Strongholds and Followers Add-on
Naval Artisans
With the option of having a Pirate Ship present in Matt Colville's Strongholds and Followers and the officially released Ghosts of Saltmarsh adventure pack, I found there to be a lack of options for my players who wound up owning a ship stronghold to have some of the more important crew roles filled by NPCs.
Instead of having shops, these artisans very presence on your ship have effects on the units that make up your crew, or on the ship itself. These effects can be upgraded by upgrading the artisan itself in the same way that artisan shops can be upgraded for a regular keep.
The Bosun
The bosun is to a ship what a carpenter or mason is to a keep. Their primary purpose is to ensure that the ship stays more or less in one piece, no matter what hits it. Good bosuns are often strong and well-versed in ship design.
The Bosun Effect: Keep her Afloat. Assuming the proper materials are on board, the bosun will make free repairs to the ship over time. The bosun also makes it faster to improve your ship's level by 10% per level.
Additionally, the bosun is considered proficient with Carpenter's Tools and can add a bonus to any check related to Carpenter's Tools equal to 2 + the bosun's level.
Calculating Repairs
There's two primary ways to handle how your ship is damaged. Either using the toughness charts from S&F, or using the hitpoints of the ship stat blocks from the DMG/GoS. Depending on which system you go with, the bosun repairs the following for free:
- Repairs worth 250 gp per level per week (Same as a Mason from S&F)
- 1d6 + the crew's quality score per level per week (Similar to a Bosun from GoS)
The Cook
Life at sea is often boring enough before mentioning the food. The cook keeps good track of the ships rations, and works to increase its supply any opportunity they get. A good cook can keep a crew high spirited, as well as healthy.
The Cook's Effect: What's for Dinner? With a cook on board, you can choose not to have a drop in crew quality (GoS) when otherwise it would happen. You can do this a number of times equal to the cook's Level, after which you must take an extended rest to refresh this ability.
Additionally, the cook is considered proficient with both Cook's Utensils and Brewer's Supplies and grants a bonus to any Cook's Utensils or Brewer's Supplies checks equal to 2 + the cook's level.
The First Mate
All of the ship's Captain's orders fall on the first mate to execute. First mates are the second in command of the ship and will take over control of the ship while you're out and about. A good first mate will quell any talk of mutiny before it becomes too big of a threat to stop.
The First Mate Effect: Morale Boost. All units on your ship have a morale bonus equal to the first mate's level.
Additionally, the first mate grants a bonus to any check made to improve the crew's quality score (GoS) equal to the first mate's level.
The Helmsman
A ship won't drive itself. The best helmsmen are experienced and well-traveled pilots, they each have their tricks up their sleeves for avoiding pursuit, navigating hazards, and keeping control in storms.
The Helmsman Effect: A Leaf on the Wind. With a helmsman at the wheel, you can replace any ship maneuver related check with a 12 (before adding bonuses). You can do this a number of times equal to the helmsman's level, after which you must take an extended rest to refresh this ability.
Additionally, the helmsman is considered proficient with Water Vehicles and grants a bonus to any Water Vehicles check equal to 2 + the helmsman's level.
The Navigator
Knowing where you are in the world is the only thing keeping you from officially being lost when you're on the high seas. Good navigators keep detailed charts and meticulous calculations to ensure that they are never lost.
The Navigator Effect: Check the Charts. With a navigator on board, you can replace any navigation related check with a 12 (before adding bonuses). You can do this a number of times equal to the navigator's level, after which you must take an extended rest to refresh this ability.
Additionally, the navigator grants a bonus to the use of Navigator's Tools on deck equal to 2 + the navigator's level.
The Surgeon
Life at sea is often close quartered, and diseases spread rapidly in an unprepared crew. Injuries can become fatal quickly if untreated when your ship is ten days out from the nearest cleric. Surgeons are usually herbalists who specialize in providing mundane medical care by creating salves, poultices, and remedies from natural ingredients.
The Surgeon Effect: On your Feet. With a surgeon on board, the ship can, as an action, stabilize a creature with 0 hitpoints (as though the ship used a Healer's Kit).
With a surgeon, you can replace any check related to keeping the crew healthy with a 12 (before adding bonuses). You can do this a number of times equal to the surgeon's level, after which you must take an extended rest to refresh this ability.
Additionally, the surgeon is considered proficient with a Herbalism Kit and can add a bonus to any check related to a Herbalism Kit equal to 2 + the surgeon's level.