It’s Mini Monday, where I share customizing, scratch building, kitbashing, and miniature painting projects for your roleplaying table. This week we’ll build a miniature ship to go with your Ghosts of Saltmarsh campaign or Undersea Sourcebook inspired adventures.
This little boat is very easy to make, looks great on the table, and is highly customizable. I’m planning to make a small armada for my undersea pirate campaign, which won’t take much time or break the bank with this technique.
Building the Ship
I used foam board, which I marked out to be an inch wide and 5 inches long. I then cut it and shaped the bow and stern.
For the gunwales, I used cardboard strips, which I glued to the sides of the foam board. The prow and rudder is made from balsa wood, and the tiller is a match stick. The deck was left plain, except for four struts, which are used to mark the squares off for models to stand on. The mast is a bamboo skewer, with thick yarn glued around the bottom of it.
I then undercoated the miniature ship in white, and painted the hull and prow a dark red. The rest was either painted dark brown to resemble wood, or light brown to resemble rope.
When the paint was dry, I rolled up a thin strip of linen and tied it to the mast. I then glued it in place and painted the yarn. To finish up, I painted the whole thing, including the sail, with matt varnish.
Full Stats Coming Soon
The wind runner, which this is a model of, will appear with full stats in our forthecoming Undersea Sourcebook: Feats & Equipment, which includes two new ships, two submersibles, and an airship.
Writing of our Undersea Sourcebook: Feats and Equipment book is almost done, so that means it’s time for a sneak peek of some piratical feats. If there’s anything you’d like to see in the book, let us know in the comments below, there’s just enough time to add more content to the book.
The following feats are for Dungeons & Dragons, fifth edition.
Onboard a ship, you have to make do. Nowhere is this truer than when it comes to emergency surgery on the high seas. As a ship’s carpenter, you’ve learned to use your woodworking tools to amputate limbs and perform other types of minor surgery. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
If you are proficient with carpenter’s tools, you can use them to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
You have advantage on Wisdom (Medicine) skill checks made to treat or identify wounds.
You have trained with ranged weapons underwater, and have developed techniques to improve their effectiveness in the deep. You gain the following benefits:
The normal range of a ranged weapon, other than a sling, is 10-feet longer for you. The weapon’s long range remains the same.
You do not suffer the normal disadvantage on ranged attacks made with ranged weapons underwater, except with slings. You still have disadvantage with thrown weapons such as hand axes and light hammers.
During a long rest, you can prepare a single firearm to fire one shot under water. If you roll a natural 1 on an attack roll with such a specially prepared firearm, it is destroyed.
Home Page News
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The Undersea Sourcebook series provides players and Dungeon Masters with everything they need to explore the crashing waves and the vast ocean depths below. In this, the first of the series, you’ll find races, classes, and backgrounds for creating characters suitable to an undersea or ocean-spanning campaign.
The Races of the Oceans, Coastlines, and Rivers chapter features detailed descriptions and game statistics for underwater fantasy staples like merfolk, the sealskin wearing selkie, warlike sahuagin, and undines, along with the river fey called naiads, whose description includes a deep sea variant. Atlanteans, the forgotten ancestors of humanity, are listed along with some of the fabulous inventions that ensured their survival during the great cataclysm that sunk their island home. You’ll also find the new spellborn race—creatures grown from arcane experiments—which are suitable to both land and sea campaigns, depending on the arcane mutations you choose. Coastal dwarves, ocean and lake dragonborn, sea elves, and fenwader halflings provide subraces for most of the races featured in the Player’s Handbook.
The Class Options and Archetypes chapter includes new options for every core class. The Path of the Slayer barbarian primal path grants you boons for the risks, you take. The College of the Tamer bardic college use their music to tame savage beasts, while the Drowned Cleric archetype combines control over the sea with divine healing. A new Waves domain extends the cleric’s choice of domains. The Circle of the Sea druid circle grants you mastery over the waves and the creatures of the ocean. The Marine fighter archetype is a soldier of the sea—a great fit for a naval soldier, a viking, or any other type of sea raider. Elemental Disciplines of Water provide more options for a monk of the Way of Four Elements. The paladin gains the Oath of the Shark oath, for those knights who stand before the monsters of the depths to protect the people who live on the ocean’s shores. The Surf Sentry ranger archetype is a watcher and protector of oceans, while the Treasure Diver rogue scours shipwrecks and sunken cities for gold, and is adept and foiling the creatures that lurk below. The Aberrant Bloodline sorcerous origin draws power from alien creatures and strange aberrants of the ocean depths. The Leviathan warlock patron is a monster of the deep, which grants its followers monstrous abilities and gruesome mutations. The Weather Wizard arcane tradition focuses on the control of the natural elements to protect and drive ships on a magical wind, or to crush foes with terrible storms.
Rounding off the book are four new backgrounds, including the Experiment, Forlorn, Seachild, and Slave. This is followed by a short Spells chapter, which includes new spells introduced in some of the race and class entries within this volume, but which can be used by any spell caster, at your Dungeon Master’s discretion.
The Undersea Sourcebook series provides players and Dungeon Masters with everything they need to explore the crashing waves and the vast ocean depths below.
Be sure to bookmark this page and check back often for release dates and product announcements. We’ll post it all here.
Introducing the Undersea Sourcebook: Race & Class Guide. In this, the first of the series, you’ll find races, classes, and backgrounds for creating characters suitable to an undersea or ocean-spanning campaign.
Undersea Sourcebook: Mutants & Mariners is a follow on book to the Race & Class Guide, and introduces the pirate class, College of Shanties bardic college, and the mutant hybrid race. Combine any race with one of the 30+ creatures listed to create your mutant character or NPC.
InUndersea Sourcebook: Feats and Equipment you’ll find feats and items essential to rounding of your character for an undersea or ocean-spanning campaign. The book includes expanded vehicle rules, firearms, siege weapons, undersea themed trinkets, and a whole horde more.
Production of the next four books in the Undersea Sourcebook series is well underway:
Book 3, Undersea Sourcebook: Water Magic, is set to detail spells and magic items, and begins to bridge the gap between player options and Dungeon Master material.
Book 4 is entitled Undersea Sourcebook: Dungeon Master’s Guide, and explores running underwater and ocean campaigns in more depth. It will include advanced rules for ships, ship combat, advanced rules for underwater combat, and tools to help you run engaging adventures at sea and in the dark depths below.
Book 5 is the Undersea Sourcebook: Monster Manual, which includes new monsters to populate the ocean depths.
Book 6, Undersea Sourcebook: Ocean Adventures, will focus on ocean and underwater adventures and may include one or two adventures set within the oceans of Faerûn or the Elemental Plane of Water. You’ll also find maps of useful locations above and below the waves.
From time to time we release previews and playtesting material, which you can find below. Your feedback is invaluable, so please reach out to us if you have any thoughts on the content we’ve shared.
Tentacles of the Deep
Tentacles of the Deep introduces a new kind of monster for your Dungeons & Dragons game, the tentacle. Instead of a whole monster, challenge your heroes with its limbs alone.
These playtest rules are PWYW, so you can try them out and let us know if you like them with a small tip or in the comments on the product page.
We’re busy putting the finishing touches on our first Undersea Sourcebook (that’s a big reveal), which will be a player’s guide to undersea adventures in Dungeons & Dragonsfifth edition (that’s two big reveals). The guide features loads of races, each with a list of names like in the Races chapter of the Player’s Handbook. Here are a few undersea fantasy names, to help you name your next underwater character.
Merfolk parents choose names for their children that reflect the nature of the sea, invoke images of the ocean, or signify freedom or purpose. Merfolk also have a tribal name, which they’ll use when dealing with merfolk from another tribe. Merfolk rarely use their tribal name around other races, and then only if they have significant reason to do so. Even among friends, merfolk regard mentioning their tribal name as an unnecessary vanity.
Naiads choose their own names when they come of age, and prefer names that are lyrical in nature. They have no clan or family names, though they may name themselves after the body of water they have recently bonded with, such as Khev of Dessarin and Loreley of Lac Dinneshere.
Selkies often adopt names similar to those of the people who live near to their colonies. As such, selkie names vary greatly from region to region, though they almost always prefer shorter names. Selkies have no clan or family names, and may refer to the region their family inhabits when introducing themselves, such as Runn of Boatscrape Cove, from Waterdeep.
If you’re looking for more ideas for you own undersea fantasy names, I found loads of inspiration on fantasynamegenerators.com. Start there, find a name you like, then change it to suit your needs. Look for shorter, easier to pronounce names, since those are more memorable and far easier to use while roleplaying.