Ship Roles represent a character's ability to perform certain duties on a ship, or their ability to command crew members to perform these duties.
A character gains 1 role point at 1st-level, and another every 2 levels after first (3rd, 5th 7th etc.). They may spend these points in increasing their rank in one of the roles below. The DM may also decide to award role points or ranks as rewards at any time. At each rank, a character gains a role feature that improves their ability to perform their role.
The boatswain or bosun is responsible for maintaining the ship both in and out of combat.
At Rank 1 in Boatswain, you gain the Repair feature listed below.
Repair. You can spend 1 minute with carpenter's tools, tinker's tools (or the mending cantrip) to repair a component or weapon of the ship. You restore 2d6 + twice your Boatswain rank hit points to the target component.
At each subsequent rank after rank 1, you gain one additional feature of your choice from the list below.
Quick Repair (Rank 2 or higher). You can use carpenter's tools or tinker's tools as an action to restore a number of hit points to a ship component equal to your Boatswain rank.
Brace (Rank 2 or higher). Once on your turn, you can choose a ship component or weapon to protect from harm. Until the start of your next turn, the damage threshold for this component is increased by three times your Boatswain level. If you choose the hull, you choose one half of the hull from the; bow, stern, port or starboard. The bonus only applies to that part of the hull.
The Captain commands the ship and crew during battle, and sometimes outside of battle too. They oversee combat and issue commands as they see fit.
At Rank 1 in Captain, you gain the Take Charge feature listed below.
Take Charge. If a ship has no captain, you can take the captain role, provide the current crew would allow you to do so. While in the captain role, all crew members have a bonus to ability checks and attack rolls made using the ship or its weapons equal to your Captain rank.
At each subsequent rank after rank 1, you gain one additional feature of your choice from the list below.
Inspiring Command (Rank 2 or higher). When a creature makes roll that benefits from your Take Charge feature, you can use a reaction to double the bonus.
Hurry (Rank 2 or higher). While in the captain role, you can use an action to allow any creature on the ship to use their reaction to take an action that uses the ship, its weapons or an action that is granted by their ship role.
For example, you can command a Gunner to fire a weapon or command the Boatswain to use their Quick Repair feature.
The Quartermaster is responsible for the crew and supplies on board a ship. Except during combat, the quartermaster may be of equal, or even higher, status than the captain.
At Rank 1 in Quartermaster, you gain the Raise Morale feature listed below.
Raise Morale.
A gunner is responsible for operating a ship weapon. Alternatively, they may command a small crew that operates the weapon.
At Rank 1 in Gunner, you gain the Open Fire feature listed below.
Open Fire. When you fire a ship weapon, you can add your Strength or Dexterity modifier to the attack and damage rolls for this attack. In addition, you add your Gunner rank to the damage roll.
At each subsequent rank after rank 1, you gain one additional feature of your choice from the list below.
Quickload (Rank 2 or higher). When you take an action to load a ship weapon, you can immediately take one additional action to load, aim or fire the weapon.
Skilled Gunner (Rank 2 or higher) (ALT). You can use class features which apply to ranged weapon attacks (such as Extra Attack) while firing the weapon. The DM may decide that certain features (such as ?) do not work for ship weapons. Should this ignore loading (probably not for the bombard cannon)
Skilled Gunner (Rank 2 or higher) (ALT). If a class feature, spell or other effect would increase the damage you deal with ranged weapon attacks (such as Divine Strike or Sneak Attack), you can apply that benefit to a ship weapon as if it was a ranged weapon.
bonus to perception checks of self and crew
double bonus if high up or holding spyglass
Keep Watch. While you are serving as lookout, all crew on the ship have a bonus to their passive perception equal to your Lookout rank.
bonus to speed and maneuverability
Could be merged into quartermaster
Good Meals. Character and crew who spend at least 1 hour on the ship, gain a number of temporary hit points equal to 1d6 + twice your Cook rank.