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  High Seas Update 
  Mage Hand Press 
  
   
   
  Table of Contents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Foreword ................................................................. 0 
  Chapter 1: Races ...................................................... 1 
       Merfolk ............................................................... 1 
       Nautilid ............................................................... 3 
       Tortugan ............................................................. 5 
  Chapter 2: Archetypes ............................................ 6 
  Chapter 3: Equipment ........................................... 18 
       Weapons ............................................................. 18 
       Magic Items ....................................................... 22 
  Chapter 4: Ships .................................................... 26 
       Ship Traits ......................................................... 26 
       Ship Sections .................................................... 28 
   
   
   
       Ship Weapons .................................................... 30 
       Example Ships .................................................... 32 
       Naval Combat .................................................... 41 
       Navigation at Sea ............................................ 47 
  Chapter 5: Diseases ............................................... 48 
  Chapter 6: Monsters ............................................. 51 
       Monsters ............................................................ 51 
       Creatures ...........................................................64 
       Non-Player Characters .................................. 67 
  Chapter 7: Spells ................................................... 72 
  Spell Lists ............................................................... 72 
  Spell Descriptions ................................................ 73 
   
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  High Seas Update is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2017 Mage Hand Press. All Rights Reserved 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  
   
   
  Think of it: the salt air filling your lungs, the captain's 
  wheel cradled in your palms, and endless horizon in your 
  sights. It's hard not to feel some deep, abiding thrill in a 
  pirate adventure, from the swashbuckling combat, to the 
  tropical sights, to the promise of buried treasure and 
  treacherous sea monsters. Therefore, in this book, the High 
  Seas Update, we aim to capture some of that adventure and 
  distill it (much like a fine spiced rum) for use into your own 
  game. 
       The High Seas Update takes place at a time when there 
  are still holes in the map to be filled. Some folks feel driven 
  by wanderlust and the thrill of exploration to fill in those 
  gaps. Others seek refuge in them, hiding from justice, 
  vengeance, or cruelty in the unexplored reaches of the 
  ocean. Others still seek to expand empires and uncover new 
  wealth for the crown. These blank spaces are a canvas of 
  adventure, realms of pure swashbuckling exploits, where 
  buccaneers can raid unsuspecting merchants, explorers can 
  struggle against epic sea monsters, and pirates can bury 
  treasure far away from polite civilization.  
   
   
       And as loathsome as pirates are wont to be, it's not 
  surprising they capture our imaginations: they're an idyllic 
  expression of radical freedom; in many ways, the perfect 
  avatars for a roleplaying game. A pirate plunders, raids, and 
  indulges at a whim, for they are beholden to no man, no 
  crown, no laws other than those they make for themselves. 
  With little more than a cutlass, a flintlock, and a ship, a 
  pirate can make a fortune in an evening, and squander it 
  away by morning. We gravitate to these characters for the 
  same reason we gravitate to those of the Cowboy, the 
  Knight Errant, and the Renegade Cop; the rules don't apply 
  to them, and that can make them the centerpiece of truly 
  extraordinary stories. 
       So, put on a pirate hat, draw a cutlass, and set sail; 
  there's a whole ocean of adventure to explore! 
   
  Yo-ho, yo-ho, 
  A pirate’s life for me, 
  Mage Hand Press
    
   
   
   
   
   
  Foreword 
   
   
  
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  1 1 
  Ships crisscrossing the Seven Seas encounter numerous and 
  varied races, from savage tropical bugbears, to the strange, 
  forgotten island peoples that have, in absence of all outside 
  contact, followed their own evolutionary paths. Of course, 
  the most prominent of these races are those which have 
  adapted to life above or below the sea, and can be 
  found near every dock and port the world-over: the 
  merfolk who establish great undersea civilizations, 
  and are never far from the coast; the tortugans, 
  which have set foot on every continent and isle in 
  the world on their endless march; and the 
  mysterious nautilids, which, though scarce, 
  can persistently be found far and wide. 
  Merfolk 
  Sailors were running  
  about, jumpin’ overboard, and 
  screamin' about folks underwater 
  ―not just folks: women. I thought it had 
  to be scurvy, or maybe just the heat; we hadn't 
  made landfall in weeks, and it was sure getting' to the 
  men. But then I looked over the bow and saw them for 
  a split second: a trio, a lad and two lasses. 
       Their gorgeous, serene shapes glided underwater, a 
  long fish's tail propellin' them forward. Beautiful, 
  incandescent hues danced on their skin as they neared 
  the surface. 
       Then, just as suddenly as they arrived, they plunged 
  back down into the depths, and out of sight. We had 
  good tides and saw many other wondrous things on 
  our voyage, but we never did see their like again. 
   Zide, human sailor, on spotting merfolk 
  Merfolk are aquatic humanoids who can be found 
  throughout the seas and oceans of the world. Possessing the 
  upper body of a human (albeit with webbed fingers and fins 
  instead of hair) and the lower body of a fish, they are at 
  home in the water, able to swim faster than most 
  humanoids can run and dive deep in search of food and 
  treasure. 
  Scattered Tribes 
  The sea is a dangerous place, filled with predators and 
  hostile peoples, such as merrow and sahuagin. Moreover, 
  the technological developments that have helped humans to 
  conquer the lands are not available underwater. This means 
  that merfolk society has remained tribal and undeveloped, 
  in small, scattered communities. 
   
       Although there are some merfolk cities built into easily-
  defended mazes of rock and coral, there are relatively few 
  locations in the world that are suitable for such 
  development, and little incentive for merfolk to settle in 
  one place. Generally, the tribes are at the mercy of the 
  tides, forced to follow the schools of fish they hunt―or flee 
  the monsters that prey on them. 
       Merfolk eat fish, both by hunting them in the wild and 
  by herding domesticated ones. Merfolk have selectively 
  bred large, docile fish to use as sources of meat and leather, 
  and the sharks, seals, octopi, and seahorses they keep as 
  pets are trained as well as any human's hunting dogs. 
  Divergent Evolution 
  One of the great strengths of the merfolk people is their 
  adaptability. Their bodies quickly change in response to 
  changes in their environment, and isolated pockets of 
  merfolk can end up looking completely different from 
  others of their race after just a few generations. 
       Generally, merfolk adaptations resemble those of fish 
  that live in their regions, ranging from the bright colors and 
  toxins of tropical fish to the bioluminescence and pressure 
  resistance of deep-sea creatures. 
  Chapter 1: Races 
   
  
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  Merfolk Names 
  Merfolk names sound like waves, rolling off the tongue. 
  Their tribe names, which are usually spoken before given 
  names, generally refer to a great deed done by a historical 
  figure, or else a location that is important or sacred to the 
  tribe. 
  Tribe Names: Darkfathom, Deepreach, Lightbringer, 
  Stormbinder, Waveseeker 
  Merman Names: Allaton, Aniel, Genaho, Hodaton, Kyron, 
  Luniho, Nitono, Tiliel 
  Mermaid Names: Anu, Asahi, Callani, Jimani, Kosurai, 
  Oru, Thinahi, Uluyu 
  Merfolk Traits 
  Merfolk have the following racial traits: 
       Ability Score Increase. Your Dexterity score increases 
  by 2. 
       Age. Merfolk reach maturity at 16 and can expect to live 
  for 80 or 90 years in optimal conditions. 
       Alignment. Merfolk subscribe to a variety of alignments 
  and worldviews, and there is no universal merfolk culture. 
  A good number tend towards neutrality, focusing only on 
  the survival of themselves and their tribe. 
       Size. A merfolk's body length is deceptive because of its 
  tail. On land, they are the same size as humans. Your size is 
  Medium. 
       Speed. Your base walking speed is 25 feet and your base 
  swimming speed is 40 feet. Your tail transforms into a pair 
  of legs while you are on dry land. 
       Darkvision. Your large eyes are well-adapted to dark 
  and murky waters. You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades 
  of grey. 
       Amphibious. You can breathe normally in air and water. 
       Watery Sanctuary. While you are swimming, you have 
  advantage on saving throws against spells and magical 
  effects. 
       Languages. You can speak, read, and write Aquan and 
  Common. 
       Subrace. Many different subraces of merfolk exist. 
  Choose either littoral, tropical, or pelagic. 
  Littoral 
  Littoral, or coastal, merfolk live and hunt in the shallow 
  waters near the shores of oceans and seas. Though they 
  rarely stay on dry land for long, these merfolk are the most 
  likely to fraternize with surface-dwellers, bartering for 
  useful tools with rare undersea treasures, like pearls and 
  seashells. 
       Ability Score Increase. Your Wisdom score increases 
  by 1. 
       Net Escapist. Due to the perils of fishing nets, you have 
  advantage on ability checks you make to escape grapple, 
  slip bindings, and escape nets.  
       Shipwreck Scavenger. You are adept at making do with 
  whatever flotsam and jetsam the tides deliver to you. As an 
  action, you can assemble any simple weapon or piece of 
  adventuring gear whose value is no more than 5 gp out of 
  whatever random junk is lying around. The item falls apart 
  after 1 minute. 
  Pelagic 
  Often called deep merfolk, the pelagic live in the depths of 
  the ocean, rarely approaching the surface. Their dim scales 
  and large eyes have adapted to the scarce sunlight, making 
  them excellent hunters in the dark. 
       Ability Score Increase. Your Constitution score 
  increases by 1. 
       Bioluminescence. You are able to produce a small 
  amount of light using photophores in your skin. As a bonus 
  action, you can activate this ability in order to shed dim 
  light in a 10-foot radius. You can deactivate this ability 
  with a further bonus action. 
       Superior Darkvision. Your darkvision has a range of 
  120 feet. 
       Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack, or whatever you are 
  trying to perceive is in direct sunlight. 
  Tropical 
  Making their homes in the warm water around the equator, 
  tropical merfolk are more lighthearted and colorful (often 
  literally) than their fellow merfolk. Their brightly hued 
  scales serve as a defense mechanism, warning predators 
  that their bodies are poisonous. 
       Ability Score Increase. Your Charisma score increases 
  by 1. 
       Venomous Secretions. Your body produces exotic 
  chemicals that help you survive amongst the vicious 
  predators found in tropical waters. When a creature hits you 
  with a melee attack, you can use your reaction to deal 1d8 
  poison damage to that creature. If you are swimming, this 
  ability does not cost a reaction. Once you use this trait, you 
  can’t use it again until you finish a short or long rest. 
       The damage increases to 2d8 at 6th level, 3d8 at 11th 
  level, and 4d8 at 16th level.
  
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  Nautilid 
  As we lingered by the shore, waiting for the  
  translator to arrive, we gathered some driftwood and lit 
  a small fire; there was no sense waiting around there 
  after nightfall without one. We doffed our armor and 
  weapons, as twilight came and passed, and we 
  recounted tales of the strange sixth island to which we 
  were headed.  
       But just as soon as we lit our fire, the dull booms of 
  massive footfalls sounded from somewhere out in the 
  darkness. We doused the flames and drew our swords, 
  standing back-to-back awaiting the inevitable approach 
  of a perturbed ogre or ettin. But as the stomping grew 
  louder, we heard the sloshing of something arising 
  from the waves behind us: a great armored suit, slick 
  with pond scum and seaweed, adorned with circular 
  windows about the head, from whence it could see.  
   Andromalius, human marshal, meets a nautiid translator 
  The nautilids, a race of great, hulking creatures, clamber 
  around at all times in curious metal suits, and rarely show 
  their true faces to others. In these suits (which most closely 
  resemble deep-sea diving gear, but adorned with buttons 
  and flashing lights) they can breathe underwater and 
  apparently speak any language. But if their helmets are 
  removed, they are revealed to be fishlike creatures, 
  struggling to breathe in air unassisted.  
  From Distant Seas 
  None can say for sure where the nautilids originate, and for 
  their part, nautilids seem distant and vague when describing 
  their homeland. They speak of a vast ocean, greater by far 
  than any of the Seven Seas, and an immense city that rested 
  at the bottom of its tides. But a great disaster visited their 
  ocean and burned it away, leaving nothing but a salt plain  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  from coast to coast. They cannot, or perhaps will not, 
  articulate which ocean they hail from, but seem to 
  mournfully describe that an impenetrable gulf lies between 
  them and their old home, which no sailing ship can bridge. 
  Indeed, if probed about their origins at night, nautilids 
  invariably cast their gaze heavenward, searching for a 
  particular glimmer among the stars that reminds them of 
  home. 
       The nautilid aqua suits are clearly a marvel unequaled 
  by any nation today. Evidently, these wonders are 
  commonplace to the nautilids; their home was replete with 
  such innovations, and their suits were the least among 
  them. Some speculate their city of ancient treasures was the 
  lost city of Atlantis or some other legend known to man, 
  but nautilids chortle at such a prospect: their home was 
  named Poseidon, the jewel of a thousand oceans. The 
  people of this world have never seen such splendor and 
  can't remotely comprehend it. 
  Ocean Wanderers 
  With most regularity, nautilids can be found lingering 
  around shores, for it seems they value being able to choose 
  between the surface or the ocean at their fancy. In fact, 
  whatever nautilid settlements might hide in the ocean 
  depths, they keep none inland, and never venture too far 
  from shore. To them, the surface is a place to trade, barter, 
  and travel, and little else.  
       It's easy to forget, however, that underneath their 
  lumbering exteriors, nautilids are actually quite thoughtful, 
  with a fondness for poetry and a knack for the arcane. 
  Many nautilids have taken the task of mapping the ocean's 
  surface, as well as its immeasurable depths, categorizing all 
  the oddities found therein. It might seem, even, that they 
  are collectively searching for something lost to the ocean 
  long ago, but such speculation leads nowhere; the nautilids 
  are a mysterious race, whose motivations for traveling the 
  oceans aboard sailing vessels is theirs alone. 
  Nautilid Names 
  By ancient tradition, nautilids are named in the old 
  languages of Poseidon, and the second half of a nautilid’s 
  name is composed of a surname, passed down the maternal 
  line. The meaning of most of these names have been lost to 
  history, much like Poseidon itself. 
  Nautilid Names: Agrias, Charax, Democedes, Gorgias, 
  Helenos, Idomeneus, Isokrates, Lysandros, Monomachus, 
  Panthous, Theomestros, Xenagoras 
   
  
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  Nautilid Traits 
  Your great, amphibious body, and 
  your constantly-worn aqua suit, give 
  you the following racial traits: 
       Ability Score Increase. Your Strength score 
  increases by 1, your Constitution score increases 
  by 1, and your Intelligence score increases by 1. 
       Age. Nautilids reach maturity by 20 years of age, and 
  individuals have been recorded to live as long as 150 years. 
       Alignment. Stoic and contemplative, nautilids tend to be 
  lawful. 
       Size. Lumbering and stout, nautilids stand between 6 
  and 8 feet tall, seeming even larger in their cumbersome 
  aqua suits. Your size is Medium.  
       Speed. Your base walking speed is 25 feet. 
       Amphibious. You can breathe water as well as air, 
  though breathing air is uncomfortable for you without 
  assistance. Additionally, you have a swim speed of 30 feet. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag, or lift. 
       Deductive. You have proficiency in the Investigation 
  skill. 
       Aqua Suit. At all times, you wear a bulky aqua suit, 
  which is filled with Poseidon Solution, in order to breathe 
  comfortably. The suit covers your whole body, including a 
  large domed helmet with circular windows that allow you 
  to see without hinderance. Without the suit, you can 
  breathe air or water, but doing so delivers air inefficiently 
  to your lungs, and you feel much the same as a human does 
  in very thin air. You can don or remove the helmet on your 
  turn as part of your action, and you can don or remove the 
  entire suit in 1 minute. 
       If damaged directly but not completely destroyed, the 
  suit rapidly mends itself, leaking only a very small amount 
  of water. 
       While wearing the suit, your AC equals 13 + your 
  Dexterity modifier. Other armor can be fitted to attach 
  around the aqua suit at no cost. While no other armor is 
  fitted to it, you count as being unarmored for the purposes 
  of features such as Unarmored Defense. Additionally, 
  while wearing the suit, you have resistance to fire damage. 
       Embedded Translator. Your suit has a built-in universal 
  translator. While you wear it, you can understand any 
  spoken language you hear. Moreover, any creature that 
  knows at least one language and can hear you can 
  understand what you say. 
       Languages. You can speak, read, and write Common 
  and Aquan. 
   
   
   
   
   
   
   
  Tortugan 
  The earth shook in rhythm beneath our  
  feet, long before their marching force came into our 
  view. Ten thousand strong, marching in unison, their 
  shells rising and falling in synchronicity, right up to our 
  very gates. The turtle sentinels stopped at once, and a 
  solitary horn rang out from among their number―a 
  signal for us to throw open the gates and allow their 
  passage. A long and terrible silence followed as we 
  furtively exchanged glances upon the wall.  
   Sir Tava, on Tortugans marching to Marblewolf 
  Always on the march, tortugans are a small but fearsome 
  band, preferring to win conflicts through persistence and 
  attrition, rather than wit or brute strength. As their name 
  implies, they are distantly related to turtles, and are 
  similarly squat, with tough skin and prominent shells upon 
  their backs. Never underestimate a tortugan, for the proud 
  "turtle sentinels", as they are called, are equal parts 
  pragmatic and tireless, making for formidable foes and 
  staunch allies. 
  Persistent Nomads 
  Tortugans are a nomadic race, known for moving slowly, 
  but constantly, marching for days at a time without ceasing. 
  To eat, they grow some food on the run, using long-held 
  magic to sprout vegetables like onions, turnips, or cabbage 
  on their staves (onions being a particular favorite), and hunt 
  through persistence, pursuing prey on long chases until it 
  simply dies of exhaustion. In this way, no matter how large 
  a marching band of turtle sentinels, it is always self-
  
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  sustaining, never needing to stop to farm or raid villages for 
  supplies. 
       Tortugans have stepped foot on almost every continent, 
  crossed every landbridge, and seen every shore. Their 
  endless march takes them far and wide in pursuit of prey, 
  bringing them into conflict with great armies and small 
  outlaw bands alike; all equally have been repelled. 
  Enduring Traditions 
  Tortugan elders will often boast that they keep one 
  thousand and one secrets never told to outsiders. Doubtless, 
  such secrets include much of the complex Tortugan 
  language, the means by which they grow vegetables on 
  their staves, and the principles of turtle sentinel combat, but 
  many more are proverbs and maxims that express the 
  tortugan view on the world. When in need, a tortugan 
  always has a nugget of wisdom on hand to lift their spirits 
  and those of their allies. 
  Tortugan Names 
  Tortugan names are rooted in the Tortugan language, and 
  are bestowed by a tortugan elder within a week of birth. 
  Speakers of Common sometimes have trouble 
  approximating tortugan names, which might call for 
  complicated pronunciations. 
  Male Names. Aito, Ghido, Hideo, Iori, Kame, Kato, 
  Okuma, Onaga, Ryoko, Tatsuya 
  Female Names. Chihomi, Haruko, Kazuko, Mizuko, 
  Nayoko, Omori, Rio, Sadako, Shioko, Tao 
  Tortugan Traits 
  As a strong and proud tortugan, you have the following 
  racial traits: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Ability Score Increases. Your Constitution score 
  increases by 2 and your Wisdom score increases by 1. 
       Age. Among nonmagical races, tortugans are 
  exceptionally long-lived, generally living in excess of 150 
  years, but sometimes reaching up to 300 years old. 
       Alignment. Steadfast and certain in their actions, 
  tortugans tend to be lawful. However, there are always 
  those who rebel against tradition and leave their marching 
  tribes; these individuals tend to be chaotic. 
       Size. Tortugans stand between 3 and 4 feet tall and 
  weigh an average of 120 pounds. Your size is Small.  
       Speed. Your base walking speed is 25 feet. 
       Armored Shell. Your Armor Class increases by 1. 
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you can 
  push, drag, or lift.  
       Entrench. At the end of a turn on which you did not 
  move, you can use your bonus action to dig in your heels 
  and fortify your armor, gaining half-cover from all sources 
  until the beginning of your next turn. You must be wearing 
  medium or heavy armor to use this trait. 
       Persistent. You have advantage on Constitution saving 
  throws that you make to avoid exhaustion from a forced 
  march.  
       Turtle Sentinel Training. You have proficiency with 
  the mace, morningstar, pike, quarterstaff, and sling. 
  Additionally, despite your size, you can wield heavy 
  weapons with which you are proficient without penalty. 
       Languages. You can speak Common and Tortugan. The 
  Tortugan writing system uses several thousand characters, 
  each of which has an intrinsic meaning. Many characters 
  have more than one pronunciation, which varies with 
  context. 
   
   
   
   
   
   
   
   
  
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  Sometimes a bard is just a bard. But other times, that bard 
  is a notorious pirate, feared on all the Seven Seas, or can 
  call the fury of a storm with the power of ancient song. 
  This chapter contains archetypes to spice up your 
  characters for a swashbuckling, high seas campaign. 
  Primal Path 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal.  
  Path of the Fin 
  Tribal communities exist all across the realms, in all 
  manner of locales and climes. While their customs often 
  change, one steadfast certainty, seen time and time again, is 
  the reverence for particular animals local to that tribe. 
  These are often wildly varied; northern tribes may 
  revere the Wolf or the Bear, those of the deserts 
  follow the Hawk or the Jackal, and those 
  of the jungle may aspire to the 
  Ape, or the Tiger. It is in this 
  tradition that the Path of the Fin, 
  island warriors capturing the 
  bloodthirsty essence of the 
  great Shark, 
  arose. 
   
   
   
   
   
   
   
  Feeding Frenzy 
  Fin barbarians, as opposed to their land-locked brothers, 
  undergo much in the way of physical transformation when 
  they enter a rage. Starting at 3rd level, while raging, you 
  sprout rows of razor-sharp shark teeth and gain a melee bite 
  attack which deals 1d8 slashing damage on a hit. When you 
  attack a living creature with this bite, you heal a number of 
  hit points equal to half the damage dealt. 
  Blood Sense 
  A fully-grown shark can smell a single drop of blood in the 
  water almost a mile away. At 6th level, you gain an 
  amazing sense of smell. You gain advantage on all 
  Investigation and Perception checks dealing with smell, 
  you can automatically track a single living creature whose 
  scent you know so long as the trail is no older than a week 
  old. By spending a minute concentrating, you can detect the 
  scents of all living creatures in a 100-yard radius, or up to a 
  mile in the water.  
   
   
  Chapter 2: Archetypes 
   
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  7 
  Mako 
  Starting at 10th level, your bite attack damage increases to 
  1d10, and a creature you bite must make a Dexterity save 
  (DC 8 + your proficiency bonus + your Strength modifier) 
  or be knocked prone. 
  Shark Force 
  At 14th level, you become a total amalgamation of shark 
  and man. You gain gills, a small dorsal fin, and your skin 
  becomes rough, like that of a shark. You gain a 40-foot 
  swim speed, you can breathe underwater, and your armor 
  class increases by 2. Additionally, your bite damage 
  increases to 1d12. 
  Bardic Colleges 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of the Dread Pirate 
  Less a college and more a way of life, dread pirates learn to 
  use their command of language and forceful personalities to 
  make some coin―chiefly by taking it from others. Bardic 
  pirates know that piracy is as much a performance as 
  anything else: you must play an intimidating role for those 
  who you rob of valuables, an inspirational role for your 
  crew, and an elusive role for the authorities. Play these 
  roles right, and your name will be on the lips of folks at 
  every seaport and dock; fame, in this case, follows fortune. 
  Leadership 
  Starting when you choose this college at 3rd level, your 
  crew will follow you to the ends of the earth. While you are 
  in the captain’s role, you can spend a bardic inspiration die 
  to take two actions provided to you by that role, instead of 
  one, on your turn. 
  Rake 
  By 3rd level, you know how to exploit a foe’s weakness in 
  combat. Once per turn, you can deal an extra 1d6 damage 
  to one creature you hit with an attack if you have advantage 
  on the attack roll. The attack must use a finesse or a ranged 
  weapon. 
       You don't need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn't 
  Incapacitated, and you don't have disadvantage on the 
  attack roll. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       You can also add this extra damage once per turn when 
  you make an attack using a ship weapon. 
       The amount of the extra damage increases as you gain 
  levels in this class. At 6th level, the damage becomes 2d6 
  and at 14th level, the damage becomes 3d6. 
  Captain’s Swagger 
  By 6th level, you seem almost invulnerable while at the 
  helm. You can reroll an attack roll, ability check with a 
  skill, or saving throw you make that you are proficient in. 
  You can choose to use this ability after you roll the die, but 
  must decide before the GM says whether the roll succeeds 
  or fails. Once you use this ability, you can’t so do again 
  until you finish a short or long rest. 
  Terror of the Seas 
  At 14th level, your infamy precedes you. Whenever you 
  use your Rake feature to deal additional damage to a 
  humanoid creature, you can cause the target to make a 
  Wisdom saving throw against your spell save DC. On a 
  failed save, that creature is frightened of you until the 
  beginning of your next turn. Once a creature succeeds on 
  this saving throw, it is immune to this effect for 24 hours. 
  
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       Additionally, you can cast the spell fear without using a 
  spell slot or spell components, and can target an entire ship 
  with the spell, regardless of the ship’s size. Once your use 
  this ability, you can’t use it again until you finish a long 
  rest.  
  College of the Stormsinger  
  Many bards believe that the first song came from the sea: 
  the endless tides formed a rhythm, the howling winds 
  whistled a melody, and thunder boomed forth with 
  percussion. The crashing waves and beating rain joined in 
  the refrain, and thus the first song was born. The College of 
  the Stormsingers seeks to capture this primal song with 
  voice, echoing haunting melodies to the sea and watching it 
  react to the performance. 
  Sea Singer 
  When you join this college at 3rd level, you can breathe 
  water as well as air, and your voice can be heard clearly 
  underwater out to a distance of 90 feet. 
  Wrath of the Sea 
  At 3rd level, your allies fight with the fury of a storm. A 
  creature that has a Bardic Inspiration die from you can use 
  a bonus action and roll that die to gain the following 
  benefits for a number of rounds equal to the number rolled 
  on the die: 
  • The creature has advantage on Strength checks and 
  Strength saving throws. 
  • Whenever the creature hits with a melee weapon 
  attack, it can roll an additional 1d4 damage. 
  Siren’s Song 
  At 6th level, you can project the alluring pull of the ocean. 
  As an action on your turn, choose a creature within 30 feet 
  of you that can hear you. That creature must make a 
  Wisdom saving throw or be charmed by you for one minute 
  or until it takes damage. While charmed by you, the 
  creature is compelled to move towards you. On its turn, it 
  uses all its movement to approach you by the safest route, 
  and takes no other actions. 
       Once you use this ability, you must take a short or long 
  rest before you can use it again. 
  Call Storm 
  At 14th level, the wind and sea shape themselves to your 
  desire. You learn the spell control weather, which you can 
  cast once without expending a spell slot. You regain the 
  ability to cast this spell in this way when you finish a long 
  rest.   
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
  Rum Domain 
  Where rum flows easily, the gods of merriment abound. 
  Clerics of the Rum Domain feel the fuzzy warmth of strong 
  drink not as sinful excess, but as praise to the gods of good 
  times, which they worship often and with abandon. They 
  look to spread their merry religion and the good times with 
  it, bringing all to peace and happiness, a few nights of 
  drunken revelry at a time. 
  Rum Domain Spells 
  Cleric Level 
  Spells 
  1st 
  charm person, sleep 
  3rd 
  calm emotions, hangover 
  5th 
  hypnotic pattern, slow 
  7th 
  confusion, death ward 
  9th 
  greater restoration, modify memory 
  Drunken Sway 
  Starting when you choose this domain at 1st level, you 
  always seem off-balance, making you surprisingly difficult 
  to hit. While you are wearing no armor and not wielding a 
  shield, your AC equals 10 + your Dexterity modifier + your 
  Wisdom modifier.  
       Additionally, you gain proficiency in martial weapons. 
  Cup Floweth Over 
  At 1st level, you can use your action to fill your mug with 
  beer or rum, a gift of good tidings from the gods. Only you 
  can drink this liquor, but you suffer no ill-effect from 
  drinking any amount of alcohol; though rosy-
  
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  9 
  cheeked and slurred of speech, you are always steadfast on 
  your feet and clear of thought. 
       Additionally, you learn the legendary libation cantrip, 
  which counts as a cleric spell for you and doesn't count 
  against the number of cantrips you know. 
  Channel Divinity: Intoxicate 
  At 2nd level, you can call upon the gods of merrymaking to 
  inebriate an aggressor. When a creature you can see makes 
  an attack, you can use your reaction to cause that creature 
  to make a Constitution saving throw against your spell save 
  DC. On a failed save, the creature is poisoned and has 
  disadvantage on saving throws for up to 1 minute. The 
  target can repeat this saving throw at the end of each of its 
  turns, ending the effect on a success.  
  Rumrunner 
  By 6th level, you've learned the finer art of moving when 
  nobody's paying attention. Whenever a hostile creature 
  moves, you can use your reaction to move up to half your 
  movement speed. This movement does not provoke 
  opportunity attacks from the moving creature.  
  Divine Strike 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 damage of the same 
  type dealt by the weapon to the target. When you reach 
  14th level, the extra damage increases to 2d8.  
  Next Round's on Me 
  At 17th level, you can call upon the gods of good times to 
  bring your allies a round of shots. As an action, choose up 
  to 6 friendly creatures you can see within 60 feet of you to 
  gain a pleasant buzz. For the next minute, you and each of 
  these creatures have advantage on Intelligence, Wisdom, 
  and Charisma saving throws, and can subtract your 
  Wisdom modifier from bludgeoning, piercing, or slashing 
  damage they take. 
  Travel Domain 
  The realm of vagabonds, merchants, and adventurers, 
  the gods of the travel domain―including 
  Parcel and Risk in the Manifest―are popular 
  among any who frequent the roads or sail the 
  seas. Evangelicals and the traveling 
  priests of inhospitable regions 
  also tend to represent the gods of 
  travel. 
  Travel Domain Spells 
  Cleric Level 
  Spells 
  1st 
  feather fall, longstrider 
  3rd 
  find steed, misty step 
  5th 
  fly, haste 
  7th 
  dimension door, private sanctum 
  9th 
  passwall, teleportation circle 
  Bonus Cantrip 
  When you choose this domain at 1st level, you gain 
  proficiency with four finesse or ranged weapons of your 
  choice. Additionally, you learn the message cantrip. 
  Trailblazer 
  At 1st level, your movement speed increases by 5 feet. This 
  movement bonus increases by 5 feet at 8th level (10 feet), 
  and again at 14th level (15 feet). 
       Additionally, moving through nonmagical difficult 
  terrain costs you no extra movement, and you have 
  advantage on saving throws against spells that restrict 
  movement, such as entangle or hold person. 
  Channel Divinity: 
  Tail Wind 
  Starting at 2nd level, as a bonus action, you can use your 
  Channel Divinity to grant up to 5 creatures that you can see 
  within 60 feet you choose a temporary boost of speed. For 
  the next hour, the base movement speed of each creature 
  affected increases by 10 feet. 
  Freedom of the Road 
  At 6th level, as a bonus action, you can speak a prayer to 
  the winds to clear your path of adversaries. Each creature 
  that you choose within 20 feet of you must make a Strength 
  saving throw or be pushed 15 feet away from you and be 
  knocked prone. Creatures that are Huge or larger have 
  advantage on this saving throw. 
       You can use this feature a number of times equal to your 
  Wisdom modifier (a minimum of 1). You regain all uses of 
  this feature when you finish a short or long rest.
  
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  Divine Strike 
  At 8th level, you gain the ability to 
  infuse your weapon strikes with 
  extra kinetic energy. Once on each 
  of your turns when you hit a 
  creature with a weapon attack, you 
  can cause the attack to deal an extra 
  1d8 force damage to the target. 
  When you reach 14th level, the 
  extra damage increases to 2d8. 
  Nomad 
  At 17th level, you are more at home on the road than 
  anywhere else. Opportunity attacks made against you 
  automatically miss. 
  Druid Circle 
  Though their organization is invisible to most outsiders, 
  druids are part of a society that spans the land, ignoring 
  political borders. All druids are nominally members of this 
  druidic society, though some individuals are so isolated that 
  they have never seen any high-ranking members of the 
  society or participated in druidic gatherings. Druids 
  recognize each other as brothers and sisters. Like creatures 
  of the wilderness, however, druids sometimes compete with 
  or even prey on each other. At a local scale, druids are 
  organized into circles that share certain perspectives on 
  nature, balance, and the way of the druid. 
  Circle of the Deep 
  The druids that maintain and protect the land are deluded to 
  think that they keep dominion over the natural world, for 
  they stand guard over only a small fraction of it; far greater, 
  and far wilder, is the deep. Druids of the Deep are fewer in 
  number, but greater in task, vowing to stand guard over the 
  world's oceans, seas, lakes, and rivers, and safeguard their 
  inhabitants from the fools that walk the surface.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       The crushing depths have hardened these druids, and 
  taught them to battle with every weapon underneath the 
  waves. After all, the ocean is an unforgiving place; you 
  can't survive by just talking to fish.  
  Bonus Proficiencies  
  To join the Circle of the Deep, you must learn the weapons 
  of underwater combat. When you choose this circle at 2nd 
  level, you gain proficiency in the use of fishhooks, 
  harpoons, nets, spears, and tridents. 
       In addition, though druids of the deep will not use 
  weapons made of metal, they will use coral weapons, just 
  as merfolk do. Coral weapons function as regular weapons, 
  but cost twice as much if purchased on land. 
  Aquatic  
  By 2nd level, you are permanently adapted to life 
  underwater. You can breathe water as well as air and have a 
  swim speed equal to your base movement speed. These 
  benefits also apply while you're transformed using Wild 
  Shape: if you transform into a creature that does not have a 
  swim speed, your form gains a swim speed equal to the 
  form's base movement speed. 
  
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  Vortex Attack  
  At 6th level, you've mastered the all-around fighting style 
  of deep sea creatures. Whenever you are in water or have 
  fewer than half your maximum hit points, can use your 
  action to make a melee attack against any number of 
  creatures within 5 feet of you, with a separate attack roll for 
  each target.  
  Ocean's Ally 
  Beginning at 10th level, the beasts of the deep mark you as 
  one of their own. You can speak to fish and other aquatic 
  creatures at will, as per the speak with animals spell. 
       Additionally, if you are underwater, you can use your 
  action to call an aquatic beast of CR 3 or lower from the 
  environment to your aid, which arrives at the beginning of 
  your next turn. The beast rolls its own initiative and acts on 
  its own turn, but is friendly to you and your companions 
  and follows your commands. After 1 hour passes, or if you 
  or one of your companions harms the target, the effect ends 
  and the beast returns to the wild.  
       Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  Davy Jones' Locker 
  At 14th level, you consign your enemies to a watery grave. 
  Once per turn, when you hit with a melee weapon attack, 
  you can deal an additional 1d8 damage to the target. 
  Additionally, your attacks ignore resistance to nonmagical 
  bludgeoning, piercing, and slashing damage, ignore the 
  damage threshold of ships, and deal double damage to 
  ships. 
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Corsair 
  The wide-open ocean, the salty breeze, and the freedom of 
  a ship―these are the things a corsair values more than 
  anything else. Though an archetypal corsair is no less 
  trained than their military counterparts, they prefer a more 
  swashbuckling, charismatic approach to life, and take well 
  to privateering, smuggling, exploring, and other self-
  directed work. 
  Bonus Proficiencies 
  When you choose this archetype at 3rd level, you gain 
  proficiency in the Sailing and Sleight of Hand skills, if you 
  did not already have proficiency. 
  Surprise Attack 
  At 3rd level, you've learned to strike foe when they least 
  expect it. Once per turn, you can deal an extra 1d6 damage 
  to one creature you hit with an attack if you have advantage 
  on the attack roll. The attack must use a finesse or a ranged 
  weapon. 
       You don't need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn't 
  incapacitated, and you don't have disadvantage on the 
  attack roll. 
       The amount of the extra damage increases as you gain 
  levels in this class. At 7th level, this damage increases to 
  2d6, at 11th level, this damage increases to 3d6, and at 15th 
  level, this damage increases to 4d6. 
  Commandeer 
  At 3rd level, you can replace one of your attacks with an 
  attempt to steal an item being carried by another creature. 
  You can't attempt to steal an object that is being worn as 
  clothing or armor, nor can you steal an object that is being 
  held in one of the target's hands. Make a Dexterity (Sleight 
  of Hand) check, opposed by the target's AC. On a success, 
  you successfully steal that object. You must have a free 
  hand to use this ability. 
  Three Sheets 
  Starting at 7th level, whenever you use your Second Wind 
  ability, you can also take the Dash or Disengage action as 
  part of the same bonus action. 
  Charmed Life 
  By 10th level, you can saunter into trouble and make it out 
  unscathed, thanks to your considerable luck. You can gain 
  advantage on one ability check, attack roll, or saving throw 
  that uses Dexterity or Charisma. Once you use this ability, 
  you can't use it again until you finish a short or long rest. 
  Slippery Positioning  
  Starting at 15th level, whenever a hostile creature that you 
  can see within 60 feet moves, you can move 5 feet without 
  provoking Opportunity Attacks. On each round, you can 
  use this ability a number of times equal to your Dexterity 
  modifier without using your reaction. 
  Untouchable Swordsman  
  By 18th level, you are legendary with a cutlass. Whenever 
  you hit a creature with your Surprise Attack, the target has 
  disadvantage on attack rolls against you until the beginning 
  of your next turn. 
  
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  Gunslinger’s 
  Creed 
  Gunslingers have many features in common, but 
  each of them walks their own path and follows 
  their own code. This code, which gunslingers 
  call a creed, embodies their core beliefs and 
  informs their unique combat style. 
  Musketeer 
  You believe that camaraderie and glory go hand-in-hand, 
  that you and your allies are undefeatable as long as you 
  stand together. As such, you have trained with blades and 
  halberds, so that you battle up-close. Your place is not 
  supporting them from afar, but launching a single volley of 
  shot before charging in, bayonet or cutlass in hand, that you 
  might all succeed or fail as one. 
  Bonus Proficiencies 
  Starting when you choose this creed at 
  3rd level, you gain proficiency in the 
  bayonet, cutlass, rapier, shortsword, 
  and halberd. 
  Heavy Shot 
  At 3rd level, you can load and fire especially dense bullets. 
  Whenever you deal damage with a blunderbuss, flintlock, 
  or musket, you deal an additional point of damage for each 
  damage die that you roll. 
  Lock, Stock, and Barrel 
  At 7th level, you ignore the Loading and Misfire properties 
  of the blunderbuss, flintlock, and musket. 
  Bayonet Charge 
  Starting at 10th level, when you move more than 15 feet in 
  a straight line on your turn, you can use a bonus action to 
  make one attack with a bayonet or a melee weapon. 
  All for One 
  Starting at 14th level, whenever a friendly creature within 5 
  feet of you is attacked, you use your reaction to make a 
  firearm attack targeting the attacker. 
   
  Monastic Traditions 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of the Drunken Fist 
  Monks who follow the Way of the Drunken Fist swear off 
  any notion of sobriety when beginning on their path. By 
  wobbling, tripping, and blundering about with expert 
  intention, as if completely inebriated, you can surprise even 
  the most trained enemy and strike them when it's least 
  expected. Moreover, when you do imbibe alcohol, you can 
  perform astounding feats of strength and bravery. 
  Drink Like a Demon 
  Starting when you choose this tradition at 3rd level, you 
  have learned to catch your enemies off-guard with a 
  drunken, staggering school of martial arts. You are 
  proficient with improvised weapons, and improvised 
  Gunslinger Class 
  This subclass makes use of the Mage Hand Press 
  Gunslinger class and its accompanying rules. This 
  class can be found for free on magehandpress.com 
  
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  13 
  weapons are now considered as monk weapons for you. In 
  addition, creatures have disadvantage on opportunity 
  attacks against you. 
  For Medicinal Purposes 
  Beginning at 6th level, you can metabolize alcohol 
  differently. You can take a drink of alcohol and spend 1 ki 
  as a bonus action to regain hit points equal to 1d4 + your 
  monk level. Once you use this ability, you must complete a 
  short or long rest before using this feature again. 
  Staggering Strike 
  By 11th level, you have learned how to better take 
  advantage of openings in your opponent's defenses and 
  strike when they least suspect it. When an attack with 
  advantage or disadvantage made by a creature within 5 feet 
  of you misses, you can use your reaction to make an attack 
  on that creature with a monk weapon or improvised 
  weapon. 
  Belch of Flame 
  At 17th level, you can ignite the alcohol in your mouth and 
  release it in a spray of flame. As an action, you can take a 
  drink of alcohol and spend 3 ki points to ignite it. You can 
  hold this in your mouth for a number of rounds equal to 
  your Constitution modifier, after which the effect is lost. As 
  a bonus action while the alcohol is held in your mouth, you 
  can spray it in a 20-foot cone. Each creature in this area 
  must make a Dexterity saving throw. A creature takes 6d10 
  fire damage on a failed save, or half as much on a 
  successful one. 
  Way of the Tide 
  Monks who follow the Way of the Tide learn to fight like 
  the ocean: fluid and swift, yet unrelenting and powerful. 
  Like a crushing wave, these monks can bring even the 
  strongest of opponents to their knees. 
  Ocean Current Technique 
  Starting when you choose this tradition at 3rd level, you 
  move like the tide, rushing effortlessly around your 
  enemies. You can move through the space of any hostile 
  creature as if it were difficult terrain. 
       Additionally, you gain a swimming speed equal to your 
  movement speed, you are proficient with tridents, and they 
  count as monk weapons for you. 
  Undercurrent 
  Starting at 6th level, your graceful movements carry 
  combatants like a strong current. You gain the following 
  benefits: 
  • When you grapple or shove a creature, you can make a 
  Dexterity (Acrobatics) check instead of a Strength 
  (Athletics) check.  
  • You can replace an attack from your Flurry of Blows 
  with a grapple or shove attack. 
  • You can spend 1 ki point when you make a grapple 
  check on your turn to make that roll with advantage. 
  • You do not have a movement penalty when grappling 
  creatures the same size as you or smaller. 
  Tsunami Strike 
  At 11th level, you learn a technique to become more like a 
  crashing wave, summoning water-like jets of ki from your 
  hands. As a bonus action on your turn, you can spend 2 ki 
  points to give your unarmed strikes, grapple attempts, and 
  shove attacks an additional 5 feet of reach for 1 minute. 
  Whirlpool 
  Starting at 17th level, you can summon the power of 
  elemental water to wash away all opposition and rearrange 
  the battlefield. As an action on your turn, you can spend 4 
  ki points to emit a swirling, water-like aura of ki. All huge 
  or smaller creatures of your choice that you can see within 
  30 feet of you must succeed on a Strength saving throw or 
  be pushed up to 15 feet in a direction of your choice within 
  this radius and knocked prone. 
  Ranger Archetype 
  The ideal of the ranger can have many expressions. 
  Leviathan Hunter  
  Many rangers steal out into the wilds to slay dire beasts that 
  encroach upon civilization, safeguarding cities and towns 
  from their animalistic fury. But some rangers take this 
  further, obsessing over a single kill at a time, and hunting 
  their quarry to the ends of the earth. Rangers that join the 
  loose Leviathan Hunters might track any creature, provided 
  that it is as threatening as it is colossal, but are so named 
  for the brave fools that once fancied to kill the mighty 
  leviathan, a quest that ultimately spelled their demise. 
  Trophy 
  Beginning at 3rd level, you can draw strength from your 
  defeated enemies. Whenever you slay a Large or larger 
  beast, humanoid, monstrosity, or undead, you can take a 
  body part as a trophy. You do not need to have dealt the 
  killing blow, but you must have dealt damage to the 
  creature during the combat that killed it. Harvesting a body 
  part in this way is a process that takes 1 minute. Over the 
  
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  course of a long rest, you can apply a mixture of herbs and 
  preservatives worth 50 gp to the body part, after which it 
  becomes a trophy. You can wear one trophy at a time, and 
  when you take a short or long rest, you can change which 
  trophy you are wearing. While wearing a trophy, you gain 
  the following benefits:  
  • Creatures of the same type as the trophy are treated as 
  your favored enemy 
  • You gain a +2 bonus to AC and saving throws against 
  all creatures of the trophy’s type. 
  • You cannot be charmed or frightened by creatures of 
  the trophy’s type. 
       Starting at 6th level, you can make a trophy from an 
  aberration, celestial, construct, dragon, elemental, fiend, or 
  giant you have slain. 
  Clever Wrestler 
  Beginning at 7th level, your experience escaping from 
  gnashing teeth, writhing tentacles, and slashing claws has 
  made you hard to pin down. Whenever you are grappled, 
  you can use a bonus action to end the grapple. 
  Fell the Leviathan 
  At 11th level, you are a master of capitalizing on the 
  weaknesses of larger foes. When you take the Attack action 
  on your turn targeting a Large or larger creature, you can 
  make an additional attack. 
  Masterful Sidestep  
  At 15th level, you are a blur across the field of battle, 
  avoiding attacks that would fell others. When you are hit by 
  an attack, you can use a reaction to immediately move half 
  your movement without provoking opportunity attacks. 
  Additionally, you gain a +2 bonus to AC until the start of 
  your next turn. 
  Roguish 
  Archetype 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Blackfeather 
  The navies of the world always have a pressing need for 
  lookouts and scouts, since spotting enemy ships on the 
  horizon before they spot you often proves a decisive 
  advantage. In order to service this demand, an enterprising 
  band of rogues set up a guild focused more on observation 
  and sharpshooting than thievery and knifework. Calling 
  themselves the ‘blackfeathers’ in reference to their usual 
  stations in crows’ nests, they rapidly cornered the market in 
  naval spotting, to the extent that few ships now sail without 
  at least one blackfeather on the crew. 
  Lookout Aloft 
  At 3rd level, you feel equally at home in the rigging as you 
  do on deck. You gain a climb speed equal to your base 
  movement speed, can climb ropes, rigging or netting one-
  handed without penalty and have advantage on any ability 
  check or saving throw made to keep your grip while 
  hanging aloft. 
  Sharpshooter Training 
  Also at 3rd level, you gain proficiency with flintlocks and 
  muskets. The normal and long ranges of any musket you 
  wield are tripled. 
  Crow’s Eye View 
  By 9th level, you have trained your eyesight to superhuman 
  levels. You ignore light obscurement and treat heavy 
  obscurement as if it were light. When looking out over 
  open terrain such as flat fields or calm seas, you can make 
  Revised Ranger 
  This archetype makes use of the SRD Ranger 
  class, but other variants might apply a special 5th 
  level feature to this archetype. If you wish to use 
  this archetype with another version of the ranger 
  class, add the Extra Attack feature at 5th level. 
  This archetype makes use of the Revised Ranger 
  class. If you wish to use it with the SRD Ranger 
  class, remove the Extra Attack feature at 5th level. 
  
   
   
  15 
  out details such as individual creatures and flags out to a 
  range of 5 miles. 
  Nimble Ropework 
  When you reach 13th level, you begin to develop an 
  impressive repertoire of acrobatic moves. You are 
  considered to benefit from half cover while climbing ropes 
  or netting. 
  Aerial Sniper 
  At 17th level, your marksmanship is honed enough to pick 
  off officers from the decks of enemy ships. You have 
  advantage on any ranged weapon attack where your target 
  is at least 15 vertical feet below you. 
  Sorcerous Origin 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Plague Stricken 
  Perhaps you were born on a plague-wrought ship, or you 
  were infected by a pestilence unheard of by man. No matter 
  what strain of what infection brought you to death's door, 
   
   
   
   
   
   
   
   
   
   
  your recovery left you irrevocably changed. You were not 
  cured, not completely; your body still carries some of the 
  pangs and symptoms brought on by your disease, but your 
  immunity has adapted to fighting the affliction with magic, 
  granting you a latent arcane power. A terror to some, you 
  are a carrier unravaged by disease, wielding magic of 
  germs and pestilence to slowly kill those who stand in your 
  path. 
  Carrier 
  Starting at 1st level, you are immune to disease and being 
  poisoned. Additionally, choose one or randomly determine 
  a lingering symptom that afflicts you: 
  d8 
  Symptom 
  1 
  A loud, sickening cough constantly accompanies 
  you. 
  2 
  One of your limbs is black and withered, but 
  completely functional. 
  3 
  The white and iris of one or both of your eyes are 
  entirely blood red. 
  4 
  Intense shivers come at you in waves, alternating 
  between mild trembles and great shudders. 
  5 
  A number of growths and tumors lump your body 
  and hunch your back. 
  6 
  Your skin is riddled with boils and sores. 
  7 
  Your body is horrifically gaunt 
  8 
  Constantly fevered, your skin is hot and covered 
  in sweat. 
  Pathogen 
  Starting at 1st level, you can spread disease with your 
  touch. Choose a creature within your reach to make 
  a Constitution saving throw against your spell 
  save DC. On a failed save, the creature suffers 
  from one of the following diseases of your 
  choice: deadleg, ration rot, or wetlung. 
  Symptoms of the disease set in 
  immediately, and it can't be cured for 
  24 hours. 
       Once you use this ability, you 
  can't use it again until you finish a 
  short or long rest. 
   
   
   
   
   
   
   
   
  
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  Imbalance the Humors 
  Beginning at 6th level, when you take a short rest, you can 
  draw from a reserve of magical power that drives your 
  immune system. You can recover any number of expended 
  sorcery points, taking an irreducible and unavoidable 1d8 
  poison damage for each sorcery point gained. 
  Toxic Cough 
  By 14th level, even your breath is a vile harbor for bacteria. 
  When you take damage from a creature within 5 feet of 
  you, you can spend 1 sorcery point as a reaction to cough at 
  the attacker, which must make a Constitution saving throw 
  or be poisoned until the end of its next turn. 
  Epidemic 
  At 18th level, almost nothing escapes your disease. 
  Creatures have disadvantage on Constitution saving throws 
  against your spells and class features. Additionally, your 
  spells and class features ignore immunity to disease and 
  being poisoned. 
  Otherworldly 
  Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Deep One 
  Sailors tell many a far-fetched tale, and most of their stories 
  are just that, but a few tortured souls have the misfortune of 
  truly encountering an entity from the crushing depths of the 
  sea. These murky imperators often offer pacts to drowning 
  sailors: their life in exchange for a period of servitude. 
  Slowly consumed by the sea, sailors who take such a deal 
  risk losing their immortal soul to the depths. The brave or 
  foolish will seek out obscure ways to attempt to unseal the 
  deal, but most resign themselves to their fate to avoid being 
  dragged to the depths. Patrons of this type include Akr'vosh 
  the Kraken Lord; Elemiara, the Immortal Current; Belyrsí, 
  the Sunken Star; Davy Jones, the Keeper of the Damned; 
  Leviathan, the Serpent King of the Sea; and Megalodon, 
  the Ravager. 
  Expanded Spell List 
  The Deep One lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following spells 
  are added to the warlock spell list for you. 
  Deep One Expanded Spells 
  Spell Level 
  Spells 
  1st 
  create or destroy water, fog cloud 
  2nd 
  gust of wind, spiritual weapon 
  3rd 
  call lightning, water breathing 
  4th 
  black tentacles, control water 
  5th 
  conjure elemental, seeming 
  Servant of the Depths 
  Upon forging a pact with a Deep One you undergo physical 
  transformations, taking on features of sea creatures. At 1st 
  level, you pick three traits from the following list: 
       Amphibious. Gills open on your neck and torso when 
  you are submerged in water, allowing you to breathe both 
  air and water. These gills seal up and resemble scars while 
  you are on land. 
       Armor of the Sea. Your body is covered with barnacles, 
  chitin, coral, sharkskin, or other durable materials from the 
  sea. You gain a +1 bonus to your AC. 
       Blood Frenzy. When you make a melee attack against a 
  creature with less than its hit point maximum, you deal an 
  additional 1d4 damage on a successful hit. 
       Fins. You can cause webbing to grow between your 
  fingers and toes as a bonus action. You have a swim speed 
  equal to your walking speed while your hands and feet are 
  webbed. This transformation lasts until you dismiss it (no 
  action required). 
       Maw of the Ravager. Your mouth becomes lined with 
  sharp, shark-like teeth. You gain a bite attack that is an 
  unarmed strike, which deals 1d8 damage. 
       Tentacles. You have advantage on Strength (Athletics) 
  checks made to grapple a creature. Your tentacles add 5 
  feet to your reach when you use them to make a grapple 
  attempt. 
  Visions of the Deep 
  Starting at 6th level, as a reaction when a hostile creature 
  within 60 feet deals damage to you, you can attempt to 
  drown out its thoughts with visions of the inky depths. That 
  creature must make a Wisdom saving throw against your 
  warlock spell save DC, or be blinded for 1 minute. The 
  creature can repeat the saving throw at the end of each of 
  its turns, ending the effect on a successful save. 
  
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  17 
       Once you use this ability, you can't use it again until you 
  finish a short or long rest. 
  Voidsight 
  At 10th level, your eyes darken until they become like 
  black voids. You can’t be blinded, and you can see 
  normally out to 60 feet, regardless of conditions.  
  Dead Men Tell No Tales 
  Starting at 14th level, you can allow your undersea master 
  to reach out to the surface world, drowning your foes, even 
  on land. As an action, choose any number of hostile 
  creatures that you can see with 60 feet of you: water 
  magically fills these creatures’ lungs, and forces its way out 
  their mouths. If a target is capable of drowning, it begins to 
  suffocate. A suffocating creature can survive for a number 
  of rounds equal to its Constitution modifier. At the start of 
  its next turn, it drops to 0 hit points and is dying, and it 
  can’t regain hit points or be stabilized until it can breathe 
  again. If a suffocating creature uses its action to gasp for 
  air, that round does not count against the total number of 
  rounds it can survive. 
       You concentrate on this ability as if you were 
  concentrating on a spell. Its effect on a target ends if you 
  lose your concentration, or if a target moves more than 60 
  feet away from you. 
       Once you use this ability, you can’t use it again until 
  you finish a long rest. 
  Witch’s Craft 
  A witch's craft is distinct from a school of magic. Whereas 
  magical schools seek to categorize spells, crafts are defined 
  by the use of magic, and seek to capture the essence of 
  spells. There are dozens of varieties, from those practiced 
  by covens in secret, to those plied in marketplace potion 
  shops. 
  Salt Magic 
  While red witches focus on channeling their curses into raw 
  destructive energy, adherents of the salt craft―known as 
  water witches―use their command of elemental water in 
  more subtle, flexible ways. Many seek peaceful roles in 
  society as irrigators of farmland, defenders against flooding 
  and rescuers of sailors, but those that take to adventuring 
  can be formidable warriors, controlling the ebb and flow of 
  battle as if it were water. 
  Salt Magic Bonus Spells 
  Spell Level 
  Spells 
  1st 
  create or destroy water, thunderwave 
  2nd 
  gust of wind, hold person 
  3rd 
  lightning bolt, water walk 
  4th 
  control water, freedom of movement 
  5th 
  frolicking fountain, scrying 
  Hex: Water Wings 
  When you enter this craft at 3rd level, you learn to use your 
  magic to manifest wings made from water, or to propel 
  yourself on aquatic jets. As an action, you can cast this hex 
  and activate your watery powers. As long as this hex is 
  active, your long and high jump distances are doubled and, 
  if you would fall, you instead glide gently downward at a 
  rate of 60 feet per round. While gliding, you can move up 
  to 30 feet laterally without using any of your movement. 
       Casting this hex requires a half-gallon of water. 
  Fluid Movement 
  By 6th level, your body moves like flowing water. 
  Whenever you take damage, you can use your reaction to 
  move 5 feet without provoking opportunity attacks. 
  Oceanic Tomb 
  At 10th level, you can summon chains of water to bind 
  your opponents. As an action, choose a creature you can 
  see within 60 feet. This creature is paralyzed until the start 
  of your next turn. 
       Once you use this ability, you can't use it again until you 
  finish a long rest. 
  Tidal Stride 
  When you reach 14th level, you gain the ability to enter a 
  body of water and move within it or from it into another 
  body of water. Any bodies of water you enter must be at 
  least the same size as you. You must use 5 feet of 
  movement to enter a body of water. You instantly know the 
  location of all other bodies of water within 300 feet and, as 
  part of the move used to enter the water, can either pass 
  into one of those bodies or step out of the water you’re in at 
  any point within 300 feet of your entry point. You appear in 
  a spot of your choice within 5 feet of the destination, using 
  another 5 feet of movement. If you have no movement left, 
  you appear within 5 feet of the water you entered. 
       You can use this transportation ability once per round. 
  Witch Class 
  This subclass makes use of the Mage Hand Press 
  Witch class and its accompanying rules. This class 
  can be found for free on magehandpress.com 
  
   
   
  18 
  Careening in on a rope, a pirate crashes on 
  the main deck, and lands amidst the chaos of sailors 
  working frantically to put out fires while steering the 
  ship. Two more swiftly follow from the other vessel; the 
  vanguard for a sure-to-be violent boarding. In a flash, 
  the trio draws their weapons of choice, cutlasses and 
  daggers, sharpened to a razor’s edge, perhaps the only 
  well-kempt things on their persons. 
       Suddenly, a whoosh and a thud across the main 
  deck: a harpoon has come to rest clear through the 
  centermost pirate’s neck, while Ghido, the tortugan 
  quartermaster beams triumphantly from afar. Just as 
  soon as the pirate’s body collapses in a bloody heap, a 
  bevy of sailors fall upon the other two, marlinspikes and 
  machetes in hand. 
       “To arms!” Ghido cries, as the other men on deck 
  rush to the magazine for muskets and flintlocks. All 
  pretense of maneuvering has been abandoned as the 
  pirate vessel closes in, gangplank ready for boarding. 
       If they’re going to take this ship, Ghido thought, 
  We’re going to make it bloody expensive. 
   
   
   
   
  Weapons 
  The weapons, magic items, and firearms common on the 
  high seas are completely dissimilar to those used on land, 
  to say nothing of the vessels and naval guns they employ. 
  While on land, heavy armor might deter a blow and allow 
  one to lay low a pikeman with ease, but on a ship, such 
  armor is wildly impractical, threatening to tumble its 
  wearer off the ship’s rocking deck and into the watery 
  depths below. Ship combat instead favors nimble, finesse 
  weapons, and an evasive fighting style. 
       This chapter contains a number of weapons that might 
  be common on a ship, followed by magic items that might 
  be found when exploring the seven seas. 
   
   
   
   
   
   
   
  Weapons 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Firearms 
    Blunderbuss 
  200 gp 
  2d8 piercing 
  8 lb. 
  Ammunition (range 20/60), dry, loading, misfire, scatter (2d10), 
  two-handed 
    Flintlock 
  75 gp 
  2d6 piercing 
  6 lb. 
  Ammunition (range 40/120), dry, loading, misfire 
    Harpoon Gun 
  200 gp 
  2d8 piercing 
  10 lb. 
  Ammunition (range 40/120), dry, loading, misfire, special, two-
  handed 
    Musket 
  175 gp 
  2d8 piercing 
  10 lb. 
  Ammunition (range 80/240), dry, loading, misfire, two-handed 
  Simple Melee Weapons 
    Fishhook 
  1 gp 
  1d6 piercing 
  3 lb. 
  Versatile (1d8) 
    Hook Hand 
  25 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special 
    Machete 
  5 sp 
  1d6 slashing 
  4 lb. 
  Special 
    Marlinspike 
  5 cp 
  1d6 piercing 
  1 lb. 
  Finesse 
  Martial Melee Weapons 
    Bayonet 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special 
    Cutlass 
  30 gp 
  1d8 slashing 
  2 lb. 
  Finesse 
    Harpoon 
  5 gp 
  1d8 piercing 
  4 lb. 
  Special, thrown (range 20/60) 
    Trident 
  15 gp 
  1d8 piercing 
  4 lb. 
  Thrown (range 20/60), versatile (1d10) 
  Exotic Melee Weapon 
    Chained Anchor 
  50 gp 
  3d6 bludgeoning 15 lb. 
  Reach, superheavy, two-handed 
   
   
   
   
   
  Chapter 3: Equipment 
  
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  19 
  Early Firearms 
  Early experiments utilizing black powder were crude and 
  often explosive, but nonetheless demonstrated its immense 
  capacity for devastation. Its refinement led inescapably to 
  the development of cannons (marking the beginning of the 
  end for traditional castles) and smaller, muzzle-loaded 
  firearms, which were carried, fired, and reloaded by 
  individual soldiers. Soon, land battle adopted formations of 
  riflemen and ships carried cannons for defense; battle 
  everywhere suddenly sounded like a chorus of booms. 
       The power of these new weapons was tempered only by 
  their unreliability; each shot needed to be loaded with 
  hand-packed powder, which would fail to light if 
  substantially wet. Even with dry powder, inconsistent 
  ammunition could jam a gun, crippling its operator. 
  Damage Rolls with Firearms 
  Unlike other weapons, you don't add your ability modifier 
  to the damage roll of a firearm unless otherwise stated.  
  Two-Weapon Fighting                
  with Firearms  
  Unlike other ranged weapons, you can engage in two-
  weapon fighting with two light firearms. When you do so, 
  you subtract 2 from the damage roll of the bonus attack, to 
  a minimum of 1 damage. 
  Firearm Ammunition 
  All firearms require special ammunition. Most firearms use 
  bullets, but some require even more specialized projectiles. 
  For example, harpoon guns fire entire harpoons. 
       The ammunition of a firearm is destroyed upon use. All 
  ammunition is assumed to include a sufficient quantity of 
  gunpowder to fire it. 
  Ammunition 
  Cost 
  Bullet 
  2 sp 
  Firearm Proficiencies 
  Characters in most campaign worlds will not have 
  proficiency with firearms, but in settings with widespread 
  firearms, characters gain the following proficiencies: 
  Class 
  Proficiencies 
  Alchemist 
  Flintlock 
  Barbarian 
  Blunderbuss, flintlock 
  Bard 
  Flintlock 
  Channeler 
  Blunderbuss, flintlock, harpoon gun, musket 
  Cleric 
  Blunderbuss, flintlock 
  Craftsman 
  Blunderbuss, flintlock, harpoon gun, musket 
  Druid 
  Flintlock 
  Fighter 
  Blunderbuss, flintlock, harpoon gun, musket 
  Gunslinger 
  Blunderbuss, flintlock, harpoon gun, musket 
  Monk 
  Flintlock 
  Paladin 
  Blunderbuss, flintlock, harpoon gun, musket 
  Ranger 
  Blunderbuss, flintlock, harpoon gun, musket 
  Rogue 
  Flintlock 
  Shugenja 
  Flintlock 
  Warden 
  Blunderbuss, flintlock 
  Warlock 
  Flintlock 
  Warmage 
  Flintlock 
  Witch 
  Flintlock 
  Wizard 
  Flintlock 
  Weapon Descriptions 
  Cutlasses and blunderbusses are far from the only weapons 
  favored by those traveling the high seas. The following new 
  weapons have statistics: 
       Bayonet. A conventional dagger, designed to also be 
  mounted below the barrel of a blunderbuss or musket to 
  thrust at enemies. This weapon is indispensable when the 
  enemy is close and reloading simply isn’t an option. 
       Blunderbuss. A short-range firearm with a dramatically 
  flared muzzle. This rifle, a precursor to the modern 
  shotgun, fires large-heavy caliber shot in a wide spray, 
  making it most efficient a close range. 
       Chained Anchor. Crafted from a small anchor attached 
  to a 10-foot length of chain, this weapon is most effective 
  when wielded like a giant flail.  
       Cutlass. The cutlass has a shorter, curved blade that 
  allows for it to be wielded effectively on the deck of a 
  crowded ship. The favored weapon of many pirates, this 
  weapon is often confused with the rapier, but whereas 
  rapiers swiftly jab, cutlasses rapidly cut and slice. Sabers 
  use the cutlass statistics, despite their longer blade. 
   
   
   
  Mage Hand Press Classes and Rules 
  The weapon proficiencies given here refer in part 
  to Mage Hand Press base classes, such as the 
  Alchemist, Channeler, Craftsman, and Witch. 
  These classes, and many others, can be found for 
  free on magehandpress.com 
       Additional rules for firearms, exotic weapons, 
  and exotic ammunition can be found in the 
  Complete Craftsman, available on 
  store.magehandpress.com. 
  
  20 
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       Fishhook. Carved from bone, or forged from iron, the 
  oversized fishhook can be an effective tool for fishing very 
  large sea creatures. Its heft and barbed spike make it an 
  effective weapon in combat as well. 
       Flintlock. A long one-handed firearm, reloaded after 
  every shot. The flintlock pistol is favored both for its easy 
  concealment and deadly blast, but because of its short range 
  and long reload time, it’s largely used as an adjunct to a 
  sword or other weapon. 
       Harpoon. A long steel or wooden shaft with a barbed 
  spear-like point. When used for whaling, this weapon 
  usually has a length of rope attached to it, to reel the kill in. 
       Harpoon Gun. An unusual prototype firearm, designed 
  to fire entire harpoons instead of bullets. Harpoon guns are 
  intended to extend the range of a thrown harpoon (to make 
  whaling more profitable), but are just as deadly if pointed 
  anywhere else. 
       Hook Hand. A hook attached to the arm through a 
  leather cuff and a series of straps, this tool is designed to 
  allow sailors with amputated hands to effectively to lift and 
  carry objects. However, in a scuffle, a large hook attached 
  at the end of an arm can also prove quite deadly.  
       Machete. A broad blade designed to be wielded one-
  handed. Its intended use is for hacking through tropical 
  underbrush but, as many have discovered, there’s not much 
  difference between the underbrush and a victim’s body. 
       Marlinspike. A wooden or metal baton between 6 and 
  18 inches in length that has been filed down to a sharp 
  point on one end. This tool is designed to help sailors with 
  ropework, but can also seriously injure if swung as a 
  hammer or jabbed as a dagger.  
       Musket. A long-barreled firearm, often with an affixed 
  bayonet. This rifle is the most accurate firearm of its day, 
  commonly carried by military men and civilians alike. 
       Trident. This weapon consists of a long wooden or 
  metal shaft and bears a head with three sharpened points. 
  This weapon has strong ties to the sea due to its use in 
  fishing, and association with gods of the sea and aquatic 
  races.  
  Weapon Properties 
  Many weapons have special properties related to their use, 
  as shown in the Weapons table. 
       Ammunition. You can use a weapon that has the 
  ammunition property to make a ranged attack only if you 
  have ammunition to fire from the weapon. Each time you 
  attack with the weapon, you expend one piece of 
  ammunition. Drawing the ammunition from a quiver, case, 
  or other container is part of the attack. The ammunition of a 
  firearm is destroyed upon use. 
       If you use a weapon that has the ammunition property to 
  make a melee attack, you treat the weapon as an 
  improvised weapon. 
       Dry. If this weapon is ever submerged in water or 
  doused with a significant quantity of water, it jams. A 
  jammed firearm can't be used to make an attack until a 
  creature uses its action to clear the weapon malfunction. 
       Finesse. When making an attack with a finesse weapon, 
  you use your choice of your Strength or Dexterity modifier 
  for the attack and damage rolls. You must use the same 
  modifier for both rolls. 
       Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and bulk 
  make it too large for a Small creature to use effectively. 
       Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons. 
       Loading. Because of the time required to load this 
  weapon, you can fire only one piece of ammunition from it 
  when you use an action, bonus action, or reaction to fire it, 
  regardless of the number of attacks you can normally make. 
       Misfire. When you roll a critical failure on an attack roll 
  with this weapon, it jams. A jammed firearm can't be used 
  to make an attack until a creature uses its action to clear the 
  weapon malfunction. 
       Range. A weapon that can be used to make a ranged 
  attack has a range shown in parentheses after the 
  ammunition or thrown property. The range lists two 
  numbers: the first is the weapon’s normal range in feet, and 
  the second indicates the weapon’s maximum range. When 
  attacking a target beyond normal range, you have 
  disadvantage on the attack roll. You can’t attack a target 
  beyond the weapon’s long range. 
       Scatter. If you make an attack against a target that is 
  within half this weapon’s normal range, you deal the 
  damage value listed in parentheses instead of the weapon’s 
  normal damage dice. 
   
  Trident 
  The trident statistics presented here are intended 
  to replace those in the SRD. Mechanically, this 
  creates a neat symmetry by providing a versatile 
  weapon for each physical damage type, and it 
  lends thematic weight to the idea that using a 
  three-pronged harpoon requires skill, but is deadly 
  in the right hands. The GM can optionally 
  disallow this version of the weapon in favor of the 
  SRD statistics. 
  
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       Special. A weapon with the special property has unusual 
  rules governing its use, explained in the weapon’s 
  description (see "Special Weapons" later in this section). 
       Superheavy. This weapon is unusually large for its type. 
  You must have a Strength score of at least 17 to 
  proficiently wield a superheavy weapon. Creatures smaller 
  than Meduim size cannot wield a superheavy weapon, 
  regardless of their Strength score. This property also counts 
  as the Heavy property. 
       Thrown. If a weapon has the thrown property, you can 
  throw the weapon to make a ranged attack. If the weapon is 
  a melee weapon, you use the same ability modifier for that 
  attack roll and damage roll that you would use for a melee 
  attack with the weapon.  
       Two-Handed. This weapon requires two hands to use. 
       Versatile. This weapon can be used with one or two 
  hands. A damage value in parentheses appears with the 
  property—the damage when the weapon is used with two 
  hands to make a melee attack. 
  Special Weapons 
  Weapons with special properties are described here. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Bayonet. This weapon can be mounted to any two-
  handed firearm or removed from it as an action. While 
  mounted, you can use the bayonet to make a two-handed 
  melee weapon attack, which deals 1d8 piercing damage on 
  a hit. 
       Harpoon. You can use an action to tie a rope to the end 
  of a harpoon before it is thrown. If a rope-tied harpoon hits 
  a target, you can hold fast to the rope, and use your action 
  to make an opposed Strength (Athletics) check against the 
  target to pull it up to 10 feet closer to you. You can also use 
  your reaction when the target moves to make an opposed 
  Strength (Athletics) check against it, preventing its 
  movement on a success. If you use your action to do 
  anything else, you lose your grip on the rope. If the target 
  has hands, it can remove the harpoon as an action. 
       Harpoon Gun. This weapon uses harpoons for 
  ammunition. See the description for Harpoons above. 
       Hook Hand. This is a one-handed weapon, usable only 
  if you are missing a hand, or have a special cuff designed to 
  fit over your hand. Any humanoid that is missing a hand 
  and wears a hook regularly has proficiency with this 
  weapon. 
       Machete. This weapon deals double damage to plants, 
  and creatures of the plant type. 
  
  22 
   
   
  Magic Items 
  No pirate story is complete without a touch of the fantastic: 
  a legendary cutlass that can slay any foe, a hidden cache of 
  treasure, and a dozen cursed doubloons. These magic items 
  should make for tantalizing rewards, interesting story 
  moments, and powerful boons in any maritime adventure. 
       Magic items are presented in alphabetical order. A 
  magic item’s description gives the item’s name, its 
  category, its rarity, and its magical properties. 
  Accursed Gold 
  Wondrous item, rare (requires attunement) 
  While attuned to these 12 gold pieces, you do not need to 
  eat, drink, sleep, or breathe. 
       Curse. These gold coins are cursed. Touching one of 
  them while no other living creature is cursed by them 
  attunes them to you and extends the curse to you. The 
  curse's effects onset gradually, revealing themselves only 
  when the coins are separated. When cursed, you enter a 
  undeath-like state: you cannot regain hit points by 
  expending hit dice, nor do you regain them when you finish 
  a long rest. You can break the curse in the usual ways, but 
  only when all 12 coins are collected together.   
  Bottle of Instant 
  Intoxication 
  Wondrous item, rare 
  This bottle, visually unremarkable except for a smiling face 
  stamped into the underside of its cork, is always half-filled 
  with liquid enchanted to intoxicate any who drink it. Any 
  willing humanoid that takes a drink from this bottle 
  becomes intoxicated one minute later and remains 
  intoxicated for 1 hour. An unwilling creature that drinks 
  from this bottle can make a DC 16 Constitution check to 
  resist intoxication. An intoxicated creature is poisoned and 
  has disadvantage on saving throws. 
  Cannonball Pistol 
  Weapon (flintlock), very rare (requires attunement) 
  You have a +2 bonus to attack and damage rolls with this 
  ordinary-looking flintlock pistol. This weapon has 6 
  charges and regains 1d4 + 2 expended charges daily at 
  dawn. When you make an attack with this weapon, you can 
  speak a command word and expend a charge to gain the 
  following benefits on that attack: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  • The fired projectile expands to the size of a cannonball 
  upon leaving the barrel, and its weight becomes 10 lb. 
  • The weapon deals 4d8 bludgeoning damage on a hit 
  instead of 2d8 piercing damage. 
  • The weapon deals double damage to objects and 
  structures. 
  • On a hit, Large or smaller targets are knocked prone 
  and pushed 10 feet directly away from you. 
  Compass of Unerring 
  Direction 
  Wondrous item, rarity by compass (requires attunement) 
  Rather than pointing north, a compass of unerring direction 
  magically seeks out something of great importance and 
  directs its holder accordingly. Unless identified as magic 
  items, these compasses might be discarded as faulty; in the 
  right hands, however, one of these compasses can make 
  even a lowly seaman extraordinarily wealthy. 
       Blood Compass (legendary). This tin compass is 
  unremarkable at a glance; however, closer inspection 
  reveals that its needle is missing. While attuned to it, your 
  hit point maximum is decreased by 5, and a wavering 
  needle of blood appears on its face. Rather than pointing 
  north, its needle points in the direction of the one thing you 
  want most, as long as you and it are on the same plane of 
  existence. If it is directly above or below its current target, 
  the needle spins rapidly. If the target is on a different plane 
  of existence, the needle does not materialize. 
       Diamond Compass (rare). This tin compass is encrusted 
  with precious gemstones set into its face, and its needle 
  seems to be cut from solid diamond. Rather than pointing 
  north, the needle points in the direction of the largest 
  concentration of gemstones within 100 miles of its position. 
  If it is directly above or below its current target, the needle 
  spins rapidly. 
       Gold Compass (rare). This heavy, ornate compass 
  appears to be comprised of solid gold. Rather than pointing 
  north, its needle points in the direction of the largest 
  concentration of gold within 100 miles of its position. If it 
  is directly above or below its current target, the needle 
  spins rapidly. 
       Rusted Iron Compass (uncommon). This iron compass 
  is coated with a thick layer of rust, as if it had spent years 
  submerged underwater. Rather than pointing north, its 
  needle points in the direction of the nearest shipwreck. If it 
  is directly above or below its current target, the needle 
  spins rapidly. 
   
  Cutlass of the Renegade 
  Weapon (cutlass), rare (requires attunement) 
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon. If you hit a hostile creature with an 
  attack using this weapon while no ally is within 5 feet of 
  you and you are not holding a shield, you deal an additional 
  1d8 damage and gain a +2 bonus to your armor class until 
  the beginning of your next turn. 
  Driftwood Cudgel 
  Weapon (greatclub), rare (requires attunement) 
  This imposing greatclub is fashioned from a driftwood log. 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. While holding it, you automatically 
  know the direction and distance to the nearest shore. 
  Additionally, you can use a bonus action to speak a 
  command word, causing you to become extremely buoyant 
  and float to the surface of any liquid at a rate of 60 feet per 
  round. You can end this effect as a bonus action by 
  speaking the command word again. 
  Eyepatch of The Lookout 
  Wondrous item, rare (requires attunement) 
  This leather eyepatch has a stylized eye pattern stitched 
  into its front. While wearing it, you gain the following 
  benefits: 
  • You can see normally as if the eyepatch wasn’t there. 
  • You have advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks that rely on sight. 
  • You have darkvision with a range of 60 feet. You can 
  see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. If 
  you already have darkvision, its range increases by 60 
  feet. 
  • You are immune to the blinded condition. If worn over 
  a missing or injured eye, you can see normally through 
  the eyepatch as if the eye was present and uninjured. 
   
   
   
   
   
   
   
   
  
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  Flag of Safe Harbor 
  Wondrous item, uncommon 
  This white flag is sewn with silver thread and offers 
  disabled ships a second chance for safety. When this flag is 
  flown on a ship as an action, the ship becomes impossible 
  to sink for 24 hours. For this duration, none of the ship’s 
  weapons can be used to make attacks, the ship suffers no 
  penalty for its sections being wrecked, and the ship’s leaks 
  do not increase its water level. The ship can sail at full 
  speed, even if its masts have been wrecked. If the flag is 
  removed or its duration ends, these effects end and the flag 
  becomes a nonmagical white flag. 
  Gambler’s Coin 
  Wondrous item, rare (requires attunement) 
  This ordinary looking gold piece has deep scratches on one 
  side. It has 3 charges. While holding it, you can expend 1 
  charge when you make an ability check, attack roll, or 
  saving throw, to instead replace the d20 roll with a coin 
  flip. On heads, the roll is treated as a 20 (though you do not 
  score a critical hit with the attack roll), and on tails, the roll 
  is treated as a 1. The coin regains all expended charges at 
  dawn. 
  Immovable Anchor 
  Wondrous item, rare 
  This small iron anchor has arcane sigils carved into it and 
  weighs 20 pounds. When attached to a vessel with a length 
  of rope or chain and thrown overboard, the vessel is 
  magically stabilized. It cannot be capsized or moved 
  horizontally by nonmagical means, and creatures onboard 
  the vessel have advantage on ability checks and saving 
  throws to avoid falling due to rough weather or impacts of 
  any kind to the vessel. This effect lasts until the anchor is 
  reeled back in. 
  Iron Boots 
  Wondrous item, uncommon (requires attunement) 
  These leather boots are covered in thick iron plates, but 
  never hinder their wearer’s movement. While wearing 
  them, you can use a bonus action to speak a command word 
  and activate the boots, causing them to drastically increase 
  in weight. While the boots are active, you can’t swim or 
  fly, and you are pulled to the ground at a rate of 60 feet per 
  round. You have advantage on any ability checks and 
  saving throws to avoid being moved against your will. You 
  can end this effect as a bonus action by speaking the 
  command word again. 
  Mainsail, +1, +2, or +3 
  Wondrous item, uncommon (+1), rare (+2), or very rare 
  (+3) 
  This white sail is imbued with the power of elemental air 
  and is extremely lightweight. When attached to a sailing 
  vessel’s mast, the ship’s speed increases by a number of 
  squares determined by the sail’s rarity. 
  Marauder Cuffs 
  Wondrous item, uncommon (requires attunement) 
  These silver bands have a reputation for being worn by 
  reckless folk who do unsavory work. When attuned to 
  them, your hit point maximum increases by 10, but you 
  make death saving throws with disadvantage. You can only 
  remove these cuffs when you have all your hit points. 
  Moonraker of Salvation 
  Wondrous item, rare 
  This small sail, embroidered with stars and moons, 
  functions like any other sail when attached to a sailing 
  vessel’s mast. However, when there is no wind, this sail 
  magically fills itself, propelling the ship at half its normal 
  speed. 
  Parchment of Sending 
  Wondrous item, uncommon 
  Though this appears to be ordinary parchment, and can be 
  written on as such, it is actually closely connected with the 
  Elemental Plane of Air. Once this parchment is folded into 
  the shape of a glider, it flutters on the wind to seek out any 
  recipient you choose. The recipient can return the 
  parchment to you by refolding it. The glider can make 3 
  such trips, and then becomes mundane parchment. 
  Portable Cannonballs 
  Ammunition (cannonballs), uncommon 
  This bag contains twenty iron balls, each one inch in 
  diameter and weighing 1/4 lb. As a bonus action, the 
  command word can be spoken, which causes any number 
  of the balls to expand into full-size cannonballs weighing 
  10 lb. each, suitable for firing from a cannon. 
       The bag can be poured out on the ground as an action, in 
  which case it functions exactly as a bag of ball bearings. If 
  the command word is spoken after the bag is poured out, all 
  the balls expand at once. If a bag full of expanded balls is 
  set to rolling, such as by being poured down a hill, any 
  creature in the path of the balls must make a DC 13  
  
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  Dexterity saving throw, or take 11 (2d10) bludgeoning 
  damage. 
       Individual iron balls can be fired from a sling and 
  expanded in midair, dealing 2d10 bludgeoning damage on a 
  hit, though any attacks made in this fashion have 
  disadvantage. 
  Ring of Barrels  
  Ring, uncommon (requires attunement) 
  This ring has 6 charges. While wearing the ring, you can 
  use an action and expend 1 to 3 of its charges to summon a 
  number of empty barrels in spaces adjacent to you equal to 
  the number of charges expended. The barrels are sizeable, 
  fully 6-feet high and 4-feet in diameter, occupying the same 
  space as a Medium creature and providing three-quarters 
  cover from ranged attacks. Barrels weigh 150 pounds and 
  can be moved with an action. You can summon the barrel 
  around incapacitated Medium size creatures, restraining 
  them, or around Small or smaller creatures, trapping them 
  inside. A creature can break free of a barrel by making a 
  DC 22 Strength check. This ring regains 1d6 expended 
  charges daily at dawn. 
  Seashell of Breezes 
  Wondrous item, uncommon 
  A cool breeze of fresh air flows from the underside of this 
  seashell, providing a comforting reminder of the sea when 
  on land, and critical supply of air underwater. By holding 
  this shell to your mouth, you can breathe normally 
  underwater. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spyglass of the Deep 
  Wondrous item, rare 
  Objects viewed through this spyglass are magnified to four 
  times their size. Moreover, water does not appear in this 
  spyglass’s image, allowing its user to peer into the murky 
  depths with only light obscurement. 
  Treasure Trove 
  Wondrous item, uncommon 
  This sturdy wooden chest is joined to a magic map. 
  Wherever the chest is moved to and hidden, the map 
  updates its location with a large black X, along with a 
  dotted line from the map holder’s location to the chest’s 
  location. No other means, short of a wish spell, can locate 
  the chest without using the map. 
  Trident of Storms 
  Weapon (trident), legendary (requires attunement) 
  This golden trident crackles with electrical energy. You 
  gain a +3 bonus to attack and damage rolls made with this 
  magic weapon. This weapon deals an additional 2d6 
  lightning damage on a hit, and its target can’t take reactions 
  until the end of its next turn.  
       Additionally, the trident has 7 charges, and regains 1d4 
  + 3 expended charges daily at dawn. While you are holding 
  the trident, you can use an action and spend one or more 
  charges to cast one of the following spells (save DC 16) 
  from it: call lighting (3 charges), gust of wind (2 charges), 
  ice storm (4 charges), lightning bolt (3 charges), or 
  thunderwave (1 charge). 
   
   
  
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  There are a vast number of different sailing ships, from the 
  smallest of schooners to the monstrous constructions that 
  are dwarven ironsides, but all have a few basic things in 
  common. Every sailing ship has a hull, rigging, and a mast 
  to hold up sails that power the ship. Some ships carry a 
  backup means of propelling the ship when the wind fails, 
  such as sails or a propeller (though the latter is quite rare). 
  For any long-distance travel, however, there's no substitute 
  for full sails. 
       Most ships carry cannons for self-defense, though 
  strictly mercantile vessels settle for being faster and more 
  maneuverable without the extra dead weight.  
       A ship's crew are called sailors or hands, though 
  everyone traveling on a ship can more generally be called 
  passengers. Generally, a crew follows the orders of a 
  captain, or the first mate, who issues orders and organizes 
  the crew on the captain's behalf. The rest of the crew rarely 
  has specialized roles, with the 
  possible exception of a chef 
  and/or priest which might 
  accompany the crew on a 
  long voyage.  
   
   
   
  New Skill: 
  Sailing 
  Able seamen can do more than simply pull rope and keep 
  their balance on a rocking deck. All the skills needed for an 
  ocean voyage, such as splicing ropes, reefing sails, and 
  shifting tides, are covered by the Intelligence (Sailing) skill. 
  Most actions on a ship won’t require Sailing checks, but in 
  particularly challenging situations, the GM might call for a 
  check to determine your success. 
  Ship Traits 
  There's no one perfect way to build a ship. Every type of 
  ship layout, rigging scheme, complement, and armament 
  has tradeoffs, pros and cons. Design trends may shift, 
  favoring lighter more agile ships one decade, and slower, 
  more heavily-armed ships the next, but at any time, ships of 
  a hundred different makes can be found on the ocean. 
       In practical terms, different types of sailing ships are 
  distinguished by their types of rigging, hull, and number 
  and configuration of sails. For the purposes of this book, 
  ships are described by statistics which include the 
  following information: Hit points, armor class, speed, 
  maneuverability, sections, crew roles, passengers, cargo, 
  cost, and weapons, all of which are detailed below. 
       More details for how these statistics are used can be 
  found in the Naval Combat section. 
  Hit Points 
  Hit Points (HP) are a general measure of a ship's 
  hull damage; a ship with all its hit points is 
  sturdy and seaworthy, whereas one with few 
  nears a watery grave. Hit points are not a 
  measure of the specific damage dealt to a 
  ship, but rather are an indicator of a 
  ship's general integrity and state of 
  repair. 
   
   
   
   
   
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  27 
  Armor Class 
  Like creatures and structures, ships have an Armor Class 
  (AC.) Unlike creatures, however, a ship’s armor class is 
  perfectly literal; it represents how heavily armored a ship 
  is, and determines how successful an attack is likely to be. 
  Speed 
  Each ship has a Speed listed in miles per hour (mph), 
  which is useful for determining long-distance travel times, 
  and also listed using the optional Grid Combat rules. 
  Additionally, a ship's speed also includes information about 
  its means of propulsion, often indicating whether it 
  possesses sails, oars, propellers. 
  Maneuverability 
  Seafaring vessels don't turn on a dime and must account for 
  things like momentum when maneuvering. As such, each 
  vessel has a Maneuverability score, measured in degrees, 
  which determines its cone of movement. Generally, small, 
  nimble ships can be quite sprightly, and may have a 
  maneuverability score of 180 degrees, whereas larger ships 
  will generally have a maneuverability score of 90 degrees. 
  The very largest ships, the Ships of the Line, have a 
  maneuverability score of only 45 degrees, but compensates 
  for their sluggishness with armor and firepower. See the 
  Helmsman role for rules governing maneuvering of a ship. 
  Dimensions 
  Each ship has Dimensions in feet given for length and 
  width (often rounded to the nearest 25-foot increment), 
  which can be useful in gaging a ship's scale or when using 
  it on a grid map. 
  Sections 
  Anatomically, most sailing ships have the same features: a 
  tall mast adorned with sails, a rudder and helm, a hull to 
  hold back water, and a few decks. The largest of these ships 
  are a great deal more complex than their smallest 
  counterparts, with different Sections that can be 
  individually damaged and repaired without compromising 
  the whole of the ship. A vessel can have more than one of 
  some sections (such as masts and gun decks) or might have 
  none of others. Sections listed in a ship's entry detail the 
  types of sections it has, as well as the number of each 
  section, and the types of weapon housed in each one. See 
  “Sections” below for more details on the sections that make 
  up a ship.  
  Crew Roles 
  The ship's Crew Roles entry indicates which roles are 
  available to characters in the ship during naval combat. For 
  more information on how to use the crew roles, see the 
  Ship Combat section.  
  Passengers 
  Each ship can carry a maximum number of humanoid 
  Passengers on a long-distance voyage (a number which 
  includes the crew.) Even quite large ships can be crewed by 
  as few as a dozen sailors, however, and trade ships might 
  do just that to keep costs low. That being said, having 
  additional hands is essential to fire an arsenal, requiring at 
  least three sailors to operate each gun in a battery, and is 
  necessary for any sort of effective boarding action, as 
  pirates and soldiers alike are keen to point out. 
  Cargo 
  Ships are the backbone of worldwide commerce, the bridge 
  connecting far-flung civilizations in trade; this is possible, 
  of course, because of their impressive Cargo space. A 
  ship's cargo space measures how much (in tons) it can carry 
  when it is fully-laden with cargo. If a ship carried any more 
  than this amount, it would be at imminent risk of 
  submerging or buckling under the stress. 
  Cost 
  Most ships can be bought and sold at any freely-trading 
  port, and many shipbuilders even sell their largest boats to 
  private individuals, in addition to governments. Therefore, 
  each ship has an included Cost in gp. This price is a typical 
  figure for a ship of its type, but unscrupulous (or simply 
  ignorant) merchants might sell ships for far higher or lower 
  price. 
       Not all ships have an included cost; the very largest and 
  most powerful of ships are ostensibly priceless and are 
  never bought or sold at market. 
  Weapons 
  Naval weaponry comes in a bewildering variety of shapes 
  and sizes, from catapults, to ballistae, to ship-mounted 
  rams, but the most common ship-mounted Weapon is the 
  cannon, which fires heavy metal projectiles at extreme 
  speed. By all accounts, these weapons are slow, inaccurate, 
  and heavy, but they are extremely devastating to a wooden 
  ship and lethal to its occupants, tearing through the hull and 
  bombarding those inside with a hail of splinters.
  
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       Some weapons are mounted on the main deck, but many 
  more are stored on a dedicated gun deck, which has a 
  number of integrated gunports running down either side of 
  the ship. The details for which sections ship weapons 
  occupy is included in the ship's statistics, and statistics for 
  weapons are included in the Ship Weapons section. 
  Variant Rule: Damage Threshold 
  Very rarely, an intrepid barbarian will decide that the best 
  way to sink an enemy ship is with several hefty ax swings 
  to its hull. Unfortunately, they'll often learn that, unless 
  they brought a spectacularly large axe, doing so is a fairly 
  tedious process. The hull of a ship has a Damage Threshold 
  of 15 against such nonmagical non-cannon-based sources, 
  meaning that the ship has immunity to all damage unless it 
  takes 15 or more damage at once. Any damage that fails to 
  meet this threshold is merely superficial and won't reduce 
  the ship's hit points or harm any of its sections. 
  Ship Sections 
  Seafaring vessels are immense objects, large enough that 
  different Sections can be targeted and destroyed separately, 
  without necessarily compromising the whole of the ship. 
  These different sections might include a ship's masts, its 
  various decks, its rudder, or even a vital area of its hull. 
       Different members of the crew are considered to be 
  occupying sections of the ship; for example, a gunner will 
  occupy one the ship's gun decks and a lookout will occupy 
  the crow's nest of one of the ship's masts. When an attack 
  targets a section of a ship directly, it might place these 
  passengers in direct risk. For more information on targeted 
  attacks, see the Targeted Attack action in the Gunner role. 
       When individual sections of a ship become too heavily 
  damaged, they may become Wrecked. A wrecked section 
  generally imposes some sort of penalty on the ship as a 
  whole, which is described in the "Wrecked" section of a 
  ship section's description. 
  Bow 
  Hit Points: 60 
  Crew: Captain, First Mate, Gunner 
  The bow of a sailing ship is its front-most section, and 
  houses the anchor, the crew quarters, the bowsprit (the long 
  pole that extends from the front of the ship, used to support 
  the front-most mast), and possibly a bow chaser, a forward-
  facing cannon useful for chases. It might also contain a 
  decorative figurehead perched on the foremost tip of the 
  hull. If this section contains weapons, its entry will include 
  information on the number and types of weapons installed. 
       Damaging a ship's bow might not grant a decisive 
  victory, but it can assure an escape, for it may destabilize 
  the foremast and it will certainly disable any installed bow 
  chasers. 
       Wrecked. 1 fire, 1 leak, and the ship's fore-most mast 
  takes 20 damage. Additionally, the guns in this section can't 
  be used to make attacks. 
  Gun Deck 
  Hit Points: 75 
  Crew: Gunner 
  The gun deck houses a ship's main armament, which are 
  arranged in batteries at a series of gunports on either side of 
  the deck. This deck also houses the magazine, where dry 
  powder is stored. As a result, a fire on this deck can be 
  disastrous, destroying the entire ship in a fire ball if the 
  magazine catches flame. 
       A gun deck's entry also includes information on the 
  number and types of shipboard weapons in each battery on 
  that deck. Unless otherwise stated, it is assumed that this 
  deck has a battery of guns on each side, and therefore 
  carries twice as many guns as stated in each battery. 
       Wrecked. 8 fires, and the guns on the deck can't be used 
  to make attacks. 
  Hold 
  Hit Points: 60 
  Crew: None 
  The hold is the lowest deck of the ship, and is usually used 
  to store cargo for long voyages. Because this section is 
  mostly below the water line, damage to it causes water to 
  rush in, quickly sinking most any ship. 
       Wrecked. 8 leaks, 20 percent chance that some of the 
  ship's cargo will be lost (the GM decides the type and 
  amount of cargo that is lost.) 
  Main Deck 
  Hit Points: 75 
  Crew: Captain, First Mate, Gunner 
  The main deck, or top deck, is where the hustle and bustle 
  of naval life occurs. Almost everything, from the 
  modification of rigging and sails, to the loading and 
  unloading of cargo, happens on the main deck. 
       The surest way to cripple a ship is to pepper its main 
  deck with grapeshot, maiming or killing the sailors working 
  there. In war, such tactics are frowned upon, but are not 
  uncommon. 
  
   
   
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       The main deck might also be equipped with its own 
  complement of lighter weapons. Certain weapons, like the 
  swivel gun, are ideal for firing down at the decks of smaller 
  vessels. If this section contains weapons, its entry will 
  include information on the number and types of weapons 
  installed. Unless otherwise stated, it is assumed that this 
  deck has a battery of guns on each side, and therefore 
  carries twice as many guns as stated in each battery. 
       Wrecked. 2 fires and all sailors working on the main 
  deck (including the ship's captain, and possibly the first 
  mate) take 4d10 piercing damage. Additionally, the guns in 
  this section can't be used to make attacks.  
  Masts 
  Hit Points: 30 
  Crew: Lookout 
  A ship's masts hold its sails and rigging, which in turn 
  propel the ship forward. Most large sailing ships have two 
  or more masts, the main-mast (the tallest, usually 
  centermost mast) providing the majority of the ship's speed. 
  The entry for a ship's masts will list the number of masts a 
  ship has. 
       Most ships also have at least one crow's nest, a small 
  lookout point high in their masts. Commonly, a single 
  sailor is stationed there to spot approaching hazards and 
  forewarn the ship of danger. 
       Wrecked. 2 leaks, and the ship's speed is reduced by 
  one-fourth its maximum (rounded down to the nearest 25-
  foot increment.) If the ship has no remaining sails and no 
  other means of propulsion, its speed is reduced to 0. 
  Stern 
  Hit Points: 60 
  Crew: Captain, First Mate, Helmsman, Gunner 
  The rearmost section of a sailing ship, the stern, contains 
  the helm (the wheel that steers the boat) and the rudder. 
  Whereas its masts and sails provide a ship its power, 
  propelling it forward, its rudder guides it, steering it in the 
  intended direction. If this section of the ship is damaged, 
  the ship is unable to maneuver, leaving it a sitting duck 
  until the rudder and helm are repaired. 
       The stern might also be equipped with stern chasers, 
  cannons mounted to fire from the rear of the ship at 
  pursuing vessels. If this section contains weapons, its entry 
  will include information on the number and types of 
  weapons installed. 
       Wrecked. The ship's maneuverability becomes 0, and 
  the guns on this section can't be used to make attacks. 
  
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  Ship Weapons 
  The cannons carried by sailing ships would be 
  considered demi-cannons on land. Conventional 
  cannons are designed to blow apart castle walls 
  with enormous iron projectiles, whereas 
  shipboard cannons are only required to sink 
  other wooden ships. Nonetheless, cannons are 
  essential naval weapons, installed on every ship 
  in need of defense. 
  Ship Weapon Descriptions 
  Ships carry the following types of weapons in their 
  armaments:  
       Carronade. This cannon fires extremely heavy shot; 
  however, to keep down the weight of the gun, it has a short 
  barrel, giving it a shorter range and less accuracy. Even 
  smaller ships can usually carry a carronade, where it mainly 
  finds use at close range for defense. 
       Heavy Cannon. This type of cannon is the main 
  armament for warships, favored for its firepower and range. 
  Of course, both of those aspects come at the cost of weight; 
  only the largest of ships can carry a full battery of heavy 
  cannons. 
       Light Cannon. The lightest variant of cannon typically 
  arranged in a battery, the light cannon is so-named for its 
  lightweight, highly maneuverable design. A team of four  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  sailors, two in a pinch, can carry one of these guns (and 
  some tales report of monstrously strong men hefting and 
  firing them on land.) 
       Long Nine. This cannon is designed with a longer barrel 
  and, as its name suggests, fires 9-pound cannonballs. 
  Because of its length, this gun is normally mounted in the 
  front or rear of a ship, where its long range can be used 
  effectively to fire while chasing another ship. 
       Paixhans Gun. These devastating naval guns are 
  designed to fire explosive shells. The effect of an explosive 
  shell on a wooden ship is unquestionably devastating, but 
  its design does make several comprises: the cannon is quite 
  heavy, can't accept other types of cannonballs other than 
  explosive shells, and its range and accuracy are inferior to 
  other cannons, especially at longer ranges. 
       Swivel Gun. Though this gun is strictly lighter than its 
  contemporaries, it is mounted on a rotating turret, allowing 
  it to be fired in any direction. Its relatively small size makes 
  it less suitable for penetrating hulls then harrying sailors on 
  the top decks of enemy ships. 
  Ship Weapons 
  Weapon 
  Cost 
  Average (Damage) 
  Weight 
  Properties 
  Carronade 
  5,000 gp 
  33 (6d10) bludgeoning 
  1,500 lb. 
  Ammunition (range 100/300), dry, fixed, loading, ship 
  Heavy Cannon 
  8,000 gp 
  39 (6d12) bludgeoning 
  3,000 lb. 
  Ammunition (range 300/900), dry, fixed, loading, ship 
  Light Cannon 
  1,000 gp 
  22 (4d10) bludgeoning 
  500 lb. 
  Ammunition (range 150/450), dry, fixed, loading, 
  special 
  Long Nine 
  2,500 gp 
  22 (4d10) bludgeoning 
  1,250 lb. 
  Ammunition (range 300/900), dry, fixed, loading, ship 
  Paixhans Gun 
  25,000 gp 
  32 (5d12) bludgeoning 
  3,500 lb. 
  Ammunition (range 150/450), dry, fixed, loading, ship, 
  special 
  Swivel Gun 
  2,000 gp 
  13 (3d8) bludgeoning 
  750 lb. 
  Ammunition (range 75/225), dry, loading 
   
   
   
   
   
  
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  Ship Weapon Properties 
  In addition to the properties presented on page 21, ship 
  weapons have the following special properties related to 
  their use: 
       Fixed. This weapon is mounted on one side of a ship 
  and can only make attacks against targets within a 90-
  degree cone of the direction it is facing. 
       Ship. This weapon is too cumbersome to be used 
  without being mounted to a ship or another emplacement. 
  You have disadvantage on attack rolls using this weapon to 
  target any creature or object that is Huge or smaller. 
  Special Ship Weapons 
  Ship with special rules are described here: 
       Light Cannon. This weapon can be carried by a creature 
  with a Strength score of 17 or more, in which case it is a 
  superheavy two-handed weapon with a range of 50/150 
  feet.  
       An attack with this weapon while it is carried can target 
  a space within range, which is treated as having 10 AC. On 
  a hit, each creature within 5 feet of the point of impact must 
  make a DC 14 Dexterity saving throw or take half the 
  damage rolled.  
       Paixhans Gun. This gun fires exclusively explosive 
  shells. On a hit, it creates 1 leak and starts 1 fire to a target 
  ship. 
  Ship Weapon Ammunition 
  All ship weapons require ammunition, usually in the form 
  of cannonballs, though the paixhans gun instead 
  exclusively fires explosive shells. Optionally, to perform 
  specific tasks, ship weapons can be loaded with unusual 
  types of ammunition, as described in the Special 
  Ammunition section below. 
       All ammunition of a ship weapon is destroyed upon use. 
  All ammunition is assumed to include a sufficient quantity 
  of gunpowder to fire it. 
  Ammunition 
  Cost 
  Cannonball 
  10 gp 
  Explosive Shell 
  50 gp 
  Special Ammunition 
  Instead of normal cannonballs, ship weapons can fire 
  special ammunition designed to cut down masts or maim 
  and injure soldiers. As a result, some targeted attacks 
  require this special ammunition. 
       Grapeshot Canister. This canister is filled with lead 
  shot that spreads out immediately open leaving the barrel. 
  A grapeshot canister has half the range of a normal 
  cannonball fired from a cannon and deals half the normal 
  amount of damage, but threatens to maim or injure the 
  sailors aboard the target ship. Every sailor on the main deck 
  of the target ship must make a DC 12 Dexterity saving 
  throw or take half the damage a normal cannonball would 
  deal on a hit.  
       Heavy Shot. This round at first appears to be a 
  conventional cannonball, but actually has a dense core of 
  adamantine-alloy, allowing it to punch harder than 
  similarly-sized projectiles. Heavy shot has half the range of 
  a normal cannonball fired from a cannon, but also creates 1 
  leak on a ship that it hits. Heavy shots also ignore the 
  Fortified Hull ship property. 
       Tree Cutter. A tree cutter round contains solid metal 
  balls chained together in pairs, making it far easier to target 
  and destroy narrow targets, such as masts. A tree cutter 
  round deals half the damage of a normal cannonball fired 
  from a cannon, but are required when making a targeted 
  attack against a ship’s masts. 
       Wildfire. Wildfire is a canister loaded with a thicker, 
  sticker form of alchemist’s fire that ignites upon leaving the 
  barrel and quickly sets flame to its targets. A wildfire round 
  deals half the damage of a normal cannonball shot from a 
  cannon and deals fire damage, but also starts 1 fire on a 
  ship that it hits.  
  Ammunition 
  Cost 
  Grapeshot Canister 
  30 gp 
  Heavy Shot 
  30 gp 
  Tree Cutter 
  30 gp 
  Wildfire 
  30 gp 
  Batteries 
  Naval weapons are often organized in long lines called 
  batteries, designed such that all the weapons in a battery 
  can fire a volley simultaneously and then be reloaded. Ship 
  entries will indicate if its weapons are arranged in a battery, 
  how many weapons are in the battery. Because batteries are 
  arranged symmetrically (with one battery on the left side of 
  the ship, and another on the right) the ship actually carries 
  twice as many weapons as noted in each battery. 
       Any ship that has a battery with at least 4 weapons can 
  use it to make a broadside attack. For more information on 
  how to use broadside attacks, see the Ship Combat section. 
   
  
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  Example Ships  
  No two ships on the seven seas are quite alike. Throughout 
  the centuries, different shipbuilders have been tasked with 
  different problems to solve: frigates were designed for war 
  on the open ocean, and longships were made to navigate 
  the icy northern seas; but no two ships designs are quite the 
  same. At first glance, a brig and a corvette might look 
  similar, but the corvette's emphasis on speed and military 
  design quickly sets it apart as a flanking ship for large 
  battles, whereas brigs are designed for speedy shipping on 
  warm waters. Even two ships of the same model are likely 
  to differ, due to being made of different materials, in 
  different dimensions, by different shipwrights.  
       The followings ship statistics double as statistics for 
  NPC ships and as blueprints for typical ships that the player 
  characters might use. Certain statistics, such as bonuses to 
  hit on weapon attacks, are intended only for NPC ships. 
  Older or more cheaply-built ships might have inferior 
  statistics compared to well-crafted ones, and ships intended 
  for player characters might have special traits or statistics, 
  as decided by the GM. 
   
   
   
  Military Ships  
  The largest, most ambitious, and most heavily armed ships 
  are designed with military use in mind. These ships can 
  accommodate many more passengers than is needed to sail, 
  for it's often necessary to move troops a great distance, or 
  to launch a deployment of marines from the sea.  
       Of these, the largest and most powerful are Ships of the 
  Line and Man of Wars, for each are colossal vessels and 
  carry upwards of a hundred guns. Corvettes, Frigates, 
  Dwarven Ironsides, and Elven Galeships are also 
  considered military-class. 
  Merchant Ships  
  But not all ships are designed with battle in mind. Strictly 
  mercantile vessels are often lighter and more maneuverable 
  than their military counterparts, for they are not burdened 
  by a full armament of cannons and shot. Such vessels are, 
  of course, left vulnerable to pirates, brigands, and other 
  villainous types, and will likely seek armed escort through 
  treacherous waters. 
       Though lightly armed vessels might seem unappealing 
  to adventurers, they are nonetheless the backbone of trade 
  empires the world-over. The following ships are considered 
  mercantile: Caravels, Carracks, and Windjammer. 
  Example Ships 
   
   
   
   
  Name 
  HP 
  AC 
  Speed 
  Maneuverability 
  Dimensions 
  Passengers 
  Cargo 
  Cost 
  Brig 
  234 
  16 
  12 mph / 5 squares 
  90 
  100 × 25 ft. 
  50 
  500 tons 
  15,000 gp 
  Caravel 
  132 
  14 
  15 mph / 8 squares 
  90 
  75 × 25 ft. 
  25 
  200 tons 
  5,000 gp 
  Carrack 
  234 
  16 
  15 mph / 7 squares 
  90 
  100 × 25 ft. 
  50 
  400 tons 
  15,000 gp 
  Corvette 
  234 
  16 
  12 mph / 6 squares 
  90 
  100 × 25 ft. 
  100 
  300 tons 
  17,500 gp 
  Dwarven Ironclad 
  396 
  25 
  6 mph / 3 squares 
  45 
  150 × 50 ft. 
  250 
  15,000 tons 
  ― 
  Elven Galeship 
  312 
  18 
  12 mph / 5 squares 
  180 
  125 × 50 ft. 
  150 
  350 tons 
  35,000 gp 
  Frigate 
  742 
  22 
  6 mph / 4 squares 
  45 
  150 × 50 ft. 
  250 
  1,500 tons 
  ― 
  Galleon 
  468 
  18 
  12 mph / 4 squares 
  90 
  125 × 50 ft. 
  200 
  700 tons 
  25,000 gp 
  Galley 
  132 
  14 
  12 mph / 4 squares 
  90 
  75 × 25 ft. 
  50 
  115 tons 
  5,000 gp 
  Ghost Ship 
  375 
  18 
  12 mph / 4 squares 
  90 
  125 × 50 ft. 
  ― 
  ― 
  ― 
  Longboat 
  50 
  10 
  4 mph / 2 squares 
  90 
  25 × 5 ft. 
  20 
  1,600 lb. 
  150 gp 
  Longship 
  132 
  14 
  12 mph / 5 squares 
  90 
  75 × 25 ft. 
  80 
  7 tons 
  2,500 gp 
  Man of War 
  990 
  24 
  6 mph / 4 squares 
  45 
  175 × 75 ft. 
  350 
  2,000 tons 
  ― 
  Rowboat 
  50 
  10 
  4 mph / 2 squares 
  90 
  25 × 5 ft. 
  8 
  800 lb. 
  50 gp 
  Schooner 
  132 
  14 
  15 mph / 6 squares 
  90 
  75 × 25 ft. 
  25 
  100 tons 
  5,000 gp 
  Ship of the Line 
  1240 
  26 
  6 mph / 3 squares 
  45 
  200 × 75 ft. 
  550 
  2,500 tons 
  ― 
  War Canoe 
  50 
  10 
  6 mph / 3 squares 
  90 
  25 × 5 ft. 
  30 
  1 ton 
  500 gp 
  Windjammer 
  280 
  18 
  20 mph / 7 squares 
  90 
  125 × 50 ft. 
  150 
  800 tons 
  25,000 gp 
   
   
   
   
   
   
   
   
   
  
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  Brig 
  Nimble, two-mast ships, brigs are popular both 
  as naval warships and merchant vessels, and are 
  especially popular among pirates. They are fast 
  and exceptionally maneuverable, but require a 
  sizeable crew to handle the rigging. 
  Brig 
  Hit Points 234 
  Armor Class 16 
  Speed 12 mph / 5 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 100 × 25 feet 
  Sections Bow, Hold, Main Deck (1 carroande battery, 6 light 
  cannon battery), Masts (2), Stern 
  Crew Roles Captain, First Mate, Helmsman, 7 Gunners, Lookout 
  Passengers 50 
  Cargo 400 tons 
  Cost 15,000 gp 
  Precise Striker. This ship doesn't have disadvantage on targeted 
  attacks. 
  WEAPONS 
  Broadside Attack. Ranged Weapon Attack: +6 to hit, range 75 ft., 
  fixed left and right, one target. Hit: 22 (4d10) bludgeoning damage 
  for each point that the attack roll exceeds the target's AC 
  (minimum 1, maximum 6.) Once the ship uses this attack, it can't 
  be used again on the following round. 
  Carronade. Ranged Weapon Attack: +4 to hit, range 100/300 ft., 
  fixed left and right, one target. Hit: 33 (6d10) bludgeoning 
  damage. 
  Light Cannon. Ranged Weapon Attack: +4 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage. 
  Caravel  
  Like its larger counterpart, the carrack, the caravel is a 
  mercantile ship, designed for speed and long-range, rather 
  than fighting prowess. Some might be equipped with small 
  guns, but the caravel's limited storage capacity restricts it 
  from heavier armaments.  
  Caravel 
  Hit Points 132 
  Armor Class 14 
  Speed 15 mph / 8 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 75 × 25 feet 
  Sections Bow, Hold, Main Deck (swivel gun), Masts (2), Stern 
  Crew Roles Captain, First Mate, Gunner, Helmsman, Lookout 
  Passengers 25 
  Cargo 200 tons 
  Cost 5,000 gp 
  Nimble Design. On any turn that this ship makes a Hard Turn, it 
  gains a +2 bonus to AC until the beginning of its Helmsmen's next 
  turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shallow Draft. This ship is capable of sailing up rivers and in 
  shallow waters. 
  WEAPONS 
  Swivel Gun. Ranged Weapon Attack: +2 to hit, range 75/255 ft., 
  one target. Hit: 13 (3d8) bludgeoning damage. 
  Carrack 
  Carracks are esteemed trade vessels, but have become 
  famous in the hands of explorers. Their exceptional speed 
  makes it possible to cross vast stretches of open ocean 
  using fewer reserve rations, which makes them ideal for 
  voyages with undetermined destinations. 
  Carrack 
  Hit Points 234 
  Armor Class 16 
  Speed 15 mph / 7 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 100 × 25 feet 
  Sections Bow, Hold, Main Deck (3 light cannon battery), Masts (3), 
  Stern 
  Crew Roles Captain, First Mate, Helmsman, 3 Gunners, Lookout 
  Passengers 50 
  Cargo 400 tons 
  Cost 15,000 gp 
  
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  Interceptor. On any turn that this ship travels in a straight line and 
  doesn’t fire its weapons, its speed increases by 2 squares. 
  Nimble Design. On any turn that this ship makes a Hard Turn, it 
  gains a +2 bonus to AC until the beginning of its Helmsmen's next 
  turn. 
  WEAPONS 
  Light Cannon. Ranged Weapon Attack: +4 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage. 
  Corvette  
  Quick, maneuverable, and packing enough firepower to 
  deliver decisive flanking maneuvers, corvettes are among 
  the nimblest ships in any armada. These ships nicely 
  complement heavier warships, such as frigates and ships of 
  the line, by scouting ahead and sweeping about their 
  enemies' flanks.  
  Corvette 
  Hit Points 234 
  Armor Class 16 
  Speed 12 mph / 6 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 100 × 25 feet 
  Sections Bow (1 long nine), Gun Deck (6 light cannon battery), 
  Hold, Main Deck, Masts (2), Stern 
  Crew Roles Captain, First Mate, Helmsman, 7 Gunners, Lookout 
  Passengers 100 
  Cargo 300 tons 
  Cost 17,500 gp 
  Interceptor. On any turn that this ship travels in a straight line and 
  doesn’t fire its weapons, its speed increases by 2 squares 
  WEAPONS 
  Broadside Attack. Ranged Weapon Attack: +6 to hit, range 75 ft., 
  fixed left and right, one target. Hit: 22 (4d10) bludgeoning damage 
  for each point that the attack roll exceeds the target's AC 
  (minimum 1, maximum 6.) Once the ship uses this attack, it can't 
  be used again on the following round. 
  Light Cannon. Ranged Weapon Attack: +4 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage. 
  Long Nine. Ranged Weapon Attack: +4 to hit, range 300/900 ft., 
  fixed front, one target. Hit: 22 (4d10) bludgeoning damage. 
  Dwarven Ironclad 
  Though dwarves are accomplished shipbuilders (and expert 
  craftsmen in general) the pinnacle of their naval 
  engineering is unquestionably the prototype ironclads. 
  Plated in steel from tip to stern, and possessing no sails of 
  any sort, these colossal ships are sluggish, but nigh 
  unsinkable. Most cannonballs simply deflect off their hulls, 
  and even heavy ordinance has trouble finding purchase on 
  their thick armor.  
  Dwarven Ironclad 
  Hit Points 396 
  Armor Class 25 
  Speed 6 mph / 3 squares (propeller) 
  Maneuverability 45 degrees 
  Dimensions 150 × 50 feet 
  Sections Bow, Gun Deck (12 carronade battery), Gun Deck (12 
  carronade battery), Hold, Main Deck, Stern (4 carronades) 
  Crew Roles Captain, First Mate, Helmsman, 28 Gunners, Lookout 
  Passengers 250 
  Cargo 1,500 tons 
  Cost ― 
  Fire Retardant. The decks of this ship have been specially treated 
  to dampen the spread of fires. Fires on this ship have only a 25% 
  chance of spreading at the beginning of initiative, instead of 50%. 
  Fortified Hull. The exterior of this ship has been reinforced to 
  deflect smaller projectiles. This ship is immune to damage from 
  light cannons, long nines, swivel guns, and all projectiles that do 
  not have the Ship property.  
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this happens, 
  the target ship takes 33 (6d10) bludgeoning damage, and this ship 
  takes 10 (4d4) bludgeoning damage. 
  WEAPONS 
  Broadside Attack (Carronades). Ranged Weapon Attack: +12 to 
  hit, range 50 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 12.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Carronades). Ranged Weapon Attack: +12 to 
  hit, range 50 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 12.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Carronade. Ranged Weapon Attack: +8 to hit, range 100/300 ft., 
  fixed left and right, one target. Hit: 33 (6d10) bludgeoning 
  damage. 
  Elven Galeship 
  As elves move with light, ethereal footsteps on land, so too 
  do their ships move silently, almost gliding over water. 
  Elven galeships are not so much built as grown; shaped 
  from ironwood trees and molded into the forms of ships. To 
  some extent, these trees are still-living, allowing them to 
  regrow damaged sections. 
  Elven Galeship 
  Hit Points 312 
  Armor Class 18 
  Speed 12 mph / 5 squares (sails) 
  Maneuverability 180 degrees 
  Dimensions 125 × 50 feet 
  Sections Bow (2 long nines), Gun Deck (8 light cannon battery), 
  Gun Deck (8 light cannon battery), Hold, Main Deck, Masts (3), 
  Stern 
  Crew Roles Captain, First Mate, Helmsman, 10 Gunners, Lookout 
  Passengers 150 
  
   
   
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  Cargo 350 tons 
  Cost 35,000 gp 
  Interceptor. On any turn that this ship travels in a straight line and 
  doesn’t fire its weapons, its speed increases by 2 squares 
  Living Ship. Once per round, this ship can patch a leak or restore 
  one of its sections' hit points to full, without any sailor performing 
  an action. 
  WEAPONS 
  Broadside Attack (Light Cannons). Ranged Weapon Attack: +8 to 
  hit, range 75 ft., fixed left and right, one target. Hit: 22 (4d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 8.) Once the ship uses this 
  attack, it can't be used again on the following round. 
  Broadside Attack (Light Cannons). Ranged Weapon Attack: +8 to 
  hit, range 75 ft., fixed left and right, one target. Hit: 22 (4d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 8.) Once the ship uses this 
  attack, it can't be used again on the following round. 
  Light Cannon. Ranged Weapon Attack: +6 to hit, range 150/450 
  ft., fixed left, right, and rear, one target. Hit: 22 (4d10) 
  bludgeoning damage. 
  Long Nine. Ranged Weapon Attack: +6 to hit, range 300/900 ft., 
  fixed front, one target. Hit: 22 (4d10) bludgeoning damage. 
   
   
   
   
   
   
   
  Frigate  
  There is little ambiguity that a frigate is not designed for 
  mercantile endeavors―it has the heritage of a battleship 
  from its keel to its masts. Though smaller than a ship of the 
  line, a frigate can carry an impressive cargo load, and is 
  usually armed with enough cannons to deter pirates and 
  other ne'er-do-wells. As such, frigates are often used as 
  long-range escorts for merchant vessels whose cargo 
  warrants such protection. 
  Frigate 
  Hit Points 742 
  Armor Class 22 
  Speed 6 mph / 4 squares (sails) 
  Maneuverability 45 degrees 
  Dimensions 150 × 50 feet 
  Sections Bow (2 long nines), Gun Deck (12 carronade battery), 
  Gun Deck (6 heavy cannon battery), Hold, Main Deck (swivel 
  gun), Masts (3), Stern  
  Crew Roles Captain, First Mate, Helmsman, 21 Gunners, Lookout 
  Passengers 250 
  Cargo 1,500 tons 
  Cost ― 
  Ballistic Fortifications. Whenever this ship is hit by a broadside 
  attack, it can reduce the number of hits it takes by 1d6 (to a 
  minimum of 1 hit.) 
  WEAPONS 
  Broadside Attack (Carronades). Ranged Weapon Attack: +12 to 
  hit, range 50 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 12.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Heavy Cannons). Ranged Weapon Attack: +6 to 
  hit, range 150 ft., fixed left and right, one target. Hit: 39 (6d12) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 6.) Once the ship uses this 
  attack, it can't be used again on the following round. 
  Carronade. Ranged Weapon Attack: +8 to hit, range 100/300 
  ft., fixed left and right, one target. Hit: 33 (6d10) bludgeoning 
  damage. 
  Heavy Cannon. Ranged Weapon Attack: +8 to hit, range 
  300/900 ft., fixed left and right, one target. Hit: 39 (6d12) 
  bludgeoning damage. 
  Long Nine. Ranged Weapon Attack: +8 to hit, range 
  300/900 ft., fixed front, one target. Hit: 22 (4d10) 
  bludgeoning damage. 
  Swivel Gun. Ranged Weapon Attack: +8 to hit, range 
  75/255 ft., one target. Hit: 13 (3d8) bludgeoning 
  damage. 
   
   
   
   
   
   
  
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  Galleon  
  The mainstays of any navy or merchant fleet, galleons are 
  true blue-water sailing ships, with multiple decks and three 
  to four masts. They are versatile and reliable vessels, used 
  as ocean-crossing cargo ships in times of peace, and fitted 
  as warships in times of strife. 
  Galleon 
  Hit Points 468 
  Armor Class 18 
  Speed 12 mph / 4 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 125 × 50 feet 
  Sections Bow, Gun Deck (4 carronade battery), Gun Deck (8 light 
  cannon battery), Hold, Main Deck, Masts (3), Stern (2 light 
  cannons) 
  Crew Roles Captain, First Mate, Helmsman, 12 Gunners, Lookout 
  Passengers 200 
  Cargo 700 tons 
  Cost 25,000 gp 
  Precise Striker. This ship doesn't have disadvantage on targeted 
  attacks. 
   
   
   
   
   
   
   
   
   
   
   
  WEAPONS 
  Broadside Attack 
  (Carronades). Ranged Weapon 
  Attack: +4 to hit, range 50 ft., 
  fixed left and right, one target. Hit: 
  33 (6d10) bludgeoning damage for 
  each point that the attack roll 
  exceeds the target's AC (minimum 1, 
  maximum 4.) Once the ship uses this 
  attack, it can't be used again on the 
  following round. 
  Broadside Attack (Light Cannons). Ranged 
  Weapon Attack: +8 to hit, range 75 ft., fixed 
  left and right, one target. Hit: 22 (4d10) 
  bludgeoning damage for each point that the attack roll 
  exceeds the target's AC (minimum 1, maximum 8.) 
  Once the ship uses this attack, it can't be used again on 
  the following round. 
  Carronade. Ranged Weapon Attack: +6 to hit, range 
  100/300 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage. 
  Light Cannon. Ranged Weapon Attack: +6 to hit, range 150/450 
  ft., fixed left, right, and rear, one target. Hit: 22 (4d10) 
  bludgeoning damage. 
  Galley  
  Sailing ships boast impressive speed and agility, but the 
  wind is fickle, and sometimes there is little substitute for 
  human labor. Galleys are ships that are principally powered 
  by rowing, though virtually all types have sails that can aid 
  them in favorable winds. In the age of piracy and global 
  trade, these short-range, high-crew ships have seen more 
  limited use, usually sticking close to the shore to defend 
  coastal cities, but their advantage is undeniable.  
  Galley 
  Hit Points 132 
  Armor Class 14 
  Speed 12 mph / 4 squares (oars and sails) 
  Maneuverability 90 degrees 
  Dimensions 75 × 25 feet 
  Sections Bow, Hold, Main Deck (4 light cannon battery, swivel 
  gun), Masts (2), Stern 
  Crew Roles Captain, First Mate, Helmsman, 5 Gunners, Lookout 
  Passengers 50
  
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  Cargo 115 tons 
  Cost 5,000 gp 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this happens, 
  the target ship takes 16 (3d10) bludgeoning damage, and this ship 
  takes 10 (4d4) bludgeoning damage. 
  WEAPONS 
  Broadside Attack. Ranged Weapon Attack: +4 to hit, range 75 ft., 
  fixed left and right, one target. Hit: 22 (4d10) bludgeoning damage 
  for each point that the attack roll exceeds the target's AC 
  (minimum 1, maximum 4.) Once the ship uses this attack, it can't 
  be used again on the following round. 
  Light Cannon. Ranged Weapon Attack: +2 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage. 
  Swivel Gun. Ranged Weapon Attack: +2 to hit, range 75/255 ft., 
  one target. Hit: 13 (3d8) bludgeoning damage. 
  Ghost Ship  
  Desolate, forsaken ghost ships haunt the waters where they 
  were abandoned. Possessed of vengeful spirits, they appear 
  from mysterious fogs, manned by no crew, to wreak 
  vengeance upon the living.  
  Ghost Ship 
  Hit Points 375 
  Armor Class 18 
  Speed 12 mph / 4 squares (magic) 
  Maneuverability 90 degrees 
  Dimensions 125 × 50 feet 
  Sections Bow, Gun Deck (8 carronade battery), Gun Deck (8 light 
  cannon battery), Hold, Main Deck, Masts (3), Stern (2 light 
  cannons) 
  Crew Roles ― 
  Passengers ― 
  Cargo ― 
  Cost ― 
  Crewed by the Damned. This ship performs all of its actions on its 
  own, requiring no crew or passengers. Boarding and attempting 
  to commandeer the ship is a futile effort; it's Helm, rigging, and 
  cannons move of their own accord. 
  Eerie Movement. Once per round, when the ship takes damage, it 
  can move up to half its movement speed. 
  Unbreakable. This ship's sections can’t be wrecked. 
  WEAPONS 
  Broadside Attack (Carronades). Ranged Weapon Attack: +8 to hit, 
  range 50 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 8.) Once the ship uses this 
  attack, it can't be used again on the following round. 
  Broadside Attack (Light Cannons). Ranged Weapon Attack: +8 to 
  hit, range 75 ft., fixed left and right, one target. Hit: 22 (4d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 8.) Once the ship uses this 
  attack, it can't be used again on the following round. 
  Carronade. Ranged Weapon Attack: +6 to hit, range 100/300 ft., 
  fixed left and right, one target. Hit: 33 (6d10) bludgeoning 
  damage. 
  Light Cannon. Ranged Weapon Attack: +6 to hit, range 150/450 
  ft., fixed left, right, and rear, one target. Hit: 22 (4d10) 
  bludgeoning damage. 
  Longboat 
  The larger counterpart to the rowboat, a longboat usually 
  deploys from military ships, carrying deployments to land, 
  and evacuating men from ships twenty at a time.  
  Longboat 
  Hit Points 50 
  Armor Class 10 
  Speed 4 mph / 2 squares (oars) 
  Maneuverability 90 degrees 
  Dimensions 25 × 5 feet 
  Sections ― 
  Crew Roles ― 
  Passengers 20 
  Cargo 1600 lb. 
  Cost 150 gp 
  Shallow Draft. This ship is capable of sailing up rivers and in 
  shallow waters. 
  Longship  
  The ancient northmen built slender, oar-driven ships to raid 
  and plunder the northern coasts. These longships were 
  rowed by thirty or more warriors, whose efforts were 
  augmented by a single mast. Though they carry no 
  weapons, the fearsome northmen have given their ships a 
  dreadful reputation, for their ships' appearance on the 
  horizon always presages imminent disaster.  
  Longship 
  Hit Points 132 
  Armor Class 14 
  Speed 12 mph / 5 squares (oars and sails) 
  Maneuverability 90 degrees 
  Dimensions 75 × 25 feet 
  Sections Bow, Hold, Main Deck, Mast, Stern 
  Crew Roles Captain, First Mate, Helmsman 
  Passengers 80 
  Cargo 7 tons 
  Cost 2,500 gp 
  Interceptor. On any turn that this ship travels in a straight line and 
  doesn’t fire its weapons, its speed increases by 2 squares 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this happens, 
  the target ship takes 16 (3d10) bludgeoning damage, and this ship 
  takes 10 (4d4) bludgeoning damage. 
  Shallow Draft. This ship is capable of sailing up rivers and in 
  shallow waters. 
   
  
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  Man of War  
  All pirates in the seven seas know that the man of war is 
  not a ship to be trifled with. Though it has slightly fewer 
  weapons than the imposing ships of the line, it is nimble 
  enough to maneuver around its foes to take aim with its 
  battery of devastating paixhans guns.  
  Man of War  
  Hit Points 990 
  Armor Class 24 
  Speed 6 mph / 4 squares (sails) 
  Maneuverability 45 degrees 
  Dimensions 175 × 75 feet 
  Sections Bow (2 long nines), Gun Deck (14 carronade battery), 
  Gun Deck (14 heavy cannon battery), Gun Deck (6 paixhans gun 
  battery), Hold, Main Deck, Masts (3), Stern (2 light cannons) 
  Crew Roles Captain, First Mate, Helmsman, 38 Gunners, Lookout 
  Passengers 350 
  Cargo 2,000 tons 
  Cost ― 
  Ballistic Fortifications. Whenever this ship is hit by a broadside 
  attack, it can reduce the number of hits it takes by 1d6 (to a 
  minimum of 1 hit.) 
  Fortified Hull. The exterior of this ship has been reinforced to 
  deflect smaller projectiles. This ship is immune to damage from 
  light cannons, long nines, swivel guns, and all projectiles that do 
  not have the Ship property.  
  WEAPONS 
  Broadside Attack (Carronades). Ranged Weapon Attack: +14 to 
  hit, range 50 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 14.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Heavy Cannons). Ranged Weapon Attack: +14 
  to hit, range 150 ft., fixed left and right, one target. Hit: 39 (6d12) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 14.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Paixhans Guns). Ranged Weapon Attack: +6 to 
  hit, range 75 ft., fixed left and right, one target. Hit: 32 (5d12) 
  bludgeoning damage and for each point that the attack roll  
   
   
   
   
   
   
   
   
   
   
   
   
   
  exceeds the target's AC (minimum 1, maximum 6.) If the target is 
  a ship, it gains 1 fire and 1 leak for each point that it the attack roll 
  exceeds the target AC. Once the ship uses this attack, it can't be 
  used again on the following round. 
  Carronade. Ranged Weapon Attack: +10 to hit, range 100/300 ft., 
  fixed left and right, one target. Hit: 33 (6d10) bludgeoning 
  damage. 
  Heavy Cannon. Ranged Weapon Attack: +10 to hit, range 300/900 
  ft., fixed left and right, one target. Hit: 39 (6d12) bludgeoning 
  damage. 
  Light Cannon. Ranged Weapon Attack: +10 to hit, range 150/450 
  ft., fixed rear, one target. Hit: 22 (4d10) bludgeoning damage. 
  Long Nine. Ranged Weapon Attack: +10 to hit, range 300/900 ft., 
  fixed front, one target. Hit: 22 (4d10) bludgeoning damage. 
  Paixhans Gun. Ranged Weapon Attack: +10 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage and, if the target is a ship, it gains 1 fire and 1 leak. 
  Rowboat 
  Less a ship and more of an escape craft, the humble 
  rowboat has saved more lives than any medic. It has no 
  sails to speak of―just a pair of oars to propel itself―and 
  carries only 8 people, but nearly all ships have enough 
  rowboats and longboats to evacuate the crew, should things 
  turn sour at sea. 
  Rowboat 
  Hit Points 50 
  Armor Class 10 
  Speed 4 mph / 2 squares (oars) 
  Maneuverability 90 degrees 
  Dimensions 25 × 5 feet 
  Sections ― 
  Crew Roles ― 
  Passengers 8 
  Cargo 800 lb. 
  Cost 50 gp 
  Shallow Draft. This ship is capable of sailing up rivers and in 
  shallow waters. 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Schooner  
  Swift, agile, and able to sail even in shallow waters, 
  schooners are a popular choice among brigands and 
  transmen alike. Though they are small compared to a 
  frigate or a galleon, schooners can still hold enough 
  cannons to defend themselves, or to intimidate merchant 
  vessels into submission. 
  Schooner 
  Hit Points 132 
  Armor Class 14 
  Speed 15 mph / 6 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 75 × 25 feet 
  Sections Bow, Hold, Main Deck (4 light cannon battery), Masts (2), 
  Stern 
  Crew Roles Captain, First Mate, Helmsman, 4 Gunners, Lookout 
  Passengers 25 
  Cargo 100 tons 
  Cost 5,000 gp 
  Nimble Design. On any turn that this ship makes a Hard Turn, it 
  gains a +2 bonus to AC until the beginning of its Helmsmen's next 
  turn. 
  WEAPONS 
  Broadside Attack. Ranged Weapon Attack: +4 to hit, range 75 ft., 
  fixed left and right, one target. Hit: 22 (4d10) bludgeoning damage 
  for each point that the attack roll exceeds the target's AC 
  (minimum 1, maximum 4.) Once the ship uses this attack, it can't 
  be used again on the following round. 
  Light Cannon. Ranged Weapon Attack: +2 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage. 
  Ship of the Line  
  Oftentimes, the side that bears the most firepower wins. 
  This philosophy created the arms race that swelled ship 
  sizes and led to the development of ships of the line― 
  massive ships with hundreds of crewmen, multiple decks of 
  guns, and reinforced hulls, so named because these ships 
  battle in great columns, exchanging cannon fire until a 
  single line breaks. Though far from agile, ships of the line 
  are some of the largest ships ever created and have more 
  than enough firepower to ward off aggressors. 
  Ship of the Line 
  Hit Points 1240 
  Armor Class 26 
  Speed 6 mph / 3 squares (sails) 
  Maneuverability 45 degrees 
  Dimensions 200 × 75 feet 
  Sections Bow (2 long nines), Gun Deck (16 carronade battery), 
  Gun Deck (16 heavy cannon battery), Gun Deck (16 heavy 
  cannon battery), Hold, Main Deck (16 light cannon battery), 
  Masts (3), Stern 
  Crew Roles Captain, First Mate, Helmsman, 51 Gunners, Lookout 
   
  Passengers 550 
  Cargo 2,500 tons 
  Cost ― 
  Ballistic Fortifications. Whenever this ship is hit by a broadside 
  attack, it can reduce the number of hits it takes by 1d6 (to a 
  minimum of 1 hit.) 
  Fortified Hull. The exterior of this ship has been reinforced to 
  deflect smaller projectiles. This ship is immune to damage from 
  light cannons, long nines, swivel guns, and all projectiles that do 
  not have the Ship property.  
  WEAPONS 
  Broadside Attack (Carronades). Ranged Weapon Attack: +16 to 
  hit, range 50 ft., fixed left and right, one target. Hit: 33 (6d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 14.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Heavy Cannons). Ranged Weapon Attack: +16 
  to hit, range 150 ft., fixed left and right, one target. Hit: 39 (6d12) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 16.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Heavy Cannons). Ranged Weapon Attack: +16 
  to hit, range 150 ft., fixed left and right, one target. Hit: 39 (6d12) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 16.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Broadside Attack (Light Cannons). Ranged Weapon Attack: +16 to 
  hit, range 75 ft., fixed left and right, one target. Hit: 22 (4d10) 
  bludgeoning damage for each point that the attack roll exceeds 
  the target's AC (minimum 1, maximum 16.) Once the ship uses 
  this attack, it can't be used again on the following round. 
  Carronade. Ranged Weapon Attack: +12 to hit, range 100/300 ft., 
  fixed left and right, one target. Hit: 33 (6d10) bludgeoning 
  damage. 
  Heavy Cannon. Ranged Weapon Attack: +12 to hit, range 300/900 
  ft., fixed left and right, one target. Hit: 39 (6d12) bludgeoning 
  damage. 
  Light Cannon. Ranged Weapon Attack: +12 to hit, range 150/450 
  ft., fixed left and right, one target. Hit: 22 (4d10) bludgeoning 
  damage. 
  Long Nine. Ranged Weapon Attack: +12 to hit, range 300/900 ft., 
  fixed front, one target. Hit: 22 (4d10) bludgeoning damage. 
  War Canoe 
  For civilizations that have not developed wind-driven 
  sailing ships, the pinnacle of naval warfare is often the war 
  canoe. Though these ships carry no weapons of their own, 
  they are normally manned by spearman and other warriors 
  that are deadly in close-quarters. 
  War Canoe 
  Hit Points 50 
  Armor Class 10 
  Speed 6 mph / 3 squares (oars) 
  Maneuverability 90 degrees 
  Dimensions 25 × 5 feet 
  
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  Sections ― 
  Crew Roles ― 
  Passengers 30 
  Cargo 1 ton 
  Cost 500 gp 
  Ram. This ship is designed such that it can directly collide with 
  another ship and survive (mostly) unscathed. When this happens, 
  the target ship takes 11 (2d10) bludgeoning damage, and this ship 
  takes 5 (2d4) bludgeoning damage. 
  Shallow Draft. This ship is capable of sailing up rivers and in 
  shallow waters. 
  Windjammer  
  Optimized for speed above all else, windjammers are some 
  of the fastest ships ever created. Each of these ships is an 
  exceptional work of shipbuilding, designed to outrun 
  danger, rather than confront it, and they hold most of the 
  sailing records for oceanic passages as a result. However, 
  they are exceptionally rare, for very few changes can be 
  made in its design without compromising its stability. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Windjammer 
  Hit Points 280 
  Armor Class 18 
  Speed 20 mph / 7 squares (sails) 
  Maneuverability 90 degrees 
  Dimensions 125 × 50 feet 
  Sections Bow, Hold, Main Deck, Masts (4), Stern 
  Crew Roles Captain, First Mate, Helmsman, Lookout 
  Passengers 150 
  Cargo 800 tons 
  Cost 25,000 gp 
  Interceptor. On any turn that this ship travels in a straight line and 
  doesn’t fire its weapons, its speed increases by 2 squares 
   
   
   
   
  
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  41 
  Naval Combat 
  Cannons blare, and a fateful shot  
  crashes through the hull, unleashing a hail of splinters 
  on the sailors inside. Water rushes in through the 
  newly-opened maw, as the gunners finish loading their 
  counterattack.  
       Then, everything pauses in a moment of tension: 
  Capren, the master gunner, holds out his hand, but 
  does not yet give the order to fire. He stares intently at 
  the looming vessel, and waits for the opening he knows 
  will come between the rocking ships. 
       “Fire!” he shouts the command, and it is echoed 
  several times between thunderous booms. Each 
  carronade in sequence explodes down the line; most 
  find purchase, and one, by sheer providence, snaps the 
  target’s mast, which twists and comes down on the 
  main deck like a fallen tree. A decisive advantage, but 
  the fight is far from over. 
  Naval combat is a deadly game of positioning and 
  broadsides, where a wrong move can mean certain death by 
  dozens of cannon blasts. This section outlines the rules that 
  govern players and ships in ship-to-ship combat on the 
  seven seas. 
  The Crew 
  Even if the players have a small ship, like a schooner or a 
  caravel, they are unlikely to be its only crew. Most ships 
  can't be crewed and without at least a dozen able hands, 
  and many require substantially more, to say nothing of the 
  numbers needed to load and fire cannons quickly. The crew 
  performs vital roles, from cooking to carpentry, that the 
  players are unlikely to specialize in themselves. Almost 
  every action, from turning the ship to firing a battery, 
  requires many skilled sailors cooperating and 
  communicating in tandem. Therefore, running a ship must 
  also involve managing its crew. 
       But no matter how important the rest of crew is to a 
  ship’s operation, the players are the stars of the show, and 
  the rest of the crew takes a backseat to their action. For 
  most of an ocean-spanning adventure, it can be assumed 
  that most of the sailors onboard the players’ vessel are little 
  more than window-dressing, sans a few important NPCs. 
  When a player fires a gun, they’re calling the shots, and 
  other sailors rush to act; when a player at the helm pushes 
  the ship at top-speed, other sailors are frantically working 
  at the rigging to make that happen. 
       The GM and players should keep track of the number of 
  other sailors that make up the ship’s crew (in fact, it’s 
  important to the job of the First Mate role, which 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  specifically deals with them), but the players should always 
  take precedence.  
  Crew Roles 
  Each character on a ship chooses a Role when they roll 
  initiative. Depending on the ship, some roles, such as 
  Gunner, might be occupied by one character, more than one 
  character, or might not exist at all. By contrast, roles like 
  Captain are usually occupied only by one character. A 
  character can switch roles with another character or can 
  switch to an unoccupied role (and move across the ship to 
  do so) as an action. 
       Different roles grant a character special actions. A 
  gunner, for example, can choose to use the Open Fire 
  action or the Targeted Attack on their turn. 
       Different roles also occupy different sections of the ship. 
  For example, a lookout can only perform their role from a 
  crow’s nest, and so occupies one of the ship’s Masts; a 
  helmsman must be at the ship’s helm, which is located at 
  the Stern section of the ship; a gunner, however, can 
  perform their role anywhere a gun is, and so can be on the 
  Gun Deck, the Main Deck, or even the Bow or Stern, if the 
  ship is equipped with the right weapons. A section’s 
  description indicates which roles are available to a 
  character in that section. 
  
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  Captain 
  While in the captain role, you are the commander of the 
  ship, master of its crew, and director of its operations. Most 
  ships will have a dedicated captain, either a military officer 
  or the owner of the ship itself, who remains in this role 
  until they step down or are removed via mutiny. More 
  democratic vessels might have other schemes of electing or 
  promoting captains, but invariably, in times of crisis, a 
  leader will rise to fill this role. 
       If you choose to be the captain when the ship rolls 
  initiative, you roll initiative for the entire ship. The entire 
  party acts on that turn in the initiative order while you are 
  captain, and you can choose in which order the crew takes 
  their turns. If you leave the captain role or fall unconscious, 
  the party rolls initiative separately at the end of the next 
  initiative order. 
  Captain Actions 
  Rather than acting in an individual capacity, a captain 
  usually uses their action to bolster the member of their 
  crew. While you are in the captain role, you can take the 
  following special actions: 
       Boarding Party. When the conditions for Boarding are 
  met, you can use your action as the captain to form a 
  boarding party (which you can choose to be a part of). 
       Brace for Impact. As an action, you command everyone 
  to hunker down. Every creature on your ship has resistance 
  to ship weapons that attack a section until the beginning of 
  your next turn. 
       Double-Time. You use your action to push the ship a 
  little faster. The helmsman can then use its reaction to 
  move the ship half its movement within the cone of 
  movement. 
       Fire at Will. You use your action to declare a barrage. 
  One gunner of your choice can then use its reaction to 
  make one attack with a ship weapon. 
  First Mate 
  Second only to the captain, your job as the first mate is to 
  organize the crew and direct manpower to make the ship 
  run smoothly. Whereas the captain issues commands, you 
  must see to it that these commands are performed, sending 
  sailors to perform the right tasks at the right time. 
       You have a number of NPC sailors directly under your 
  command equal your level or one-fourth the total number 
  of sailors on the ship, whichever is lower. Each targeted 
  attack on your ship that deals damage to the crew kills one 
  of your NPC sailors. 
  First Mate Actions 
  While you are in the first mate role, you can take the 
  following special actions, as long as there are enough NPC 
  sailors on the ship capable of taking orders: 
       Direct Manpower. You can use your action to direct 
  two NPC sailors to take the Bale Water, Extinguish Fire, or 
  Patch Leak actions. You can also direct two sailors to fetch 
  an item from below decks or perform another simple task 
  of your choosing. 
       Section Repair. As an action, you can direct a team of 
  four NPC sailors to repair a wrecked or damaged section of 
  the ship. At the beginning of your next turn, this section 
  gains 10 hit points and is no longer wrecked. Of course, 
  such repairs are temporary stopgaps, and heavy damage 
  will still require extensive repair. 
       Heave-Ho. When you give the order as an action, 
  everyone moves to perform their duties with haste. This 
   
  Variant Rule: Mutiny 
  A happy crew is one that is fed, paid, and 
  relatively free from danger, but long-distance 
  voyages often jeopardize some or all of these 
  things. Some hazards are expected at sea, but if a 
  captain missteps and makes critical mistakes that 
  put the lives of everyone aboard their vessel in 
  peril, a crew can quickly be driven to its breaking 
  point: a mutiny. 
       It is almost always the first mate that instigates 
  a mutiny; the crew trusts the first mate in 
  leadership, and would likely see them replace the 
  captain. 
       If more than half the crew opposes the captain, 
  the first mate can start a mutiny. The exact details 
  of any mutiny vary, but invariably end with one 
  side―the mutineers or the loyalists―being 
  detained, set adrift, or killed. If player characters 
  are on opposite sides of a mutiny, the situation 
  should be handled by roleplay and (in some cases) 
  player vs player combat. If the players are 
  mutinied against, they might be set upon by 
  dozens of cutlass-wielding NPC sailors, but will 
  more likely be quietly detained in the middle of 
  the night as everyone sleeps. 
       No matter how a mutiny turns out, it's a 
  devastating event for a crew's morale, and will 
  hurt a captain's reputation for years to come. 
  
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  ability requires at least 6 NPC sailors. Until the beginning 
  of your next turn, your ship gains the following benefits: 
  • Each gunner on your ship can make one additional 
  weapon attack when they take the Open Fire action. 
  Alternatively, if a gunner uses a Broadside attack, this 
  attack can be used again starting at the beginning of the 
  next round. 
  • The ship's movement increases by 100 feet, up to a 
  maximum of half its movement speed. 
  • A crew member can extinguish two fires, patch two 
  leaks, or bale twice as much water as an action. 
  Once you use this ability, you can't use it again until at least 
  half of the crew has finished a short or long rest. 
  Gunner 
  At the first sign of danger, you immediately rush down to 
  the gun deck to rain thundering death on your enemies. 
  Ships without a gun deck see their gunners on the main 
  deck with the rest of their crew. Such a setup only permits 
  lighter guns, however, as heavier guns high on the ship risk 
  capsizing it when fired in unison. 
       Most ship weapons have facing rules, and are mounted 
  in long rows on the side of the ship, called batteries. While 
  you are in the gunner role, you can only operate one of the 
  ship’s weapons at a time, or one group of the ship's 
  weapons at a time, if the weapons are arranged in a battery.  
  You occupy the part of the ship your current weapon is 
  housed, normally on the gun deck or main deck. You can 
  use a bonus action to switch between weapons. 
       You add your proficiency bonus and Dexterity modifier 
  to an attack roll you make with a ship’s weapon, but you do 
  not add any ability modifier to the weapon’s damage rolls. 
  Weapon entries in the Example Ships section include an 
  example attack bonus, to be used only if the GM controls 
  the ship as an NPC. 
       Including you, it takes three hands to fire a single ship 
  weapon. The number of a ship’s Gunners refers to the 
  number of roles available, not the number of NPC gunners 
  required to man an armament. 
  Gunner Actions 
  While you are in the gunner role, you can take the 
  following special actions: 
       Broadside. If you are at a weapon battery, you can use 
  your action to fire all the weapons in the battery at once at a 
  target within half the weapons’ normal range; this attack is 
  called a broadside attack and uses ammunition equal to the 
  number of weapons in the battery. A broadside attack is a 
  special attack and does not add your Dexterity modifier to 
  the attack roll; instead, you add the number of guns in the 
  battery to the roll. A broadside attack can’t have advantage, 
  nor can it gain other bonuses to its attack rolls. 
       If your attack roll meets or exceeds the target’s AC, you 
  hit the target a number of times equal to the difference 
  (minimum 1, maximum the number of guns in the battery.) 
  Instead of rolling damage normally, you can use average 
  damage for broadside attacks. 
       Once you make a broadside attack with a weapon 
  battery, that battery can't attack or make a broadside attack 
  on the following turn. 
       Open Fire. You can take the Attack action on your turn 
  to attack with one of the ship’s weapons. If the ship weapon 
  you fire is a battery of weapons and you can attack more 
  than once when you take the Attack action on your turn, 
  you can attack more than once using the ship weapon. 
  These attacks can use exotic ammunition. 
       Readied Attack. You can use your action to ready an 
  attack with a ship’s weapon, just as you would ready an 
  attack with a normal weapon. 
       Targeted Attack. While you are within 100 feet of 
  another ship, you can use your action to attempt to destroy 
  a section of that ship. Certain sections require special 
  ammunition to attack: a ship's main deck can only be 
  targeted with grapeshot canisters; a ship's masts can only be 
  targeted with tree cutter cannonballs. 
       When you do so, make an attack targeting the ship with 
  disadvantage. On a hit, you deal damage directly to a 
  section of your choice. Additionally, each creature in that 
  section of the ship must make a Dexterity saving throw 
  (DC equals 8 + your proficiency bonus + your Dexterity 
  modifier) or take half the damage dealt. 
       If a section is reduced to 0 hit points, it is wrecked. 
  Helmsman 
  As the helmsman, you guide the ship and direct its 
  movement. True to your name, you steer the ship from the 
  helm, which is located on the ship's main deck. 
       Each ship has a given speed in feet per turn, and a 
  maneuverability score, which is given in degrees. 
  Additionally, each ship faces a particular direction, which 
  is normally in 45-degree intervals, and can be 
  approximated using the eight cardinal directions. 
       To approximate momentum, each ship's movement is 
  limited to a cone of movement, which extends in the 
  direction your ship is facing. When you use your action to 
  move the ship, you can choose any move up to its speed 
  within the cone. 
       Once you have finished moving, you can rotate the 
  direction your ship is facing by up to its maneuverability 
  score.
  
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  Helmsman Actions 
  While you are in the helmsman role, you can take the 
  following special actions:  
       Full Speed Ahead. You can use your action to move 
  your ship faster, as long as you don't turn. You can move 
  the ship up to one and one-half times its normal movement 
  speed in a straight line in the direction it's facing. You can't 
  rotate your ship when you complete this movement. 
       Hard Turn. You can use your action to make a hard 
  turn instead of moving normally. You move 25 feet within 
  your cone of movement and then rotate the direction your 
  ship is facing by up to twice your maneuverability score. 
       Match Speed. Your ship attempts to move at the same 
  rate and direction as another ship instead of moving 
  normally. Choose one ship that you can see. Until the 
  beginning of your next turn, your ship moves when that 
  ship does and attempts to maintain the same distance from 
  it and angle to it. If the target ship is more maneuverable or 
  uses Hard Turn to perform a movement you are not 
  normally capable of, this effect ends. 
       Move. You use your action to move the ship normally, 
  up to its movement speed, within its cone of movement. 
  Once you have finished moving, you can rotate the 
  direction your ship is facing by up to its maneuverability 
  score. 
  Lookout 
  As a lookout, your place is in the crow's nest, a viewing 
  point high atop the ship's main mast, from which you can 
  see further over the horizon. Your job is to scan the 
  horizons with a spyglass, searching for land, other ships 
  and potential hazards, like storms, but in times of combat, 
  you can launch projectiles at those on the main deck of 
  opposing ships and call out targets for the main guns. 
       Your ship can't be surprised by other ships while you are 
  in the lookout role, provided you are conscious and have a 
  spyglass. 
       You are considered to occupy one of the ship's masts. If 
  your ship does not have a crow's nest, you can still reside in 
  the rigging of any mast, albeit uncomfortably. 
  Lookout Actions 
  While you are in the lookout role, you can take the 
  following special actions: 
       Find Range. You can use your action to quickly take 
  the range of a target and call out this information to the 
  guns. The next gunner that uses the Open Fire action to 
  attack it before the beginning of your next turn has 
  advantage on the attack.
  Variant Rule: Wind Direction 
  Sailing ships―that is, ships that are propelled 
  exclusively by sails―must account for the 
  strength and direction of the wind to maneuver.  
       At the beginning of combat, the GM can pick a 
  wind direction or roll for one on the following 
  table: 
  d8 
  Direction 
  1 
  North 
  2 
  Northeast 
  3 
  East 
  4 
  Southeast 
  5 
  South 
  6 
  Southwest 
  7 
  West 
  8 
  Northwest 
       A ship moving in the same direction as the 
  wind (within 90 degrees of downwind) moves at 
  one and one-half times its maximum speed. A ship 
  moving directly into the wind (within 90 degrees 
  of upwind), must alternate in a zig-zag pattern to 
  make move forward at all; such a ship moves at 
  half speed while it moves in this direction. 
  
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       Snipe. From your vantage point, you can pick off targets 
  from the decks of nearby ships. If a target is within range of 
  a ranged weapon you are holding (ranges can be rounded 
  upon to the nearest 25-foot increment), you can use your 
  action to make one attack roll against it. If the target is on a 
  ship, it must be in an exposed position, such as the main 
  deck, or this attack automatically misses. 
  Other Crew Actions 
  Any member of the crew can take the following actions, 
  regardless of role. 
       Bale Water. You can use your action to manually ladle 
  water from the ship, bucket-by-bucket, to decrease the 
  ship's water level. When you do so, you decrease the ship's 
  water level by 9 (2d8). 
       Extinguish Fire. You use your action to extinguish one 
  of the ship's ongoing fires. 
       Patch Leak. You use your action to repair one of the 
  ship's leaks. Patching the leak does not decrease the ship's 
  water level, however; any water that leaked into the ship 
  must still be bailed out by hand using the Bale Water 
  action. 
  Facing 
  Though a well-trained swordsman can spin on a heel to 
  defend from any direction, a ship lacks anything like a 
  break and must turn in very wide arcs. Therefore, the 
  direction a ship is Facing becomes extremely important in 
  naval combat. A ship is normally considered to be facing in 
  one of the eight cardinal directions, and can rotate this 
  facing direction after moving. 
       Most ships carry weapons mounted along their sides, 
  with perhaps a long gun mounted in the front. These fixed 
  weapons can only fire in a 90-degree cone in the direction 
  they are mounted, so positioning is extremely important. In 
  a naval battle, it's critical to plan ahead, anticipating where 
  the enemy will be in order to bring them into firing range at 
  the perfect moment for a decisive shot. 
  Damage and Repair 
  A well-placed cannonball, an out of control fire, or a 
  persistent leak is enough to consign an entire crew to a 
  watery grave. Ships might have more hit points than the 
  sailors that travel in them, but they are every bit as fragile 
  when the stresses of combat are laid upon them 
  Critical Hits 
  In addition to dealing extra damage, if a ship weapon 
  scores a critical hit on another ship, it deals an additional 
  effect as well. Roll a d6 on the following table: 
  d6 
  Critical Effect 
  1-2 
  The target ship gains one leak. 
  3-4 
  One fire starts on the target ship. 
  5-6 
  A random section of the target ship is directly 
  damaged, as if hit with a targeted attack. You 
  do not need to use special ammunition to 
  damage specific sections of the target ship. 
  Fire 
  Few things are more devastating than a fire at sea; ships are 
  little more than floating tinderboxes, after all. If a weapon 
  or effect causes a ship to catch flame, one Fire starts on the 
  ship. A ship can have any number of fires at one time, but 
  even one can be exceedingly deadly. A crew member can 
  take the Extinguish Fire action to squelch a single fire. 
       At the beginning of initiative order, each ship that has 
  caught fire take 22 (4d10) fire damage for each fire it has 
  that has not been extinguished. Additionally, there is a 
  chance that the fires will spread: for each of a ship's 
  ongoing fires, roll any die. For each even roll, the ship 
  gains an additional fire. 
  Leaks 
  Certain weapons can create a Leak in a ship when they 
  deal damage, which, if unchecked, could imperil the entire 
  ship. A ship can have any number of leaks, which are 
  located at arbitrary points on the hull. A crew member can 
  take the Patch Leak action to repair a single leak. 
       In addition to hit points, each ship also has a Water 
  Level, which records how much water the ship has taken 
  on from leaks and is a good indication of how close a ship 
  is to sinking. Water levels begin a 0 and count upwards as 
  the ship takes on water. If a ship's water level meets or 
  exceeds the ship's current hit points, the ship begins 
  Sinking (see below.) 
       At the beginning of the initiative order, the water level 
  of each ship with leaks increases by 18 (4d8) for each leak 
  that has not been repaired. 
  Sinking 
  When a ship's water level meets or exceeds its hit points (or 
  when it drops to 0 hit points, if it has no leaks), it begins to 
  sink. It can no longer move, nor can any of its weapon 
  make attacks, though life craft like rowboats can still 
  escape. The ship is on the verge of a watery grave. 
  
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       Sinking Saves. If a ship is sinking at the end of the 
  initiative order, it makes a unique saving throw called a 
  Sinking Save. This saving throw isn't tied to any ability 
  score; it is purely based on the crew's fortune. 
       Roll a d20. If the roll is 10 or higher, you succeed. 
  Otherwise, you fail. A success or failure has no effect by 
  itself. On your third success, the ship becomes a derelict 
  wreck; it is adrift and can't move or attack, but it is no 
  longer at risk of sinking and can, with extensive efforts, be 
  repaired. On your third failure, the ship sinks. Any 
  creatures still onboard are immediately dragged below the 
  water with the ship. The successes and failures don't need 
  to be consecutive; keep track of both until you collect three 
  of a kind. 
  Repair 
  Repairing a ship is an arduous process requiring many 
  hours of skilled labor. During your downtime, you can 
  perform repairs on your ship. For each day you spend 
  performing repairs, the ship regains hit points equal to your 
  proficiency modifier. Alternatively, the ship can be 
  repaired completely in one week at port for a fee of 10 gp 
  per hit point lost. 
  NPC Ships 
  The GM does not play the individual roles of an NPC ship 
  separately. Rather, each NPC ship rolls its own initiative 
  and can perform all its relevant actions on its turn. In 
  addition, rather than calculating the statistics of gunners, 
  NPC ships use the attack bonuses included in weapon 
  entries and typically have one gunner at each weapon or 
  weapon battery. The GM also decides the relevant saving 
  throws for NPC helmsmen. 
       To replicate the effects of a captain, the GM can also 
  allow an NPC ship to take an additional action on its turn. 
  This additional action is not taken every turn; the GM can 
  roll any die, taking an extra action only if they roll an even 
  number. 
       Most GMs have NPC ships immediately sink when its 
  water level exceeds its hit points or the ship is reduced to 0 
  hit points. Common exceptions include when one or more 
  player characters has boarded the ship, or when an 
  important NPC or villain is aboard it. Alternatively, the 
  GM can rule that the characters in question escape aboard a 
  rowboat in the chaos shortly before the ship’s demise. 
  Boarding 
  Sometimes, your objective in ship-to-ship combat requires 
  that you come aboard a hostile vessel. You can board 
  another vessel if both ships are within 25 feet of each other 
  and the pilot of your ship has Matched Speed with the 
  other. Alternatively, you can board if both ships have 
  collided. When you do so, any number of crew members 
  can join a boarding party, leaving their original roles. 
       A boarding party and any hostile crew rolls their own 
  initiative which acts parallel to ongoing ship combat. 
  Combat as a boarding party is the same as normal combat. 
       The boarding party arrives on the opposing ship's main 
  deck via a gangplank, grappling hooks, or swinging over on 
  ropes. If the boarding party accesses important locations, 
  such as the helm or the gun deck, they can use the 
  opportunity to hinder the ship's options. Generally, 
  however, when fighting breaks out on a ship's deck, it 
  ceases to fire or move―most everyone joins in the melee. 
       If the party detains, sets adrift, or kills all hostile crew 
  members of the boarded ship, they can commandeer it, 
  provided that they have enough people to operate it. 
  Spells and Ships 
  Spells like fireball can be devastating in naval combat, 
  lighting fires and scorching crewmen in a single stroke. 
  Ships are objects, and therefore can only directly be 
  targeted by spells which deal damage, and automatically 
  fail on saving throws called for by a spell. The GM can rule 
  that any spell would not affect a ship. If a spell deals fire 
  damage to a ship, it lights one fire on the ship for every 10 
  points of fire damage it deals. 
   
   
   
  Variant Rule: Grid Combat 
  Ship combat is particularly well-suited to using 
  miniatures on a square-based Grid Map. Using 
  this rule, each square is 25 feet by 25 feet and 
  each ship faces the side or the corner of their 
  surrounding squares. Ships smaller than 25 feet in 
  every dimension fit within a single square. On its 
  turn, a ship can move 1 square for every 25 feet of 
  its movement. 
       When counting distance on a grid, the first 
  diagonal square counts as 1 square of movement, 
  and the second diagonal square as 2 squares. 
  Repeat this pattern of 1 square, 2 squares 
  whenever you count diagonally, even if you move 
  horizontally or vertically between different bits of 
  movement. 
  
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  Navigation at Sea 
  The open ocean is a dangerous place. Without landmarks, a 
  ship’s crew can quickly become hopelessly lost, leading to 
  a slow death by dehydration and starvation. For this reason, 
  a few navigation tools and a trained navigator are 
  invaluable for any voyage. Successful navigation depends 
  on many individual factors, such as weather, time of day, 
  proximity to landmasses, and availability of navigating 
  tools and skills. 
  Basic Navigation 
  To successfully guide a ship in the correct direction, you 
  must make a navigation check, which can be made once per 
  day of travel. This is an Intelligence or Wisdom check 
  (your choice) with a DC equal to 10 + the number of days 
  since the last successful navigation check (maximum DC 
  20). On a successful check, the ship stays on course. On a 
  failed check, the DM rolls on the Failed Navigation table at 
  the end of this section. If you do not make a navigation 
  check on a given day, it counts as a failed check. 
       Navigation checks are made using navigator’s tools. 
  Navigator’s tools can be used without proficiency; 
  however, if you are proficient with navigator’s tools, you 
  can add your proficiency bonus to navigation checks. If you 
  do not have navigator’s tools, you make all navigation 
  checks with disadvantage. 
       If you are within sight of a landmark that is either 
  familiar to you or appears on a map in your possession, you 
  do not need to make navigation checks.  
   
   
  Inclement Weather 
  When sailing the high seas, ships can often run into storms, 
  which can cause them to stray off course. Visibility is 
  reduced, clouds block the sun and stars, and strong waves 
  and wind can propel a ship in the entirely wrong direction. 
  When your ship is caught in a storm, all navigation checks 
  are made with disadvantage. 
  Failed Navigation 
  d100 
  Result 
  1-50 
  Your ship veers slightly off-course before the 
  mistake is realized. You only travel half as 
  far as you would have today. 
  51-85 
  Your ship veers far off-course before the 
  mistake is realized. You make no progress 
  toward your destination today. 
  86-95 
  Your ship veers far enough off-course before 
  the mistake is realized that you lose two days 
  of travel making up the lost distance. 
  96-98 
  Poor weather, instrument malfunction, or 
  some other factor causes you to misread your 
  heading, and your ship veers off-course in a 
  random direction determined by the GM. 
  99-100 
  You become completely lost. Re-roll on this 
  table, re-rolling again if you roll another 99. 
  The next navigation check you make has a 
  DC of 20. 
  Conditions at Sea 
  It’s generally very simple to calculate how far your ship 
  travels: for each hour, your ship moves a number of miles 
  equal to its speed. But the sea’s conditions at any given 
  time can vary this estimate widely, helping or hindering 
  you, as fate permits. The GM can roll a d20 on the 
  following table to determine the conditions at sea: 
  Conditions 
  d20 
  Condition 
  1-10 
  No condition 
  11-14 
  Tailwind. Your ship catches a tailwind, 
  increasing your speed by 50%. 
  15-18 
  Headwind. Your ship navigates into a 
  headwind. It’s slow going, and your speed is 
  decreased by 50%. 
  19-20 
  Doldrums. The wind falls absolutely dead. If 
  sails are your only method of propulsion, you 
  make no meaningful progress. 
  
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  On my first journey of many aboard the  
  Vigilance, we embarked with high spirits from Duke’s 
  Port, headed southward with full cargo. Less than two 
  hours from our departure, our lookout spied a 
  merchant ship, listlessly drifting toward the port, flying 
  a distress flag. A young man stood at the bow, waving 
  weakly in our direction with a white handkerchief―even 
  from our vantage, we could see that it was stained with 
  blotches of red. 
       Rather than scrambling the crew to assist the 
  suffering ship, the captain ordered a turn to starboard, 
  and leveled the guns at them! Our own countrymen! 
       The ship hesitated for some minutes but turned 
  hard when we clarified our intentions with warning 
  shot, and deferred from the port altogether. 
       Some time later, one of the sailors explained that the 
  distressed ship was neither ravaged by monsters nor 
  pirate threat; it was a plague ship, and if it had reached 
  port, it would have endangered the whole of Duke’s 
  Port. This was the first of many lessons I had in the 
  captain’s severe, but effective style of leadership. 
  Diseases 
  A plague ravages the kingdom, Setting the adventurers on a 
  quest to find a cure. An adventurer emerges from an 
  ancient tomb, unopened for centuries, and soon finds 
  herself suffering from a wasting illness. A warlock offends 
  some dark power and contracts a strange affliction that 
  spreads whenever he casts spells. 
       A simple outbreak might amount to little more than a 
  small drain on party resources, curable by a casting of 
  lesser restoration. A more complicated outbreak can form 
  the basis of one or more adventures as characters search for 
  a cure, stop the spread of the disease, and deal with the 
  consequences. 
       A disease that does more than infect a few party 
  members is primarily a plot device. The rules help describe 
  the effects of the disease and how it can be cured, but the 
  specifics of how a disease works aren’t bound by a 
  common set of rules. Diseases can affect any creature, and 
  a given illness might or might not pass from one race or 
  kind of creature to another. A plague might affect only 
  constructs or undead, or sweep through a halfling 
  neighborhood but leave other races untouched. What 
  matters is the story you want to tell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter 5: Diseases 
  
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  Blackfoot 
  Taking root at the extremities, starting with the fingers or 
  toes, this wasting disease turns afflicted flesh black and 
  rotten as it makes its way to the head. It is spread by evil 
  outsiders, like demons and devils, who appear to be 
  carriers, and certain cursed magic items that infect those 
  which touch them. Because of their heritage, tieflings and 
  dragonborn are uniquely immune to its ravages. 
       When a humanoid creature touches the skin of an 
  extraplanar fiend, or touches certain cursed magic items 
  without protection, it must make a DC 15 Constitution 
  saving throw or be infected. One day after infection, the 
  creature's skin at the fingers of one arm or toes of one foot 
  (not necessarily at the same limb that touched the fiend or 
  cursed item) starts to appear gray, and eventually, black. 
  The creature takes a -1 penalty to ability checks and attack 
  rolls that use that limb. At the end of each long rest after 
  the symptoms appear, the penalty worsens by 1. When it 
  reaches -10, the limb is entirely blackened and falls limp; it 
  can't be used to make ability checks or attack rolls, and 
  ability checks and attacks rolls which require two hands 
  have disadvantage. Amputation of an affected limb cures 
  the infected creature of this disease. However, regenerating 
  the amputated limb will also restore the infection. 
       Once it blackens the entire limb, amputation is no longer 
  possible. The blight spreads outward from the limb, 
  reducing the creature's maximum hit points by 5 after each 
  long rest. When the creature's hit points are reduced to 0, 
  the infection reaches its head and kills it. 
       Blackfoot cannot be cured by the lesser restoration 
  spell, but can be remedied using the root of a plant called 
  Gorestalk, which grows exclusively in the lower planes. 
  Even a single root can be turned into an ointment that 
  reverses the blackfoot, but finding it is another matter 
  entirely. It might be possible to harvest some from the 
  mouth of an infernal portal, but the surest way of acquiring 
  the plant is to summon a devil and strike a bargain.  
  Deadleg 
  Deadleg is a persistent infection caused by deep puncture 
  wounds and lacerations, resulting in muscle spasms and 
  debilitating stiffness. Infection can occur anywhere, but 
  seems especially prevalent near saltwater, as sailing ships 
  and seaside towns have the greatest number of infections. 
       When a humanoid creature takes bludgeoning or 
  piercing damage by wood or metal that has been exposed to 
  the elements for a week or longer, such as by falling into a 
  spiked pit, stepping on an old nail or caltrop, or by being 
  cut on a broken wooden board, it must succeed a DC 10 
  Constitution saving throw or become infected. 
       It takes 1d10 days for deadleg to show its first 
  symptoms, stiffness in the legs and tremors in the hands 
  and jaw. The infected creature suffers one level of 
  exhaustion, its movement speed is reduced by 10 feet, and 
  it has disadvantage on Dexterity checks and saving throws. 
       At the end of each long rest, an infected creature must 
  make a DC 10 Constitution saving throw. On a failed save, 
  the creature gains 1 level of exhaustion, and the DC 
  increases by 1. On a successful save, the DC decreases by 
  1. If the saving throw DC reaches 10, the creatures stiffens 
  to the point that its diaphragm can't contract, depriving it of 
  air and suffocating it. If the saving throw DC drops to 0, the 
  creature recovers from the disease. 
  Ration Rot 
  A scourge of adventures, sailors, and explorers, ration rot is 
  commonly believed to originate in the stale bread often 
  consumed as rations on long voyages. In spite of popular 
  belief, a few rogue alchemists have theorized that the 
  disease is actually caused by a specific type of malnutrition, 
  but dwarves seem completely immune, and its exact origin 
  is as of yet undetermined. 
       When a humanoid goes more than 1 month without 
  eating fruit or fresh meat, at the end of each long rest, it 
  must make a DC 11 Constitution saving throw or become 
  infected. Its early symptoms, which include discolored eyes 
  and skin, bleeding gums, and lethargy set in immediately. 
  An infected creature takes a -2 penalty to Armor Class and 
  to all saving throws. 
       This disease cannot directly be alleviated by magic; it 
  can only be cured by eating at least three meals of fruit, 
  fresh meat, or vitamin-rich vegetables. Food summoned by 
  magic (such as the spell create food and water) can 
  alleviate ration rot, and as such, spellcasters who can use 
  said spell are considered highly valuable assets for any ship 
  they may be on. 
  Slaying Fever 
  The slaying fever is an extremely dangerous, but thankfully 
  short-lived, illness which drives the infected amok in a 
  violent frenzy. In an insidious turn, it is transmitted through 
  the blood of the infected, which makes it particularly tricky 
  to stifle. Outbreaks of this disease might be easily 
  contained if the infected are quarantined rapidly, but 
  otherwise can be the cause of great bloodshed. 
       When a humanoid contacts the blood of a creature that 
  carries this disease, either by attacking a creature and 
  
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  dealing damage, or handling the corpse of an infected 
  creature without adequate protection, it must succeed a DC 
  13 saving throw or become infected. Symptoms set in very 
  slowly in this case, manifesting 1d4 days after exposure. If 
  a creature otherwise suffers direct blood contact with an 
  infected creature, such as by being bitten, scratched, or 
  stabbed with an instrument bloodied by an infected 
  creature, it must make a DC 17 saving throw or become 
  infected. In this case, the disease presents itself rapidly, and 
  symptoms set in within a matter of minutes. 
       Early symptoms include headache, disorientation, and 
  irritability. When the disease fully sets in, however, the 
  infected experience vivid hallucinations and a sense of 
  panic which drives them into a frenzy. The infected will 
  attack anyone nearby, rushing to seek out weapons and find 
  others to harm. Those without weapons will fight tooth and 
  nail, biting and clawing at others until restrained or killed. 
       Some infected are thrown into a howling rage, 
  screaming and stabbing anyone within reach, whereas 
  others are deliberate, enacting gruesome plans with a dead-
  eyed, murderous intent. 
       An infected creature can't be charmed or frightened. If 
  an infected creature drops to 0 hit points but not killed 
  outright, it has a 50% chance of leaping to its feet with 1 hit 
  point on its next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       After 12 hours of frenzy, an infected creature falls 
  unconscious for 24 hours, recovers from the disease, and is 
  then immune to it for the rest of its life. It recalls none of 
  the events of the frenzy, except for a red haze shortly 
  before it awoke.  
  Wetlung 
  Wetlung is highly contagious, known for sweeping through 
  ships and port towns alike, claiming the young and elderly 
  before moving on. While in the grips of the disease, the 
  infected develop a wet cough that further spreads the 
  disease, though it spreads equally well through infected 
  water supplies. 
       When a humanoid is exposed to the cough of the 
  infected or drinks water contaminated with the disease, it 
  must make a DC 15 Constitution saving throw or become 
  infected. 
       It takes around a week for wetlung's symptoms, which 
  include fatigue, fever, and a loud, persistent cough, to set 
  in. An infected creature's Strength, Dexterity, and 
  Constitution scores each decrease by 2, and it gains one 
  level of exhaustion which remains until the disease is 
  cured. If any of a creature's ability scores are reduced to 0, 
  it dies. 
       At the end of each long rest, an infected creature must 
  make a DC 11 Constitution saving throw. Small children 
  and the elderly have disadvantage on this saving throw. If it 
  fails this saving throw by 5 or more, its Strength, Dexterity, 
  and Constitution scores worsen by an additional 1. If 
  successful, these ability scores increase by 1. If a successful 
  saving throw increases the infected creature's ability scores 
  to normal, the creature recovers from the disease. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Even after encountering trolls, mimics, and dragons on the 
  mainland, travelers are always surprised by the strange and 
  marvelous beasts to be found across the whole of the seven 
  seas. From isolated desert islands, where unusual variants 
  of monsters can diverge from their brethren, to far-off 
  distant lands, where entirely new, strange creatures have 
  arisen, to behemoths which stalk the ocean depths, there is 
  always something new and treacherous waiting to kill you 
  on the high seas.  
  Animated Objects 
  Imbued with a dull intelligence by powerful incantations, 
  animated objects single-mindedly serve their masters, who 
  are almost exclusively mages. These constructs are favored 
  for their convenience and their utility, for each object is 
  designed to fulfill a unique purpose, even before they are 
  animated. For example, animated brooms might sweep the 
  halls of a wizard's tower, and animated suits of armor might 
  guard its entrances, but when not issued a command, an 
  animated object can independently follow simple 
  instructions or defend itself from attack. 
       Constructed Nature. An animated object doesn't require 
  air, food, drink, or sleep.  
       The magic that animates an object is dispelled when the 
  construct drops to 0 hit points. An animated object reduced 
  to 0 hit points becomes inanimate and is too damaged to be 
  of much use or value to anyone. 
  Entangling Rope 
  Uncoiling from a tight spiral and slithering along the 
  ground, entangling ropes are perfect for lying in wait before 
  they suddenly seize adventurers by the ankles and start 
  tying themselves into knots. They behave much like snakes 
  when in motion, and like the anaconda, they prefer to wrap 
  around their victims and constrict them to death. When not 
  utilized for violence, these ropes can be invaluable on a 
  ship or in a quarry, or anywhere else that relies on 
  sophisticated knots and long lengths of cord. 
  Floating Spyglass 
  Hovering in the air and constantly scanning the horizon, an 
  animated spyglass isn't typically threat on its own. Its 
  function, instead, is to serve as a vigilant lookout, either 
  safeguarding its creator from ambushes or to serve as an 
  early warning system for other constructs, transforming an 
  ordinary group of animated objects into a reactive defense 
  system. 
  Living Cannon 
  Absurdly dangerous, and possessing an explosive temper, 
  an animated cannon is the definition of a living weapon. 
  While most animated objects are emotionless automatons, 
  some aspect of the arcane black powder used to animate 
  them also impresses a personality upon the cannons: they 
  Chapter 6: Monsters 
   
  Entangling Rope 
  Large construct, unaligned 
  Armor Class 13 
  Hit Points 44 (8d10) 
  Speed 30 ft., climb 30 ft., fly 60 ft. (hover), swim 30 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+3) 
  CON 
  10 (+0) 
  INT 
  1 (-5) 
  WIS 
  4 (-3) 
  CHA 
  1 (-5) 
  Damage Resistances bludgeoning, piercing 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, exhaustion, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages ― 
  Challenge 3 (700 XP) 
  Antimagic Susceptibly. The rope is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the 
  rope must succeed on a Constitution saving throw against the 
  caster’s spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the rope remains motionless, it is 
  indistinguishable from a normal rope. 
  Grappler. The rope has advantage on attack rolls against any 
  creature grappled by it. 
  ACTIONS 
  Multiattack. The rope make two whip attacks. 
  Whip. Melee Weapon Attack. +5 to hit, reach 10 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. 
  Constrict. Melee Weapon Attack. +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is 
  grappled (escape DC 15). Until this grapple ends, the creature 
  is restrained, and the rope can’t constrict another target. 
   
  
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  delight in being near ammunition, and rattle excitedly when 
  a fuse it lit, but shrink away from water and fear the 
  prospect of being plunged into it.  
       Given the command, living cannons will gladly load and 
  fire themselves, but lack the patience to pace their shots. If 
  the order to fire is given too early, the cannon might 
  exhaust its ammunition too soon, or it might spoil the 
  element of surprise for its entire ship. However, a living 
  cannon's accuracy is unmatched by human gunners, for it 
  knows little else besides ballistics, trajectory, and travel 
  times, and it revels in watching ships and battlements 
  crumble under its fire.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Floating Spyglass 
  Tiny construct, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 0 ft., fly 60 ft. (hover) 
  STR 
  5 (-3) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  1 (-5) 
  WIS 
  10 (+0) 
  CHA 
  1 (-5) 
  Skills Perception +4 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, deafened, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 10,000 ft., passive Perception 14 
  Languages ― 
  Challenge 0 (10 XP) 
  Antimagic Susceptibly. The spyglass is incapacitated while in 
  the area of an antimagic field. If targeted by dispel magic, the 
  spyglass must succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the spyglass remains motionless, it 
  is indistinguishable from a normal spyglass. 
  Limited Telepathy. Using telepathy, the spyglass can magically 
  communicate with any other construct within 60 feet of it. 
  ACTIONS 
  Club. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. 
  Hit: 1 bludgeoning damage. 
   
   
  Living Cannon 
  Large construct, lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 15 ft. 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  1 (-5) 
  WIS 
  5 (-3) 
  CHA 
  3 (-4) 
  Skills Perception +4 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages ― 
  Challenge 5 (1,800 XP) 
  Antimagic Susceptibly. The cannon is incapacitated while in 
  the area of an antimagic field. If targeted by dispel magic, the 
  cannon must succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious for 1 minute. 
  Water Susceptibility. If the cannon’s fuse is splashed with a 
  gallon of water, can’t attack until the end of its next turn. 
  False Appearance. While the cannon remains motionless, it is 
  indistinguishable from a normal cannon. 
  ACTIONS 
  Cannonball. Ranged Weapon Attack. +7 to hit, range 300/900 
  ft., one target. Hit: 39 (6d12) bludgeoning damage. 
  Grapeshot. The cannon blasts a 10-foot cube within 600 feet 
  of it with shrapnel. Each creature within the area must make a 
  DC 14 Dexterity saving throw or take 22 (4d10) bludgeoning 
  damage, or half as much on a successful save. 
   
  
   
   
  53 
  Bomb Fish 
  These small fish, which migrate in schools, have an 
  extremely potent defense mechanism: should a predator 
  wander too close, a few bomb fish detach from the school 
  and self-destruct near the threat, possibly injuring it, and 
  certainly deterring it. 
       Fisherman's Nightmare. Fishermen tell numerous 
  stories of deep-dwelling ocean creatures brought to the 
  surface in their nets. Some maintain that entangling a 
  colossal squid is the worst catch; others say that it's worse 
  to provoke naga or giant sharks, but those creatures are 
  rare, and unlikely to fall for such a simple trap as a 
  fisherman's net. The frighteningly likely disaster scenario is 
  catching an entire school of bomb fish, which detonate in a 
  panic when they reach the surface, incinerating the net 
  holding them, and blowing a gaping hole in the side of the 
  fishing boat. Such a foul circumstance has sunk entire 
  galleons unlucky enough to fish in the waters occupied by 
  bomb fish. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bomb Fish 
  Tiny beast, unaligned 
  Armor Class 13  
  Hit Points 2 (1d4) 
  Speed 0 ft., swim 40 ft. 
  STR 
  2 (-4) 
  DEX 
  16 (+3) 
  CON 
  11 (+0) 
  INT 
  1 (-5) 
  WIS 
  6 (-2) 
  CHA 
  2 (-4) 
  Senses darkvision 60 ft., passive Perception 8 
  Languages ― 
  Challenge 0 (10 XP) 
  Death Burst. When the bomb fish dies, it explodes. Each 
  creature within 5 feet of it must make a DC 13 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or 
  half as much damage on a successful one. 
  Water Breathing. The swarm can breathe only underwater. 
   
   
  Swarm of Bomb Fish 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 13  
  Hit Points 45 (10d8) 
  Speed 0 ft., swim 40 ft. 
  STR 
  2 (-4) 
  DEX 
  16 (+3) 
  CON 
  11 (+0) 
  INT 
  1 (-5) 
  WIS 
  6 (-2) 
  CHA 
  2 (-4) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages ― 
  Challenge 1/2 (100 XP) 
  Explosive Retribution. When the swarm takes damage, some 
  of its bomb fish detonate. Each creature within 5 feet of the 
  swarm must make a DC 13 Dexterity saving throw, taking 7 
  (2d6) fire damage, plus half the damage dealt to the swarm, 
  or half as much damage on a successful one. 
  Swarm. The swarm can occupy another creature's space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny bomb fish. The swarm can't regain hit 
  points or gain temporary hit points. 
  Water Breathing. The swarm can breathe only underwater. 
   
  
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  Elementals 
  Elementals are incarnations of the elements that make up 
  the universe, and the various quasi-elements formed by 
  these elemental intersections. Such elementals can be 
  summoned by spellcasters and powerful beings, or can be 
  found spontaneously forming where the appropriate 
  elemental energy is in abundance. 
       Living Element. The Elemental Planes are the source of 
  the elemental energy which composes the various materials 
  found on the prime Material Plane. On when translated 
  from these planes by powerful magic or natural planar 
  gates, elemental energy can manifest a physical shape and a 
  dull consciousness which embodies that particular type of 
  element. Like beasts of the Material Plane, these elemental 
  spirits have no society of culture. 
       Elemental Nature. An elemental doesn't require air, 
  food, drink, or sleep. 
  Fog Elemental 
  A haunting, living mist, fog elementals are formed at the 
  intersection of the Plane of Water and the Plane of Air, and 
  can usually be found lurking invisibly within low clouds 
  and fog banks, engulfing travelers that wander inside. In 
  these misty places, fog elementals are superior predators, 
  capable of kicking up fogs and peering through them 
  unobscured.  
  Storm Elemental 
  The embodiment of a tempest’s fury, a storm elemental is a 
  force of chaotic wrath, slinging lightning, thunder, and rain 
  wherever it goes. When one of these elementals makes its 
  way to the sea, it kicks up dark clouds and enormous 
  waves, which it turns into its playthings; it delights in 
  nothing more than watching ships tumble and crash on the 
  ocean, sinking into the depths below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fog Elemental 
  Large elemental, neutral 
  Armor Class 15 
  Hit Points 102 (12d10 + 36) 
  Speed 0 ft., fly 60 ft. (hover) 
  STR 
  14 (+2) 
  DEX 
  20 (+5) 
  CON 
  16 (+3) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  6 (-2) 
  Damage Resistances thunder; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran, Aquan 
  Challenge 5 (1,800 XP) 
  Fog Form. The elemental can enter a hostile creature’s space 
  and stop there. It can move through a space as narrow as 1-
  inch wide without squeezing. 
  Fog Sight. The elemental can see normally within areas that 
  are obscured by fog. 
  Fog Veil. The elemental is always surrounded by fog in a 5-
  foot-radius, and considered lightly obscured. 
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8+5) bludgeoning damage. 
  Fog Bank (Recharge 4-6). The elemental creates a 20-foot-
  radius sphere of fog centered on itself. The sphere spreads 
  around corners, and its area is heavily obscured. It lasts for 1 
  minute or until a wind of moderate or greater speed (at least 
  10 miles per hour) disperses it. 
   
   
  Storm Elemental 
  Large elemental, neutral 
  Armor Class 15 
  Hit Points 90 (12d10 +24) 
  Speed 0 ft., fly 90 ft. (hover) 
  STR 
  14 (+2) 
  DEX 
  20 (+5) 
  CON 
  15 (+2) 
  INT 
  6 (-2) 
  WIS 
  10 (+0) 
  CHA 
  6 (-2) 
  Damage Resistances thunder; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities lightning, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran 
  Challenge 5 (1,800 XP) 
  Electrical Interference. When another creature deals lightning 
  damage to a target within 20 feet of the elemental, the 
  elemental regains hit points equal to half the damage rolled. 
  Storm Form. The elemental can enter a hostile creature’s 
  space and stop there. It can move through a space as narrow 
  as 1-inch wide without squeezing. 
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8+5) lightning damage and 5 (1d8) thunder 
  damage. 
  Lightning Aura (Recharge 4-6). The elemental creates a 20-
  foot-radius sphere of electrical energy centered on itself. Each 
  creature within the radius must make a DC 13 Dexterity 
  saving throw, taking 18 (4d8) lightning damage on a failed 
  save or half as much on a successful one. 
   
  
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  Flying Ray 
  Ethereally gliding over the water's edge by night, wreathed 
  in an eerie white glow, these flying manta rays enchant and 
  terrify in equal measure. Though neutral to ships and most 
  other parties, these rays are dangerous up close, even if 
  only unintentionally: each produces an electrical field 
  across their underside, which it uses to shock pray which 
  swim too near the ocean's surface. This discharge, of 
  course, proves just as fatal to larger creatures as it is to fish.  
       Monsters of Moonlight. Though flying rays have often 
  been seen discharging the water's surface and producing 
  bursts of balled lightning, they never presage a storm, and 
  their electricity possess an eerie blue quality unseen in a 
  tempest's lighting. As the reflective, sapphire pattern on 
  their backs suggest, flying rays draw the energy for their 
  mighty lightning from moonlight; they retreat to the ocean 
  floor in the daytime, and whenever thick cloud cover poses 
  an obstacle. 
       Mysterious Intellect. Though flying rays seem generally 
  disinterested in ships and their land-dwelling inhabitants, 
  they possess a uniquely acute intelligence. They expertly 
  avoid traps, and can sometimes escape the confinements of 
  one if captured. In merfolk legend, flying rays are often 
  described as oracles, and are said to telepathically 
  communicate great truths of the surface world to the heroes 
  that survive their lightning. In truth, though they are 
  telepathic, they only speak if captured, and even then, do so 
  only in riddles. 
   
  Flying Ray 
  Large beast, unaligned 
  Armor Class 16  
  Hit Points 133 (14d10 + 44) 
  Speed 0 ft., fly 60 ft., swim 60 ft. 
  STR 
  10 (+0) 
  DEX 
  22 (+6) 
  CON 
  18 (+4) 
  INT 
  14 (+2) 
  WIS 
  19 (+4) 
  CHA 
  8 (-1) 
  Saving Throws Con +7, Int +5, Wis +7 
  Damage Resistances lightning 
  Senses blindsight 30 ft., passive Perception 14 
  Languages telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Amphibious. The flying ray can breathe air and water. 
  ACTIONS 
  Multiattack. The flying ray makes two melee slam attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) bludgeoning damage.  
  Ball Lightning (Recharge 5-6). The flying ray produces a 5-
  foot diameter ball of lightning that moves 20 feet in a 
  direction it chooses. At the beginning of the ray's turn, the 
  ball moves another 20 feet in the same direction. The ball 
  passes through creatures or objects and dissipates after 
  moving for 3 turns. Any creature that contacts the ball must 
  make a DC 15 Dexterity saving throw or take 22 (4d10) 
  lightning damage, or half as much on a successful save, and 
  can’t take reactions until the beginning of its next turn. 
  Discharge. Each creature up to 15 beneath the ray must make 
  a DC 15 Dexterity saving throw or take 28 (8d6) lightning 
  damage, or half as much on a successful save, and can’t take 
  reactions until the beginning of its next turn. 
   
  
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  Heavenly 
  Albatross 
  The majestic white feathers and soothing glow of a 
  heavenly albatross are most easily spied on the horizon, just 
  before dawn, where they catch the morning's rays in 
  anticipation of daybreak. These great birds migrate across 
  the oceans, circling the world dozens of times in a single 
  lifetime, but it's unclear where they actually make nest. 
  Perhaps, as an old sailor's tale goes, the albatrosses end 
  their journey in the heavens, where they feed on the grapes 
  of paradise before returning to the earth to guide wayward 
  sailors home. 
       Boon of Fortune. Most sailors hail a heavenly 
  albatross's appearance as a good omen, and trace their 
  nighttime flights superstitiously, believing that some 
  miracle might occur if they follow one long enough. 
  Spotting one is a rare event, and spying a group of 
  albatrosses on the horizon is a dazzling sight to behold. 
  Wise captains never fire upon an albatross or attempt to 
  capture them, no matter how close to a ship the ray might 
  wander, for an albatross's arrival portends good fortunes, 
  but its death presages doom. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heavenly Albatross 
  Large celestial, chaotic good 
  Armor Class 12  
  Hit Points 112 (15d10 + 50) 
  Speed 10 ft., fly 90 ft. 
  STR 
  16 (+3) 
  DEX 
  15 (+2) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  22 (+6) 
  CHA 
  18 (+4) 
  Skills Perception +8, Survival +2 
  Condition Immunities charmed, frightened, petrified, 
  poisoned 
  Senses passive Perception 18 
  Languages Celestial 
  Challenge 3 (700 XP) 
  Magic Resistance. The albatross has advantage on saving 
  throws against spells and other magical effects.  
  Dying Curse. If the albatross is reduced to 0 hit points, each 
  hostile creature within 5 feet of it must make a DC 16 Wisdom 
  saving throw or be cursed. A cursed creature's highest ability 
  score is decreased by 2. This curse can be ended by a remove 
  curse spell or similar means. 
  Keen Sight. The heavenly albatross has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  ACTIONS 
  Multiattack. The albatross makes attacks: one with its beak, 
  and one with its talons. 
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage. 
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 3) slashing damage.  
  Wingbeat. The albatross beats its wings, kicking up a great 
  wind. Each creature within 60 feet of a point the albatross can 
  see must make a DC 12 Dexterity saving throw or be pushed 
  30 feet away from that point and be knocked prone. 
   
  
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  Isle of Teeth  
  Plenty dismiss the Isle of Teeth as a sailor's legend, a 
  folktale told to children about the perils of far-off seas; 
  however, nothing could be further from the truth. Though 
  initially the so-called 'Isle' appears to be a lone desert 
  island, populated by a few coconut trees, this huge predator 
  reveals itself when it rises from the waves to devour entire 
  ships. 
       Deep Origins. Even by the tremendous scale of sea 
  serpents and oceanic dragons, the isle is colossal, and may 
  be the largest living creatures known to man, save the 
  legendary tarrasque and the dreaded kraken. From its 
  clawed feet to its domed back, it's covered in bony plates, 
  exposing very little of its pale underlying flesh. But the 
  isle's most prominent feature is its gaping mouth which, 
  lined with rows of enormous teeth, makes up most of its 
  face. Unsettlingly, the isle doesn't appear to have eyes 
  whatsoever, and detects its prey exclusively by sound.  
       Merfolk wisdom tells that the isles' true place is not at 
  the surface of the ocean, but in its very deepest recesses. 
  Their bony plates reinforce their bodies from the immense 
  pressure of ocean trenches, where all light vanishes, and 
  eyes are meaningless. For millennia, the beasts ruled the 
  depths unchallenged, but where there is total dominance, 
  life eventually adapts. Even larger, deadlier beasts arose in 
  the trenches, leviathans which make sea serpents look 
  diminutive by comparison. The surviving isles of teeth 
  were banished to the ocean's surface, where they took hold 
  of a ruse to capture whatever food they could. 
       Boundless Appetite. Despite their size, isles of teeth 
  need comparatively little food, for they lay dormant in an 
  unsteady slumber until their prey wanders too close. In 
  their sleep, they are in a constant state of hunger, wanting 
  for more food but uneasily waiting for it to arrive. They can 
  sleep in this manner for centuries, accumulating all manner 
  of sand and sediment, before being awoken into a voracious 
  rage. 
   
   
  Isle of Teeth 
  Gargantuan monstrosity (titan), unaligned 
  Armor Class 20 (natural armor)  
  Hit Points 330 (20d20 + 120) 
  Speed 10 ft., swim 60 ft. 
  STR 
  28 (+9) 
  DEX 
  8 (-1) 
  CON 
  22 (+6) 
  INT 
  9 (-1) 
  WIS 
  17 (+3) 
  CHA 
  12 (+1) 
  Saving Throws Str +15, Dex +5, Con +12 
  Skills Perception +9 
  Damage Resistances cold, fire; bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Condition Immunities charmed, frightened, paralyzed  
  Senses blindsight 240 ft., passive Perception 19  
  Languages ― 
  Challenge 18 (20,000 XP) 
  Legendary Resistance (1/Day). If the isle of teeth fails a saving 
  throw, it can choose to succeed instead. 
  Amphibious. The isle of teeth can breathe air and water. 
  False Appearance. While the isle of teeth remains motionless, it is 
  indistinguishable from a normal desert island. Diving underwater to 
  view the isle from underneath reveals its true nature. 
  Siege Monster. The isle of teeth deals double damage to objects 
  and structures. 
  ACTIONS 
  Multiattack. The isle of teeth makes four attacks: two with its 
  claws, one with its bite, and then it can use its Swallow or its Heave. 
  Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 
  31 (4d10 + 9) piercing damage. 
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 22 (3d8 + 9) slashing damage. 
  Heave. The isle of teeth rears up and crashes into the water, 
  creating a shockwave. Each creature within 15 feet of the isle of 
  teeth must make a DC 18 Dexterity saving taking 33 (6d10) 
  bludgeoning damage and being knocked prone on a failed save. A 
  creature takes double damage if it is directly underneath the isle of 
  teeth. On a successful save, a creature takes half damage and is not 
  knocked prone. 
       A ship damaged by this ability also springs 1d4 leaks. 
  Swallow (Recharge 4-6). The isle of teeth makes one bite attack 
  against a Large or smaller creature. If the attack hits, the target 
  takes the bite's damage, the target is swallowed. While swallowed, 
  the creature is blinded and restrained, it has total cover against 
  attacks and other effects outside the isle of teeth, and it takes 35 
  (10d6) acid damage at the start of each of the isle of teeth's turns.  
       If the isle of teeth takes 40 or more damage on a single turn from 
  a creature inside it, the isle of teeth must succeed on a DC 18 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 10 feet of 
  the isle of teeth. If the isle of teeth dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse by using 30 
  feet of movement, exiting prone.  
  LEGENDARY ACTIONS 
  The isle of teeth can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at a 
  time and only at the end of another creature' s turn. The isle of 
  teeth regains spent legendary actions at the start of its turn.  
  Bite. The isle of teeth makes one bite attack. 
  Move. The isle of teeth moves up to its speed without provoking 
  opportunity attacks. 
  Heave (Costs 2 Actions). The isle of teeth uses its heave ability. 
   
   
  
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  Merfolk 
  Human tribes and kingdoms divide the land and battle over 
  its borders, but none make claim to the oceans. In that 
  strange, watery world, humanoids like the merfolk reign 
  supreme.  
       The merfolk are fishlike humanoids, possessing scaled, 
  iridescent skin, prominent gills, webbed fingers, and a 
  single muscular tail in place of legs. But for their 
  commonalities, merfolk tribes from around the world have 
  just as many differences. Merfolk from tropical waters 
  might have brightly-colored scales and venomous 
  protections, where as those from the ocean's depths 
  normally have large eyes and dim scales to help them see 
  hunt in the dark. 
       Undersea Peoples. Merfolk almost never venture to the 
  surface world, and feel little compulsion to extend their 
  influence from under the waves. Though the surface world 
  is vast, the sum of its territories are paltry compared to the 
  undersea world; the majority of the planet, after all, is 
  underwater, and most merfolk feel that the surface world is  
   
   
  unimportant by comparison, a small territory at the 
  periphery of their kingdoms. 
       However, a merfolk will occasionally utilize a ritual that 
  transforms their fish tail into a pair of legs, and adapts their 
  lungs to breathe air, in order to venture to the surface for 
  some time. The circumstances of these journeys are always 
  strange: sometimes it's the result of a star-crossed lover on 
  the surface world, other times, it's to retrieve something of 
  value that has been stolen and taken to the surface, and 
  sometimes, it's just boundless curiosity. Regardless of the 
  reason, merfolk rarely stay long the surface. The ritual that 
  allows them to survive does little to soothe the dry, harsh 
  sun, nor does it disguise their scaly skin and prominent gills 
  from surface dwellers. 
       Lost City. Despite the strength and vast domain of 
  merfolk kingdoms, they raise few cities, most often 
  choosing to fortify and defend underwater caves or the 
  ruins of sunken cities built by surface folk. Life underwater 
   
  Merfolk Hunter 
  Medium humanoid (merfolk), true neutral 
  Armor Class 14 (leather armor) 
  Hit Points 38 (7d8 + 7) 
  Speed 10 ft., swim 40 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+3) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  12 (+1) 
  Skills Nature +2, Perception +5, Stealth +5, Survival +3 
  Senses passive Perception 15 
  Languages Aquan, Common 
  Challenge 2 (450 XP) 
  Amphibious. The merfolk can breathe both air and water.  
  Spellcasting. The merfolk hunter is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit with 
  spell attacks). The merfolk hunter has the following ranger 
  spells prepared: 
  1st level (2 slots): hunter’s mark, speak with animals 
  ACTIONS 
  Multiattack. The merfolk makes two harpoon attacks. 
  Harpoon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft., or range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Net. Ranged Weapon Attack: +5 to hit, reach 5/15 ft., one 
  target. Hit: target is restrained (escape DC 10).  
   
   
  Merfolk Priest 
  Medium humanoid (merfolk), true neutral 
  Armor Class 15 (scale mail) 
  Hit Points 77 (14d8 + 14) 
  Speed 10 ft., swim 40 ft. 
  STR 
  11 (+1) 
  DEX 
  13 (+1) 
  CON 
  12 (+1) 
  INT 
  12 (+1) 
  WIS 
  17 (+3) 
  CHA 
  14 (+2) 
  Skills Religion +3, Persuasion +4  
  Senses passive Perception 13 
  Languages Aquan, Common 
  Challenge 3 (700 XP) 
  Amphibious. The merfolk can breathe both air and water.  
  Spellcasting. The merfolk priest is a 7th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). The merfolk hunter has the following cleric 
  spells prepared: 
  Cantrips (at will): guidance, sacred flame, shillelagh, 
  thaumaturgy 
  1st level (4 slots): bless, create or destroy water, cure 
  wounds, sanctuary 
  2nd level (3 slots): continual flame, hold person, lesser 
  restoration 
  3rd level (3 slots): protection from energy, riptide 
  4th level (1 slots): watery tentacles 
  ACTIONS 
  Harpoon. Melee Weapon Attack: +2 to hit, reach 5 ft. one 
  target. Hit: 2 (1d4) piercing damage, or +5 to hit, 7 (1d8 + 3) 
  piercing damage with shillelagh.  
   
  
   
   
  59 
  prevents access to materials and tools used to erect stone 
  structures, and as a result, merfolk life is more tribal and 
  decentralized, even in the largest kingdoms.  
       Of course, merfolk know some masonry tricks to work 
  the undersea stone and carve coral, but legend tells of an 
  advanced, lost civilization of merfolk, that constructed an 
  immense underwater city of spectacular design and untold 
  wealth. If this city ever existed, its location and secrets are 
  lost to time, but undersea adventurers and explorers still 
  search tirelessly for its remnants. Discovering even the 
  ruins of the Lost City could shed light on how it was built, 
  what kind of merfolk lived there, and what mysterious 
  knowledge they mastered. Plenty dismiss the Lost City's 
  legend as a hoax, a fiction crafted from fragments of 
  history to lend an air of truth, but some merfolk cling to the 
  belief, and see it as a sign that the undersea kingdoms 
  might one day be unified, as they once were. 
   
   
   
   
  Sea Serpent 
  The dreadful tales of sea serpents spread like a plague from 
  port to port whenever one is spotted. All ships, great and 
  small, fear the sudden destruction of a serpent strike, and 
  for good reason; these gigantic creatures, the distant 
  cousins of dragons, are the apex predators of the sea. 
       Territorial Monsters. Whenever a sea serpent lays its 
  claim, shipwrecks are sure to follow. Sea serpents are 
  ancient adversaries of hydras, and endlessly clash over 
  territory, laying waste to any other large creature or ship 
  that encroaches on their corners of the sea. Underwater 
  creatures know well to give these regions a wide berth, for 
  the wrecks of ships litter the ocean floor around a sea 
  serpent's territory, but surface dwellers have no such luck, 
  and may wander into peril without warning. 
       Craven Ambushers. Every sailor that survives a sea 
  serpent's attack has a uniquely horrific story, but they all 
  begin the same way: All is calm until the ship lurches 
  unexpectedly, as if it collided with a sudden, but invisible 
  patch of chop. A few moments of confusion pass, then 
  suddenly, in a cacophonous crash, the ship is yanked to a 
  halt. Sailors are thrown about the deck, a chunk of the hull 
  is missing and leaking badly, and a sea serpent emerges 
  from the water, coiling its slender body about the hull. 
       Sea serpents detest a fair fight, and know how to 
  capitalize on their prey's blind spots to catch it by surprise. 
  Much like ordinary snakes, they prefer to go for a swift and 
  lethal bite, followed by constricting their prey until it 
  suffocates.  
       Unlike other snakes, sea serpents possess a deadly trick 
  that helps them contend with their hydra rivals: a breath 
  weapon, one of the few holdovers from their draconic 
  heritage. Should their prey escape the initial bite, sea 
  serpents can lay it low with a devastating blast of 
  pressurized water, before getting in close for the kill. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Merfolk Sentinel 
  Medium humanoid (merfolk), lawful neutral 
  Armor Class 18 (scale mail, shield) 
  Hit Points 108 (16d8 + 32) 
  Speed 10 ft., swim 40 ft. 
  STR 
  16 (+3) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  12 (+1) 
  Saving Throws Dex +4, Con +4 
  Skills Perception +3  
  Senses passive Perception 13 
  Languages Aquan, Common 
  Challenge 4 (1,100 XP) 
  Amphibious. The merfolk can breathe both air and water.  
  Steadfast. The merfolk can’t be frightened while it can see an 
  allied creature within 30 feet of it. 
  ACTIONS 
  Multiattack. The merfolk makes three melee weapon attacks 
  or two ranged attacks.  
  Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft., or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage.  
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 13 
  Strength saving throw or be knocked prone.  
   
  
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  Sea Serpent 
  Gargantuan monstrosity, neutral evil 
  Armor Class 16 (natural armor) 
  Hit Points 232 (15d20 + 30) 
  Speed 0 ft., swim 40 ft. 
  STR 
  25 (+7) 
  DEX 
  15 (+2) 
  CON 
  20 (+5) 
  INT 
  8 (-1) 
  WIS 
  14 (+2) 
  CHA 
  6 (-2) 
  Skills Perception +6, Stealth +6 
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from ship weapons 
  Senses darkvision 240 ft., passive Perception 16 
  Languages Draconic 
  Challenge 12 (8,400 XP) 
  Shipwrecker. Whenever the sea serpent deals damage to ships with 
  its weapon attacks, it causes 1d4 leaks. 
  ACTIONS 
  Multiattack. The sea serpent makes three attacks: two with its bite 
  and one to constrict. 
  Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 
  27 (4d8 + 9) piercing damage. 
  Constrict. Melee Weapon Attack: +11 to hit, reach 20 ft., one ship 
  or one Huge or smaller creature. Hit: 17 (2d10 + 6) bludgeoning 
  damage plus 17 (2d10 + 6) slashing damage. If the target is a 
  creature, it is grappled (escape DC 16) if the sea serpent isn't 
  already constricting a target, and the target is restrained until this 
  grapple ends. If the target is a ship, it can't move and takes 8d6 
  bludgeoning damage at the start of each of the sea serpent's turns. 
  If the sea serpent takes 100 or more damage in a single round, it 
  releases its grapple on its target. 
  Pressurized Breath (Recharge 5-6). The sea serpent exhales a line of 
  pressurized water that is 200 feet long and 5 feet long. Each 
  creature in that line must make a DC 16 Dexterity saving throw, 
  taking 66 (12d10) bludgeoning damage and being pushed back 15 
  feet on a failed save, or talking half as much damage and not being 
  pushed back on a successful save. 
  REACTIONS 
  Vengeful Bite.  When the sea serpent takes damage from a 
  creature within 20 feet of it, it makes a bite attack against the 
  creature that damaged it. 
   
   
  
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  Skeleton Crew 
  Tattered sails appear on the horizon as dusk gives way to 
  night. An eerie quiet accompanies the dead vessel as it 
  closes in, for there is only one living soul on board: a 
  necromancer, commanding an unthinking and unfeeling 
  skeleton crew. 
       Damned to Sail. Mindless skeletons are generally unfit 
  to perform complicated tasks such as manning a sailing 
  ship; they require too much direction, and fail to improvise 
  when complications arise.  
       Skeleton crewmen pose a devious solution. By capturing 
  the souls of long-dead sailors and binding them to a 
  corporeal form, necromancers can imbue their skeletal 
  creations with an intuition for sailing and a knowledge of 
  life at sea. These crewmen possess fragments of souls, and 
  so might exhibit shades of intelligence and even 
  personalities, but they are cursed to serve their master, and 
  can only escape his thrall in death. Meanwhile, the master 
  needs only to command his ship to sail, and the skeleton 
  crew carries out the finer details. 
       Undead Nature. An undead crewman doesn’t require 
  air, food, drink, or sleep. 
   
   
   
   
   
   
   
   
  Titan Crab 
  Navigators sometimes mistake these colossal crabs for 
  coastal boulders, much to their dismay, for a titan crab's 
  claw can snap a rowboat in half as easily as a sailor.  
       Tropical Titans. Sailors from more temperate climates 
  are often familiar with giant crabs, vicious beasts the size 
  of men that must be slain with a precise strike between its 
  armor-like shell, but few are prepared for their tropical 
  cousins. By comparison, the titan crab stands three times as 
  tall as its kin, and its shell can even withstand small cannon 
  blasts. 
       The means by which these crabs grew to such incredible 
  size is unknowable, but arcanists speculate that it has 
  something to do with the massive sea serpents that patrol 
  the crab's waters; perhaps, some evolutionary race took 
  place in the tropics, swelling some of its residents to 
  staggering size. 
   
  Skeleton Crewman 
  Medium undead, lawful evil 
  Armor Class 12 (leather coat) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., swim 25 ft. 
  STR 
  14 (+2) 
  DEX 
  13 (+1) 
  CON 
  15 (+2) 
  INT 
  6 (-2) 
  WIS 
  8 (-1) 
  CHA 
  5 (-3) 
  Skills Perception +1, Sailing +0 
  Damage Immunities poison 
  Damage Vulnerabilities bludgeoning 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.  
  Flintlock. Ranged Weapon Attack: +3 to hit, range 30/90 ft., 
  one target. Hit: 9 (2d8) piercing damage.  
   
   
  Titan Crab 
  Huge beast, unaligned 
  Armor Class 16 (natural armor) 
  Hit Points 76 (8d12 + 24) 
  Speed 25 ft., swim 25 ft. 
  STR 
  18 (+4) 
  DEX 
  15 (+2) 
  CON 
  16 (+3) 
  INT 
  1 (-5) 
  WIS 
  10 (+1) 
  CHA 
  4 (-3) 
  Skills Stealth +4  
  Senses blindsight 30 ft., passive Perception 10 
  Languages ― 
  Challenge 4 (1,100 XP) 
  Amphibious. The crab can breathe air and water.  
  Armored Shell. If the crab takes 10 or more bludgeoning, 
  piercing, or slashing damage from a nonmagical weapon 
  attack, it takes only 10 damage instead. 
  ACTIONS 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage, and the target is 
  grappled (escape DC 14). The crab has two claws, each of 
  which can grapple only one target. 
   
  
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  Totema 
  Totema are horrifying beasts, spirits of the primitive wilds 
  made flesh. Towering conglomerations of powerful 
  animals, teeming with the oldest fey magic, these ancient 
  spirits are living embodiments of the brutal wilderness and 
  its untamed fury.  
       Proto-Fey. In the dawning years of the world, the 
  feywild was still a formless realm, an unshaped 
  embodiment of purest magic. Its denizens were not yet 
  capricious tricksters, for magic had yet to be refined into 
  true spells, and the fey themselves had yet to assemble their 
  seasonal courts. The original fey―if they could be called 
  that―were a brutal reflection of nature, strange aggregates 
  of plants and beasts, known to early peoples as totema. 
       As the world developed, so too did the feywild, and 
  totema became an ancient breed, exiled to the edge of the 
  feywild, yet they continue to thrive in the untamed 
  wildernesses at the perimeter of the known world.  
       Monuments to Strength. Early humanoids honored 
  totema for their unearthly power, and built wooden effigies 
  in their honor, seeking to capture that strength for their 
  own. Totema obliged, as they always shall, for a small 
  blood offering at the foot of one of their effigies. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Totema 
  Medium fey, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft., burrow 30 ft., fly 60 ft. (hover), swim 30 ft. 
  STR 
  17 (+3) 
  DEX 
  15 (+2) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  18 (+4) 
  CHA 
  13 (+1) 
  Saving Throws Wis +6, Cha +3 
  Skills Intimidation +5, Nature +4, Perception +8, Sleight of 
  Hand +6, Stealth, Survival +8 
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Condition Immunities charmed 
  Senses blindsight 60 ft., truesight 60 ft., passive Perception 18 
  Languages Primordial, Sylvan 
  Challenge 4 (1,100 XP) 
  Keen Sight. The totema has advantage on Wisdom 
  (Perception) checks that rely on sight.  
  Primordial Magic. Whenever the totema deals damage with 
  an attack, it can choose to change the damage type to any of 
  the following: cold, fire, lightning, or thunder. 
  ACTIONS 
  Multiattack. The totema makes one bite attack and either 
  uses its entangling vines or makes one attack with its claws. 
  Acid Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 
  one target. Hit: 8 (1d12 + 2) acid damage. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage and the target must make a 
  DC 12 Constitution saving throw or take 9 (2d8) poison 
  damage.  
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.  
  Entangling Vines. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: the target is grappled and restrained by 
  the totema (escape DC 13.)  
   
  
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  Vampire Shark 
  A few drops of blood splash into the water, and the 
  forsaken sailors taking refuge in a lifeboat grow morose. 
  Seconds later, a huge fin darts above the surface of the 
  water, speeding along at incredible velocity, on a collision 
  course for the lifeboat. With a crash, the sailors are tossed 
  into the salty brine, and one man, swimming desperately 
  for the surface, spots the silhouette of an enormous shark: 
  its flesh is pale, it's rows of teeth protrude from its jaw, and 
  its eyes glow a sinister red as it rips the boat to pieces. 
       Vampire sharks are undead killing machines that haunt 
  the oceans by night. 
       Blood-Drinkers. The dreadful curse of vampirism 
  imbues not only humanoids, but all creatures, with eternal 
  undeath, sinister powers, and a thirst for blood. Among the 
  deadliest undead converts are sharks, ferocious apex 
  predators of the ocean, whose innate sense to smell blood 
  from miles away makes them superior hunters and natural 
  vampires. Vampiric sharks swim tirelessly, hunt viciously, 
  and shred their prey into ribbons with their many rows of 
  fang-teeth. 
       They revel in the carnage, imbibing the blood of their 
  victims through their gills. Few can escape the reach of a 
  vampire shark once it has the scent of their blood; the only 
  refuge is to escape the water entirely, and with haste. Safer 
  still, move a few hundred feet inland, for vampire sharks 
  have been known to leap from the waves. 
   
   
   
   
  Vampire Shark 
  Large undead, unaligned 
  Armor Class 16 (natural armor) 
  Hit Points 152 (16d10 + 64) 
  Speed 0 ft., swim 50 ft. 
  STR 
  20 (+5) 
  DEX 
  18 (+3) 
  CON 
  18 (+4) 
  INT 
  1 (-5) 
  WIS 
  10 (+1) 
  CHA 
  4 (-3) 
  Skills Perception +3, Stealth +7 
  Damage Resistances necrotic; bludgeoning, piercing, slashing 
  damage from nonmagical weapons  
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  13 
  Languages ― 
  Challenge 8 (3,900 XP) 
  Blood Frenzy. The vampire shark has advantage on melee 
  attack rolls against any creature that doesn’t have all its hit 
  points. 
  Regeneration. The vampire share regains 15 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in sunlight. 
  If the vampire shark takes radiant damage or damage from 
  holy water, this trait doesn’t function at the start of the 
  shark’s next turn. 
  Vampire Weaknesses. The vampire shark has the following 
  flaws: 
  Stake to the Heart. If a piercing weapon made of wood is 
  driven into the vampire shark’s heart, the shark is 
  paralyzed until the stake is removed. 
  Sunlight Hypersensitivity. The vampire shark takes 20 
  radiant damage when it starts its turn in sunlight. While 
  in sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  ACTIONS 
  Multiattack. The vampire shark makes two bite attacks.  
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 3) piercing damage, plus 7 (2d6) necrotic 
  damage. The target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and the vampire 
  shark regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
   
  
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  Creatures 
  The wide, blue sea is home to an amazing variety of 
  creatures, both natural and magical. Plenty of explorers 
  have spent their entire lives trying to catalogue the weird 
  and wonderful animals that surf in the shallows and lurk in 
  the deeps―and none has done more than scratch the 
  surface. The creatures listed here include some of the most 
  interesting that have been found to date. 
  Awakened Kelp 
  Tiny plant, unaligned 
  Armor Class 11 
  Hit Points 3 (1d4 + 1) 
  Speed 5 ft., swim 30 ft. 
  STR 
  9 (-1) 
  DEX 
  13 (+1) 
  CON 
  12 (+1) 
  INT 
  3 (-4) 
  WIS 
  12 (+1) 
  CHA 
  7 (-2) 
  Senses passive Perception 13 
  Languages ― 
  Challenge 0 (10 XP) 
  Amphibious. The awakened kelp can breathe in both air and 
  water. 
  ACTIONS 
  Strangle. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 1 bludgeoning damage and the target is grappled if 
  it is Small or Tiny (escape DC 9). 
  Colossal Squid 
  Gargantuan beast, unaligned 
  Armor Class 12 
  Hit Points 126 (12d20) 
  Speed 0 ft. swim 70 ft. 
  STR 
  19 (+4) 
  DEX 
  15 (+2) 
  CON 
  10 (+0) 
  INT 
  1 (-5) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
  Senses darkvision 120 ft., passive Perception 10 
  Languages ― 
  Challenge 4 (1,100 XP) 
  Skilled Grappler. Any Huge or smaller creature grappled by the 
  squid has disadvantage on any checks made to escape the 
  grapple. 
  Water Breathing. The squid can only breathe in water. 
  ACTIONS 
  Multiattack. The squid makes one attack with its tentacles, uses 
  its reel ability and makes one attack with its bite. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 15 (2d10 + 4) piercing damage. 
  Reel. The squid pulls a creature grappled by it up to 15 feet 
  straight toward it. 
   
  Tentacles. Melee Weapon Attack: +6 to hit, reach 20 ft., one 
  target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a 
  creature, it is grappled (escape DC 16). Until the grapple ends, 
  the target is restrained and the squid can’t use its tentacles on 
  another target. 
       If the target is a ship and it is smaller than the squid, it is 
  unable to move until the squid releases it, or until the squid 
  takes 50 or more damage on one turn. 
  Dolphin 
  Large beast, neutral good 
  Armor Class 12 
  Hit Points 32 (5d10 + 5) 
  Speed 0 ft., swim 50 ft. 
  STR 
  15 (+2) 
  DEX 
  15 (+2) 
  CON 
  12 (+1) 
  INT 
  9 (-1) 
  WIS 
  15 (+2) 
  CHA 
  11 (+0) 
  Skills Perception +4 
  Senses darkvision 60 ft., tremorsense 120 ft., passive 
  Perception 14 
  Languages Dolphin 
  Challenge 1/4 (50 XP) 
  Hold Breath. The dolphin can hold its breath for up to 10 
  minutes. 
  Pack Tactics. The dolphin has advantage on an attack roll 
  against a creature if at least one of the dolphin’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
  ACTIONS 
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Giant Dolphin 
  Huge beast, neutral good 
  Armor Class 12 
  Hit Points 60 (8d12 + 8) 
  Speed 0 ft., swim 90 ft. 
  STR 
  18 (+3) 
  DEX 
  15 (+2) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 
  12 (+1) 
  Skills Perception +4 
  Senses darkvision 60 ft., tremorsense 240 ft., passive 
  Perception 14 
  Languages Aquan, Dolphin 
  Challenge 2 (450 XP) 
  Hold Breath. The dolphin can hold its breath for up to 30 
  minutes. 
  Pack Tactics. The dolphin has advantage on an attack roll 
  against a creature if at least one of the dolphin’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
  ACTIONS 
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 15 (2d10 + 4) bludgeoning damage. 
  
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  Giant Parrot 
  Large beast, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (6d10 + 12) 
  Speed 10 ft., climb 20 ft., fly 70 ft. 
  STR 
  17 (+3) 
  DEX 
  18 (+4) 
  CON 
  14 (+2) 
  INT 
  13 (+1) 
  WIS 
  16 (+3) 
  CHA 
  19 (+4) 
  Skills Perception +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 2 (450 XP) 
  Keen Sight. The parrot has advantage on Wisdom (Perception) 
  checks that rely on sight. 
  ACTIONS 
  Multiattack. The parrot makes three attacks: two with its bite 
  and one with its talons. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
  Giant Quipper 
  Medium beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 38 (7d8 + 7) 
  Speed 0 ft., swim 50 ft. 
  STR 
  18 (+4) 
  DEX 
  16 (+3) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  8 (-1) 
  CHA 
  4 (-3) 
  Senses darkvision 60 ft., passive Perception 9 
  Languages ― 
  Challenge 2 (450 XP) 
  Aerial Leap. As long as the giant quipper starts and ends its 
  movement in water, it is treated as having a fly speed equal to 
  its swim speed. 
  Blood Frenzy. The giant quipper has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points. 
  Water Breathing. The giant quipper can only breathe 
  underwater. 
  ACTIONS 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10 + 4) piercing damage. 
  Man o’ War 
  Tiny beast, unaligned 
  Armor Class 11 
  Hit Points 1 (1d4 - 1) 
  Speed 0 ft., swim 30 ft. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STR 
  1 (-5) 
  DEX 
  13 (+1) 
  CON 
  8 (-1) 
  INT 
  2 (-4) 
  WIS 
  11 (+0) 
  CHA 
  3 (-4) 
  Senses darkvision 60 ft., passive Perception 10 
  Languages ― 
  Challenge 1/4 (50 XP) 
  Natural Buoyancy. The man o’ war floats, even if it is 
  unconscious, paralyzed, stunned, or dead. 
  Persistent Stinger. After the man o’ war dies, its stingers remain 
  potent for 1d4 days. Any creature that touches it during that 
  period is subject to its sting attack. 
  Water Breathing. The man o’ war can only breathe underwater. 
  ACTIONS 
  Sting. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 7 (2d6) poison damage. 
  Moon Jelly 
  Tiny beast, unaligned 
  Armor Class 11 
  Hit Points 1 (1d4 - 1) 
  Speed 0 ft., swim 25 ft. 
  STR 
  1 (-5) 
  DEX 
  13 (+1) 
  CON 
  8 (-1) 
  INT 
  2 (-4) 
  WIS 
  11 (+0) 
  CHA 
  3 (-4) 
  Senses darkvision 60 ft., passive Perception 10 
  Languages ― 
  Challenge 0 (0 XP) 
  Bioluminescence. The moon jelly sheds dim light in a 10-foot 
  radius. 
  Water Breathing. The moon jelly can only breathe underwater.
  
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  Parrot 
  Small beast, chaotic neutral 
  Armor Class 13 
  Hit Points 9 (2d6 + 2) 
  Speed 10 ft., climb 10 ft., fly 50 ft. 
  STR 
  6 (-2) 
  DEX 
  16 (+3) 
  CON 
  12 (+1) 
  INT 
  7 (-2) 
  WIS 
  16 (+3) 
  CHA 
  15 (+2) 
  Skills Perception +5 
  Senses passive Perception 15 
  Languages understands Common but has, at best, a small 
  vocabulary and sharply limited ability to read and write 
  Challenge 1/4 (50 XP) 
  Keen Sight. The parrot has advantage on Wisdom (Perception) 
  checks that rely on sight. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Porcupine Fish 
  Tiny beast, unaligned 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 0 ft., swim 35 ft. 
  STR 
  2 (-4) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  1 (-5) 
  WIS 
  8 (-1) 
  CHA 
  2 (-4) 
  Damage Resistances poison 
  Senses darkvision 60 ft., passive Perception 9 
  Languages ― 
  Challenge 0 (0 XP) 
  Water Breathing. The porcupine fish can breathe only 
  underwater. 
  ACTIONS 
  Toxic Spines. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage plus 1 poison damage. 
   
   
   
   
   
   
   
   
   
   
   
   
  Squirrel Monkey 
  Tiny beast, chaotic evil 
  Armor Class 13 
  Hit Points 2 (1d4) 
  Speed 30 ft., climb 30 ft. 
  STR 
  7 (-2) 
  DEX 
  17 (+3) 
  CON 
  10 (+0) 
  INT 
  8 (-1) 
  WIS 
  15 (+2) 
  CHA 
  9 (-1) 
  Skills Acrobatics +7, Perception +4, Sleight of Hand +5 
  Senses passive Perception 14 
  Languages ― 
  Challenge 0 (0 XP) 
  ACTIONS 
  Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 bludgeoning damage. 
  Starfish 
  Tiny beast, unaligned 
  Armor Class 7 
  Hit Points 3 (1d4 + 1) 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  STR 
  3 (-4) 
  DEX 
  5 (-3) 
  CON 
  12 (+1) 
  INT 
  1 (-5) 
  WIS 
  6 (-2) 
  CHA 
  4 (-3) 
  Senses blindsight 10 ft., passive Perception 11 
  Languages ― 
  Challenge 0 (0 XP) 
  Water Breathing. The porcupine fish can breathe only 
  underwater. 
  Regeneration. The starfish regenerates 1 hit point at the start 
  of its turn. If it takes acid or necrotic damage, this trait doesn't 
  function at the start of the starfish's next turn. The starfish only 
  dies if it starts its turn with 0 HP and doesn't regenerate. 
  ACTIONS 
  Bite. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature 
  in the starfish's space. Hit: 1 slashing damage. 
  Terrapin 
  Tiny beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., swim 30 ft. 
  STR 
  4 (-3) 
  DEX 
  6 (-2) 
  CON 
  11 (+0) 
  INT 
  3 (-4) 
  WIS 
  13 (+1) 
  CHA 
  5 (-3) 
  Senses passive Perception 11 
  Languages ― 
  Challenge 0 (0 XP) 
  Amphibious. The terrapin can breathe in both air 
  and water. 
  
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  ACTIONS 
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. 
  Thunder Eel 
  Tiny monstrosity, unaligned 
  Armor Class 11 
  Hit Points 3 (1d4 + 1) 
  Speed 10 ft., swim 40 ft. 
  STR 
  3 (-4) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  6 (-2) 
  Senses passive Perception 11 
  Languages ― 
  Challenge 0 (0 XP) 
  Amphibious. The eel can breathe in both air and water. 
  ACTIONS 
  Shock. Melee Magic Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 1 lightning damage. 
  Urchin 
  Tiny beast, unaligned 
  Armor Class 10 (natural armor) 
  Hit Points 4 (1d4 + 2) 
  Speed 5 ft., swim 10 ft. 
  STR 
  2 (-4) 
  DEX 
  5 (-3) 
  CON 
  14 (+2) 
  INT 
  1 (-5) 
  WIS 
  8 (-1) 
  CHA 
  5 (-3) 
  Senses passive Perception 9 
  Languages ― 
  Challenge 0 (0 XP) 
  Amphibious. The urchin can breathe in both air and water. 
  Spiny Defense. Any creature within 5 feet of the urchin that hits 
  it with a melee attack takes 1 piercing damage. 
  ACTIONS 
  Spines. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. 
   
   
   
   
  Non-Player 
  Characters 
  Every ship larger than a rowboat is bound to have dozens, 
  if not hundreds, of sailors manning its decks. This means 
  that there’s an abundance of characters for your players to 
  meet during their waterborne adventure! The statistics 
  below should help to populate your crews with a variety of 
  seafaring folk. 
  Able Seaman 
  The backbone of any fleet, merchant or military, are the 
  thousands of hardworking, experienced sailors that man 
  their ships. 
       Worth Their Salt. Life on the sea requires a strong back, 
  keen senses, and, often, a tough demeanor, and makes few 
  affordances for those who lack these traits. Every sailor on 
  a vessel is expected to work their fair share―to "earn their 
  salt", as it were. Those which can't are unlikely to pursue 
  the sailing life for long. 
       Many sailors become accustomed to the sea as children, 
  getting jobs aboard sailing vessels as soon as they were 
  able. Though these menial jobs are laborious and 
  demeaning, especially for young children, they rapidly 
  teach a seaman a lifetime of harsh lessons. Those which 
  persist until adulthood are veterans of the ocean long before 
  their prime, excellent additions to any crew. 
  Able Seaman 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft., climb 20 ft., swim 25 ft. 
  STR 
  14 (+2) 
  DEX 
  11 (+0) 
  CON 
  13 (+1) 
  INT 
  10 (+0) 
  WIS 
  13 (+1) 
  CHA 
  10 (+0) 
  Skills Athletics +4, Perception +3, Sailing +2 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  ACTIONS 
  Marlinspike. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
   
   
  
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  Captain 
  The consummate leaders of ships and sail, captains are the 
  ultimate authority upon their vessels. No matter the ship, 
  the chain of command begins at the captain, and the entire 
  ship's smooth operation relies on the captain's sound 
  decision making.  
       Down with the Ship. Every captain is expected to have a 
  unwavering loyalty to their ship and their crew, for they 
  demand as much in return. In times of crisis, it's the 
  captain's ultimate responsibility to save as many crew 
  members as possible, or die trying, oft quoted as 'a captain 
  always goes down with the ship.' Though this is hardly the 
  case, it neatly outlines the immense bond that a captain 
  shares with their crew, and the burden of duty they hold. 
  Captain 
  Medium humanoid (any race), any lawful alignment 
  Armor Class 14 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft., swim 15 ft. 
  STR 
  14 (+2) 
  DEX 
  19 (+4) 
  CON 
  14 (+2) 
  INT 
  14 (+2) 
  WIS 
  15 (+2) 
  CHA 
  16 (+3) 
  Saving Throws Str +4, Dex +6, Con +4 
  Skills Insight +4, Persuasion +5, Sailing +4  
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 3 (700 XP) 
  Brave. The pirate has advantage on saving throws against being 
  frightened. 
  ACTIONS 
  Multiattack. The captain makes two attacks with its flintlocks or 
  three attacks with a melee weapon. 
  Flintlocks. Ranged Weapon Attack: +6 to hit, range 30/90 ft., 
  one target. Hit: 9 (2d8) piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 4) piercing damage. 
  Duel (Recharges on a Short or Long Rest). The captain 
  challenges a creature it can see within 30 feet to a duel. That 
  creature must make a DC 13 Wisdom saving throw. On a failed 
  save, the creature has disadvantage on attack rolls against 
  creatures other than the captain for 1 minute. This effect ends 
  early if the captain attacks any other creature, if one of the 
  captain's allies attacks the creature, or if the captain is 
  incapacitated.  
  Leadership (Recharges on a Short or Long Rest). The captain 
  can issue a command or warning whenever one of its allies that 
  it can see within 30 feet of it makes an attack roll or saving 
  throw. For 1 minute, the creature can add a d4 to its roll 
  provided it can hear and understand the pirate. A creature can 
  only benefit from one leadership die at a time. The effect ends 
  if the captain is incapacitated. 
  Governor 
  While veteran mariners may sneer at ‘landlubbers’ for their 
  sheltered, naïve lives, even the saltiest of seadogs must 
  make landfall from time to time. Some of the most popular 
  ports of call are found among the bewildering array of 
  island nations. From tropical paradises to bleak and 
  windswept rocks, every island is different, so it stands to 
  reason that their rulers would be just as unique. 
       Since many island nations are dependent on larger 
  continental empires, it is common for them to be ruled by 
  appointed governors, nominally answerable to a higher 
  power but in practice allowed a lot of autonomy. Governors 
  come in many shapes and sizes; from robber barons little 
  better than land-based pirates, through iron-fisted 
  disciplinarians to foppish nobles. In most cases, however, 
  they find that island life requires a degree of enterprise and 
  self-sufficiency that is rarely found in continental courtiers. 
  Governor 
  Medium humanoid (any race), any lawful alignment 
  Armor Class 14 (breastplate) 
  Hit Points 13 (3d8) 
  Speed 30 ft., climb 20 ft., swim 25 ft. 
  STR 
  11 (+0) 
  DEX 
  9 (-1) 
  CON 
  10 (+0) 
  INT 
  11 (+0) 
  WIS 
  14 (+2) 
  CHA 
  15 (+2) 
  Skills Deception +4, History +2, Insight +4, Persuasion +4 
  Senses passive Perception 12 
  Languages any two languages 
  Challenge 1/2 (100 XP) 
  ACTIONS 
  Multiattack. The governor makes two attacks with its flintlocks. 
  Flintlocks. Ranged Weapon Attack: +1 to hit, range 30/90 ft., 
  one target. Hit: 9 (2d8) piercing damage. 
  Rapier. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 4 (1d8 - 1) piercing damage. 
  Marines 
  Most military vessels carry dedicated warriors―known as 
  marines―in addition to their normal sailing crew. Marines 
  are vital for their ability to defend the ship against boarders, 
  police the rest of the crew, and augment the ship’s overall 
  firepower. 
       By Musket or by Sword. Marines typically carry the 
  same muskets as land-based infantry, and are trained to use 
  them in the same fashion, providing volleys of gunfire to 
  kill or injure opposing troops at range. This they do while 
  their vessel engages in cannon duels, hoping to disable the 
   
   
  
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  enemy crew before they are able to sink the marines’ ship. 
  Much of the fighting in a naval battle, however, takes place 
  at close quarters, where muskets are too slow and unwieldy 
  to be effective. For this reason, marines are also trained in 
  melee combat, typically carrying attachable bayonets, as 
  well as swords or axes for when the enemy is close at hand. 
       Since marines are trained and equipped as regular 
  infantry, they can be effective when deployed on land, 
  either as a small away-party, or a larger unit within a full-
  scale battle. Indeed, ships full of marines are often sent into 
  battle purely to disgorge their complement of troops into a 
  strategic location that can only be reached by sea, any 
  firepower that the ship itself can provide relegated to a 
  secondary concern. 
       Military Discipline. Onboard ship, marines act as a sort 
  of military police, being neutral in disputes between 
  officers and crew and drilled with the rigid discipline of 
  career soldiers. Although this sometimes earns them the ire 
  of disgruntled sailors, it is a useful function overall that 
  helps prevent mutiny and disorder throughout a navy.  
  Marine 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 33 (6d8 + 3) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
   
   
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Musket. Ranged Weapon Attack: +4 to hit, range 60/180 ft., 
  one target. Hit: 11 (2d10) piercing damage. 
  Spadroon. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
  Marine Sharpshooter 
  Medium humanoid (any race), any alignment 
  Armor Class 13 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  16 (+3) 
  CON 
  10 (+1) 
  INT 
  10 (+0) 
  WIS 
  14 (+1) 
  CHA 
  10 (+0) 
  Skills Perception +4 
  Senses passive Perception 14 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Low Profile. When in cover, the sharpshooter treats their half 
  cover as three-quarter cover and three-quarter cover as full 
  cover. 
  ACTIONS 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Musket. Ranged Weapon Attack: +5 to hit, range 120/360 ft., 
  one target. Hit: 11 (2d10) piercing damage. 
  Midshipman 
  Every navy needs a few good officers to make the hard 
  calls when things go awry. Midshipmen are these officers 
  in training, graduates from the naval academy, which are 
  tasked with assisting and apprenticing under captains. 
  Though relatively inexperienced, they can serve the 
  captain's role in his stead, and are practiced in naval 
  discipline and the fineries of leadership. 
       Duels for Honor. As midshipmen are destined for 
  officers' stations, they also consider themselves part of the 
  upper class, and so indulge in fine meals and fine clothing, 
  a foppish demeanor that is sometimes off-putting to the 
  everyday sailor. When confronted with an objector that 
  can't be diplomatically reasoned with, midshipmen prefer 
  to settle things with an honorable duel, pitting themselves 
  and the offending party across from each other with a pistol 
  each. Though this sometimes ends in disaster for 
  themselves, it ensures that matters are settled decisively, if 
  violently. 
   
  
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  Midshipman 
  Medium humanoid (any race), any alignment 
  Armor Class 11 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., climb 20 ft., swim 25 ft. 
  STR 
  11 (+0) 
  DEX 
  13 (+1) 
  CON 
  13 (+1) 
  INT 
  12 (+1) 
  WIS 
  15 (+2) 
  CHA 
  14 (+2) 
  Skills Arcana +3, Athletics +2, History +3, Perception +6, Sailing 
  +3 
  Senses passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Multiattack. The midshipman makes two melee weapon 
  attacks. 
  Officer’s Sabre. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage. 
  Potion of Healing (2/Day). The midshipman drinks a potion of 
  healing, or administers it to a willing creature within 5 feet. The 
  drinker regains 7 (2d4 + 2) hit points. 
  Leadership (Recharges on a Short or Long Rest). The 
  midshipman can issue a command or warning whenever one of 
  its allies that it can see within 30 feet of it makes an attack roll 
  or saving throw. For 1 minute, the creature can add a d4 to its 
  roll provided it can hear and understand the midshipman. A 
  creature can only benefit from one leadership die at a time. The 
  effect ends if the midshipman is incapacitated. 
  Pirates 
  There are many reasons why a sailor might turn to piracy, 
  some of them even honorable. 
       Letters of Marque. Conceived as a solution to the 
  difficulty and expense of maintaining a navy in remote 
  colonies, the letter of marque is a formal license issued by a 
  government, giving a captain the right to pillage and 
  plunder the shipping of rival states. It is a small step, 
  however, from privateering to outright piracy and, once 
  encouraged to line their pockets in this way, many sailors 
  find the lure of gold to be nigh irresistible. 
      Blood on the Waves. The high seas are a wild frontier, 
  with few sources of authority beyond the captain of one’s 
  ship. Therefore, pirates are freed from the burdens of the 
  lawful and the righteous, allowing them to indulge in all 
  manner of depravities. While some captains frown on such 
  behavior, others harness it, knowing that their reputations 
  alone may be enough to overawe the merchants they prey 
  upon. 
       In fact, most pirates rely their fearsome reputations. 
  Raiding merchant ships or plundering far-off ports can be 
  treacherous work, for a few well-placed musketballs or 
  cannons can cost the lives of experienced pirates. Much 
  safer, if the robbed surrender in fear and disarm before 
  boarding. 
       Pirate's Code. Despite their violence and the illegality 
  of their activities, most pirates do keep to a common code. 
  Originally set down by the legendary pirate Captain 
  Drakebeard, it is a surprisingly egalitarian philosophy that 
  promises ordinary sailors a fair share of the booty and a 
  democratic say in the running of their ship, while refusing 
  to discriminate between people of different races and 
  backgrounds. This grassroots spirit helps to keep crews 
  united during lean times, and makes it easier to recruit 
  idealistic young sailors when losses need to be replenished. 
  Bloodthirsty Pirate 
  Medium humanoid (any race), chaotic evil 
  Armor Class 14 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft., swim 25 ft. 
  STR 
  16 (+3) 
  DEX 
  15 (+2) 
  CON 
  14 (+2) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Brute. A melee weapon deals one extra die of its damage when 
  the pirate hits with it (included in the attack). 
  ACTIONS 
  Multiattack. The pirate makes two attacks with its cutlass. 
  Blunderbuss. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 
  one target. Hit: 9 (2d8) piercing damage, plus 4 (1d8) piercing 
  damage if the target is within 5 feet of the pirate. 
  Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. 
  Pirate Captain 
  Medium humanoid (any race), any evil alignment 
  Armor Class 13 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft., swim 25 ft. 
  STR 
  15 (+2) 
  DEX 
  18 (+3) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  11 (+0) 
  CHA 
  16 (+3) 
  Saving Throws Str +4, Dex +6, Con +4 
  Skills Deception +5, Insight +2, Intimidation +5 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Quick Draw. The pirate has advantage on initiative rolls.
   
  
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  ACTIONS 
  Multiattack. The pirate makes two attacks with its flintlocks or 
  three attacks with a melee weapon. 
  Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage. 
  Flintlocks. Ranged Weapon Attack: +6 to hit, range 30/90 ft., 
  one target. Hit: 9 (2d8) piercing damage. 
  Leadership (Recharges on a Short or Long Rest). The pirate can 
  issue a command or warning whenever one of its allies that it 
  can see within 30 feet of it makes an attack roll or saving throw. 
  For 1 minute, the creature can add a d4 to its roll provided it 
  can hear and understand the pirate. A creature can only benefit 
  from one leadership die at a time. The effect ends if the pirate 
  is incapacitated. 
  REACTIONS 
  Parry. The pirate adds 2 to its AC against one melee attack that 
  would hit it. To do so, the pirate must see the attacker and be 
  wielding a melee weapon. 
  Scurvy Dog 
  Medium humanoid (any race), any chaotic or evil alignment 
  Armor Class 11 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft., swim 25 ft. 
  STR 
  13 (+1) 
  DEX 
  13 (+1) 
  CON 
  14 (+2) 
  INT 
  9 (-1) 
  WIS 
  9 (-1) 
  CHA 
  10 (+0) 
  Senses passive Perception 9 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Reckless. At the start of its turn, the pirate can gain 
  advantage on all attack rolls during that turn, but 
  attack rolls against it have advantage until the start 
  of its next turn. 
  ACTIONS 
  Multiattack. The pirate makes two attacks with its 
  cutlass. 
  Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Flintlock. Ranged Weapon Attack: +3 to hit, range 30/90 
  ft., one target. Hit: 9 (2d8) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Bard Spells 
  Cantrips (0 level) 
  Concealed Shot 
  Finger Guns 
  Legendary Libation 
  1st Level 
  Break Waves 
  Landseek 
  2nd Level 
  Hangover 
  Heat Barrel 
  Cleric Spells 
  1st Level 
  Landseek 
  2nd Level 
  Chop 
  Hangover 
  Iceberg 
  Protection from Ballistics 
  Heat Barrel 
   
  5th Level 
  Frolicking 
  Fountain 
  Paladin Spells 
  1st Level 
  Landseek 
  2nd Level 
  Perforating Smite 
  Protection from Ballistics 
  Ranger Spells 
  1st Level 
  Landseek 
  2nd Level 
  Jam Weapon 
  Protection from Ballistics 
  3rd Level 
  Electrify Water 
  Sorcerer Spells 
  Cantrips (0 level) 
  Bursting Shot 
  Finger Guns 
  1st Level 
  Break Waves 
  Chromatic Bullets 
  2nd Level 
  Chop 
  Hangover 
  Iceberg 
  Jam Weapon 
  Protection from Ballistics 
  3rd Level 
  Conjure Cannonball 
  Electrify Water 
  Headwind/Tailwind 
  Riptide 
  4th Level 
  Detonate Ammunition 
  Vortex 
  Watery Tentacles 
  5th Level 
  Frolicking Fountain 
  7th Level 
  Antiballistics Field 
   
  3rd Level 
  Headwind/Tailwind 
  Riptide 
  3rd Level 
  Vortex 
  Druid Spells 
  1st Level 
  Break Waves 
  Landseek 
  2nd Level 
  Chop 
  Heat Barrel 
  Iceberg 
  3rd Level 
  Electrify Water 
  Headwind/Tailwind 
  Riptide 
  4th Level 
  Vortex 
  Watery Tentacles 
   
  Warlock Spells 
  Cantrips (0 level) 
  Bursting Shot 
  1st Level 
  Chromatic Bullet 
  2nd Level 
  Chop 
  Protection from Ballistics 
  3rd Level 
  Electrify Water 
  Riptide 
  4th Level 
  Vortex 
  Watery Tentacles 
  5th Level 
  Frolicking Fountain 
  Wizard Spells 
  Cantrips (0 level) 
  Bursting Shot 
  Concealed Shot 
  Finger Guns 
  1st Level 
  Break Waves 
  Chromatic Bullet 
  Landseek 
  2nd Level 
  Chop 
  Hangover 
  Iceberg 
  Jam Weapon 
  Protection from Ballistics 
  3rd Level 
  Conjure Cannonball 
  Electrify Water 
  Headwind/Tailwind 
  Riptide 
  4th Level 
  Detonate Ammunition 
  Vortex 
  Watery Tentacles 
  5th Level 
  Frolicking Fountain 
  7th Level 
  Antiballistics Field 
   
   
  Through his spyglass, Jethro watched the  
  wizard on the black-sailed ship completing his spell 
  with a flourish of arcane sparks. Suddenly, a great 
  vortex opened in the water beneath his own vessel and 
  began drawing them into its center. 
       Below Jethro’s position in the crow’s nest, the 
  captain started barking orders at the sailors on the 
  deck, who set about loading cannons and tying off 
  lifelines in preparation for the ensuing battle. Their own 
  wizard flashed a few deliberate hand motions, and 
  suddenly the sails filled with a mighty gust of wind, 
  catapulting the ship out of the vortex’s grasp, in 
  preparation for a broadside. 
  Spells in this book include large-scale aquatic spells that 
  affect ships, as well as smaller-scale spells designed to 
  work alongside the many firearms one may find on the high 
  seas, and a few others as well. 
       The chapter begins with the lists of additional spells for 
  the spellcasting classes. The remainder contains spell 
  descriptions, presented in alphabetical order by the name of 
  the spell. 
  Spell Lists 
  These spells are listed in alphabetical order. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter 7: Spells 
  
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  73 
  Spell Descriptions 
  These spells are listed in alphabetical order. 
  Antiballistics Field 
  7th-level abjuration 
  Casting Time: 1 action 
  Range: Self (40-foot-radius sphere) 
  Components: V, S, M (a pinch of wet gunpowder) 
  Duration: Concentration, up to 10 minutes 
  An invisible 40-foot-radius field of magic extends from 
  you, disrupting bullets and causing firearms to malfunction. 
  Within the sphere, attacks with firearms fail, and firearms 
  used to make an attack immediately jam. A jammed firearm 
  can't be used to make an attack until a creature uses its 
  action to clear the weapon malfunction. 
       Firearms outside the sphere which are fired into it have 
  disadvantage on attack rolls and deal only half damage on a 
  successful hit. 
  Break Waves 
  1st-level abjuration 
  Casting Time: 1 reaction, when you would take 
  bludgeoning damage from water or be pushed against 
  your will 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  This spell diverts incoming energy when you are struck by 
  a volume of water, either naturally or magically motivated, 
  or by some other force that can push you against your will. 
  You are not moved or knocked prone by the triggering 
  effect. If the effect was a volume of water or some other 
  fluid that would deal damage to you, have immunity to 
  bludgeoning damage from the force of its impact until the 
  end of your next turn. 
  Bursting Shot 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a firearm) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  an attack with a firearm, otherwise the spell fails. On a hit, 
  the shot bursts, dealing thunder damage equal to your 
   
   
   spellcasting ability modifier to the target and 1d6 to each 
  other creature within 5 feet of it. 
       The spell’s damage to creatures other than the target 
  increases by 1d6 when you reach 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6). 
  Chop 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 500 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  A 75-foot-radius area of water that you specify within 
  range begins to roil and pitch as if being affected by a 
  strong gale. Ships in the area move at half speed as they are 
  buffeted about by waves. Each swimming creature you 
  choose in the area must make a Strength (Athletics) check 
  opposed by your spell save DC when it attempts to swim. 
  On a failed check, the creature does not move, and is 
  instead tossed by the waves within its space. 
  Chromatic Bullet 
  1st-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a firearm) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, you must make 
  an attack with a firearm, otherwise the spell fails. On a hit, 
  the target suffers the attack's normal effects and takes an 
  additional 1d4 damage. You can choose for the weapon’s 
  damage, as well as this additional damage, to be either acid, 
  cold, fire, lightning, poison, or thunder damage. You do not 
  need to pick the same type for both, and you can leave the 
  weapon damage as whatever type would normally be dealt 
  by the weapon. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 2d4 for 
  each slot level above 1st. 
  Concealed Shot 
  Illusion cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a firearm) 
  Duration: Instantaneous 
  
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  As part of the action used to cast this spell, you must make 
  an attack with a firearm, otherwise the spell fails. The spell 
  then masks any audible or visible output from the weapon, 
  making it impossible to see or hear where the shot came 
  from. 
       This spell only conceals the first shot you make; any 
  additional shots are not concealed. 
  Conjure Cannonball 
  3rd level conjuration 
  Casting Time: 1 action 
  Range: 600 feet 
  Components: V, S, M (a small replica cannon) 
  Duration: Instantaneous 
  You summon a cannonball, mid-flight and at full velocity, 
  which explodes on impact. Make a spell attack roll against 
  a target you can see within range. On a hit, the target takes 
  4d10 bludgeoning damage, and each creature within 5 feet 
  of the target must make a Dexterity saving throw. On a 
  failed save, a creature takes half as much damage as the 
  target. 
  Detonate Ammunition 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (flint and steel) 
  Duration: Instantaneous 
  You send a mote of fire into an enemy’s ammunition pouch 
  or bandolier, triggering a massive explosion. Make a 
  ranged spell attack against a creature you can see within 
  range that is carrying spare firearm ammunition. On a hit, 
  up to 50 spare bullets or shells and all gunpowder and/or 
  explosives that the target is carrying are instantly 
  destroyed, and the target takes 2d10 thunder damage. All 
  creatures within 20 feet of the target (including the target 
  itself) must then make a Dexterity saving throw. A creature 
  takes 6d6 fire damage on a failed save, or half as much on a 
  successful one. 
  Electrify Water 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Crackling electricity arcs from your fingertips into a 
  contiguous area of water within range, electrifying it for the 
  spell’s duration. The affected area can be no more than 25 
  feet in any dimension but can be any shape you choose. 
       When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature must 
  succeed on a Constitution saving throw. On a failed save, a 
  creature takes 4d6 lightning damage, and it can't take 
  reactions until the start of its next turn. 
  Finger Guns 
  Evocation cantrip 
  Casting Time: 1 bonus action 
  Range: 40 feet 
  Components: V, S 
  Duration: 1 minute 
  You extend your index finger and thumb, a dangerous 
  gesture mimicking a gun. For the duration, you can use 
  your action to make a spell attack roll against one creature 
  you can see within 40 feet, dealing 1d8 force damage on a 
  hit. 
       Your finger gun does not require ammunition, but is still 
  considered to be a firearm for spells and effects such as 
  bursting shot and protection from ballistics. 
       The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  Frolicking Fountain 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a conductor’s baton) 
  Duration: Concentration, up to 1 minute 
  You cause a 5-foot cube of water within range to animate 
  in a hypnotic motion. The water swirls for the duration, not 
  leaving its space except to send small jets up to five feet 
  into the air. Each creature except for the caster within 60 
  feet which sees the fountain must make a Wisdom saving 
  throw or become charmed by you for the duration. While 
  charmed by this spell, a creature must use its movement on 
  each of its turns to get as close to the water as possible. A 
  charmed creature can’t willingly move away from the 
  fountain. At the end of its turn, a charmed creature can 
  attempt the saving throw again, ending the effect on a 
  success. Once a creature has succeeded on a save against 
  this spell, it cannot be affected by the same instance of it 
  again. 
  
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  75 
       If a creature is within 5 feet of the dancing waters, you 
  can use a bonus action to command the water to lash out at 
  that creature. Make a melee spell attack against the target. 
  On a hit, the water deals 4d6 bludgeoning damage to the 
  target. If the target is charmed by this spell, it can attempt 
  the saving throw again after taking damage from it. 
  Hangover 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a tiny vial of strong liquor) 
  Duration: Instantaneous 
  You emit a drunken aura that quickly washes away, leaving 
  the feeling of an intense hangover. A creature you choose 
  within range must succeed on a Constitution saving throw 
  or take 3d8 psychic damage. The target has disadvantage 
  on Constitution checks it makes to maintain concentration 
  on a spell due to this damage. Additionally, the target is 
  poisoned until the start of your next turn. 
  Headwind/Tailwind 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 600 feet 
  Components: V, S 
  Duration: Concentration, up to 8 hours 
  A ship of your choice with at least 1 sail that you can see 
  within range is either hastened or slowed (your choice) by a 
  magical wind that fills its sails. If you choose to hasten the 
  ship, it moves at one and one-half times its maximum speed 
  for the duration, regardless of wind direction. If you choose 
  to slow the ship, its helmsman must make a sailing check 
  against your spell save DC. On a failed check, the ship 
  moves at half speed for the duration, or until it is more than 
  1,200 feet from you. The helmsman may repeat this check 
  at the beginning of each of its turns. On a successful check, 
  the ship can move normally for that round. 
  Heat Barrel 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a piece of iron and a flame) 
  Duration: Concentration, up to 1 minute 
  The barrel of a firearm you can see glows white hot. For 
  the duration, the firearm can’t be used to make more than 
  one attack per round, and you subtract 2 from attack rolls 
  using it. 
       At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you can target one 
  additional firearm within range for each slot level above 
  2nd. 
  Iceberg 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (a vial of seawater) 
  Duration: 24 hours 
  You create an iceberg that is up to 25 feet in any dimension 
  centered on a point of water within range. You decide the 
  iceberg’s shape within these dimensions. The iceberg is an 
  object with an AC of 12 and 100 hit points. The lowermost 
  80 percent of it is submerged as it floats. At the end of the 
  spell’s duration, the iceberg melts back into water. 
       As a bonus action on each of your turns, you can move 
  the iceberg up to 50 feet in any direction you choose. If the 
  iceberg collides with a ship or other object of Huge size or 
  larger, both objects take 4d10 bludgeoning damage. If the 
  object is a ship, it gains 1d4 leaks. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, for each slot level above 2nd, the 
  following changes take place: 
  • The iceberg’s AC increases by 2. 
  • Its hit points increase by 20. 
  • Its maximum size in any dimension increase by 25 feet. 
  • The damage dealt when colliding with an object 
  increases by 1d10. 
  Jam Weapon 
  2nd-level transmutation 
  Casting Time: 1 reaction, which you take when a creature 
  you can see within 60 feet attacks with a firearm 
  Range: 60 feet 
  Components: V, S, M (a pinch of wet gunpowder) 
  Duration: Instantaneous 
  The loaded firearm you can see jams upon firing. The 
  attack fails, and the firearm is jammed. A jammed firearm 
  can't be used to make an attack until a creature uses its 
  action to clear the weapon malfunction.
   
  
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       At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you can target one additional 
  firearm within range for each slot level above 2nd. 
  Landseek 
  1st-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a handful of sand) 
  Duration: Concentration, up to 1 hour 
  This spell reveals the path to the nearest body of land to 
  you. For the duration, you know the direction and the 
  distance to the nearest island or continent. If you cast this 
  spell while you're on dry land, the spell fails. 
  Legendary Libation 
  Conjuration cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, M (a container, such as a mug, tankard, or 
  flask, which is filled with liquid that is purified by the 
  spell) 
  Duration: Instantaneous 
  You speak a word of power and your container fills with a 
  drink of your choosing, which can be imbibed as an action. 
  The drink is delicious and satisfies the drinker's thirst for 
  the next 24 hours. Furthermore, the drinker has advantage 
  on saving throws against becoming frightened for one hour 
  after consuming this libation. If the drink is not consumed  
  within one hour of being conjured, it loses its magic 
  and turns into mundane, flavorless water. 
       A creature cannot benefit from more than one 
  legendary libation in any given 24-hour period. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Perforating Smite 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  The next time you make an attack with a firearm attack 
  before this spell ends, the shot is accelerated to an 
  incredible velocity. Instead of making an attack roll against 
  a single target, the shot becomes a 5-foot-wide line that 
  extends from you out to the weapon’s normal range. All 
  creatures in that line must make a Dexterity saving throw, 
  taking the weapon’s normal damage on a failure or half as 
  much damage on a success. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  77 
  Protection from 
  Ballistics 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Self (20-foot sphere) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You project a shimmering sphere of energy in a 20-foot 
  sphere around yourself for the duration. Creatures within 
  the sphere are protected against attacks made by firearms 
  located outside of the sphere―such attacks have 
  disadvantage and the creatures have resistance to any 
  damage they would deal. 
  Riptide 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a drop of water) 
  Duration: Instantaneous 
  You create a forceful blast of water that strikes one creature 
  or object you can see within range. The target must make a 
  Strength saving throw. On a failure, it takes 4d10 
  bludgeoning damage and is either knocked prone or shoved 
  30 feet away from you (your choice). On a success, the 
  target takes half as much damage and is not knocked prone 
  or pushed. If the target is on fire, it is immediately 
  extinguished. 
  Vortex 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 600 feet 
  Components: V, S, M (a cork or rubber stopper tied to a 
  string) 
  Duration: Concentration, up to 1 minute 
  A 100-foot-radius area of water that you specify within 
  range begins to rapidly rotate, becoming a violent 
  whirlpool in seconds. When a ship enters the affected area 
  for the first time on a turn or starts its turn there, its 
  helmsman must make a Dexterity (Sailing) check against 
  your spell save DC. On a failed check, the ship cannot 
  move for that turn, and is pulled 50 feet toward the center 
   
   
   
   
   of the area. Ships that are pulled into the center of the area 
  take 4d10 bludgeoning damage and gain 1d4 leaks. 
       At the start of your turn, swimming creatures and 
  floating objects within the area are pulled 25 feet toward 
  the center of the vortex. If a creature starts its turn in the 
  center of the vortex, it must succeed on a Strength saving 
  throw or be pulled under the water by suction forces. The 
  creature can repeat the save at the start of each of its turns. 
  Watery Tentacles 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an octopus tentacle) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, three tentacles made of water 
  appear around your body for the duration. As part of the 
  action used to cast the spell, and as a bonus action on 
  subsequent turns until the spell ends, you can command one 
  of these tentacles to grapple a Large or smaller creature that 
  you can see within 30 feet of you. The target must make a 
  Strength saving throw or be grappled and restrained by the 
  tentacle. At the end of each of its turns, a restrained target 
  can repeat the saving throw. 
       You can grapple as many creatures as you have 
  tentacles. You can use an action or bonus action on your 
  turn to release a grappled creature, or to drag it up to 20 
  feet in a direction you choose. A watery tentacle can lift a 
  creature up to 10 feet into the air as part of this move, but 
  the creature must begin and end its move on solid ground. 
  If it does not, the grapple automatically ends. 
       You can also use the tentacles to manipulate nonliving 
  objects as an action or a bonus action. Each tentacle can lift 
  up to 100 lb., and you can command multiple tentacles to 
  work together to lift the same object as part of the same 
  action or bonus action. Watery tentacles are not capable of 
  detailed control―for example, they cannot open a chest or 
  uncork a bottle. Burning objects are extinguished when the 
  tentacle grabs them. 
       At Higher Levels. When you cast this spell using spell 
  slot of 5th level or higher, you gain an additional tentacle 
  for every slot level above 4th. 
   
   
   
   
   
  
   
   
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  Art Credits 
  Cover by Nyvinter 
  Pg. 1, 4, 6, 12, 52, 60, 71 by Martin Kirby 
  Backgrounds by Michael Holik 
  All other art is public domain, CC0. 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  High Seas Update Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason 
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