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Set sail with this detailed seafaring system, including heavily revised player roles, streamlined sailing mechanics, and a selection of new ships.

This is a comprehensive ruleset for seafaring in 5E D&D. I wrote these rules almost a year ago for my setting book, The Riftwater Isles. Since then I have had a lot of time to test them, both as a DM and a player, and so I wanted to offer you a revised and improved version of the mechanics.

In this PDF you'll find expanded actions and specializations for each ship role, from captain to surgeon, along with a collection of new ships, and some other small improvements. To this post I've also attached battle maps for small, medium, and large ships, with and without grids.

Enjoy!

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Comments

Teraclon Games

I can feel the Pirates of the Caribbean-theme building in the back of my head!!

Spencer Goudswaard

Is there any easy way to figure out what the grid dimensions are? I need to match it on roll 20 for the map to work well.

Casey Sade

Why are your ships so cheap. 900 for a large ships seems pretty cheap when I've seen galleys for 20,000 on gmbinder. I'm just curious your reasoning on this, so I can balance my campaign correctly. Thanks!