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Captain Krakentooth's Guide to the Seven Seas

A Setting Agnostic Supplement for the High Seas! Who doesn’t love a good pirate and sailing the seven seas with a dastardly crew of swashbucklers and buccaneers! But in D&D 5e, sometimes it can be difficult to make this ever-so-common fantasy an immersive reality, as rules on ships, ship combat, running a crew, and even pirate enemies are sparse and far in-between! Although Ghosts of Saltmarsh may have set the tone for seafaring adventures, some of the ship rules within it are very complex and confusing, and this product seeks to fix that and a plethora of character and customization options! Simple and Elegant Ship Rules Within Captain Krakentooth’s Guide to the Seven Seas you can find yourself polished rules on Ship Combat that combines traditional combat and ship management in an elegant and engaging system. By stilling rolling initiative as normal but with the added changes of ship initiative and ‘Officer Actions,’ some players can still take their turn launching fireballs from afar or flying above the mast to scout, while other players that may not be so magically inclined can still engage in active ship combat beyond ‘I wait until the ship is within striking range,’ by taking influential and turn-changing Officer Actions! Whether you’re the Captain, First Mate, Bosun, Powder Monkey, Quartermaster, or Surgeon, never again will you wait for an hour and a half before you can do things in ship combat if you aren’t a spellcaster or have water vehicle proficiency! 12 New Seafaring Foes and Enemy Ship Rules! And this compendium is not just for you players that want to be on the high-seas, it also makes it easy for the DM! Never again will you have to scrounge the internet for vague and slightly off-balanced pirate enemies, you can now find 12 Enemy Humanoids Pirates from First Mates, Boarders, Captains, to even Gunslingers that are paired with easy to pick up and run Enemy Ship Combat rules to ensure that combat is not a slog of 8+ DM ability checks! An Absurd Amount of Options Your seafaring characters are as unique as you are, and as such, you should not be limited to JUST what the PHB has to offer! Captain Krakentooth’s Guide to the Seven Seas offers a staggering… 81 magical and nonmagical ship upgrades to deck out your ship! 30 new seafaring spells that use the ship combat system with cantrips to 9th level spells 23 new magic items revolving around the open seas, piracy, and curses! 15 new melee weapons with brand new properties and 13 firearms that don't include misfire scores! 10 Privateer and Waverider martial/primal techniques to spice up your martial characters! 8 Sample ships alongside their statistics and sample ship weapons And 4 new seafaring themed subclasses!

Captain Krakentooth's Guide to the Seven Seas Captain Krakentooth's Guide to the Seven Seas Captain Krakentooth's Guide to the Seven Seas Captain Krakentooth's Guide to the Seven Seas Captain Krakentooth's Guide to the Seven Seas

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