dnd 5e mounts and vehicles & sailing
Mounts and vehicles
A well-designed mount can aid in moving faster through the Wilderness, However. Its main function is to carry equipment that could hinder your progress. This Mounts and Other Animals table illustrates the speed of each animal and its capacity for carrying the base.
An animal pulling a horse, carriage or cart, chariot, sled, or wagon may carry a weight of as high as five times the initial capacity, which includes its weight. If more animals are pulling the same automobile, they can join their carrying capacities.
Mounts not mentioned here are also available in fantasy game worlds, but they’re rare and usually not accessible to purchase. That includes flying Mounts (pegasi or griffons) or hippogriffs) and other similar creatures) or even water Mounts (giant sea horse, as an instance). The process of acquiring a mount involves:
- Securing an egg.
- Raising the animal yourself.
- Striking a bargain with a powerful animal or bargaining with the mount.
Barding: Barding is an armor specifically designed to guard the head, neck, chest, and body. Any kind of armor that is shown at the Armor table is available as Barding. It costs four times that of the armor that is designed for Humanoids and weighs twice as heavy.
Saddles: Military saddle supports the rider to help you maintain your seat on a stable horse in combat. It can give you an edge when you have to make a check to keep your mount. A saddle of a high-end design is necessary to ride any water and flying mount.
Proficient Vehicle: If you can demonstrate the ability to operate a particular kind of car (land or even water), you may add your Proficiency Bonus to any checks you perform to manage the type of vehicle you are driving in difficult conditions.
The Rowed Vessels: Keelboats, as well as rowboats, can be found on rivers and lakes. If you are going downstream, you must add how fast the stream is (typically three miles an hour) in addition to the velocity of your vehicle. The Rowboats can’t be rowed in a significant current. However, they may be drawn downstream by draft animals along the shores. A rowboat weighs 100 pounds if adventurers transport it across the ground.
Galleys are large vessels that rely on sails as well as huge rowing crews for movement. They can carry siege weapons, soldiers for battle, or carry large quantities of cargo to merchants. Whatever the reason for the vessel, the crew typically has extra security in place since galleys are large, cargo-laden targets for pirates.
A galley is equipped with the following characteristics:
Ceilings. In the ceiling, the lower deck of the galley is 8 feet tall.
Light. Lanterns that hang from the ceiling shine brightly all over the ship.
Rigging. Rigging on the ship may be climbed even without a test.
Sails as well as Oars. The galley is equipped with a 120-foot mast, with sails that take the wind in and an oar located on the lower decks for rowing the boat.
Example Galley Crew
A galley requires an eighteen-member crew to row or sail the vessel safely. It could also carry more soldiers or passengers. If guests are present on the vessel, The crew is comprised of the following characters who all are skilled with water-based vehicles in addition to their usual numbers:
One Captain (bandit captain)
Five officers are also present, including a first mate, an officer, a bosun, and a surgeon. cook (scouts)
Forty-two sailors (commoners)
Twelve siege engineers (guards)
One of the tiniest boats for sailing, the keelboats may be rowed or skippered by just one person. These vessels typically carry small quantities of passengers or cargo. They’re ideal for cruises with pleasure because they’re less complicated and more affordable to run than larger vessels.
The following attributes:
Light. An overhead lantern, or even two, throws beams of light over the ship.
Rigging. Rigging on the vessel can be climbed with no ability test.
Sails. The keelboat is equipped with a 10-foot mast that has sailed.
An example is Keelboat Crew.
A keelboat needs one crew member for smooth operation. If guests are the only ones on a keelboat crew is composed of a single captain who is a statistic of a bandit commander with experience with water vessels.
The following characteristics characterize deck keelboat’s deck:
Ballista. The ballista (DMG, Ch. 8) is placed on the front side of the deck. Ten ballista arrows are placed on top and secured to the nearby.
Oars. The deck of the vessel has twelve benches as well as four oars that measure 15 feet long. When the boat is pulled, crew members are seated on the benches and operate on the oars.
Railing. The deck is 3-foot high. The railing around its perimeter offers half-coverage for medium creatures and three-quarters of cover for smaller creatures in the area behind it.
The cabin of the keelboat has the following attributes:
Footlockers. Under every bed is the footlocker. The lock is made of iron and comes with AC 19 and 18, hit points, and is immune to psychic and poison damage.
Furniture. Two beds as well as a desk with chairs on the side of the cabin.
Longships are boats that rely on boating groups and sailing to travel across the ocean. These vessels are commonly used to transport soldiers to combat. The length of a longship allows soldiers to hop on and off swiftly and is the ideal vessel to engage in surprise attacks.
A longship comes with the following characteristics:
Light. Hanging lanterns cast bright lights across the deck.
Rigging. Rigging on the ship may be climbed even without a check.
Rudder. The ship is controlled through a rudder controller on the deck’s aft.
Sails. The longship comes with a 20-foot mast, with sails that are used to sail the vessel.
An example is Longship Crew.
Longships require a crew of 40 to row or sail the vessel effectively. Often, it carries extra soldiers or passengers. Suppose the people are guests on a longship. In that case, they are a part of the following animals that all are proficient with watercraft in addition to their usual numbers:
One captain (berserker)
Five officers were also present include a first mate, bosun, quartermaster as well as a surgeon and cook (berserkers)
Three hundred and forty-four sailors (commoners)
Decks of longships are equipped with the following characteristics:
Oars. The deck. The deck is adorned with 16 benches. Each is equipped sporting an oar that is 15 feet long. If the vessel is in motion, the crew sits on the benches to operate on the oars. Five spare oars can be found across the ceiling.
Railing. The deck is a 3-foot high rail covered with wooden shields all around the perimeter, which provides half-coverage for creatures of medium size and three-quarters coverage for Small creatures in the back.
The rowboat is used to transport passengers back and forth between larger vessels or to navigate rivers and lakes. Because of its straightforward, flexible design, a rowboat has no decks or typical crew members. At 100 pounds, the rowboat is simple to move and could be transported by larger vessels.
Sailing ships are speedy designs with a focus on traveling. Warships are slower but are larger and more heavily armed vessels capable of handling greater cargo. However, they’re part of the following regions, as the maps indicate they don’t possess the same equipment.
A warship or sailing vessel includes the following attributes:
Ceilings. The ceilings on Lower Deck, the holds and cabins, are 8 feet high, with doors that measure 6 feet tall.
Doors. The doors of the ship are constructed out of wood. They have AC 15, 18, hit points, and are immune to psychic damage and poison. The lock can be opened with the help of a successful DC 15 Dexterity check made using tools for thieves, or the door could be forced to open by the success of a DC 20 Strength (Athletics) test.
Footlockers. The foot locks on the ship are made of iron and come with AC 19, 18, 18 hit points and immunity to psychic and poison injury.
Light. Lanterns hanging from the ceiling cast bright light all over the ship.
Rigging. Rigging on ships can be climbed even without a check.
Sails. The ship has three tall, 80-foot masts, each with sails for catching the wind and oars on the lower deck to allow rowing.
A warship or sailing vessel requires a large crew to navigate vessel efficiently. Warships are equipped with extra soldiers to engage in battles and to fire their siege weapons. Suppose the characters are guests aboard an ocean vessel or warship. In that case, their crew consists of the following animals that all have experience with water vehicles, in addition to their regular stats:
One Captain (bandit captain)
There were four other officers include a first mate, bosun, quartermaster, and cook (nobles)
25 sailors (commoners)
A warship usually has an additional crew of the following to enhance its combat capabilities:
40 soldiers (guards)
Eight siege engineers (guards)
A priest (the doctor of the ship)
1. Main Deck
The main deck of the ship includes the following characteristics:
Mangonel. The mangonel of sailing ships (DMG, Ch. 8) connected on the deck. Warships are equipped with two mangonels (DMG, Ch. 8). Each weapon is made up of 10 mangonel stones that are stacked and placed near to the.
Hatch. A covered, 10-foot square opening opens to the deck below (area of W8).
Railing. The main deck is equipped with three-foot-high rails around its perimeter, which gives half protection to Medium-sized creatures and three-quarters coverage for smaller creatures in the area behind it.
Rowboats. Four rowboats are placed over each other at the deck. Pulleys and ropes can lift these boats out and in from the sea.
2. Officers’ Quarters
Four beds can be found in the quarters of the officer. Under each bed is an iron footlocker that houses the officer’s possessions. Officers sleep during shifts, so they have someone to oversee the crew and follow the Captain’s directives.
3. Captain’s Quarters
The quarters of the Captain’s house contain the bed as well as a desk. Below the bed is a footlocker made of iron that holds the Captain’s personal belongings.
4. Siege Weapon Ammunition
The shelves and ropes along the walls of the cabin hold mangonel stones and ballista arrows.
This space is home to equipment for tar barrels, rope, additional material to fix sails, as well as other items required to keep the ship in good condition.
The forecastle comes with the following characteristics:
Ballista. The ballista (DMG, Ch. 8) is secured on the deck. Ten ballista arrows are placed on top and secured close to.
Figurehead. Iron figureheads are found on warships in front of their forecastle. The figurehead acts as the vessel’s naval ram. It is often designed to resemble a terrifying sea predator.
Railing. Railing that runs around its perimeter. The forecastle is 3-foot high. It offers half-coverage for medium creatures and three-quarters of cover for small creatures that are behind it.
The quarterdeck comes with the following characteristics:
Ballista. On the warship, the ballista (DMG, ch. 8) is fixed on the deck. Ten ballista arrows have been stacked and secured nearby.
Railing. The quarterdeck features a three-foot-high railing around its perimeter, giving half protection to medium creatures and three-quarters of cover for smaller creatures behind it.
Wheel. The wheel of the ship is located in the aft part on the quarterdeck.
8. Oar Deck
There are 22 benches constructed inside the lower deck, each sporting an oar 20 feet long. When the vessel is in motion, the crew sits on these benches and uses on the oars. Ten spare oars are hung across the sides of the vessel.
Benches are a feature of the room. Four holes in them serve as chamber pots for the house.
10. Medical Cabin
Hooks and shelves along the walls house medical instruments, including bandages, balms and bandages, sponges, tonics and many more, all ready to treat injuries sustained in combat or boating mishaps.
11. The Guest Cabin and Brig
The cabin is intended for guests as well as visiting officials of high rank along the trip. Because warships typically are more likely to accommodate prisoners than guests, every cabin on a warship comes with a set of manacles (see chapter 5 of the Player’s Handbook) attached to the frame.
The area is home to both cargo and passengers. The crew members on leave rest on beds between containers and barrels filled with water, food, and other necessities.
The ship’s arsenal of armor and weapons in 5e is stored in this room. Its walls are equipped with built-in armor and weapon racks. The entrance to the room is typically locked, and the key is kept in the hands of one officer of the ship.
Summary: dnd 5e mounts and vehicles & sailing
|Mounts and Other Animals|
|Camel||50 gp||50 ft.||480 lb.|
|Donkey or mule||8 gp||40 ft.||420 lb.|
|Elephant||200 gp||40 ft.||1,320 lb.|
|Horse, draft||50 gp||40 ft.||540 lb.|
|Horse, riding||75 gp||60 ft.||480 lb.|
|Mastiff||25 gp||40 ft.||195 lb.|
|Pony||30 gp||40 ft.||225 lb.|
|Warhorse||400 gp||60 ft.||540 lb.|
|Tack, Harness, and Drawn Vehicles|
|Bit and bridle||2 gp||1 lb.|
|Carriage||100 gp||600 lb.|
|Cart||15 gp||200 lb.|
|Chariot||250 gp||100 lb.|
|Animal Feed (per day)||5 cp||10 lb.|
|Saddle, Exotic||60 gp||40 lb.|
|Saddle, Military||20 gp||30 lb.|
|Saddle, Pack||5 gp||15 lb.|
|Saddle, Riding||10 gp||25 lb.|
|Saddlebags||4 gp||8 lb.|
|Sled||20 gp||300 lb.|
|Stabling (per day)||5 sp||—|
|Wagon||35 gp||400 lb.|
|Galley||30,000 gp||4 mph|
|Keelboat||3,000 gp||1 mph|
|Longship||10,000 gp||3 mph|
|Rowboat||50 gp||1½ mph|
|Sailing Ship||10,000 gp||2 mph|
|Warship||25,000 gp||2½ mph|