Mounts and Vehicles: Difference between revisions
mNo edit summary |
mNo edit summary |
||
Line 76: | Line 76: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+'''Airborne and Waterborne Vehicles''' | |+'''Airborne and Waterborne Vehicles''' | ||
Ship Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold Cost | |- | ||
Airship 8 mph 10 20 1 13 300 — 40,000 GP | !Ship!!Speed!!Crew!!Passengers!!Cargo (Tons)!!AC!!HP!!Damage Threshold!!Cost | ||
Galley 4 mph 80 — 150 15 500 20 30,000 GP | |-align="center" | ||
Keelboat 1 mph 1 6 1/2 15 100 10 3,000 GP | |[[Airship]]||8 mph||10||20||1||13||300||—||40,000 GP | ||
Longship 3 mph 40 150 10 15 300 15 10,000 GP | |-align="center" | ||
Rowboat 1½ mph 1 3 — 11 50 — 50 GP | |[[Galley]]||4 mph||80||—||150||15||500||20||30,000 GP | ||
Sailing Ship 2 mph 20 20 100 15 300 15 10,000 GP | |-align="center" | ||
Warship 2½ mph 60 60 200 15 500 20 25,000 GP | |[[Keelboat]]||1 mph||1||6||1/2||15||100||10||3,000 GP | ||
|-align="center" | |||
|[[Longship]]||3 mph||40||150||10||15||300||15||10,000 GP | |||
|-align="center" | |||
|[[Rowboat]]||1½ mph||1||3||—||11||50||—||50 GP | |||
|-align="center" | |||
|[[Sailing Ship]]||2 mph||20||20||100||15||300||15||10,000 GP | |||
|-align="center" | |||
|[[Warship]]||2½ mph||60||60||200||15||500||20||25,000 GP | |||
|} | |} | ||
===Crew=== | ===Crew=== |
Latest revision as of 18:45, 8 May 2025
Equipment
Coins
Weapons
Armor
Tools
Adventuring Gear
Mounts and Vehicles
Lifestyle Expenses
Food, Drink, and Lodging
Hirelings
Spellcasting
Magic Items
Mounts and Vehicles
A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See "Monsters" for the animals' stat blocks.
Mounts and Cargo
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Barding
Barding is armor designed for a mount. Any type of armor on the Armor table in "Equipment" can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much.
Saddles
A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.
Item | Carrying Capacity | Cost |
---|---|---|
Camel | 450 lb. | 50 GP |
Elephant | 1,320 lb. | 200 GP |
Horse, Draft | 540 lb. | 50 GP |
Horse, Riding | 480 lb. | 75 GP |
Mastiff | 195 lb. | 25 GP |
Mule | 420 lb. | 8 GP |
Pony | 225 lb. | 30 GP |
Warhorse | 540 lb. | 400 GP |
Item | Weight | Cost |
---|---|---|
Carriage | 600 lb. | 100 GP |
Cart | 200 lb. | 15 GP |
Chariot | 100 lb. | 250 GP |
Feed per day | 10 lb. | 5 CP |
Saddle | ||
Exotic | 40 lb. | 60 GP |
Military | 30 lb. | 20 GP |
Riding | 25 lb. | 10 GP |
Sled | 300 lb. | 20 GP |
Stabling per day | — | 5 SP |
Wagon | 400 lb. | 35 GP |
Large Vehicles
The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply.
Speed
A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.
Ship | Speed | Crew | Passengers | Cargo (Tons) | AC | HP | Damage Threshold | Cost |
---|---|---|---|---|---|---|---|---|
Airship | 8 mph | 10 | 20 | 1 | 13 | 300 | — | 40,000 GP |
Galley | 4 mph | 80 | — | 150 | 15 | 500 | 20 | 30,000 GP |
Keelboat | 1 mph | 1 | 6 | 1/2 | 15 | 100 | 10 | 3,000 GP |
Longship | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 | 10,000 GP |
Rowboat | 1½ mph | 1 | 3 | — | 11 | 50 | — | 50 GP |
Sailing Ship | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 | 10,000 GP |
Warship | 2½ mph | 60 | 60 | 200 | 15 | 500 | 20 | 25,000 GP |
Crew
A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see "Hirelings" later in "Equipment") to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table.
Passengers
The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.
Damage Threshold
If a vehicle has a damage threshold (see "Rules Glossary"), it's noted in the table.
Ship Repair
Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved.