Any PC on board of a ship may issue a special command by making a Command Roll.
Flank Speed!
Check DC 15: Intelligence (Arcana) or Intelligence (Vehicles Wildspace) check.
Result: Ship can move two additional hexes
Special: Add or subtract the Ship’s Dex modifier to this roll.
Fix That Hole!
Check DC 15: Intelligence (Carpenter’s tools)
Result: reduce damage suffered previous round by 5
Take Aim!
Check DC 15: Wisdom (Perception)
Result: add your proficiency bonus to one attack roll
Put Your Backs Into It!
Check DC 15: Charisma (Performance or Intimidation)
Result: grant advantage to all command rolls made this round
A D&D 5e Spelljammer Campaign - Started September 2016 - Ended November 2017
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Tuesday, April 11, 2017
Boarding
BOARDING:
Special: Add or subtract the Ship’s Dex modifier to these rolls.
- You may not use any weapons this round (but you may use your ram if you have any)
- Your ship must be adjacent to the target ship Roll an Intelligence (Arcana) or Intelligence (Vehicles Wildspace) check DC 20.
- If the ships are Grappled (see grappling rams), you have advantage on this roll.
- If you succeed, neither ship can move or use weapons.
- The ships are now locked together, and the only way to break free is to make an Intelligence (Arcana) or Intelligence (Vehicles Wildspace) check DC 20. If the ships are Grappled (see grappling rams), you have disadvantage on this roll.
Special: Add or subtract the Ship’s Dex modifier to these rolls.
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