Player Naval Combat Special Actions

A player may opt to use one of the special actions described below during their turn as opposed to taking their turn as normal. These actions are:

1. Pilot Ship.
The player may add their Int (Navigator’s Tools) bonus to the ship’s piloting roll. This must be declared before the ship rolls its piloting roll. Only one player may do this per turn.

2. Direct Gunners.
The player may add their Wis (Perception) bonus to a single attack roll from one of the ship’s batteries. One player may do this per battery.

3. Evasive Manuevers!
The player may inspire the crew to take evasive maneuvers, increasing the ship’s evasive abilities, giving the ship a bonus to AC equal to their Cha (Persuasion) bonus divided by 2 (round up). Only one player may inspire the crew each turn.

4. Adjust Sails.
The player quickly adjusts the sails, allow the ship to move an additional Dex (Navigator’s Tools) bonus divided by three (round up), squares. Only one player may adjust the sails per turn.

5. Help
The help action can also be used in naval combat. If one player is doing any of the above actions that require a roll (ie Pilot ship or direct gunners), another player may help them to give advantage!

Player Naval Combat Special Actions

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