. By draping the chains over a ship's hull, the storm's fury thrashes into the water around it. The water within 210 feet of the ship is difficult terrain for everything other than this ship.   Cost: 15,000 gp    
Death Vessel
  Crafted with materials harvested from the Shadowfell, this upgrade grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can't be used again until 1d4 hours have passed.   Cost: 15,000 gp    
Frost-Locked Hull
  This upgrade replaces a ship's hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are immune to cold damage but vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water.   Cost: 15,000 gp    
Living Vessel
  This vessel's hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.   Cost: 15,000 gp   The Audacity has a version of this already and so cannot benefit, nor take a hull effect that replaces the hull unless they want to not have the living tree which would affect other benefits.    
Reinforced Hull
  A master shipwright can use superior materials and clever design to make a ship's hull more resilient. Such reinforcement doubles the hull's hit point maximum.   Cost: 15,000 gp    
Vigilant Watch
  A row of crystal orbs, each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. Invisible creatures are visible while on the ship or within 120 feet of it.   Cost: 15,000 gp  
 

Miscellaneous Upgrades

  The following upgrades don't apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once.    
Bones of Endless Toil
  The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as a zombie obedient to the ship's captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship's creature capacity can be animated in this manner at any given time.   Cost: 15,000 gp    
Smuggler's Banner
  This flag is meant to be flown from a ship's mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests. The banner's true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can't teleport in this way again for 2d6 days.   Cost: 15,000 gp    
Taskmaster's Drums
  This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to produce a thundering rhythm. For the next minute, the ship gains one additional action, as long as it has at least one action. Once this item is used, it can't be activated again for 2d10 hours.   Cost: 15,000 gp  
 

Movement Upgrades

  Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade.    
Clockwork Oars
  Using a combination of magic and clockwork, the oars on this ship require only one crew member to use them, pushing the button or lever that activates them.   Cost: 15,000 gp    
Ever-Full Sails
  These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind.   Cost: 15,000 gp    
Defiant Sails
  These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled, ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship.   Cost: 15,000 gp    
Dragon Sails
    Dragon scales woven into these sails make them more resistant to damage. The sails gain a +3 bonus to AC, and they have resistance to a damage type based on the type of scales used to craft them, as shown on the Dragon Sails table.   Cost: 15,000 gp  
Dragon Damage Type Dragon Damage Type
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold
   
Screaming Sails
  Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, the ship's captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes 4d6 psychic damage and is then frightened for 1 minute. Once this ability has been used, it can't be used again until 2d6 hours have passed.   Cost: 15,000 gp    
Scything Oars
    Sharpened, magically reinforced oars make a vessel dangerous to approach. When the ship takes an action that moves it with these oars, any creature or object in the water within 10 feet of it at any point of the move must make a DC 10 Dexterity saving throw, taking 2d6 slashing damage on a failed save or half as much damage on a successful one.   Cost: 15,000 gp  
 

Other Upgrades

   
Improved Rudder
  You have advantage on Wisdom (Sea Vehicles) checks made to turn more than 90 degrees   Cost: 1000 gp    
Improved Propulsion
  The ship's speed increases by 20 ft. in water only.   Cost: 4000 gp    
Arcane Propulsion
  Your ship's speed is no longer halved by being below the required crew count but above half the required crew count   Cost: 5000 gp  
 

Shot Ammo

   
Grape Shot
  Can only be used to attack the hull; On hit, deal no damage but incapacitate a crew member plus one additional crew member for every 3 above the attack roll is above the hull AC.   Cost: 50 gp per round of shot    
Incendiary Shot
  On hit, does no damage to ship but decrements the durability die every turn until extinguished   Cost: 30 gp per round of shot    
Weapon Upgrades
  The following upgrades can apply to any weapon mounted aboard a ship. A component can gain the benefits of one upgrade, or two upgrades if one of the upgrades is Arcane Artillery.    
Concussive Round Bonus
  Enhanced by abjuration magic, this weapon's attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle's hull, that vehicle's speed decreases by 2d10 feet until the start of the attacker's next turn.   Cost: 15,000 gp    
Explosive Round Bonus
  Drawing on powerful evocation magic, this weapon's attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits, it deals an extra 2d6 fire damage.   Cost: 15,000 gp    
Grasping Round Bonus
  This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can't move away from the attacker. As an action, the attacking ship can end this effect, and the target can end it by taking an action and succeeding on a DC 14 Strength check.   Cost: 15,000 gp    
Flamethrower
  Firepower: +3, Range: Short   On hit, does no damage to ship but decrement the durability die every turn until extinguished   Cost: 6000 gp    
Ram
  Firepower: +3, Range: Short   On hit, you may take the board action with advantage next turn   Cost: 500 gp    
Arcane Artillery
  Using methods similar to those used to produce magic weapons, a skilled spellcaster imbues a ship's weapon with destructive energy. This weapon gains a +2 bonus to its attack and damage rolls, and its attacks count as magical.   Cost: 15,000 gp    
Name Firepower Range Additional Effects Cost
Ballista +2 Short x 200 gp
Long range ballista +2 Medium x 300 gp
Improved Ballista +3 Short Critical hits are scored on a 19-20 350 gp
   

Cannons

  Once fired, cannons require one turn to reload. This can be done as part of the attack action    
Name Firepower Range Additional Effects Cost
Cannon +4 Med x 400 gp
Long Range Cannon +3 Long x 600 gp
Large Calibre Cannon +6 Short x 600 gp
Arcane Cannon +5 Med Does not need to be reloaded 1000 gp
Charged Arcane Cannon +6 Short Decrements the durability die by 2; if the attack roll is below 15, decrement the durability die of your own hull by 1 1200 gp
   
  Additionally, the brothers can do the following:
 
Extra Dimensional Space Rooms
Larger bedrooms. The bedrooms can be made to be extradimensional spaces. This means larger on the inside than outside, and can even mean making multiple rooms inside of the "space"   it will cost 2500 gp to make a room into an extradimensional space, which will add around 5 ft to the length and 5 ft to the width as well as making the room a rectangle space. For every 5' added to a side it costs an additional 1500 gp. This can be upgraded at any time by the brothers if taken to them and given 1 hour (and 1500 gp) per 5' added.   This can be done to any room, except the Outer Realms room (currently set to Feywild on the bottom deck).  

Note on Extra-Dimensional Space Room

  This room does allow bags of holding and such, but they cannot be opened in here, that will cause the detrimental effect.   Additionally, one can segment the space into additional rooms based on how the cost works to expand the space. If you want to then hire someone to segment the space into specialty rooms there is a cost and you can use the resources at D&D One Bastions or Thieves Guild Stronghold to calculate the costs of construction or effects -- if any issues may arise, we can figure out and I am willing to allow the cheaper cost right now, as these are different resources and I don't currently have a comprehensive list.
 
Extra Dimensional Space Crates & Barrels
To aid in shipping cargo (and for hiding cargo) there are some solutions.   Crate of Holding: These are permanent additions to the ship. 10' x10' crate which can hold 100' x 100' x 100' of materials, follows more or less the same rules for a Bag of Holding in regards to extradimensional space. It adds a permant 100 lbs. of weight to the ship, but can carry much more, 2 ton in each as long as it fits. Their ship does have a large floor panel that opens on the upper levels to assist in putting larger cargo in the cargo hold, so there are ways of getting objects down there with a crane or levitate spell, it is just under 15' x 15', which is fine since the opening to the crate is 10' x 10'.   These crates cost 8,000 gp each. They also can have an illusion spell cast can create an illusion of whatever cargo you want, just say the line "this crate is full of ..." and it will look as if it is full of that item until it is closed which dispells the spell. Can be useful for transporting hidden cargo. add 1000 gp. If you add 1000 gp more you can also have the crate full of some objects occupying up to 10' x 10' x 10' of the space and when the magic illusion spell is cast it will actually shift to that space until the programmed magic word is said to revert back to the rest of the extradimensional space. Helpful if you don't think an illusion spell will cut it.   Barrels of Holding: They always weight 25 lbs, regardless of contents. The keg can hold up to 1000 gallons of liquid. For each different liquid poured the top of the keg a new faucet appears. Liquids in the keg of holding spoil twice as slow as they would in a regular barrel; liquids also retain the temperature in which they were when poured into the keg until they spoil. If the plug at the top of the keg is opened and turned upside down all liquids will mix and pour out. The keg of holding is and extradimensional space and follows all rules that would affect it. (dimensions: 25" diameter top/bottom, 28" diameter middle, 35" height, which normally holds 83 gallons)   These cost 3000 gp each.  
Teleportation Circle Upgrade
  For 65,000 gp you can turn the teleportation circle into one that allows for teleportation out.
1x a day you can cast the Teleport spell from it with the utterance of a magic word.  
Spell Guard
A spell guard is a unique magic item, which allows any wizard attuned to it to cast Counterspell using one of the spell guard's charges. The spells increase in range to 500ft as long as the wizard is standing atop of the sigil. The spell guard has only 1 charge, which recharges when you roll a 6 on a d6 at the beginning of its user's turn. The sigil is permanently attached to the ship and will not function if removed. Components are limited, so each ship is also limited to only two spell guards until supplies increase.  
Kitchen Garbage Disposal
Have a Sphere of Annihilation installed permantantly in a drawer. Can be helpful to get rid of things.. permanently. Cost: 10,000 gp  
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.   The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage.   The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.   If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.   If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table.   d100 Result 01-50 The sphere is destroyed. 51-85 The sphere moves through the portal or into the extradimensional space. 86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.  
— Sphere of Annihilation
 
Bigby's Helpful Hand
A switch on the deck activates a large spectral hand, it is an object with AC 15, HP 25. If it drops to 0 HP, the spell ends. It has a STR of 20 (+5) and a DEX of 10 (+0), an can lift up to 500 lbs. The hand doesn't fill it's space. If the Spell Ends by hitting 0 hp, it can't be used again until 24 hours later.   A person standing at the controls may, as a bonus action, move the claw to any point within 120 feet. As an action, the claw can be made to grapple a Huge or smaller creature within 5 feet of it. The hand has a +5 grapple modifier. If the target is Medium or smaller, you have advantage on the check. While the hand is Grappling the target, its weight does not count against the capacity of the ship. If used while the ship is in motion, the player must roll a d10 at the end of each minute of use, on the roll of a 1, the claw drops the item.   Great for getting cargo taken care of. 2500 gp  
Unseen Servant Crew
Who needs a crew? Or do you need more crew and want to save on costs? Then 2500 gp and you will instantly be able to call up 5 Unseen Servants. Can install more than one. Can help in many ways on the ship... can't leave the ship though.   2500 gp for every 5.  
Instant Fog
Dead Man's Crows Nest - creates a fog around the ship, obscuring vision. Maybe give it a time limit or increase its radius to hide both their and enemy ships.   cost: 7000 gp  
Poseidon's Wheel
Replaces the ships wheel. Advantage on sailing through rough waters.   cost: 2500 gp  
Astrolabe of Augury
Wondrous item, rare (requires attunement) All astrolabes gaze upon the heavens to glean wisdom. This magical astrolabe offers counsel as well as navigational guidance. You gain advantage on all navigator’s tools checks using the astrolabe of augury. While traveling over water, you can use the astrolabe to cast augury. It can be used once, and can’t be used again until the next dawn.   cost: 5,000 gp  
Ghost-Lantern Bowsprit
Wondrous item, very rare (requires attunement) An antique iron or brass lantern hangs at the end of this bowsprit. When you light the lantern at night, undead creatures that come within 200 feet of the bowsprit seem to burn with spectral fire and give off bright light in a 10-foot radius. When your ship would take bludgeoning, piercing, or slashing damage from a nonmagical weapon, you can use your reaction to grant the ship resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the beginning of your next turn. The ship and all of its crew momentarily seem ghostly and translucent. Using this power extinguishes the ghost-lantern and prevents it from being relit until the next dusk.   cost: 5,000 gp  
Spyglass of Misty Sight
Wondrous item, uncommon While looking through this spyglass, you ignore light or heavy obscurement caused by mist, fog, or clouds.   cost: 5,000 gp    
Enderbox
This box is the size of a "ring box", (1" x 1" x 1") but if grabbed by opposite sides it can be stretched out to the maximum size of 1' x 1' x 1', or any size in between. You would extend length, height, depth one at a time. The hinged lid can be opened to reveal a dark "space" which is a pocket dimension similar to a bag of holding. An enderbox always has at least 1 twin, and that box also goes to the same space. This allows for people to transport smaller items very quickly. The box weighs 5 lbs, regardless of its contents. The interior space is considerably larger than outside dimensions, about 4 feet deep with the opening maxing at 1 ft by 1 ft. It can hold up to 250 lbs. not exceeding a volume of 64 cubic feet. Retrieving an item requires an action. If it is overloaded, pierced, or torn, broken, or damaged -- it ruptures and is destroyed. If both are destroyed the contents are scattered in the Astral Plane. breathing is the same as a bag of holding. The same rules of extradimensional space apply here as well, similar to a bag of holding. The "twin" is the size of a chest is 12 cubic feet, 25 lbs.   Cost: 8,000 gp each set  
  the following is NTO: from expanded wealth ma...    

Ship Components

Not all ships are created equal. Players looking for a ship that is faster, tougher, or more agile might consider adding modifications to their vessels.   Consider the following mundane improvements, some of which refer to the ship rules in Ghost of Saltmarsh.   This translates into more space for a ship’s sailors to Sleep and eat. The ship may support more passengers than its base rating, but its cargo capacity is decreased.   For each ton of cargo capacity removed, add 2 to the ship’s passenger rating.   Cost. 5% of base ship cost The ship has Metal plates over its hull to protect it from attacks of all kinds.   Increase the damage threshold of the ship’s hull by 5.   For every 10 hp of the vessel, remove any combination of 2 from its passenger rating or 1 from its cargo rating. If there is insufficient capacity, this modification cannot be added.   Armor plating slows the ship by 1/2 mph.   Cost. 30% of base ship cost A wide rudder makes a ship nimbler, granting advantage to some maneuvers.   Cost.: 3% of the base ship cost A ramp or set of ramps that can be lowered from a ship to facilitate boarding. A corvus has hooks on its end to secure it fast over the other ship’s rail.   The ramp has its own handrails, so sailors can safely rush into a boarding action. No ability checks are required to navigate the crossing, as might be required when leaping the gap or swinging across on a line.   These bulky devices reduce a ship’s cargo capacity by 15 tons. If there is insufficient cargo capacity, this modification cannot be added.   Cost. 3% of the base ship cost For a ship that has multiple decks, weapon ports may be used to fire siege weapons from the lower decks.   These ports are visible from afar unless they are purposefully concealed.   Concealed weapon ports can only be recognized on a successful Wisdom (Perception) check made within 500 feet. A spyglass extends this check range to 1,000 feet, while a compact spyglass extends it to 750 feet (see Wraith Wright’s Expanded Tool & Gear Manual or the Comprehensive Equipment Manual).   Cost. 5% of the base ship cost to conceal all ports The ship’s hull has a deep keel that steadies it on the open ocean, but which can inhibit its ability to approach the shore.   The additional stability of the keel applies advantage to the crew’s roll for a storm check or a whirlpool check. (Officer checks are unaffected.) For the purpose of getting unstuck from sandbars, this vessel treats deep sandbars as moderate and moderate sandbars as shallow. At the Dungeon Master’s discretion, the ship may not travel into some areas that similar boats can navigate, due to the depth of the keel.   This improvement must be installed at the time of the ship’s construction; it cannot be added later. This improvement is incompatible with a shallow keel.   Cost. 15% of base ship cost Some ships sport carved bowsprits. Players are encouraged to design their own inspiring figureheads with dolphins, mermaids, or creatures of myth.   If the optional loyalty rules are used, a proud figurehead adds 1 to a crew member’s loyalty while aboard (or within sight of) the ship. See the NPC loyalty rules in the Dungeon Master’s Guide. This modification is otherwise cosmetic, although Ghosts of Saltmarsh has magical figureheads in appendix A.   A figurehead has an Armor Class of 12, a damage threshold of 5, and 20 hit points.   Cost. 3% of the base ship cost59   The bottom of the ship is inset with a Metal lattice supporting an array of windows. These permit the crew to gaze into the water below and around the vessel. The glass is thick enough and the individual panes small enough that they don’t affect durability or performance. In a world with monstrous and magical perils, these windows help the crew see threats that come from below or Identify terrain features immediately under the vessel. The limitation of these windows is the range of the crew’s vision into the water, which is often dark.   For attacks that come from below the surface, reduce the damage threshold of the ship’s hull to 5 if it is normally higher.   Cost. 25% of base ship cost The ship’s rigging undergoes wholesale changes in configuration and adds redundant cordage. The sails are made from tougher canvas and treated with flame-retarding chemicals.   Double the hit points of the ship’s sails.   Cost. 6% of base ship cost The ship undergoes an efficient remodeling of its layout to provide more room for the ship’s stores.   For every 2 persons that are removed from passenger capacity, add 1 ton to the cargo rating.   Cost. 5% of base ship cost This ship’s decks are designed to be moved to disguise the ship as an altogether-different vessel. After pulling up dozens of bracing pins, the crew can slide the stern castle forward on hidden rails, rearrange the position of the masts, extend the gunwales, lower the poop deck, transfer the ship’s wheel, and make other cosmetic changes such as a new figurehead and different-colored sails, all within about an hour.   Identifying the ship at a distance based on its profile or appearance is impossible when it is thus modified.   A ship with a movable deck reduces its damage threshold by 5 if it is normally higher.   A ship not currently in its natural deck formation reduces its speed by 1/2 mph.   Cost. 40% of base ship cost The ship has been intentionally designed with a slender hull, enabling it to slip through smaller spaces.   This applies a +2 bonus on all opposed checks made for a chase on almost any scale, be those ability checks for navigator’s tools or for water Vehicles Proficiency.   The ship’s beam (width) is decreased by 20%.   Because of the reduced space, remove any combination of 2 from its passenger rating or 1 from its cargo rating for every 10 hp of the vessel. If there is insufficient capacity, this modification cannot be applied.   This improvement must be installed at the time of the ship’s construction; it cannot be added later.   Cost. 15% of base ship cost The ship bears a standard ram, usually sheathed in Bronze or Iron, mounted on its bow, usually at the waterline.   With this upgrade, double the ship’s DT for determining its ramming damage.   A ram has an Armor Class of 20, a damage threshold of 10, and hit points equal to one-fifth of the hull’s hit points.   Cost. 5% of base ship cost This vessel’s hull has a shallow draft that allows it to travel further upriver, use shallower ports, and otherwise navigate submerged hazards better than other ships of its type.   For the purpose of getting unstuck from sandbars, this vessel treats shallow sandbars as moderate and moderate sandbars as deep. It cannot get stuck on deep sandbars. At the Dungeon Master’s discretion, the ship may travel into some areas that similar boats can’t navigate, due to the reduced depth of the keel.   The instability of this keel makes the ship less weatherly on the open sea. Apply disadvantage to the crew’s rolls for a storm check or a whirlpool check.   (Officer checks are unaffected.) This modification removes any combination of 2 from the passenger rating or 1 from the cargo rating for every 10 hp of the vessel. If there is insufficient capacity, this modification cannot be applied.   This improvement must be installed at the time of the ship’s construction; it cannot be added later. This improvement is incompatible with a deep keel.   Cost. 10% of base ship cost For protection during naval maneuvers, this ship has a raised “bumper” rail running the length of its keel and around the front and sides of the hull just above the waterline. This protects the ship when it strikes an obstacle like an iceberg, or when it is rammed by another vessel.   Skirting has a damage threshold of 10 and hit points equal to one-fifth of the hull’s hit points. When the hull would be damaged by a crash or a ramming action, apply the damage first to the skirting. When the skirting is destroyed, excess damage is applied to the hull if it exceeds the hull’s damage threshold.   Cost. 20% of base ship cost The ship is modified so that gaps in its construction can serve as hidden cargo 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 locate smuggling compartments in a search of the ship.   Cost. 2% of base ship cost The ship’s body has additional supports and layers of Wood added to it, making it thicker and more resilient.   The hit points of the ship’s hull are increased by 10%, but the ship’s speed is reduced by 1/2 mph.   Cost. 10% of base ship cost   and Homebrew: Equipment, Siege Weapons.