TEXT: ©2018 Wizards of the Coast LLC 
  1 
  UNEARTHED	ARCANA	
  Of	Ships	and	the	Sea
  This	document	provides	optional	rules	for	using	
  ships	in	play,	managing	the	officers	and	crew	
  needed	to	run	a	ship,	and	owning	a	ship.	The	sea	
  offers	rewards	and	risks	for	those	willing	to	
  brave	the	waves	in	search	of	adventure.	
  This Is Playtest Content 
  The material here is presented for playtesting and to 
  spark your imagination. These game mechanics are in 
  draft form, usable in your D&D campaign but not 
  refined by final design and editing. They aren’t officially 
  part of the game and aren’t permitted in D&D 
  Adventurers League events.  
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book.  
  Ship	Stat	Blocks	
  A	ship’s	stat	block	gives	game	details	for	use	
  when	a	ship	is	involved	in	combat	or	other	
  situations	where	its	defensive	and	offensive	
  capabilities	are	relevant.	The	stat	block	has	three	
  main	parts:	basic	statistics,	action	options,	and	
  the	ship’s	components.	
  	 Ships	can’t	take	any	actions	on	their	own.	
  Without	any	effort	from	its	crew,	a	ship	might	
  drift	on	the	water,	come	to	a	stop,	or	careen	out	
  of	control.	
  Basic	Statistics	
  Size	
  Most	ships	are	Large,	Huge,	or	Gargantuan.	A	
  ship’s	size	category	is	determined	by	its	length	
  or	width,	whichever	is	longer.	For	instance,	a	
  ship	that	is	10	feet	long	and	20	feet	wide	would	
  use	the	size	category	that	has	a	20-foot	width,	
  which	means	the	ship	is	Gargantuan.	
  Space	
  A	ship	doesn’t	have	a	square	space	unless	its	stat	
  block	specifies	otherwise.	For	example,	a	ship	
  that	is	20	feet	long	and	10	feet	wide	occupies	a	
  20-by-10-foot	space.	
  	 A	ship	can’t	move	into	a	space	that	is	too	small	
  to	accommodate	it.	If	it	tries	to	do	so,	it	crashes,	
  as	described	later	in	the	“Crashing”	section.	
  Capacity	
  A	ship’s	stat	block	indicates	how	many	creatures	
  and	how	much	cargo	it	can	carry.	Creatures	
  include	both	the	crew	required	to	operate	the	
  vessel	and	any	passengers	who	might	ride	along.	
  Passengers	could	include	marines	who	repel	
  boarders	and	lead	the	attack	on	monsters	and	
  enemy	ships.	
  Travel	Pace	
  A	ship’s	travel	pace	determines	how	far	the	
  vessel	can	move	per	hour	and	per	day.	A	ship’s	
  movement-related	components	(described	later	
  in	the	stat	block)	determine	how	far	the	vessel	
  can	move	each	round.		
  Ability	Scores	
  A	ship	has	the	six	ability	scores	(Strength,	
  Dexterity,	Constitution,	Intelligence,	Wisdom,	
  and	Charisma)	and	corresponding	modifiers.	
  	 A	ship’s	Strength	represents	its	size	and	
  weight.	Dexterity	represents	a	ship’s	ease	of	
  handling.	A	ship’s	Constitution	covers	its	
  durability	and	the	quality	of	its	construction.	
  Ships	usually	have	a	score	of	0	in	Intelligence,	
  Wisdom,	and	Charisma.	
  	 If	a	ship	has	a	0	in	a	score,	it	automatically	fails	
  any	ability	check	or	saving	throw	that	uses	that	
  score.	
  Vulnerabilities,	Resistances,	and	
  Immunities	
  A	ship’s	vulnerabilities,	resistances,	and	
  immunities	apply	to	all	its	components,	unless	
  otherwise	noted	in	the	stat	block.	
  Typical Ship Immunities 
  If you’re creating your own ship, they’re usually immune 
  to poison and psychic damage. Ones crafted from metal 
  or stone are also typically immune to necrotic damage. 
  They are also usually immune to the following 
  conditions: blinded, charmed, deafened, exhaustion 
  frightened, incapacitated, paralyzed, petrified, 
  poisoned, prone, stunned, and unconscious. 
  
  ©2018 Wizards of the Coast LLC 
  2 
  Components	
  A	ship	is	composed	of	different	components:	
  Hull.	A	ship’s	hull	is	its	basic	frame,	on	which	the	
  other	components	are	mounted.		
  Control.	A	control	component	is	used	to	steer	a	
  ship.		
  Movement.	A	movement	component	is	the	
  element	of	the	ship	that	enables	it	to	move,	
  such	as	a	set	of	sails	or	oars.	
  Weapon.	A	ship	capable	of	being	used	in	combat	
  has	one	or	more	weapon	components,	each	of	
  which	is	operated	separately.	
  A	ship’s	component	might	have	special	rules,	as	
  described	in	the	stat	block.	
  Armor	Class	
  A	component	has	an	Armor	Class.	Its	AC	is	meant	
  to	reflect	its	size,	the	materials	used	to	construct	
  it,	and	any	defensive	plating	or	armor	used	to	
  augment	its	toughness.	
  Hit	Points	
  A	ship	component	is	destroyed	and	becomes	
  unusable	when	it	drops	to	0	hit	points.	A	ship	is	
  wrecked	if	its	hull	is	destroyed.	
  	 A	ship	component	does	not	have	Hit	Dice.	
  Damage	Threshold	
  If	a	ship	component	has	a	damage	threshold,	that	
  threshold	appears	after	its	hit	points.	A	
  component	has	immunity	to	all	damage	unless	it	
  takes	an	amount	of	damage	equal	to	or	greater	
  than	its	damage	threshold,	in	which	case	it	takes	
  damage	as	normal.	Any	damage	that	fails	to	meet	
  or	exceed	the	damage	threshold	is	considered	
  superficial	and	doesn’t	reduce	the	component’s	
  hit	points.	
  Actions	
  This	part	of	the	stat	block	specifies	what	the	ship	
  can	do	on	its	turn,	using	its	special	actions	rather	
  than	the	actions	used	by	creatures.	It	even	relies	
  on	its	actions	to	move;	it	doesn’t	have	a	move	
  otherwise.	
  Sample	Stat	Blocks	
  Here	are	examples	of	ship	stat	blocks.	
  Airship 
  Gargantuan vehicle (80 ft. by 20 ft.) 
  Creature Capacity 20 crew, 10 passengers 
  Cargo Capacity 1 ton 
  Travel Pace 9 miles per hour (216 miles per day) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 14 (+2) 12 (+1) 
  0 
  0 
  0 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Hull 
  Armor Class 13 
  Hit Points 300 
  Control: Helm 
  Armor Class 16 
  Hit Points 50 
  Move up to the speed of its elemental engine, with one 
  90-degree turn. If the helm is destroyed, the airship 
  can’t turn. 
  Movement: Elemental Engine 
  Armor Class 18 
  Hit Points 100; –20 ft. speed per 25 damage taken 
  Locomotion (air) elemental power, speed 80 ft. If the 
  engine is destroyed, the ship immediately crashes. 
  Weapons: Ballistas (4) 
  Armor Class 15 
  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Actions 
  On its turn, the airship can use its helm to move using its 
  elemental engine. It can also fire its ballistas. If it has 
  half its crew or fewer, it can fire only two of the 
  ballistas. 
  Galley 
  Gargantuan vehicle (130 ft. by 20 ft.) 
  Creature Capacity 80 crew, 40 passengers 
  Cargo Capacity 150 tons 
  Travel Pace 4 miles per hour (96 miles per day) 
  
  ©2018 Wizards of the Coast LLC 
  3 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  4 (−3) 
  20 (+5) 
  0 
  0 
  0  
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Hull 
  Armor Class 15 
  Hit Points 500 (damage threshold 20) 
  Control: Helm 
  Armor Class 16 
  Hit Points 50 
  Move up to the speed of one of its movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the galley can’t turn. 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; –10 ft. speed per 25 damage taken 
  Locomotion (water) sails, speed 35 ft.; 15 ft. while 
  sailing into the wind; 50 ft. while sailing with the wind 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; –5 ft. speed per 25 damage taken 
  Locomotion (water) oars, speed 30 ft. 
  Weapons: Ballistas (4) 
  Armor Class 15 
  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Weapons: Mangonels (2) 
  Armor Class 15 
  Hit Points 100 each 
  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (can’t hit targets within 60 ft. of it), one target. Hit: 27 
  (5d10) bludgeoning damage. 
  Weapon: Ram 
  Armor Class 20 
  Hit Points 100 (damage threshold 10) 
  The galley has advantage on all saving throws relating to 
  crashing when it crashes into a creature or object, and 
  any damage it suffers from the crash is instead applied 
  to the ram. These benefits do not apply if a vehicle 
  crashes into the galley. 
  Actions 
  On its turn, the galley can move using its helm. It can 
  also fire its ballistas and its mangonels. If it has half its 
  crew or fewer, it moves at half speed and can fire only 
  half of its weapons. 
  Keelboat 
  Gargantuan vehicle (60 ft. by 20 ft.) 
  Creature Capacity 3 crew, 4 passengers 
  Cargo Capacity 0.5 tons 
  Travel Pace 3 miles per hour (72 miles per day) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  7 (−2) 
  13 (+1) 
  0 
  0 
  0 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Hull 
  Armor Class 15 
  Hit Points 100 (damage threshold 10) 
  Control: Helm 
  Armor Class 12 
  Hit Points 50 
  Move up to the speed of one of its movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the keelboat can’t turn. 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; –5 ft. speed per 20 damage taken 
  Locomotion (water) sails, speed 25 ft.; 15 ft. while 
  sailing into the wind; 35 ft. while sailing with the wind 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; –5 ft. speed per 25 damage taken 
  Locomotion (water) oars, speed 20 ft. 
  Weapon: Ballista 
  Armor Class 15 
  Hit Points 50 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Keelboats typically include a ballista only when they are 
  equipped for combat. 
  Actions 
  On its turn, the keelboat can move using its helm. It can 
  also fire its ballista if it is equipped with one. If it has half 
  
  ©2018 Wizards of the Coast LLC 
  4 
  its crew or fewer, it moves at half speed and can’t use 
  its ballista. 
  Longship 
  Gargantuan vehicle (70 ft. by 20 ft.) 
  Creature Capacity 40 crew, 100 passengers 
  Cargo Capacity 10 tons 
  Travel Pace 5 miles per hour (120 miles per day) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  6 (−2) 
  17 (+3) 
  0 
  0 
  0 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Hull 
  Armor Class 15 
  Hit Points 300 (damage threshold 15) 
  Control: Helm 
  Armor Class 16 
  Hit Points 50 
  Move up to the speed of one of its movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the longship can’t turn. 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; –10 ft. speed per 25 damage taken 
  Locomotion (water) sails, speed 45 ft.; 15 ft. while 
  sailing into the wind; 60 ft. while sailing with the wind 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; –5 ft. speed per 25 damage taken 
  Locomotion (water) oars, speed 20 ft. 
  Actions 
  On its turn, the longship can move using its helm. If the 
  longship loses half or more of its crew, it moves at half 
  speed. 
  Rowboat 
  Large vehicle (10 ft. by 5 ft.) 
  Creature Capacity 2 crew, 2 passengers 
  Cargo Capacity 0.25 tons 
  Travel Pace 3 miles per hour (24 miles per day) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  8 (−1) 
  11 (+0) 
  0 
  0 
  0 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, stunned, unconscious 
  Hull 
  Armor Class 11 
  Hit Points 50 
  Control and Movement: Oars 
  Armor Class 12 
  Hit Points 25 
  Locomotion (water) oars, speed 15 ft. 
  Move up to its speed, with one 90-degree turn. Without 
  oars, the rowboat’s speed is 0. 
  Actions 
  On its turn, the rowboat can move using its oars. 
  Sailing Ship 
  Gargantuan vehicle (80 ft. by 20 ft.) 
  Creature Capacity 30 crew, 20 passengers 
  Cargo Capacity 100 tons 
  Travel Pace 5 miles per hour (120 miles per day) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  7 (−2) 
  17 (+3) 
  0 
  0 
  0 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Hull 
  Armor Class 15 
  Hit Points 300 (damage threshold 15) 
  Control: Helm 
  Armor Class 18 
  Hit Points 50 
  Move up to the speed of its sails, with one 90-degree 
  turn. If the helm is destroyed, the ship can’t turn. 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; –5 ft. speed per 25 damage taken 
  Locomotion (water) sails, speed 45 ft.; 15 ft. while 
  sailing into the wind; 60 ft. while sailing with the wind 
  
  ©2018 Wizards of the Coast LLC 
  5 
  Weapon: Ballista 
  Armor Class 15 
  Hit Points 50 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Weapon: Mangonel 
  Armor Class 15 
  Hit Points 100 
  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (can’t hit targets within 60 ft. of it), one target. Hit: 27 
  (5d10) bludgeoning damage. 
  Actions 
  On its turn, the sailing ship can move using its helm. It 
  can also fire its ballista and its mangonel. If it has half its 
  crew or fewer, it moves at half speed and can fire either 
  its ballista or its mangonel. 
  Warship 
  Gargantuan vehicle (100 ft. by 20 ft.) 
  Creature Capacity 40 crew, 60 passengers 
  Cargo Capacity 200 tons 
  Travel Pace 4 miles per hour (96 miles per day) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  4 (−3) 
  20 (+5) 
  0 
  0 
  0 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, 
  petrified, poisoned, prone, stunned, unconscious 
  Hull 
  Armor Class 15 
  Hit Points 500 (damage threshold 20) 
  Control: Helm 
  Armor Class 18 
  Hit Points 50 
  Move up to the speed of one of its movement 
  components, with one 90-degree turn. If the helm is 
  destroyed, the warship can’t turn. 
  Movement: Sails 
  Armor Class 12 
  Hit Points 100; –10 ft. speed per 25 damage taken 
  Locomotion (water) sails, speed 35 ft.; 15 ft. while 
  sailing into the wind; 50 ft. while sailing with the wind 
  Movement: Oars 
  Armor Class 12 
  Hit Points 100; –5 ft. speed per 25 damage taken 
  Locomotion (water) oars, speed 20 ft. with 80 or more 
  rowers, 10 feet with 40 or more rowers, 5 ft. with 20 
  or more rowers 
  Weapons: Ballistas (2) 
  Armor Class 15 
  Hit Points 50 each 
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit: 16 (3d10) piercing damage. 
  Weapons: Mangonels (2) 
  Armor Class 15 
  Hit Points 100 each 
  Ranged Weapon Attack: +5 to hit, range 200/800 ft. 
  (can’t hit targets within 60 ft. of it), one target. Hit: 27 
  (5d10) bludgeoning damage. 
  Ram 
  Armor Class 20 
  Hit Points 100 (threshold 10) 
  The warship has advantage on all saving throws relating 
  to crashing when it crashes into a creature or object. 
  Any damage it suffers from the crash is instead applied 
  to the ram. These benefits do not apply if another vessel 
  crashes into the warship. 
  Actions 
  On its turn, the warship can move using its helm. It can 
  also fire its ballistas and mangonels. If it has half its crew 
  or fewer, it moves at half speed and can fire only half of 
  its weapons. 
  Officers	
  If	you’d	like	to	explore	running	a	ship,	it	needs	
  officers	to	oversee	its	operations—officers	who	
  fill	six	different	roles.	A	person	can	fill	only	one	
  role	at	a	time,	though	multiple	people	can	be	
  assigned	to	a	single	role.	Some	roles	aboard	a	
  ship	reflect	the	need	for	trained	experts	to	direct	
  a	crew’s	efforts.	Others	focus	on	keeping	the	
  crew’s	health	and	morale	in	order.	
  	 Each	role	is	described	below,	along	with	the		
  abilities	and	proficiencies	that	help	a	character	
  excel	at	it	(but	that	aren’t	required):	
  Captain.	The	captain	issues	orders.	The	best	
  captains	have	high	Intelligence	and	Charisma	
  scores,	as	well	as	proficiency	with	water	
  vehicles	and	the	Intimidation	and	Persuasion	
  skills.	
  
  ©2018 Wizards of the Coast LLC 
  6 
  First	Mate.	This	specialist	keeps	the	crew’s	
  morale	up	by	providing	close	supervision,	
  encouragement,	and	discipline.	A	first	mate	
  benefits	from	a	high	Charisma	score,	as	well	as	
  proficiency	with	the	Intimidation	and	
  Persuasion	skills.	
  Bosun.	The	bosun	(or	boatswain)	provides	
  technical	advice	to	the	captain	and	crew	and	
  leads	repair	and	maintenance	efforts.	A	good	
  bosun	has	a	high	Strength	score,	as	well	as	
  proficiency	with	carpenter’s	tools	and	the	
  Athletics	skill.		
  Quartermaster.	The	quartermaster	plots	the	
  ship’s	course,	relying	on	knowledge	of	nautical	
  charts	and	a	study	of	weather	and	sea	
  conditions.	A	reliable	quartermaster	tends	to	
  have	a	high	Wisdom	score,	as	well	as	
  proficiency	with	navigator’s	tools	and	the	
  Nature	skill.	
  Surgeon.	The	ship’s	surgeon	tends	to	injuries,	
  keeps	illnesses	from	spreading	throughout	the	
  ship,	and	oversees	sanitation.	A	capable	
  surgeon	benefits	from	a	high	Intelligence	
  score,	as	well	as	proficiency	with	herbalism	
  kits	and	the	Medicine	skill.	
  Cook.	A	ship’s	cook	works	with	the	limited	
  ingredients	aboard	a	ship	to	make	meals.	A	
  skilled	cook	keeps	the	crew’s	morale	in	top	
  shape,	while	a	poor	one	drags	down	the	entire	
  crew’s	performance.	A	talented	cook	has	a	high	
  Constitution	score,	as	well	as	proficiency	with	
  brewer’s	supplies	and	cook’s	utensils.	
  Crew	
  A	ship	requires	a	number	of	able-bodied	sailors	
  to	crew	it,	as	specified	in	its	stat	block.	A	crew’s	
  skill,	experience,	morale,	and	health	are	defined	
  by	its	quality	score.	A	crew	starts	with	a	quality	
  score	of	+4,	and	that	score	varies	over	time,	
  going	as	low	as	–10	and	as	high	as	+10.	It	
  decreases	as	a	crew	takes	casualties,	suffers	
  hardship,	or	endures	poor	health.	It	increases	if	
  the	crew	enjoys	high	morale,	has	good	health	
  care,	and	receives	clear,	fair	leadership.	
  	 A	typical	crew	member	uses	the	commoner	
  stat	block	in	the	Monster	Manual.	
  Loyalty and Quality 
  When dealing with an individual member of the crew, 
  you might find it useful to use the optional loyalty rule 
  from chapter 4 of the Dungeon Master’s Guide. To 
  convert a quality score to an individual’s loyalty score, 
  add 10 to the crew’s quality score. 
  Mutiny	
  A	poorly	led	or	mistreated	crew	might	turn	
  against	its	officers.	Once	per	day,	if	a	crew’s	
  quality	score	is	lower	than	0,	the	captain	must	
  make	a	Charisma	(Intimidation	or	Persuasion)	
  check	modified	by	the	crew’s	quality	score.	
  	 If	the	check	total	is	between	1	and	9,	the	crew’s	
  quality	score	decreases	by	1.	
  	 If	the	check	total	is	0	or	lower,	the	crew	
  mutinies.	They	become	hostile	to	the	officers	and	
  might	attempt	to	kill	them,	imprison	them,	or	
  throw	them	overboard.	The	crew	can	be	cowed	
  into	obedience	through	violence,	combat,	or	
  offers	of	treasure	and	other	rewards.	
  	 When	the	DM	ends	the	mutiny,	the	crew’s	
  quality	score	increases	by	1d4.	
  Shore	Leave	
  Life	aboard	a	ship	is	a	constant	wear	on	the	
  crew.	Spending	time	in	port	allows	the	crew	to	
  relax	and	regain	its	composure.	
  	 If	a	crew’s	quality	score	is	3	or	lower,	the	score	
  increases	by	1	for	each	day	the	crew	spends	in	
  port	or	ashore.	
  Travel	at	Sea	
  Here	are	rules	to	help	adjudicate	travel	at	sea,	
  specifically	travel	of	an	hour	or	more.	This	
  material	builds	on	the	travel	rules	in	the	Player’s	
  Handbook	and	the	Dungeon	Master’s	Guide.	
  Travel	Pace	
  Ships	travel	at	a	speed	given	their	stat	blocks.	
  Unlike	with	land	travel,	players	can’t	choose	to	
  move	at	a	faster	pace,	though	they	can	choose	to	
  go	slower.		
  	 If	a	ship’s	mode	of	movement	takes	damage,	it	
  might	be	slowed.	For	every	decrease	of	10	feet	in	
  speed,	reduce	the	ship’s	pace	by	1	mile	per	hour	
  and	24	miles	per	day.	
  Activity	While	Traveling	
  The	activities	available	to	a	ship’s	crew	and	
  passengers	are	a	bit	different	from	the	options	
  available	to	a	group	traveling	by	land.	Refer	to	
  “Activity	While	Traveling”	in	chapter	8	of	the	
  Player’s	Handbook	for	more	information	on	some	
  of	the	topics	discussed	below.	
  
  ©2018 Wizards of the Coast LLC 
  7 
  	 A	number	of	activities	are	restricted	to	certain	
  officers,	unless	the	DM	rules	otherwise.	For	
  example,	a	bard	might	be	allowed	to	engage	in	
  the	raise	morale	activity	by	playing	bawdy	songs	
  on	deck	to	lift	the	crew’s	spirits.	
  	 The	party’s	pace	has	no	effect	on	the	activities	
  they	can	engage	in	while	traveling	by	ship.	
  Draw	a	Map	
  A	ship’s	captain	often	undertakes	this	activity,	
  producing	a	map	that	records	the	ship’s	progress	
  and	helps	the	crew	get	back	on	course	if	they	get	
  lost.	No	ability	check	is	required.		
  Forage	
  The	character	casts	out	fishing	lines,	keeping	an	
  eye	out	for	sources	of	food,	making	a	Wisdom	
  (Survival)	check	when	the	DM	calls	for	it.	
  Raise	Morale	(First	Mate	Only)	
  The	first	mate	can	manage	the	crew’s	time	to	
  grant	extended	breaks,	provide	instruction,	and	
  improve	morale.	Once	per	day,	if	the	crew’s	
  quality	score	is	3	or	lower,	the	first	mate	can	
  make	a	DC	15	Charisma	(Persuasion)	check.	On	a	
  successful	check,	the	crew’s	quality	score	
  increases	by	1.	
  Navigate	(Quartermaster	Only)	
  The	quartermaster	can	try	to	prevent	the	group	
  from	becoming	lost,	making	a	Wisdom	(Survival)	
  check	when	the	DM	calls	for	it.	(See	“Becoming	
  Lost”	in	chapter	5	of	the	Dungeon	Master’s	Guide	
  for	more	information.)		
  Noticing	Threats	
  Use	the	passive	Wisdom	(Perception)	score	of	
  the	characters	or	the	crew	to	determine	whether	
  anyone	on	the	ship	notices	a	hidden	threat.	The	
  crew	has	a	passive	Wisdom	(Perception)	score	
  equal	to	10	+	the	crew’s	quality	score.	The	DM	
  might	decide	that	a	threat	can	be	noticed	only	by	
  characters	in	a	specific	area	of	the	ship.	For	
  example,	only	characters	below	deck	might	have	
  a	chance	to	hear	or	spot	a	creature	hiding	on	
  board.	
  Repair	(Bosun	Only)	
  The	ship’s	bosun	can	undertake	this	activity.	At	
  the	end	of	the	day,	the	bosun	can	make	a	
  Strength	check	using	carpenter’s	tools.	On	a	15	
  or	higher,	each	damaged	component	regains	hit	
  points	equal	to	1d6	+	the	crew’s	quality	score	
  (minimum	of	1	hit	point).	A	component	other	
  than	the	hull	that	had	0	hit	points	becomes	
  functional	again.	
  Stealth	(Captain	Only)	
  The	ship’s	captain	can	engage	in	this	activity	
  only	if	the	weather	conditions	restrict	visibility,	
  such	as	in	heavy	fog.	The	ship	makes	a	Dexterity	
  check	with	a	bonus	equal	to	the	crew’s	quality	
  score	to	determine	if	it	can	hide.	
  Hazards	
  Hazards	come	in	two	basic	types:	environmental	
  hazards,	such	as	storms	or	turbulent	waters,	and	
  other	events,	such	as	a	fire	aboard	the	ship	or	a	
  plague	outbreak.	
  Environmental	Hazards	
  Icebergs	choke	a	misty	sea.	Winds	and	towering	
  waves	threaten	to	capsize	a	ship.	Snowstorms	
  batter	ships	that	venture	north	too	late	in	the	
  year.	These	are	all	examples	of	environmental	
  hazards	that	can	last	for	days	and	demand	a	
  crew’s	attention.	
  	 Each	day	a	ship	spends	involved	in	a	hazard	
  requires	the	officers	to	each	make	a	special	
  ability	check,	as	shown	on	the	Hazard	Checks	
  table.	This	check	takes	the	place	of	any	other	
  activities	that	the	officer	might	undertake	and	
  represents	the	officer’s	contribution	to	keeping	
  the	ship	afloat.	
  Hazard Checks 
  Officer 
  Check 
  Captain 
  Intelligence (water vehicles) 
  First mate 
  Charisma (Intimidation) 
  Bosun 
  Strength (carpenter’s tools) 
  Quartermaster 
  Wisdom (Nature) 
  Surgeon 
  Intelligence (Medicine) 
  Cook 
  Constitution (cook’s utensils) 
  	 If	there	is	no	one	available	to	make	a	check,	
  treat	the	result	as	a	0.	
  	 Finally,	roll	a	d20	for	the	crew,	using	its	quality	
  score	as	a	modifier	to	the	roll.	Add	up	all	of	these	
  checks	and	then	refer	to	the	Hazard	Check	
  Results	table.	That	table	shows	if	the	ship	has	
  met	with	disaster	or	success	in	surviving	that	
  day	of	the	hazard.	
  	
  
  ©2018 Wizards of the Coast LLC 
  8 
  Hazard Check Results 
  Check Total 
  Result 
  140+ 
  Great Success. The crew’s quality 
  score increases by 1 for 1d4 days. 
  105–139 
  Success. The ship survives unscathed. 
  70–104 
  Partial Disaster. Each component 
  takes 4d10 bludgeoning damage. The 
  crew’s quality score is reduced by 1. 
  The ship struggles, moving at half 
  speed that day. 
  0–69 
  Disaster. The ship’s components each 
  take 10d10 bludgeoning damage. The 
  crew’s quality score drops by 2, as 
  several members of the crew are 
  washed overboard and lost. The ship 
  is blown off course and struggles to 
  recover its bearings, failing to cover 
  any distance that day. 
   
  	 If	you	want	to	add	variety	to	hazards,	consider	
  including	some	interesting	complications.	For	
  example,	a	whirlpool	might	drag	a	ship	to	the	
  Elemental	Plane	of	Water	on	a	disaster	result,	
  with	the	ship	avoiding	the	vortex	on	any	other	
  result.	
  	 You	can	also	add	or	subtract	to	the	success	
  thresholds	in	the	Hazard	Check	Results	table	to	
  reflect	a	hazard’s	danger.	If	you	decide	to	do	so,	
  increase	or	decrease	a	threshold	by	35.	
  Other	Events	
  In	addition	to	rough	seas	and	daunting	weather,	
  a	ship	might	face	a	number	of	other	threats.	
  	 The	hazards	below	serve	as	examples	of	what	
  can	go	wrong	on	a	ship.	Each	one	requires	a	
  different	officer	to	spend	a	day	dealing	with	the	
  hazard	instead	of	engaging	in	other	activity.	As	a	
  rule	of	thumb,	there	is	a	10	percent	chance	each	
  day	that	one	of	the	following	events	occurs.	
  	 Emergency	Maneuvers.	The	crew	must	react	
  quickly	to	avoid	a	sudden	threat.	A	kraken	
  passes	below	the	ship,	threatening	to	capsize	it	
  in	its	wake,	or	the	ship	is	about	to	crash	into	an	
  uncharted	reef.	The	captain	must	make	a	DC	15	
  Intelligence	(water	vehicles)	check.	On	a	failed	
  check,	the	ship’s	hull	takes	8d10	bludgeoning	
  damage	from	the	collision.	On	a	successful	check,	
  the	captain’s	quick	direction	keeps	the	ship	out	
  of	harm.	
  	 Conflict.	Life	at	sea	is	a	mixture	of	monotony,	
  hard	work,	and	sudden	moments	of	terror.	The	
  stress	can	wear	on	the	stoutest	sailor.	
  Sometimes,	that	stress	turns	into	conflict	among	
  the	crew.	If	dissension	spreads	in	the	ranks,	the	
  first	mate’s	activity	that	day	must	be	spent	
  making	a	DC	15	Charisma	(Intimidation)	check	
  to	control	the	crew.	On	a	failed	check,	the	crew’s	
  quality	score	decreases	by	1d4.	
  	 Fire.	A	fire	at	sea	can	render	a	ship	unable	to	
  function.	Pick	a	random	component.	It	takes	
  4d10	fire	damage	unless	the	bosun	succeeds	on	a	
  DC	15	Strength	(carpenter’s	tools)	check.	
  	 Plague.	An	illness	sweeps	through	the	ranks,	
  perhaps	caused	by	rats	or	insects	that	made	
  their	way	aboard.	The	surgeon	must	make	a	DC	
  15	Wisdom	(Medicine)	check.	On	a	failed	check,	
  the	crew’s	quality	score	decreases	by	5	for	1d6	
  days.	
  	 Infestation.	Beetles,	rats,	or	other	pests	infest	
  the	ship,	threatening	its	food	stores.	The	cook	
  must	make	a	DC	15	Constitution	(brewer’s	
  supplies)	check	to	save	what	food	they	can.	On	a	
  failed	check,	the	crew	has	disadvantage	on	any	
  checks	involving	its	quality	score	until	the	ship	
  has	a	chance	to	restock	supplies.	
  Ships	in	Combat	
  This	section	provides	guidance	on	using	ships	in	
  combat.	
  Ships	and	Initiative	
  A	ship	rolls	initiative	using	its	Dexterity,	and	it	
  uses	its	crew’s	quality	score	as	a	modifier	to	that	
  roll.	
  	 On	a	ship’s	turn,	the	captain	decides	which	of	
  the	ship’s	actions	to	use.	
  Special	Officer	Actions	
  During	an	encounter,	the	captain,	first	mate,	and	
  bosun	each	have	access	to	two	special	action	
  options	described	below:	Full	Speed	Ahead	and	
  Fire	at	Will.	
  Full	Speed	Ahead	
  As	an	action	while	on	deck,	the	captain,	first	
  mate,	or	bosun	can	exhort	the	crew	to	work	
  harder	and	drive	a	ship	forward.	Roll	a	d6	and	
  multiply	the	result	by	5.	Apply	the	total	as	a	
  bonus	to	the	ship’s	speed	until	the	end	of	the	
  ship’s	next	turn.	If	this	bonus	is	applied	to	a	
  ship’s	speed	when	the	ship	is	already	moving	
  faster	than	normal,	use	the	higher	result.	Don’t	
  add	the	two	bonuses	together.	
  
  ©2018 Wizards of the Coast LLC 
  9 
  Fire	at	Will	
  As	an	action,	the	captain,	first	mate,	or	bosun	
  aids	the	crew	in	aiming	one	of	the	ship’s	
  weapons.	Select	one	of	the	ship’s	weapons	that	is	
  within	10	feet	of	the	officer.	It	gains	advantage	
  on	the	next	attack	roll	it	makes	before	the	end	of	
  the	ship’s	next	turn.	
  Crashing	
  If	a	ship	moves	into	the	space	occupied	by	a	
  creature	or	object,	it	might	crash.	A	ship	avoids	
  crashing	if	the	creature	or	object	is	at	least	two	
  sizes	smaller	than	it.		
  	 When	a	ship	crashes,	it	must	immediately	
  make	a	DC	10	Constitution	saving	throw.	On	a	
  failed	save,	it	takes	damage	to	its	hull	based	on	
  the	size	of	the	creature	or	object	it	crashed	into,	
  as	shown	on	the	Crash	Damage	table.	It	also	
  stops	moving	if	the	object	or	creature	is	bigger	
  than	it	or	one	size	smaller.	Otherwise	the	ship	
  continues	moving	and	the	creature	or	object	
  moves	to	the	nearest	unoccupied	space	that	is	
  not	in	the	ship’s	path.	At	the	DM’s	discretion,	an	
  object	that	is	forced	to	move	but	is	fixed	in	place	
  is	instead	destroyed.	
  Crash Damage 
  Size 
  Bludgeoning 
  Damage 
  Small 
  1d6 
  Medium 
  1d10 
  Large 
  4d10 
  Huge 
  8d10 
  Gargantuan 
  16d10 
  	 A	creature	struck	must	make	a	Dexterity	
  saving	throw	with	a	DC	equal	to	10	+	the	ship’s	
  Strength	modifier,	taking	damage	based	on	the	
  ship’s	size	(as	shown	on	the	Crash	Damage	table)	
  on	a	failed	save,	or	half	as	much	damage	on	a	
  successful	one.	
  Owning	a	Ship	
  If	you	purchase	a	ship,	you	have	unlocked	an	
  exciting	new	venue	for	adventure	and	signed	up	
  for	a	mountain	of	logistical	challenges.	Keeping	a	
  ship	functioning	requires	a	tremendous	amount	
  of	work.	
  	 The	rules	use	a	downtime	activity—managing	
  a	ship—to	abstractly	represent	the	effort	needed	
  to	keep	a	ship	functioning,	its	supplies	stocked,	
  and	its	crew	paid.	
  	 See	the	Dungeon	Master’s	Guide	and	Xanathar’s	
  Guide	to	Everything	for	more	information	on	
  downtime	activities.	
  Downtime:	Managing	a	Ship	
  By	hiring	a	competent	captain	and	crew	and	
  putting	them	to	work	hauling	cargo	or	otherwise	
  offering	their	services,	you	can	make	it	possible	
  for	a	ship	to	remain	in	good	repair	and	even	
  generate	a	profit	for	you	between	adventures.		
  	 Managing	a	ship	is	a	downtime	activity	that	
  requires	time	and	effort	to	recruit	an	officer	and	
  crew.	The	ship	is	available	for	use	when	needed.	
  Otherwise,	the	ship	hauls	passengers	and	cargo	
  to	cover	the	costs	of	maintaining	the	ship	and	
  paying	the	crew.	
  Resources	
  It	takes	one	week	to	recruit	a	crew	and	100	+	
  4d6	gp	to	cover	the	costs	of	recruitment	and	
  supplies.	Once	you	have	paid	these	costs,	you	
  have	a	captain	and	a	crew	to	maintain	the	ship.	
  Resolution	
  Once	you	have	a	working	ship,	it	turns	a	small	
  profit	each	month.	At	the	end	of	every	four	
  weeks,	you	earn	5d20	gp.	
  Complications	
  A	ship	owner	runs	the	risk	of	foul	weather,	a	bad	
  trade	deal,	or	a	mutiny.	When	rolling	to	
  determine	your	profit,	if	any	of	the	d20	rolls	are	
  a	1,	roll	on	the	Ship	Ownership	Complications	
  table	(or	the	DM	may	create	a	suitable	
  complication).	
  Ship Ownership Complications 
  d6 
  Complication 
  1 
  Your crew makes a bad bargain. You see no 
  profit this month. 
  2 
  Your ship and crew have been pressed into 
  military service to hunt pirates for 1d4 months. 
  3 
  A temple related to the sea or trade has 
  accused your crew of disrespecting the gods, 
  and no one will do business with your ship and 
  crew. You lose 5d20 gp per month for 1d6 
  months or until the temple is mollified. 
  4 
  Your ship and crew go missing and must be 
  rescued from their captors. 
  5 
  Your crew mutinies and is on the run from you. 
  6 
  Your crew is caught smuggling illegal goods. 
  They are imprisoned, and your ship impounded. 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA56 - Of Ships and the Sea.pdf