The Wayward Crown

Unique, Huge Vehicle

Requires Proficiency in: Space craft, air vehicles


Speed: Tactical Flight 60ft. (Space Combat) Hyperdrive (Yes)

Armor Class: 17 (Heavy Plating, Bulletproof Windows)

Hit Points: 260

Repair: 4d10 (Mechanics DC 17)

Damage Threshold: 15

Damage Resistances: Resistant to Piercing, Bludgeoning, and Fire Damage. Immune to Psychic, Radiant and Necrotic Damage


Capacity

Eight Medium Humanoids

  • Driver - 4 (min 2)
  • Gunner - 4 (min 2)
  • Passenger - 12


Traits

False Authority:

The ship has advantage on Deception and Persuasion checks made to impersonate a Council vessel or bypass bureaucratic scrutiny.

Council Transponder (Degraded):

Once per long rest, the ship can automatically pass through a monitored checkpoint or controlled trade lane without inspection. Using this feature increases suspicion; repeated use may draw investigation at the DM’s discretion.

Agile Frame:

The Wayward Crown has advantage on Dexterity (vehicle handling) checks and initiative rolls during ship combat.

Fragile Prestige:

If reduced below half its hit points, the ship loses False Authority until repaired, as visible damage undermines its legitimacy.


Actions

Twin Light Arc Cannons:

Ranged Weapon Attack: +6 to hit

Hit: 3d10 force damage

Range: 500/2,000 ft.

Can target one or two creatures or vehicles in range.

Sensor Sweep:

The crew scans a 1-mile radius. Until the start of the ship’s next turn, the crew has advantage on Perception checks and cannot be surprised by ships in that area.

Evasive Maneuvers:

The ship gains +2 AC until the start of its next turn. Speed is reduced by half this round.

Bonus Actions

Thrust Adjustment:

The ship may move up to half its speed without provoking opportunity attacks.

Broadcast Council Codes (1/Long Rest):

The ship automatically succeeds on one check to bypass a checkpoint, customs patrol, or bureaucratic inspection.

Reactions

Countermeasure Suite:

When the ship is targeted by an attack, impose disadvantage on the attack roll.

Special Traits Used as Actions

False Authority:

Used during social or diplomatic encounters involving ships or stations. Grants advantage on Deception and Persuasion checks related to authority, identity, or clearance


Created by

WorldForger67.

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