Update root-level README and reorganize sources

In an effort to mitigate questions from new, inexperienced users on how
to import data into Fight Club 5e, I rewrote and reorganized the
root-level README file to include detailed instructions on how to
compile their own compendiums using the sources found within this
repository. Some existing data, such as how to create your own
collection file, was moved into other READMEs under the Collections and
Sources directories.

I also took some liberty in reorganizing the directory structure of this
repository and renamed some of the top-level directories. In my view,
having sources under the "FightClub5eXML" folder didn't make a lot of
sense, so I moved those sources into the top-level "Sources" folder. I
made sure to update all of the collection files, along with the
"travis.yml" config file, to properly point to the correct folders.

Finally, while updating the "travis.yml" config file, I changed the
output folder of those build compendiums to be under a top-level
"Compendiums" folder. This folder is ignored by git.
This commit is contained in:
Z. Charles Dziura
2021-11-03 10:55:25 -04:00
parent 94441f22ff
commit cd2e289641
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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<background>
<name>Fisher</name>
<proficiency>History, Survival</proficiency>
<trait>
<name>Description</name>
<text>You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.
• Skill Proficiencies: History, Survival
• Languages: One of your choice
• Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp
Source: Ghosts of Saltmarsh p. 29</text>
</trait>
<trait>
<name>Feature: Harvest the Water</name>
<text>You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
</text>
</trait>
<trait>
<name>Fishing Tale</name>
<text>You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.
d8 | Tale
1 | Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.
2 | It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3 | Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
4 | Ghost Fish. You are haunted by a ghostly fish that only you can see.
5 | Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
6 | It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
7 | Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8 | Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.
Fisher Personality Traits
d8 | Personality Trait
1 | I am unmoved by the wrath of nature.
2 | My friends are my crew; we sink or float together.
3 | I need long stretches of quiet to clear my head.
4 | Rich folk don't know the satisfaction of hard work.
5 | I laugh heartily, feel deeply, and fear nothing.
6 | I work hard; nature offers no handouts.
7 | I dislike bargaining; state your price and mean it.
8 | Luck favors me, and I take risks others might not.
Fisher Ideals
d6 | Ideal
1 | Camaraderie. Good people make even the longest voyage bearable. (Good)
2 | Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
3 | Daring. The richest bounty goes to those who risk everything. (Chaotic)
4 | Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5 | Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6 | Hard Work. No wave can move a soul hard at work. (Any)
Fisher Bonds
d6 | Bond
1 | I lost something important in the deep sea, and I intend to find it.
2 | Someone else's greed destroyed my livelihood, and I will be compensated.
3 | I will fish the many famous waters of this land.
4 | The gods saved me during a terrible storm, and I will honor their gift.
5 | My destiny awaits me at the bottom of a particular pond in the Feywild.
6 | I must repay my village's debt.
Fisher Flaws
d6 | Flaw
1 | I am judgmental, especially of those I deem homebodies or otherwise lazy.
2 | I become depressed and anxious if I'm away from the sea too long.
3 | I have lived a hard life and find it difficult to empathize with others.
4 | I am inclined to tell long-winded stories at inopportune times.
5 | I work hard, but I play harder.
6 | I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.
</text>
</trait>
</background>
<background>
<name>Marine</name>
<proficiency>Athletics, Survival</proficiency>
<trait>
<name>Description</name>
<text>You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.
• Skill Proficiencies: Athletics, Survival
• Tool Proficiencies: Vehicles (water, land)
• Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp
Source: Ghosts of Saltmarsh p. 31</text>
</trait>
<trait>
<name>Feature: Steady</name>
<text>You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
</text>
</trait>
<trait>
<name>Hardship Endured</name>
<text>Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.
d6 | Hardship
1 | Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
2 | Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
3 | Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
4 | Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
5 | Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6 | Leave None Behind. You carried an injured marine for miles to avoid capture and death.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
Marine Personality Traits
d8 | Personality Trait
1 | I speak rarely but mean every word I say.
2 | I laugh loudly and see the humor in stressful situations.
3 | I prefer to solve problems without violence, but I finish fights decisively.
4 | I enjoy being out in nature; poor weather never sours my mood.
5 | I am dependable.
6 | I am always working on some project or other.
7 | I become cantankerous and quiet in the rain.
8 | When the sea is within my sight, my mood is jovial and optimistic.
Marine Ideals
d6 | Ideal
1 | Teamwork. Success depends on cooperation and communication. (Good)
2 | Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
3 | Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
4 | Might. The strong train so that they might rule those who are weak. (Evil)
5 | Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)
6 | Perseverance. No injury or obstacle can turn me from my goal. (Any)
Marine Bonds
d6 | Bond
1 | I face danger and evil to offset an unredeemable act in my past.
2 | I. Will. Finish. The. Job.
3 | I must set an example of hope for those who have given up.
4 | I'm searching for a fellow marine captured by an elusive enemy.
5 | Fear leads to tyranny, and both must be eradicated.
6 | My commander betrayed my unit, and I will have revenge.
Marine Flaws
d6 | Flaw
1 | I grow combative and unpredictable when I drink.
2 | I find civilian life difficult and struggle to say the right thing in social situations.
3 | My intensity can drive others away.
4 | I hold grudges and have difficulty forgiving others.
5 | I become irrational when innocent people are hurt.
6 | I sometimes stay up all night listening to the ghosts of my fallen enemies.
</text>
</trait>
</background>
<background>
<name>Shipwright</name>
<proficiency>History, Perception</proficiency>
<trait>
<name>Description</name>
<text>You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.
• Skill Proficiencies: History, Perception
• Tool Proficiencies: Carpenter's tools, Vehicles (water)
• Equipment: A set of well-loved carpenter's tools, a blank book, Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp
Source: Ghosts of Saltmarsh p. 33</text>
</trait>
<trait>
<name>Feature: I'll Patch It!</name>
<text>Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
</text>
</trait>
<trait>
<name>Life at Sea</name>
<text>Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.
d6 | Sea's Influence
1 | Grand Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
2 | Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
3 | Favored. You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion.
4 | Master of Armaments. You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items.
5 | Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors.
6 | Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.
Shipwright Personality Traits
d8 | Personality Trait
1 | I love talking and being heard more than I like to listen.
2 | I'm extremely fond of puzzles.
3 | I thrive under pressure.
4 | I love sketching and designing objects, especially boats.
5 | I'm not afraid of hard work—in fact, I prefer it.
6 | A pipe, an ale, and the smell of the sea: paradise.
7 | I have an endless supply of cautionary tales related to the sea.
8 | I don't mind getting my hands dirty.
Shipwright Ideals
d6 | Ideal
1 | Crew. If everyone on deck pitches in, we'll never sink. (Good)
2 | Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)
3 | Invention. Make what you need out of whatever is at hand. (Chaotic)
4 | Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
5 | Reflection. Muddied water always clears in time. (Any)
6 | Hope. The horizon at sea holds the greatest promise. (Any)
Shipwright Bonds
d6 | Bond
1 | I must visit all the oceans of the world and behold the ships that sail there.
2 | Much of the treasure I claim will be used to enrich my community.
3 | I must find a kind of wood rumored to possess magical qualities.
4 | I repair broken things to redeem what's broken in myself.
5 | I will craft a boat capable of sailing through the most dangerous of storms.
6 | A kraken destroyed my masterpiece; its teeth shall adorn my hearth.
Shipwright Flaws
d6 | Flaw
1 | I don't know when to throw something away. You never know when it might be useful again.
2 | I get frustrated to the point of distraction by shoddy craftsmanship.
3 | Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
4 | I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
5 | I'm judgmental of those who are not skilled with tools of some kind.
6 | I sometimes take things that don't belong to me, especially if they are very well made.
</text>
</trait>
</background>
<background>
<name>Smuggler</name>
<proficiency>Athletics, Deception</proficiency>
<trait>
<name>Description</name>
<text>On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.
• Skill Proficiencies: Athletics, Deception
• Tool Proficiencies: Vehicles (water)
• Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp
Source: Ghosts of Saltmarsh p. 34</text>
</trait>
<trait>
<name>Feature: Down Low</name>
<text>You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
</text>
</trait>
<trait>
<name>Claim to Fame</name>
<text>Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story—and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
d6 | Accomplishment
1 | Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
2 | Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
3 | The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
4 | River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
5 | Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
6 | Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.
Smuggler Personality Traits
d8 | Personality Trait
1 | I love being on the water but hate fishing.
2 | I think of everything in terms of monetary value.
3 | I never stop smiling.
4 | Nothing rattles me; I have a lie for every occasion.
5 | I love gold but won't cheat a friend.
6 | I enjoy doing things others believe to be impossible.
7 | I become wistful when I see the sun rise over the ocean.
8 | I am no common criminal; I am a mastermind.
Smuggler Ideals
d6 | Ideal
1 | Wealth Heaps of coins in a secure vault is all I dream of. (Any)
2 | Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3 | All for a Coin I'll do nearly anything if it means I turn a profit. (Evil)
4 | Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good)
5 | People For all my many lies, I place a high value on friendship. (Any)
6 | Daring I am most happy when risking everything. (Any)
Smuggler Bonds
d6 | Bond
1 | My vessel was stolen from me, and I burn with the desire to recover it.
2 | I intend to become the leader of the network of smugglers that I belong to.
3 | I owe a debt that cannot be repaid in gold.
4 | After one last job, I will retire from the business.
5 | I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
6 | I give most of my profits to a charitable cause, and I don't like to brag about it.
Smuggler Flaws
d6 | Flaw
1 | Lying is reflexive, and I sometimes engage in it without realizing.
2 | I tend to assess my relationships in terms of profit and loss.
3 | I believe everyone has a price and am cynical toward those who present themselves as virtuous.
4 | I struggle to trust the words of others.
5 | Few people know the real me.
6 | Though I act charming, I feel nothing for others and don't know what friendship is.
</text>
</trait>
</background>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Charm of Plant Command</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Source: Ghosts of Saltmarsh p. 229</text>
</item>
<item>
<name>Cursed Luckstone</name>
<detail>Wondrous item, Cursed item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.
Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.
Source: Ghosts of Saltmarsh p. 229</text>
</item>
<item>
<name>Helm of Underwater Action</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Source: Ghosts of Saltmarsh p. 229, Infernal Machine Rebuild p. 94</text>
</item>
<item>
<name>Pipe of Remembrance</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Source: Ghosts of Saltmarsh p. 229</text>
</item>
<item>
<name>Pressure Capsule</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide).
Source: Ghosts of Saltmarsh p. 229</text>
</item>
<item>
<name>Sekolahian Worshiping Statuette</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
Source: Ghosts of Saltmarsh p. 229</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Galley</name>
<size>G</size>
<type>vehicle (130 ft. x 20 ft.)</type>
<alignment>Unaligned</alignment>
<ac>15</ac>
<hp>500</hp>
<speed>4 miles per hour (96 miles per day)</speed>
<str>24</str>
<dex>4</dex>
<con>20</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text>500</text>
</trait>
<trait>
<name>Hull:</name>
<text>Armor Class: 15</text>
<text>Hit Points: 500 (damage threshold 20)</text>
</trait>
<trait>
<name>Control:</name>
<text>Helm</text>
<text>Armor Class: 16</text>
<text>Hit Points: 50</text>
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.</text>
</trait>
<trait>
<name>Movement:</name>
<text>Oars</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
</trait>
<trait>
<name>Movement:</name>
<text>Sails</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -10 ft. speed per 25 damage taken</text>
</trait>
<action>
<text>On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.</text>
<text>• Fire Ballistas. The galley can fire its ballista (DMG, ch. 8).</text>
<text>• Fire Mangonels. The galley can fire its mangonel (DMG, ch. 8).</text>
<text>• Move. The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.</text>
</action>
<action>
<name>Weapons:</name>
<text>Ballistas (4)</text>
<text>Armor Class: 15</text>
<text>Hit Points: 50 each</text>
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
<attack>Weapons:|+6|3d10</attack>
</action>
<action>
<name>Weapons:</name>
<text>Mangonels (2)</text>
<text>Armor Class: 15</text>
<text>Hit Points: 100 each</text>
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage.</text>
<attack>Weapons:|+5|5d10</attack>
</action>
<action>
<name>Weapons:</name>
<text>Naval Ram</text>
<text>Armor Class: 20</text>
<text>Hit Points: 100 (damage threshold 10)</text>
<text>The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the galley.</text>
</action>
<description>Example Galley Crew
A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
• One captain (bandit captain)
• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scout)
• Forty-two sailors (commoner)
• Twelve siege engineers (guard)
• Twenty guard
Main Deck
The main deck of the galley has the following features:
• Ballistas. Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.
• Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.
• Naval Ram. The galley's stern features an iron naval ram used for attacking other ships.
• Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.
• Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.
• Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.
• Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.
• Wheel. The ship's wheel stands at the aft of the deck.
Lower Deck
The cramped lower deck of the galley ship reeks of body odor and has the following features:
• Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.
• Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.
Source: Ghosts of Saltmarsh p. 187</description>
<environment></environment>
</monster>
<monster>
<name>Keelboat</name>
<size>G</size>
<type>vehicle (60 ft. x 20 ft.)</type>
<alignment>Unaligned</alignment>
<ac>15</ac>
<hp>100</hp>
<speed>3 miles per hour (72 miles per day)</speed>
<str>16</str>
<dex>7</dex>
<con>13</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text>100</text>
</trait>
<trait>
<name>Hull:</name>
<text>Armor Class: 15</text>
<text>Hit Points: 100 (damage threshold 10)</text>
</trait>
<trait>
<name>Control:</name>
<text>Helm</text>
<text>Armor Class: 12</text>
<text>Hit Points: 50</text>
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.</text>
</trait>
<trait>
<name>Movement:</name>
<text>Oars</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
</trait>
<trait>
<name>Movement:</name>
<text>Sails</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -5 ft. speed per 20 damage taken </text>
</trait>
<action>
<text>On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.</text>
<text>• Fire Ballista. The keelboat can fire its ballista (DMG, ch. 8).</text>
<text>• Move. The keelboat can use its helm to move with its oars or sails.</text>
</action>
<action>
<name>Weapons:</name>
<text>Ballista</text>
<text>Armor Class: 15</text>
<text>Hit Points: 50</text>
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
<attack>Weapons:|+6|3d10</attack>
<text>Keelboats typically include a ballista only when they are equipped for combat.</text>
</action>
<description>Example Keelboat Crew
A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.
Keelboat Deck
The deck of the keelboat has the following features:
• Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
• Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.
• Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Keelboat Cabin
The keelboat cabin has the following features:
• Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
• Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.
Source: Ghosts of Saltmarsh p. 188</description>
<environment></environment>
</monster>
<monster>
<name>Longship</name>
<size>G</size>
<type>vehicle (70 ft. x 20 ft.)</type>
<alignment>Unaligned</alignment>
<ac>15</ac>
<hp>300</hp>
<speed>5 miles per hour (120 miles per day)</speed>
<str>20</str>
<dex>6</dex>
<con>17</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text>300</text>
</trait>
<trait>
<name>Hull:</name>
<text>Armor Class: 15</text>
<text>Hit Points: 300 (damage threshold 15)</text>
</trait>
<trait>
<name>Control:</name>
<text>Helm</text>
<text>Armor Class: 16</text>
<text>Hit Points: 50</text>
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can't turn.</text>
</trait>
<trait>
<name>Movement:</name>
<text>Oars</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
</trait>
<trait>
<name>Movement:</name>
<text>Sails</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -10 ft. speed per 25 damage taken</text>
</trait>
<action>
<text>On its turn, the longship can take the move action below. It can't take this action if it has no crew.</text>
<text>• Move. The longship can use its helm to move with its oars or sails.</text>
</action>
<description>Example Longship Crew
A longship requires a crew of forty to properly sail or row the vessel and often carries extra passengers or soldiers. If the characters are guests on a longship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
• One captain (berserker)
• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (berserker)
• Thirty-four sailors (commoner)
Longship Deck
The deck of the longship has the following features:
• Oars. Sixteen benches are built into the deck, each with a 15-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Five spare oars hang on the walls.
• Railing. The deck has a 3-foot-high rail covered in wooden shields around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Source: Ghosts of Saltmarsh p. 190</description>
<environment></environment>
</monster>
<monster>
<name>Rowboat</name>
<size>L</size>
<type>vehicle (10 ft. x 5 ft.)</type>
<alignment>Unaligned</alignment>
<ac>11</ac>
<hp>50</hp>
<speed>3 miles per hour (72 miles per day)</speed>
<str>11</str>
<dex>8</dex>
<con>11</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text>50</text>
</trait>
<trait>
<name>Hull:</name>
<text>Armor Class: 11</text>
<text>Hit Points: 50</text>
</trait>
<trait>
<name>Movement:</name>
<text>Oars</text>
<text>Armor Class: 12</text>
<text>Hit Points: 25</text>
</trait>
<action>
<text>On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.</text>
<text>• Move. The rowboat can move using its oars.</text>
</action>
<description>The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.
Source: Ghosts of Saltmarsh p. 190</description>
<environment></environment>
</monster>
<monster>
<name>Sailing Ship</name>
<size>G</size>
<type>vehicle (100 ft. x 20 ft.)</type>
<alignment>Unaligned</alignment>
<ac>15</ac>
<hp>300</hp>
<speed>5 miles per hour (120 miles per day)</speed>
<str>20</str>
<dex>7</dex>
<con>17</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text>300</text>
</trait>
<trait>
<name>Hull:</name>
<text>Armor Class: 15</text>
<text>Hit Points: 300 (damage threshold 15)</text>
</trait>
<trait>
<name>Control:</name>
<text>Helm</text>
<text>Armor Class: 18</text>
<text>Hit Points: 50</text>
<text>Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.</text>
</trait>
<trait>
<name>Movement:</name>
<text>Sails</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
</trait>
<action>
<text>On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.</text>
<text>• Fire Ballista. The ship can fire its ballista (DMG, ch. 8).</text>
<text>• Fire Mangonel. The ship can fire its mangonel (DMG, ch. 8).</text>
<text>• Move. The ship can use its helm to move with its sails.</text>
</action>
<action>
<name>Weapons:</name>
<text>Ballista</text>
<text>Armor Class: 15</text>
<text>Hit Points: 50</text>
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
<attack>Weapons:|+6|3d10</attack>
</action>
<action>
<name>Weapons:</name>
<text>Mangonel</text>
<text>Armor Class: 15</text>
<text>Hit Points: 100</text>
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage.</text>
<attack>Weapons:|+5|5d10</attack>
</action>
<description>Example Crew
A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
• One captain (bandit captain)
• Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble)
• Twenty-five sailors (commoner)
1. Main Deck
The main deck of the ship has the following features:
• Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.
• Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
• Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
• Rowboats. Four rowboat are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
2. Officers' Quarters
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
3. Captain's Quarters
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
4. Siege Weapon Ammunition
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
5. Supplies
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
6. Forecastle
The forecastle has the following features:
• Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
• Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
7. Quarterdeck
The quarterdeck has the following features:
• Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
• Wheel. The ship's wheel stands at the aft of the quarterdeck.
8. Oar Deck
Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin
This cabin is meant for guests and visiting high-ranking officials along for the journey.
12. Hold
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
13. Armory
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
Source: Ghosts of Saltmarsh p. 192</description>
<environment></environment>
</monster>
<monster>
<name>Warship</name>
<size>G</size>
<type>vehicle (100 ft. x 20 ft.)</type>
<alignment>Unaligned</alignment>
<ac>15</ac>
<hp>500</hp>
<speed>4 miles per hour (96 miles per day)</speed>
<str>20</str>
<dex>4</dex>
<con>20</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text>500</text>
</trait>
<trait>
<name>Hull:</name>
<text>Armor Class: 15</text>
<text>Hit Points: 500 (damage threshold 20)</text>
</trait>
<trait>
<name>Control:</name>
<text>Helm</text>
<text>Armor Class: 18</text>
<text>Hit Points: 50</text>
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn.</text>
</trait>
<trait>
<name>Movement:</name>
<text>Oars</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
</trait>
<trait>
<name>Movement:</name>
<text>Sails</text>
<text>Armor Class: 12</text>
<text>Hit Points: 100; -10 ft. speed per 25 damage taken</text>
</trait>
<action>
<text>On its turn, the warship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.</text>
<text>• Fire Ballistas. The warship can fire its ballista (DMG, ch. 8).</text>
<text>• Fire Mangonels. The warship can fire its mangonel (DMG, ch. 8).</text>
<text>• Move. The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.</text>
</action>
<action>
<name>Weapons:</name>
<text>Ballistas (2)</text>
<text>Armor Class: 15</text>
<text>Hit Points: 50 each</text>
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
<attack>Weapons:|+6|3d10</attack>
</action>
<action>
<name>Weapons:</name>
<text>Mangonels (2)</text>
<text>Armor Class: 15</text>
<text>Hit Points: 100 each</text>
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage.</text>
<attack>Weapons:|+5|5d10</attack>
</action>
<action>
<name>Weapons:</name>
<text>Naval Ram</text>
<text>Armor Class: 20</text>
<text>Hit Points: 100 (damage threshold 10)</text>
<text>The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.</text>
</action>
<description>Example Crew
A warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
• One captain (bandit captain)
• Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble)
• Twenty-five sailors (commoner)
A warship typically includes the following additional crew to augment its fighting ability:
• Forty soldiers (guard)
• Eight siege engineers (guard)
• One priest (the ship's surgeon)
1. Main Deck
The main deck of the ship has the following features:
• Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.
• Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
• Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
• Rowboats. Four rowboat are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
2. Officers' Quarters
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
3. Captain's Quarters
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
4. Siege Weapon Ammunition
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
5. Supplies
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
6. Forecastle
The forecastle has the following features:
• Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
• Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
• Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
7. Quarterdeck
The quarterdeck has the following features:
• Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
• Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
• Wheel. The ship's wheel stands at the aft of the quarterdeck.
8. Oar Deck
Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Brig
This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.
12. Hold
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
13. Armory
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
Source: Ghosts of Saltmarsh p. 194</description>
<environment></environment>
</monster>
</compendium>