Air Ships and Firearms The newest technology in the world of Penra, firearms and air ships, are amazing feats of engineering and magic. However, they are designed for interesting gameplay and to match the setting, not necessarily to make combat realistic or certain builds viable. You should use both types of rules together: both rule sets were designed with the other in mind. Firearms The industrious Dwarves have created firearms: amalgamations of the sciences and the magic arts. Since the Dwarves invented these weapons about 10 years ago, they've quickly gained popularity amongst adventurers and soldiers alike. Some firearms are small enough for individual soldiers to bear, while large artillery pieces can only be transported by ship or wagon. In the D&D ruleset, these firearms are designed to pack a large punch while also adding the anxiety of having a slow reloading weapon. Most usage of firearms should be by weaker non-player characters or situationally by the heroes. Player characters that want to heavily use firearms should look at the Artificer class. Firearm Special Rules All firearms are considered Martial weapons. No Safety Weapons with this special rule cannot be safely carried with loaded ammunition. The wielder must reload before they can fire this weapon. You cannot assume that the weapon is already loaded at the beginning of an encounter. If a character chooses to adventure with the weapon loaded, any interaction with sparks, fire, or if the character rolls a natural 1 on any roll causes the weapon to misfire. Roll Damage Dice and apply it to the character holding the weapon. If the weapon is a blast weapon, then this damage dice applies to all creatures and objects within 10 ft. The weapon must then be reloaded before operating and might be destroyed if determined by the GM. Reload A weapon with this special rule must be reloaded as an Action or in place of one of your attacks (if you have Extra Attack or under the effect of the Haste spell). If a number is specified, then the weapon can fire a number of projectiles equal to that number before reloading again. Extra Critical Damage A weapon with this special rule rolls extra damage dice when performing a critical hit. Instead of adding 1 damage die on a critical hit, add 2 damage die. Unwieldy This special rule means that all attacks with this weapon are performed at disadvantage. Blast This weapon is able to damage multiple enemies with one attack. Any creatures or objects within 5ft of the original target must make a Dexterity Save (DC equal to 8 + attack bonus of original attack) or suffer the damage dice of the original attack. Attribute bonuses do not apply to the blast damage. Artillery This weapon requires multiple characters to properly load and fire this weapon. A total of three actions must be spent reloading this weapon. If two or more characters reload this weapon, they may spread out the actions amongst themselves. No more than four characters may assist in the operating of this weapon (three to reload, one to fire, any others would get in the way). After firing once, the weapon must be reloaded again. These weapons cannot be carried by a character and must be transported by a vehicle. When fired as part of a ship's actions, it is assumed that cannons can fire once every turn. DMs may reduce this frequency to match the situation. Firearms Table Name Damage Range Price Weight Special Rules Pistol 1d8 30/60 80gp 2 lb. Reload 4, Extra Critical Damage, No Safety Rifle 1d12 40/100 150gp 5 lb. Reload 2, Extra Critical Damage, No Safety, Two-Handed Blunderbuss 2d4 20/40 120gp 6 lb. Reload 1, Blast, No Safety, Two-Handed Artillery Table Name Damage Range Price Weight Special Rules Cannon 3d10 60/200 300gp 120 lb. Artillery, Blast, Unwieldy, No Safety

Air Ships Air ships, smaller, hovering cousins of naval ships, are respected for their ability to travel safely over vast areas of enemy territory and to make consistent albeit slow progress. These ships do not travel faster than most creatures do on land or even the naval ships of old. However, air ships can take the most efficient routes and are relatively safe. Ship Terms Starting Level The starting level of the ship. More advanced ship designs have better engineering, better equipment, and a more experienced crew. Cost How much it costs to purchase the ship. Most contracts will be lease to own. Lease payments do not count towards leveling up the air ship. Resting Ships have many abilities that function just like characters. However, when it comes to resetting due to short or long rests, the following applies. Short rests are accomplished after 4 hours without combat or travel. During this time the crew repairs the ship, attends to injured crewmen, cleans equipment, etc. Long rests are accomplished only while docked at a facility with sufficient supplies to extensively repair the ship. Setting down in the wilderness is NOT sufficient for a long rest. Hitpoints Ships have hitpoints just like characters. Hitpoints are an abstraction of the ship's physical condition as well as the condition of its crew. When an air ship's hitpoints reach 0 the ship is adrift, the crew is defeated and surrender, etc. These hitpoints are also increased when the air ship levels up. Unlike normal characters, air ships receive additional starting hitpoints due to their large size. These starting hitpoints already include hitpoints a ship would receive from leveling up if the ship starts above level 1. Starting Hitdice Ships have hitdice just like normal characters. However, ships start with hitdice beyond the ship's level. Hitdice can be used during a short rest to 'heal' hitpoints. These hitdice reset to the maximum upon a long rest for the ship (dry dock). Speed Ships have a fly speed around the same speed as normal characters. Armor Armor increases the ship's AC by this amount. Crew Count The number of crewmen in your ship. Each number provides an additional attack when performing boarding actions. In real numbers, each increment of crew count is 10 crewmen. Cannons How many cannons can attack to either Port or Starboard at once. Does not automatically provide cannons for Sloops or Freighters. This can be upgraded. Stations How many upgrades can be performed on the exterior. This value increases by 1 at level 4. Rooms How many upgrades can be performed on the interior. This value increases by 1 at level 8.

Creating A Ship Ship Designs Name Starting Level Cost (GP) Starting Hitdice Starting Hitpoints Size Speed Armor Crew Count Cannons Stations Rooms Sloop 1 5,000 8D8 80 20x15 35 0 1 Up to 1 1 1 Freighter 1 5,000 8D8 80 30x20 20 0 1 Up to 1 1 3 Caravel 2 8,000 10D10 100 25x15 30 0 1 1 2 1 Galleon 3 15,000 10D12 120 30x20 25 1 2 1 4 2 Frigate 4 20,000 10D12 120 40x20 25 2 3 2 4 3 Man O War 5 50,000 10D20 200 40x25 20 4 5 3 6 4 Ship Basics Ships begin as a ship design (sloop, frigate, freighter, etc.), which determines it's size, starting attributes, etc. Ships also have levels, just like characters, and they advance levels as the crew invests more money into the ship's equipment. As the ship levels up, it's capabilities can be increased by adding more gun ports, improving the fighting ability of the crew, improving handling, and increasing its defenses. Choosing a Ship Design When creating a ship, start by select the ship design. In the above table, you'll find the majority of statistics for each ship design. To view the ships attributes, look at the design's description. Sloop The Sloop is the quickest ship developed. This ship is small and meant for exploration and light transport operations (such as delivering a VIP to a location). This ship has a crew quarters for 10. It's cargo hold is smaller, 8x8, enough to house a couple of horses or some smaller cargo. Speed: 35 Str 10 Dex 14 Con 10 Int 10 Wis 12 Cha 10 Freighter The Freighter is designed for one thing: trade. This ship is slower and weaker than other ships. However, it's cargo hold is massive. This ship has crew quarters to fit 10, which can be increased by housing passengers in the cargo hold. It's cargo hold runs the length of the ship, 50x30, can could house more equipment within the hold than the ship can safely levitate. Speed: 20 Str 12 Dex 10 Con 12 Int 10 Wis 12 Cha 10 Special Rule - Trade Ship Gain GP equal to 4d20xLevel when entering a new port. Requires sufficient time to acquire goods to sell and transport. Caravel The Caravel is a reliable multi-use ship. While slower than the sloop, and not as deadly as the military designs, this ship can effectively take on Freighters and Sloops in combat. As well as being used in fleet operations against slower, larger ships. This ship houses 10 crew members and has a modest cargo hold of 12x12. Speed: 30 Str 10 Dex 14 Con 12 Int 10 Wis 10 Cha 10 Galleon The Galleon is the least expensive military design. Developed to explore hostile territory, the Galleon sports two more guns and a larger crew to repel boarders. When including combat and operations crewmen, 20 crew members call the Galleon home. The cargo hold is larger, 20x20, mostly designed to hold provisions for longer journeys and extended ammunition stores. Speed: 25 Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10 Frigate The Frigate is the backbone of any military fleet. Designed to engage all manner of ships in combat, this ship can engage quicker Galleons and combine fire against larger Man O War's. Frigates are also used on convoy operations to protect freighters housing supplies or troops. 30 crewmen operate this vessel. The cargo hold equals that of the Galleon, 20x20. Speed: 25 Str 14 Dex 10 Con 14 Int 10 Wis 12 Cha 10 Man O War The Man O War is the fiercest combatant in the sky. Bristling with cannons, this ship can engage an entire flotilla and be victorious. However, it's slower speed requires escort ships to protect it's rear. The deck is a bustle of activity with 50 crew members manning guns, working the sails, and providing support services for the crew. The cargo hold, 50x30, mostly carries provisions for the crew and the guns. Speed: 20 Str 16 Dex 10 Con 14 Int 12 Wis 12 Cha 10 Special Rule: Die Hard May perform one action after being brought to 0 HPs. Special Rule: Behemoth Must move 20ft to turn 45 degrees.

Hiring a Crew The crew should be a living part of any campaign that features air ships. These characters will be reoccurring parts of the party's adventures. Give at least a few of them personalities, goals, and problems. Especially focus on those in positions of power on the ship: first mate, surgeon, marine commander, etc. An entry level crewmen will cost 5GP per week. Most of the time the payment is not provided until completing a journey; though some friendly captains will give partial payment at a port of call so the crew can participate in… activities of leisure. When hiring crewmen that are part of an upgrade (surgeon, barracks), include the hiring cost in the gold necessary to level up the ship and acquire said upgrade. Leveling Up a Ship Unlike characters, ships level up as more gold is spent on the ship. Any gold spent on the ship (after the initial cost of the ship) counts towards the amount of gold needed to level up a ship: new cannons, hiring new crewman, repairs, fuel, food, etc. The GM should attempt to regularly enforce expenditures for the ship. Ships are expensive commitments and should not come lightly. Level Up Table Level Spent Gold Proficiency Bonus Abilities 1 5,000 2 - 2 7,000 2 Exterior Upgrade 3 10,000 2 Interior Upgrade 4 12,000 2 Ability Score Improvement, Additional Station 5 15,000 3 Exterior Upgrade 6 20,000 3 Interior Upgrade 7 30,000 3 Exterior Upgrade 8 40,000 3 Ability Score Improvement, Additional Room 9 55,000 4 Interior Upgrade 10 70,000 4 Exterior Upgrade, Veteran Crew Spent Gold How much gold must be spent on the ship before the ship can be leveled up. Proficiency Bonus The ship, and it's crew, add this proficiency bonus to skills where the ship is proficient in. Exterior Upgrade The ship can purchase an upgrade that is labeled as exterior. Can not exceed the maximum number of exterior slots. Interior Upgrade The ship can purchase an upgrade that is labeled as interior. Can not exceed the maximum number of exterior slots. Ability Score Improvement Select one attribute. Raise the ship's attribute by 2. This attribute cannot exceed 20. Additional Station Increases the number of Stations on the ship by 1. Additional Room Increases the number of Rooms on the ship by 1. Veteran Crew The crew of the ship are the best of the best. The ship has advantage on all skill checks. Exterior Upgrades Additional Cannon Positions (1,500GP) Add another cannon on both the port and starboard. Limit 2. Uses Station Slot. Prow Cannon (500GP) Install a cannon on the prow of the ship. Limit 2. Uses Station Slot. Rear Cannon (500GP) Install a cannon on the stern of the ship. Limit 2. Uses Station Slot. Aviary (500GP) A landing spot and home for flying mounts or beasts. Reinforced Hull (1,000GP) Increase the ship's Constitution by 2. Limit 1. Improved Propellers (500GP) Increase the ship's flying speed by 5. Limit 1. Improved Sails (300GP) Use Hard Turn as a Bonus Action. Limit 1. Enchanted Hull (750GP) The ship is resistant to fire and acid damage. Boosters (1,000GP) As a bonus action, the ship temporarily increases its speed by 10. Ship receives 2d8 hitpoints in damage from the sudden strain. Boosters last for 1 round. Boosters can continue to be used until the ship is destroyed.

Interior Upgrades Increased Crew Compartment (750GP) Increase Crew Count by 1, increase ship's hitpoints by 30. Uses Room Slot. Captain's Quarters (250GP) Advantage on Persuasion when hosting someone in your quarters. Surgeon (500GP) Hire a crewmen that can heal the party and crew. The surgeon's level is equal to the ship's level. Proficient in Medicine, Nature, and can cast Cure Wounds as a Cleric of the ship's level. Uses Room Slot. Barracks (750GP) Hire trained marines to defend the ship. Improved combat capabilities for crew. Level of the marines is equal to the ship's proficiency modifier. Increases the ship's boarding attack damage to 1d12. Uses Room Slot. Smuggler Compartment (300GP) Ship has advantage on Deception to hide equipment. Redundant Components (1,000GP) Ignore a critical hit suffered in combat. Cannot use again until the ship performs a short rest. Cannoners (500GP) The ship trains more experienced gun crews. The ship receives one Action Surge per long rest. Uses Room Slot. Increased Cargo Space (400GP) Ship has the Freighter special rule. If the ship is already a freighter, roll twice and pick the highest. Uses Room Slot. Misc. Upgrades: Long Range Cannons (1,000GP) Upgrade the ship's cannons to have longer range. These cannons can fire once before engaging. One long-range cannon per side. Crow's Nest (250GP) Ship gains proficency in Perception. Dingy (500GP) Ship has a small boat that can be used for smaller missions. Life boats (1,000GP) Two emergency boats to escape on. Slowly fall to ground level with low maneuverability. Feather Fall (1,000GP per Crew Count) Crew is equipped with Feather Fall harnesses. Reinforced Prow (2,500GP) Ship has resistance on damage received when performing a Ram attack. Terrifying (800GP) Ship has advantage on Intimidation checks.

Adventuring With A Ship Ship Skill Checks When a skill check must be performed by a member of the crew, or the majority of the crew, use the ships attributes. If a player character is performing a skill check, and is the only character performing the activity, use their normal skill check bonuses. Ships in Combat Time during ship engagements is not as precise as combat between characters. Do not worry about a turn taking 6 seconds while running a ship engagement. Time efficiency between turns is lost as the ships recoil from enemy bombardments (requiring characters to re-aim, adjust their position, or wait for the ship to right itself) and other situations like wind gusts. Be flexible with spell durations during ship engagements. Unless specified otherwise, ships act in combat as characters do. Movement A ship can move at its specified fly speed. The helmsmen is required to be proficient in Navigation Tools, Cartographer's Tools, or Air Vehicles. If the helmsmen is not proficient in these skills, the DM should require skills checks from the helmsmen to perform even the simplest maneuvers. The GM may see fit to modify that speed based on environment (heavy winds for example) or damage to the ship. The captain may choose to perform the Dash action. Forced March does not apply to full crewed ships. It is assumed that the crew compliment includes enough members for multiple shifts. If the ship is below 50% hitpoints, the DM may begin enforcing the Forced March rules from the PHB pg. 181. If a ship is traveling at a Fast Pace for at least 8 hours, the ship must roll Forced March Constitution saving throws starting on the 8th hour. This represents the crew being pushed to their limits, as well as the machinery of the ship. Maneuvering Most ships must travel 15ft of movement to turn 45 degree to the port or stern. The ship continues moving in its previous direction for the allotted amount of feet, then turns 45 degrees. Movement from separate turns can be combined to perform a turn, but the turn does not complete until the final movement is performed. The Helmsmen may perform the Hard Turn action to turn quicker. Ship Actions The captain of the ship (when there is no leader, defer to the character manning the helm) decides which actions a ship takes. The individual characters that carry out those orders also expend their actions performing the orders. Ships receive movement like a normal character. Ships receive one Action that can be used to attack or perform other actions. Ships can also Dodge or Dash. Ships may NOT Disengage. Ships have two new actions: Ram, which is described in the Ship Attacks section, and Hard Turn. Ships receive Bonus Actions but generally do not have any way to spend that Bonus Action until they earn upgrades. Action: Hard Turn The helmsman pulls hard to Stern or Port. The ship only has to move 10ft for every 45 degrees of turning. Ship Attacks The captain of the ship determines which attack to make. A ship may only perform on type of attack per turn: attack with its guns, attack with its crew as part of a boarding action, or ram an enemy ship. Attacks are made using the ship's stats including its Strength, Dexterity, Proficiency, etc. The number of attacks when using the ship's guns are equal to the ship's Cannons statistic. The number of attacks rolled when fighting in melee as part of a boarding action are equal to the ship's Crew Count statistic. Boarding Action Attacks made with the Crew Count statistic deal 1d8 damage. Usually the two ships must be adjacent in some way, unless the attacker has special equipment. Firing Cannons Attacks made with the Cannons statistic deal damage based on the type of guns used. Cannons on the Prow or Stern can only target enemies that are directly to the side of the ship. If the ship has enemies off both starboard and port, and has sufficient crew to operate the cannons at once, the ship may fire at both targets with one action. Cannons on the Prow or Stern can only target enemies that are directly in front of or beyond the attacking ship (respectively). If the ship has enemies off both prow and stern, and has sufficient crew to operate two guns at once, the ship may fire at both targets with one action. Action: Ram The helmsman attempts to ram their prow into the soft spot of the enemy vessel. Move as if taking the Dash action, but perform an attack roll if the prow of the attacking ship is adjacent and perpendicular to the side (port or starboard) of another ship. Ramming attacks inflict 4d20 to the rammed ship and 2d20 to the ship that initiated the ram.

Attacking A Ship Targeting A Ship With Attacks When targeting a ship, all attacks are made with Advantage. If you are attempting to target a specific character or component on a ship, the attack is NOT made with Advantage. Targeting A Ship With Spells Ships can be targeted by all spells that deal damage. If the spell deals damage that the equipment should be immune to, the spell instead targets the crew. Area of Effect spells deal damage to the ship only once, however, they automatically hit. Spells that buff or debuff the target should usually not affect the ship, however, that is up to GM discretion. The ship will receive a Save if necessary. Characters On A Ship Generally, when a ship is targeted by attacks, spells, etc. and a character is on board, they are not affected. A character must be specifically targeted. Area of effect status affects that the DM allows to target the ship may cause a character to roll a save. Attacking the Stern Attacks made with cannons on the stern cause critical hits on a roll of 15 or higher. Remember that critical hits add 1 extra dice, not double the normal amount of dice. So a cannon's critical hit damage would be 4d10. Reaching 0 Hitpoints When a ship reaches 0 hitpoints it is combat ineffective. The ship may not perform any actions and aimlessly continues to float in a random direction of the GM's choosing. This state is a combination of lost crewmen, damaged ship components, and other disastrous outcomes. The GM determines what exactly that means when the ship reaches 0. If a ship continues to receive damage after reaching 0 hitpoints, it will be destroyed immediately on the 3rd successful attack. After a short rest, a ship at 0 hitpoints may begin moving again at half speed. It may not perform any actions or bonus actions until the ship receives a long rest. Repairing a Ship Repairs made to a ship via hitdice do not require any gold to be expended. This represents what the crew can repair using existing spare parts and ingenuity. Repairs made as part of a long rest require spending gold. The default cost for repair is 5 GP per hitpoint repaired. Mending does not apply to Air Ships. The ship is too large and the Mending spell would interfere with the arcane runes that levitate the ship. Spoils of War Capturing a Ship Vessels are not capturable unless they were brought to 0 hitpoints by a boarding action. At that point, the ship's hulk may be towed to a safe harbor and sold for 1/4 the starting cost of that ship type. All upgrades, weapons, etc. are destroyed in the fighting and the ship returns to its starting level. Some crewmen may survive. Typically, a ship can only tow one ship of its own size or two smaller ships. Looting a Wreck If a ship is destroyed rather than captured, the bounty of the wreckage is equal to 5d20 * the proficiency bonus of the vessel. If the wreck was a freighter, double the results of that roll. For example, a level 4 freighter is wrecked. That freighter had a proficiency bonus of +3. Roll 15d20 to determine the base value of the loot, and then double it because the vessel is a freighter. Bounty! Crewmen expect to receive ample compensation for successfully attacking and capturing enemy vessels. Half of any earnings from captured ships or looted wrecks must be provided to the crew. To reject this tradition would encourage mutiny. This also applies when transferring from your old ship to a captured ship (if the old ship is sold). This bounty counts toward expenditures for leveling up the ship.