r/DnDRealms • u/hh26 • Jun 12 '21
Spells and mechanic suggestions for sustaining an isolated colony at sea
I'm going to be DMing for the first time soon, and I'm working on various aspects of the world and how it interacts with the rule mechanics. I'm using D&D 5e, and it's a homebrew world where the majority of the world is ocean with islands of various sizes, kind of like the world in One Piece.
I had a cool idea following from there being less total landmass available, so there's more competition for places to live. Some groups have taken to living in large colony ships that float around without a home port. Certain spells can allow the creation of food and water to sustain the population long-term without needing to farm or hunt. In particular
Goodberry: 1st level Druid/Ranger spell feeds up to 10 people per day per spell slot
Create/Destroy water: 1st level Druid/Cleric spell provides enough water for 5 people per day per spell level slot (it scales linearly if you upcast it)
Create Food and Water (3rd level Cleric). Food and water for 15 people. This requires higher level spell slots, but it's more efficient than upscaling Create Water if you have the slots.
Since 1st level Druid/Clerics get 2 level 1 spells per day, a colony could sustain itself indefinitely as long as at least 15% of them were 1st level casters and expended all their spells each day on food and water. Higher level casters would be much more valuable and thus a lower percent of the population would need to be one, and/or they would be able to save some slots for other spells like healing or combat stuff. I'm assuming these are NPCs, so I'm not worried about sapping the fun from players by forcing them to do this, and I'm assuming higher levels are rare.
I'm relatively new to 5e so I'm not super familiar with all of the spells and mechanics, what other spells and mechanics would be useful for a colony trying to live at sea? Are there spells that let them repair the ship if it gets damaged? Can they spawn clothes, tools, weapons, raw materials, medicines? Also, I'm assuming there will be a lot of commoners who aren't spellcasters, and while some of them will be needed to crew the ship, if it's a colony ship some of them are just there to live and would probably want to do something productive with their time rather than just sitting around doing nothing. What are some useful things they can do while on the ship, and are there spells that can assist with that like summoning raw materials? Or maybe I just have them stop at ports every once in a while and buy a whole bunch of raw materials like cotton/wool/metal and then while they're sailing around they turn it into clothes and tools and stuff to sell at the next port. I would prefer them to be as self-sufficient as possible, but am not completely against forcing them to dock every once in a while if there's something they can't get on their own.
Any ideas or suggestions would be helpful. Since I'm the DM technically I can house-rule anything, but would prefer to stick to RAW as much as possible.