Dungeon Master's Guide 5e

(Joyce) #1
AIRBORNE AND WATERBORNE VEHICLES
Ship Cost Speed Crew Passengers Cargo (tons) AC HP Damage Threshold
Airship 20,000 gp 8 mph 10
Galley 30,000 gp 4 mph 80
Keelboat 3,000 gp 1 mph
Longship 10,000 gp 3 mph 40
Rowboat 50 gp ll/2 mph 1
Sailing ship 10 , 000 gp 2 mph 20
Warship 25,000 gp 21/2 mph 60

In a dead calm (no wind), ships can't move under sail
and must be rowed. A ship sailing against a strong wind
moves at half speed.

ISIBILITY
A relatively calm sea offers great visibility. From a
crow 's nest, a lookout can spot another ship or a
oastline up to 10 miles away, assuming clear skies.
Overcast skies reduce that distance by half. Rain and
-og reduce visibility just as they do on land.

OWNING A SHIP
At some point in your campaign, the adventurers
might gain custody of a ship. They might purchase or
capture one or receive one to carry out a mission. It's
up to you whether a ship is available for purchase, and
you have the power to deprive the adventurers of a
hip at any time should it become a nuisance (see the


  • Shipwrecks" sidebar).
    Crew. A s hip needs a crew of skilled hirelings to
    "unction. 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, as shown in the Airborne
    and Waterborne Vehicles table.
    You can track the loyalty of individual crew members
    or the crew as a whole using the optional loyalty rules
    in chapter 4. 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
    le ave the ship and never return.
    Passengers. The table 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
    mall private cabin usually costs 2 gp per day.
    Cargo. The table indicates the maximum tonnage
    each kind of ship can carry.
    Damage Threshold. A ship 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
    . hi le the vessel is berthed. Repairing 1 hit point of
    amage requires 1 day and costs 20 gp for materials
    and labor.


20

6
150
3
20
60

1 l3 300
150 15 500 20
1/2^15 100 10
10 15 300 15
ll 50
100 15 300 15
200 15 500 20

THE SKY
Flying characters can move from one place to another in
a re latively straight line, ignoring terrain and monsters
that can't fly or that lack ranged attacks.
Flying by spell or magic item works the same as
travel on foot, as described in the Player's Handbook. A
creature that serves as a flying mount must rest 1 hour
for every 3 hours it flies, and it can't fly for more than
9 hours per day. Thus, characters mounted on griffons
(which have a flying speed of 80 feet) can travel at 8
miles per hour, covering 72 miles over 9 hours with two
1-hour-long rests over the course of the day. Mounts that
don't tire (such as a flying construct) aren't subject to
this limitation.
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