Nautical Combat
LoreHouse rules for running a ship in combat, with six crew roles and their actions.
These are house rules for ship-to-ship fights. Which campaign they were written for isn't recorded. They pair with the homebrew Outrigger Fishing Boat on D&D Beyond, a vessel meant to be upgraded as the party improves it.
Crew roles
| Role | Job | Best suited to |
|---|---|---|
| Captain | Gives the orders. | High Intelligence and Charisma; water vehicles, Intimidation and Persuasion. |
| Armsman | Mans the ship's weapons; with none aboard, repels boarders or casts spells in support of the crew. | Martial or spellcasting characters. |
| Bosun | Advises the captain and crew on the ship and leads repairs and maintenance. | Technical know-how. |
| Navigator | Plots the course from charts, weather and sea conditions. | Nautical charts and weather lore. |
| Surgeon | Treats injuries, keeps disease from spreading and oversees sanitation. | Medicine. |
| Cook | Makes meals from the ship's limited stores. A good cook keeps morale high; a bad one drags the whole crew down. | Cooking. |
Role actions
- Captain.
- Load the good powder (action): the armsman loads the best ammunition aboard, adding two of the weapon's damage dice to its damage.
- Full speed ahead (action, on deck): the ship takes the Dash action.
- Do your best (action): another crew member takes a full turn (action, movement and bonus action) on their turn.
- Armsman.
- Fire the missile (action): fire any weapon aboard; its stats depend on the weapon.
- Taking aim: take the Ready action to hold a weapon attack for a trigger.
- Bosun.
- I can fix it (action): repair 1d6 + 6 damage to one section of the ship. A component other than the hull that was at 0 hit points works again.
- Trim the mast, swab the poop deck (reaction): shift damage from one part of the ship to another, perhaps saving a component from destruction.
- Navigator.
- Tacking and jibbing (action): the ship zigzags, giving disadvantage on the next attack against it.
- Steerage: taken on the navigator's turn and again on each crew member's turn until the navigator's next turn, adjusting the ship's heading. The ship itself always moves on the captain's turn.
- Surgeon.
- Patch him right up (action): heal a party member 1d12.
- Save their souls (reaction): divert damage that would hit a humanoid to a nearby section of the ship.
- Cook.
- Pass around the rum (reaction): give a crew member a d8 inspiration die, which can be rolled after seeing the d20 but before the result is known.
- A nice hot meal, a nice cold drink (action): hand out cold water or warm food, granting resilience to fire or to cold until the end of the recipient's next turn.
General rules
- An unconscious or sleeping crew member takes no role actions.
- Roles act in rank order: captain, bosun, armsman, navigator, surgeon, cook.
- A crew member takes a normal turn instead of a role turn only when the captain directs it, and never both, except the armsman.
- If the ship is boarded, roll initiative.
Also known as Nautical craft management, Ship crew roles.