Frigate
A large wooden ship with 3 main sails, rigging and armed with 24 cannons. Can support up to 100 crew and carry 10,000 kg of cargo. Can be upgraded with a steam engine, arcane sails or Spelljammer helm.
Battle stations
The Wheel: Help in the steering the vessel with Strength checks. Staying on course accelerates the vessel to top speed if the sails are completely unfurrelled and maneuvering slows the vessel but increases its AC by 5.
The Rigging: Climb into the rigging with an Acrobatics or Athletics Check and help unfurl the sails. One success check unfurls the sails 1/3 increasing it's speed.
The Crow's Nest (60 ft high): A spy glass can be used to glean information on enemy ships or the environment. Make a Perception Check to find information. You can also aid or man the sniper position to fire on the enemy.
Swivel Guns: Small cannons have been mounted on the fore and aft decks of the ship. Use the stat block below:
Homebrew
FIREARM COMMON ARTILLERY LOADING
BLUDGEONING
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 5d6 | Bludgeoning / None |
Naval Guns: Long cannons are mounted on either side of the ship. Use the stat block below:
Homebrew
FIREARM COMMON ARTILLERY
BLUDGEONING
SLOW
- Load. Use an Action to load and prepare to fire. You can load special ammunition that replaces the standard solid shot.
- Aim. Use an Action to aim the cannon and range the cannon. It can only fire in a 90 degree arc.
- Fire. 1d20 + (Firearms ) Proficiency Bonus + Dexterity Modifier to hit.
| Type | Damage | Damage Type | Mastery | Range |
|---|---|---|---|---|
| Martial Ranged | 10d6 | Bludgeoning / None | Slow | 2000ft/4000ft |
Below Decks: Go below decks to hide from the combat or aid in repairs and bilging the ship. Use a Tinkers/Smiths/Carpenters Tools check (or use the Mending spell) to repair the hull if damaged. If the ship is taking on water you can help bilge the ship with an Athletics check.



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