![]() The DM will let you know if it works or not. Or, just try whatever you want your character to try. Your DM can have things work in the game any way he or she wants them to work. I have the same answer to all of rest of your questions. Regardless of the rules here, it is up to your DM to decide how a magical helm works in his or her game and whether or not it can be moved to another ship. However, because you are specifically asking about moving the “helm” from one ship to another it sounds like you may be asking about the skyship helm that is in my “Skyships” rules. This spell can not do that.īecause you are asking this on the “Nautical Adventures” page, I must assume you are a player in a game where the DM is using these “Nautical Adventures” rules. I had a player last week that wanted to use it to add handles to a box. Read it carefully and pay special attention to the examples. Many players want to use it in ways that it was never intended. I could do a whole post on the Mending spell. I would even rule that if a rope was cut into several pieces, the PC would have to take the time to match the correct ends together before the mending spell would work – it can only return it to its uncut state and can not be used to attach two ends of two ropes that were never previously connected. However if the sail has a large hole in it, or a rip that is over one foot long, or a length of rope has been burned, the cantrip won’t help. If a rope has been cut, one casting can put it back together. If there are several small rips in the sail, each casting could mend one rip. Ether the cantrip can fix it because the damage isn’t very sever, or the damage its too extensive and it can’t mend it at all. The first casting can NOT mend the first foot of damage. Don’t let a PC make major repairs just because it is a cantrip and he can cast it once every 6 seconds. I think that many typical ship maintenance repairs are minor.īe careful though. However, if the ship’s Carpenter had the mending cantrip I might consider reducing the amount of time required to do normal ship repairs. I have not had any experience with a PC character having assess to the Mending Cantrip and using it to mend the ship.īy itself, Mending couldn’t mend any major damage in that it is limited to repairs that are less than one foot long. He got me to thinking seriously about how to keep all of the players involved in naval combat. I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.Ī special thanks to Shawn at for his series on Naval Combat for D&D 5th edition. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles” (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.) I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. That officer can be his or her PC or it may be an NPC and he has several actions available to him that are specific to that officer. Each player controls one of their ship’s officers. Care has been taken to assure each payer has something to contribute each round of ship-to-ship combat. Ship-to-ship battles do take up the majority of the pages here, but the battles are from the point of view of the player characters on board their ship. Rather this is about what the PCs can do with ships. In keeping with the spirit of 5e, this is not about conducting massive sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. This is a complete re-write of the Ship to Ship Combat rules I published before ( 3.5 version here). You can download a free copy here: 5E_Nautical_Adventures.pdf Rules for conducting a seafaring campaign in D&D.
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