Everything you need to run naval combat and ship-to-ship creature combat in 5th Edition of the world's most popular roleplaying game, Dungeons and Dragons.
Weigh anchor, hoist the mains, and set sail... rough seas lie ahead!
Crew up a nimble sloop and tack into the wind. Load a Man of War with enough cannons to scare every captain in these waters. Wage all out war with the largest fleet to ever set sail. Capture a magical ship with legendary abilities. Do all this and more with Limithron's Guide to Naval Combat.
Years of Design and Playtesting
I’ve always struggled with other naval supplements. Either they are way too complicated, wildly unrealistic, or they don’t provide a great bridge between ship scale combat and normal player character actions. Through years of games like Sid Meier's Pirates, Assassin's Creed IV: Black Flag, Oak & Iron, and Pirates Constructible Strategy Game, I think I’ve cracked the code to make ship combat work at the table. In fact, I highly recommend picking up the last two: both have ship models at the perfect scale for use with this supplement.
This system is designed around hex based ship movement — which I promise you will love — and with the core ethos that ships are like big monsters and their stats are factored by a ratio of 5:1 in relation to creatures. If a ship has 100hp for naval combat, it has 500hp when the wizard throws a fireball at it. If a cannon does 1d6 damage against another ship, it would do 1d6 x 5 (or 5d6 if you like rolling dice) if you aimed it at a Dragon Turtle. This makes combat fast and fun instead of an exercise in counting huge dice rolls and consulting spreadsheets. There is also the added bonus of being able to upgrade or customize ships with any monster ability from the Monster Manual.
This system is also scalable and is enjoyable for player whether you have 6 PCs on one ship or each player has their own vessel. Don’t be afraid to let your players capture as many ships as they want… and then sink them all when the Pirate Hunters show up!
Softcover