Spelljammer

by rlancel4

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Lance's Spelljammer Campaign Guide and Primer

The Premise

The world I live on, Valbora, is a veritable melting pot of races and cultures. Relative peace has been maintained for millennia, and the sciences, magic, and technology has all progressed to levels never before seen. This has always been my home.

Seventeen years ago, massive ships came from the sky and settled in the air. Those on board were friendly, claimed to be ambassadors from another world, and gifted us with great magics and devices unlike anything ever seen. Magics that would let us walk amongst the stars. They claimed to have been watching us for thousands of years, waiting for us to reach the level required to join them. It took years, but we finally figured out how to work these devices and magics. We took to the stars, and visitors began to show up in droves.

For some reason, I've decided it's my turn. I went to the city of Muldaren, and began seeking a crew and ship to travel with.

Valbora

The world you grew up on consists of three different continents and several archipelagos. Magic is an everyday sight, with many races possessing an innate magical ability. Most cities, towns, and even smaller villagers possess at least one person capable of minor spellcasting, if not more.

Because of this, lifespans have grown long. Magical healing is available rather cheaply most anywhere, and even death can be reversed in many cases. Most peacekeeping forces have at least one wizard capable of using scrying and other similar magics to catch criminal elements, and as a result, the crime that does persist is often aided by magic designed to prevent these scrying efforts.

Since the arrival of the Imperium, trade has thrived. Visitors from other worlds became commonplace, and were widely accepted with open arms. There are those, however, who believe that the Imperium does not have Valbora's best interests at heart. Widely known as the "Wayfinders", they desire nothing more than to find the way desired by the divines, and put Valbora back on the right path.

Deneva

  • Primary Races: Humans, Halflings, Dragonborn, Firbolg, Gith
  • Secondary Races: Wood Elves, Gnomes, Goblins
  • Capital: Muldaren

Deneva is a land of massive forests and grasslands, hills and valleys. With rivers spidering across the entirety of the continent, the land is always lush and beautiful. The city of Muldaren resides near the center. A republic, it also now serves as the primary headquarters of the Imperium in Valbora.

Banaram

  • Primary Races: Drow, Avariel, Dwarves, Gnomes, Kobolds, Aarakocra
  • Secondary Races: Genasi, Goliath, Minotaur, Duran
  • Capital: Baldrigune

More a mass of mountains rising from beneath the waves than an actual continent, Banaram reaches majestic heights. The majority of it's peoples live in the caves and underground caverns of the mountains, while others live on massive cliffside cities, created mostly by the Avariel and the Gnomes. Baldrigune, one such city, sits at the top of a middling peak known as the Watchman's Height near the southern coast. It's deeply set into the mountain, and caverns beneath it serve as an extension of the city.

Vallakith

  • Primary Races: Dragonborn, High Elves, Orcs, Half-Orcs, Tabaxi
  • Secondary Races: Tieflings, Aasimar, Bugbears, Quelthyra
  • Capital: Rona

Primarily beaches, deserts, and grasslands, Vallakith is a rather quiet place. High winds result in many sandstorms, causing many to settle beneath the plateaus and in canyons. Rona is the exception. Set in the center of the largest desert, it's a surprisingly comfortable and thriving place. Buildings painted white reflect the sun and help the occupants stay cool. The libraries of Rona are famed across Valbora, and many will make the dangerous desert trek for a chance to peruse the stacks.

The Races

There are many races within the Spelljammer universe, and many of them have differing origins from world to world. Many scholars find it odd that a world that has not yet seen the Spelljammer helm could have Elves, Dwarves and more on them, and have them be very much like the Dwarves found on worlds that have had access to the Spelljammer for millennia.

Many posit that the reason for this is that many thousands of years ago, the worlds were seeded by the races, that then lost their access to Spelljammmers. Other's presume that it was nothing more than Divine Intervention, that the races, as creations of the gods, were the same because the gods were happy with their design. Regardless of what the answer might be, each world explains their creation and history in their own way.

Here we'll be discussing the races of Valbora and their history.

The Humans

The humans are believed to be the numerous race on the world. They spread much more rapidly than many other races, and their diversity in skillsets, beliefs and morals make them an incredibly versatile group. While the other races tend to look down upon humans and their short lifespans, the ambition of the human race cannot be denied by any.

Muldaren

The oldest city in the world of Valbora, Muldaren serves as the seat of the human race, and has for as long as anyone can remember. Built as a republic on top the ruins of a long dead city, Muldaren has thrived and the population has grown immeasurably over many hundreds of years.

In the wake of the arrival of the Imperium, Muldaren has essentially become the capital of the world, a fact that has pushed humanities pride to even greater heights than before.

A Warlike Race

While life in the cities can be rather calm, as a race humans have pushed for conquest and to expand their borders. The result is that most of Deneva is essentially the land of the humans, with cities dotting the landscape from coast to coast. WIn times past they even pushed for the continents of Banaram and Vallakith, but having been repelled, decided to stay here, and have not indulged in their warlike tendencies to any great degree in hundreds of years. However, the Wayfinders tend to use primarily human agents, showing that they have found a new outlet for their tendencies to war.

The Khova

An offshoot of humans, the Khova first appeared several hundred years ago. A more powerful connection to the natural world, combined with their intensely spiritual culture, has made them a powerful, if small, presence. The humans see them as a lost cause, believing them to be more of an evolutionary mistake then an improvement. Other races, especially the elves, are much more supportive of the Khova and their ways, and in turn they are friendly with other races as long as they don't interfere with or threaten their way of life.

Tribal Culture

Khova work in small nomadic tribes, guided by shamans who help to act as a bridge between the Khova and their gods. While many nomads travel for the sake of constantly finding land to sustain them, the Khova travel more for the enjoyment of travel than anything else, as well as to sustain their place as the most effective mercantile organization within the world of Valbora. Most of the time, their homes are kept well hidden deep within forests, and even those local to their current home and friendly with the Khova are rarely allowed entrance to their traveling homes.

A Mercantile Powerhouse

As they travel, Khova have a tendency to buy and sell wares, and will often guide their travels in the directions of cities in need of their next haul. Though they deal in Muldaren coin the same as any within Deneva, their quick movements and honest culture result in many entrusting the Khova with the shipping and selling of goods.

The Halflings

Considered by many to be an oddity, the halflings are neither particularly ambitious nor particularly powerful as a culture. Possessing a lifespan just a little greater than that of the humans, they tend to gather in small villages or settlements, and have not really spread much at all in the past several hundred years.

Practicality

The halflines are a practical race above all else. While they will not turn down a glass of fine wine or a very comfortable home, they tend to care the most for the simple pleasure. A warm hearth, a hot meal, and a good book are all that most halflings need to be happy. They are not a warlike race, content to be left in peace, and do their best to be friendly and open with their neighbors. What use is fighting when they have nothing to gain?

Agriculture

Possessing a love for the land, none can beat the halflings when it comes for their ability to turn even the most inhospitable lands into thriving farming communities. Most major cities in Deneva get the majority of their food from halfling settlements, typically delivered now by the Khova, with whom they are on very amiable terms.

The Dragonborn

Dragons themselves have not really been seen or heard from for many thousands of years, with their only real evidence that they ever existed being depictions in books, stories, art, and the race of the Dragonborn. Once the Dragonborn ruled Deneva, before the humans tore down their cities and replaced them with their own. Those that remain now live in isolation, while the rest have founda new home on Vallakith.

Feared and Reviled

Their "monstrous" appearance in the eyes of many have resulted in their being feared by many, and while they are a friendly raced, they are not welcomed almost anywhere on Deneva. Those thathave chosen to remain there have gathered themselves into small cities, mostly along the northern coast of Deneva, after having made a deal to retain their small slice of land in return for otherwise keeping to themselves. Many have chosen, however, to make the continent of Vallakith their home, where they thrive as the greatest political powerhouse there.

A Scholarly Race

The dragonborn possess an intense love of history, believing that most problems in life can be solved by turning to the stories of the past as examples. They tend to possess an innate magical ability that many attempt to hone, to great success. For this reason, one of the only places where dragonborn are considered truly welcome is the cit of Rona, which many dragonborn will go to great lengths to visit at least once over the course of their lives. While some return, the thriving culture of dragonborn in Vallakith has resulted in many that leave on this pilgrimage never returning, with the end result being that the dragonborn presence in Deneva is slowly dwindling to nothing.

The Firbolg

Stories are told of the old forests of Deneva, where people can disappear without a trace, where armies once on their road to conquest would never be seen again. This is all the result of the firbolg. A reclusive people, they possess a love for the natural world and will do anything to protect it and their forest homes. While generally peaceful, they are strongly against those that would do harm to their forests and against those that would seek to claim the forest homes of the firbolg as their own and drive the firbolg out.

The Rite of Adulthood

Every child, upon reaching the age of adulthood, is sent on a twenty year long private journey and pilgrimage, the purpose of which is to see what the other races have done to the land, to visit and see the other firbolg tribes, and to help satiate the innate wanderlust felt by many firbolg. This journey will often take them from coast to coast, and is the most common means by which non-firbolg will meet a firbolg outside their forest homes.

Shepherds of the Lost

While the stories told of the firbolg paint them often in a negative light, saying that any who wander into their forests will be lost, this could not be further from the truth. Those with malicious intent will most certainly be taken care of, but those who find themselves lost or curious will often face the friendly side of the firbolgs, who will provide them food and supplies for their journey, and quite often even a home. It is widely believed that the Khova may have been the result of a small human tribe that settled with the firbolg.

The Gith

The city of Mora-Toth is home to this strong willed and occasionally warlike race. Nearly a hundred miles to the east of Muldaren, the Gith tend to keep to themselves, not because they were forced into it the way the Dragonbortn were, but out of choice. Hundreds of years agoi, attacks against Mora-Toth were common, but in recent years, likely due to the repeated failures of all earlier attempts, they have been left to their own devices.

A Race Split in Two

Scholars are unsure how the Githyanki and the Githzerai came to be, or how two seemingly entirely opposed cultures manage to co-exist peacefully, but somehow they manage. The Githyanki, the most warlike and militaristic of their kind, serve as the defensive force of the Gith, always training for a war they have yet to fight. Meanwhile, the seemingly peace-loving Githzerai prophecy this war and tell of the coming fall of the world of Valbora, all while studying and maintaing order in the city they call home.

Masters of the Mind

Both types of Gith share one commonality; a mastery of the mind and a gift for using its power to influence the world. Many attempt to travel to Mora-Toth to learn from the Gith, but are almost always turned away. While the Arcane and Divine magics do hold a place within Gith culture, every last Gith is taught that the mind is their mightiest tool, and that forsaking the mastery of it is a foolish error.

The Wood Elves

If a forest on Deneva is not home to the firbolg, it is most likely home to the Wood Elves. A proud race and small in number, they keep to themselves for the most part, and treat others with disdain. Many years ago they were hunted to near extinction, and signs of life from the wood elves are few.

Guerilla Warriors

If you are not one of them, you better travel armed and in great numbers, as almost any race but the Khova who wander too near an elven forest is never heard from again. Exceptional archers and skirmishers, they make quick work of those that wish them harm, and the result is that the few forests still inhabited by elves are rarely visited by others. Attacks against villages, towns, cities and settlements are not entirely unheard of, though rare.

Half Wood-Elves

While relations with the other races are rather heated, the wood elves have discovered that while children are rare and take long to mature in Elven society, the shorter lived races bear children much faster. In times past, male wood-elves would often takes wives of humans in particular, which greatly increased the growth of their armies. While this practice is rare today, a few half-elves are still born from time to time, and some that have forsaken their elven ancestors have become a true-breeding race of their own. Often treated poorly by their human ancestors, many do their best to hide their heritage and live normal lives to the best of their ability, with only their longer lifespans giving them away.

The Goblins

Those who believe that goblins are incapable of being civilized need look no further than the goblins of Deneva to be proven wrong. While small in number, there are many goblin tribes that make their homes in the hills, living quiet and simple lives that many might envy.

Peace and Quiet

While long ago the goblins that made their home on Valbora were considered nasty, warlike, and deadly, the Deneva goblins found their peace years ago. A quiet life is all they seek, and as a result few goblins venture far from home for any reason. While they cannot compare to the halflings in their mastery of agriculture, they certainly try and imitate the halflings to the best of their ability.

Magic Amongst Goblins

The incredibly short lifespans of the goblin race result in a very small number of goblins capable of any form of magic. However, on rare occasions, sorcerers will appear amongst their ranks. Those born with the spark of magic often lead their kind, and for some reason live longer lives than all the rest. However, many of these goblins consider themselves unfortunate, as this leadership is all too often passed to them against their will.

The Drow

The drow of Banaram are entirely unlike those from many other worlds. While they are a heavily matriarchal society, they are not the malicious, cruel and dangerous drow that are seen elsewhere. Their underground homes are among the most beautiful in all of Valbora, and even the dwarves will begrudgingly attest to their skill as craftsman.

A House of Cards

While they may not be as cruel as the drow of other worlds, their lives are still all too often embroiled in politics. To the drow, your family is more important than anything, and both friendly and not-so-friendly rivalries are all too common. Their long life spans have resulted in blood feuds that have continued for centuries, and while they rarely escalate to violence, they are serious nonetheless. They call this phenomenon the "Game", and it is a core part of every drow child's education. As a result, spies from amongst the ranks of the drow are some of the most effective, as they have often quite literally been raised from birth to perform corporate espionage and backroom dealings.

Master Craftsmen

Every race will attest to the quality of almost any good produced by the drow houses. Masters of stoneworking, metallurgy, and the arts, anybody of wealth and status, regardless of where they live, likely own at least one piece of art that has been made by the hands of a drow. Each house tends to specialize in one particular area, often to the exclusion of others, and the Game is often a matter of two houses that do compete trying to sabotage their rivals and raise the value and quality of their own house's work.

The Avariel

The winged elves rules with the high dwarves of Banaram. Frail and quiet for the most part, they are connoisseurs of the finer things in life, and make their homes in the highest of mountaintops where most find the atmosphere too light. Despite this, they are rather friendly to others, and treat all with the utmost respect when visitors make their way to an avariel city.

Slow to War

The avariel have only been involved in armed conflict as a race twice in the history of Valbora, and both times, often due to their assistance, their side has prevailed. While they are against violence in any form, they are excellent archers and treat archery as a sport. Those that study magic among them will often go so far as to totally ignore learning magic that can do harm, and clerics amongst the avariel quite often travel without weapons or armor of any sort. As a result of this, when conflict breaks out in Banaram, the avariel are never threatened, and are treated with respect and reverence from all sides. Those who fail to abide by this unwritten wartime agreement will quickly find themselves on the receiving end of arrows by the best marksman in Valbora.

An Old Race

Many believe the avariel to be the oldest race on Valbora. Oral tradition, a staple of avariel society, confirms this, however their origin as a race is unconfirmed. Some scholars believe that the winged elves are the direct descendents of divines, while others believe that they were simply the first race to have been created. Regardless of this, the avariel take great pride in having held together a thriving civilization throughout the millenia.

The Dwarves

In many ways a fractured race, their are many different kinds living on or beneath the mountains of Banaram. Second only to the avariel in the age of their civilization, their cities are vast and numerous, and many are claimed to be as old as the mountains themselves.

Guilds

The dwarves have divided themselves into a strict form of a caste system, with each caste taking the form of a guild. Each guild focuses on a particular role within dwarven society to the exclusion of others. From architects to priests, warriors to scholars, each type of dwarf can be seen in each guild. While they are often friendly with each other, traveling between castes is a rare event, and attempts to do so are often frowned upon, with the one exception of every dwarf spending some time in the Warriors Guild.

The things lurking in the dark caverns in the bowels of Banaram often travel upwards towards the surface, encountering dwarven sities often on their way. As a result, all dwarves are trained in basic warfare and discipline, with military service being a mandatory duty for all young dwarves. It is said that no one has known fear unless they have stood against a dwarven phalanx, and many tacticians and generals of other races often look towards the dwarves as a shining example.

Mechanical Marvels

The dwarves are considered by all to be the most technologically advanced race of the world, equaled only by the gnomes. Long lifespans and access to precious metals and volcanic forges have not only allowed them to be master smiths, but masterful mechanics. Dwarven golems and airships are just some of the tools that have made life in the harsh mountains of Banaram comfortable, and in the eyes of some, possible.

The Gnomes

Conisdered by many to be the most peculiar of races, the gnomes are an enigma. Having wandered up from the bowels of the Banaram mountains and into dwarven cities a few hundred years ago, they possessed mechanical marvels of their own and powerful magics. While they are undoubtedly a young race, the first to appear in dwarven cities claimed no memory, and as such, no history.

Arcanists

Many tribute the gnomes for the greatest advancements in magic of recent times. When they first arrived, they bore with them countless tomes detailing magic in a rather scientific fashion, and strange automatons that were a combination of the mechanical and the arcane. Copies of these tomes have reached the farthest reaches of Valbora, and some of the originals sit in the great libraries of Rona.

Homeless

Despite arriving in Banaram several hundred years before, the gnomes have not yet found themselves a real home, happy enough to live wherever there is some extra space in the cities they've wandered through. Expeditionary parties down the paths the gnomes arrived from have found no sign of a previous home or they're passing, further adding to the enigma of the gnomes.

Kobolds

Tolerated but little more by the dwarves and the drow, the kobolds are the most primitive of races within the bowels of Banaram. A tribal group that is constantly trying to avoid the creatures that prowl the place they call homer, yet too wary of the cities closer to the surface, they live a rather nomadic life.

Dragonkin

Those that have managed to talk to the reclusive kobolds note their insistence that they are among the most noble of races due to their heritage. They claim they serve a dragon beneath the mountains, owing to their survival despite the harsh world they live in. Many scholars disregard this, but there are a few that believe them, and searches have been made for the dragon in Banaram that the kobolds all claim to serve.

Superstitious Peoples

Magic is an almost entirely foreign concept to the kobolds, and most upon encountering it have fled in terror. Sorcerers among the kobolds are incredibly rare, and most are killed upon first showing signs of magic. Even the rare priests of the kobolds refuse to wield divine magic, even if they might be capable of it. Many tribute this to their difficulty rising as a civilization.

The Aarakocra

Living on small mountain shelves, the few aarakocra of Banaram are a proud warrior race, making the most inhospitable of places within the Banaram mountains their home. Unlike the avariel, those that find their mountain homes are chased out relentlessly.

Shamanistic

The aarakocra believe that their ancestors are still with them, watching over and guiding them on their path. Some among them claim the ability to speak with the spirits, and they claim leadership of the tribe. However, they believe that only one in each tribe can speak to the spirits, and all others must be claiming a power they do not truly possess. These shamans must fight to the death to prove they are truly one with the ancestors, and the survivor leads the tribe.

Not Their Home

Many believe that the aarakocra come from another world or plane, and that their entire culture is trying to earn their way back home. Most are content to live out the lives in the Banaram mountains that they call home, trying to live out what they believe their punishment to be. Some however leave their tribes to seek their own redemption.

The Genasi

Supposedly the result of a magical accident that occurred many years before, the genasi are touched by the powers of the elements, leaving them slightly more than human. Most races treat them with a mixture of fear and respect, and they have a rough time finding their place in our world any longer.

Great Accident

While some genasi are born from entirely normal parents, most genasi are true-breeding, and trace their lineage back to an ancient accident that occurred on the seas between Vallakith and Banaram. Stories state that a great storm assaulted a ship on it's way to Banaram, and a powerful wizard attempted to draw upon too much power trying to calm the storm. The resulting explosion suffused the people aboard in primal magics, and birthed the race of Genasi.

Natural Magics

The Genasi, born of primal magic, are naturally gifted spellcasters. While most of their race are sorcerers, some do seek more traditional magics, though divine magic is especially rare among them. Many sorcerers amongst the genasi have an exceptionally difficult time controlling their magic, adding to the fear that other races have for them. It often takes many years before a sorcerer finds themselves fully under control.

The Goliath

Another of the races that call the mountaints of Banaram their home, the Goliath are a fierce warrior race. Having sworn their fealty to the protection of Banaram, they have gone through many lengths throughout the ages to protect their homeland. Friends to all that call the mountains home, the goliath are a people you want on your side.

Master Smiths

Not even the dwarves can boast smiths as good as those among the goliath. It is said that long ago, the dwarves taught the first goliath smith, and his skill quickly outpaced that of his master. Regardless of the veracity of this story, warriors swear by goliath metal. Unfortunately the goliath do not often produce goods for others, and have no need for selling them, making the metal of the goliath as rare as it is precious.

Storytellers

Most goliath believe that putting words to writing is a dangerous preactice. This belief is rooted in superstition, and as such, many goliath, while they know how to read and write, rarely practice this. As a result, there is a strong tradition of storytelling amongst the goliath, and they use their storytelling to share lessons, morals, and their own history with their young and with curious outsiders. Luckily enough, they have no qualms with others writing the stories of the goliath, allowing scholars interested in studying them to share the knowledge they've gained in writing.

The Minotaur

Very few can claim to have met a minotaur. A sailing race, they make their homes in the caverns that meet the ocean on the edges of the Banaram mountains. Their origin is uncertain, and their goals unknown, as they are not friendly to outsiders in the slightest.

Honour is Everything

To question a minotaur's honour is to question their existence. While they are a warlike race, they always fight with honour and pride. To die of old age is considered dishonourable, as a true minotaur should lose their lives to battle. As a result, minotaur that do manage to survive to old age often leave their homes in search of an honourable death.

Home on the Sea

While pirating is rare in this age, the sight of horns at the bow of a ship strikes fear in the hearts of any sailor, as they know the minotaur or on the prowl. This love of sailing has extended to the Spelljammer, and with the arrival of the Imperium in Muldaren, many minotaur have left their home to sail amongst the stars.

The Duran

Unfrozen water is a rather rare sight in Banaram, but if you've found some, you've almost undoubtedly found some of the duran. While they are a curious race that can be found most anywhere, their own small villages are almost always found near the water, which duran find relaxing.

Need to Know

Almost all duran possess a thirst for knowledge of any kind, be it arcane, scientific, historic, or gossip. They will go out of their way to find the most obscure of facts and trivia, and are often found sticking their noses in places they don't belong. Because of this, almost every duran has made some sort of rival or enemy as a result of their prying.

Disappearing Act

While the duran are a rather old race, they only recently came back. For many years, not a duran was seen, and many wondered if something had happened to them. The duran are rather tight lipped as to what caused this, but it's suggested that some ancient tradition demands all duran return home for a time once a millenia. What they did during this time is unsure, but one talkative duran said that their parents described the event as "the feeling of being called home, and being unable to refuse." Unfortunately, none of the duran that were actually a part of their last disappearance are alive to explain.

The High Elves

It is said that true mastery of magic came first to the high elves of Vallakith. For years the High Elves have been the predominant race of their continent, and have ruled peacefully and with wisdom. While haughty, they are an open people, more than willing to share their knowledge and their space with others who found themselves in need of it.

Arcane Source

It is said that the soul of a high elf is formed from pure mana, and that each high elf conceived draws directly from the weave to form a new soul. Whether or not this is true has been a topic some have devoted their entire lives to, but none have been able to prove. Regardless, it is a proven fact that every high elf possesses great magical potential, and some of the greatest Valboran arcanists were high elves.

Half High-Elves

Unlike the wood elves, who tend to mate with other races primarily for the sake of growing quickly, relations between the high elves and other peoples are far more common, and just as often born from love and romance as any other coupling. The children of such relations are not treated with fear, in the same way that half wood elf children often are, and their versatility and the touch of the arcane has resulted in many famous scientists, wizards, warriors, explorers, craftsmen, and others of a half high-elven descent.

The Orcs

A quiet people, the orcs value family and tradition above all else. A rather enw race, having only first appeares three millenia ago, the orcs quickly made their own place in Vallakith, serving primarily as warriors to the frailer, less martially inclined races of Vallakith. Suite perfectly for the harsh desert conditions of the place they call home, their might, their resolve, and their skill, are all unquestionable.

Family

The orcs hold family dearer than anything else. For this reason, most orcs will often stay at home well past adulthood, adding to what ends up being a very large family home, and "leaving the nest" is a rather rare sight outside of marriage. Most orcish families simply grow slowly and naturally, with marriages adding to their numbers.

Half-Orcs

Unlike many half-races in Valbora, half-orcs are not necessarily a true-breeding race. Many orcs believe that marriages to those of other races should be a proud event, as adding to and strengthening the orc bloodline can only better the families therein. They are also one of the more versatile races, as half orc-elves, half orc-humans, and even half orc-gnomes are a somewhat common sight.

The Tabaxi

Many consider the desert dwelling tabaxi to be one of the strangest and most unique Valboran races. Almost as old as the high elves, they are often called the true inheritors of Vallakith. Most tabaxi, however, would refuse such a claim, stating that they are happy with the lives they lead, and have no desire to engage in politics.

Nomads

Small, tight clans of tabaxi are most commmon, and there are very few tabaxi that would call one small corner of Vallakith home. Rather, they prefer to wander, seeing the sights, with most Tabaxi endeavoring to never sleep in the same location more than once in their entire lives. Constantly traveling, the tabgaxi have become experts in living off the land, hunting the animals of the deserts and finding water where needed.

Artisans

The Tabaxi, self sufficient as they can manage, use the spare parts of the animals they hunt and the vegetation they eat to make the tools they need to survive. Keen believers in the idea of "waste not, want not", they can turn the most useless of cast-off hide or bone into something of value. Anything extra they have often gets traded to others on their journeys, in exchange for some of the rare pleasantries the other races can provide them.

The Tieflings and Aasimar

These two races are the few exceptions to the idea that Valbora is at peace. Constantly warring in the deserts of Vallakith, they seem to care little about the plights or worries of the other races. Their origins are entirely unknown, but they've been using Vallakith as their battlefield for countless millenia.

Touched by Outsiders

Many believe that the Tieflings and Aasimar are the remnants of a war between the heavens and the hells, soldiers placed on a field of battle long ago, and the cause of Vallakith's harsh conditions. When the war itself was put on hold, the soldiers of both sides were cut off from their orders, and have spent the years since in tireless battle. As no other scholar has put forth a better theory, and the two races themselves seem uncertain as to why the conflict is ongoing, this has been the prevailing theory.

A Dying Breed

With the war ending more lives then are being made, the number of Aasimar and Tieflings has dwindled considerably. It is thought that if hostilities do not cease, neither race will survive to the end of the millenia. Regardless, this has not slowed down the conflict at all. A few deserters have left the ranks of these armies to seek life elsewhere in peace, but few genetic traits are passed on when they have children with another race, seemingly dooming them to extinction.

The Quelthyra

If the desert itself doesn't kill you, the children of the desert might. Similar in appearance to the high elves, the quelthyra are rarely seen and rather little is known about their lifestyle or beliefs. An encounter with one outside the deserts of Vallakith is rare, and many that leave claim to be high elves instead.

Children of the Desert

Living off the land is just as easy for the quelthyra as it is for the tabaxi. It is theorized that the quelthyra are the results of a group of high elves that delved into magic they should not have studied, and were exiled to the desert as punishment. While no high-elven literature supports this theory, the animosity between the two races is harsh, and high-elven caravans or groups wandering into the desert for any reason are the most likely to encounter death at the hands of a quelthyra raiding party.

Gifted

While the high rlves may have souls of magic, the Quelthyra claim to be made of it. Powerful arcanists in their own right, there is no doubt that something supernatural has pervaded their race and hardened them beyond that of any other. With their ability to keep their homes hidden to all eyes, to disappear into the deserts, and even to supposedly shape and control the sandstorms and rare rains of Vallakith, none dare to doubt this claim to the face of a quelthyra.

Valboran Dragons

Dragons are things so close to legend that in the eyes of most, they are simply myths. No one is entirely sure where they are, who they are, or even if they ever really existed. Many believe they were simply the illusions or powerful mages, made to terrify others into doing their bidding. Others believe that the dragons were effectively gods. Most, however, believe they died or left many thousands of years ago.

Chromatic and Metallic

Some believe that there is a distinct moral difference between the chromatic and metallic dragons of old, however this does not play out when the most agreed upon legends are studied. Metallic dragons have been found to be cruel just as often as they were kind, and vice-versa. Many scholars even suggest that this myth was one set down by a particularly cunning copper dragon who wanted to use the misconception to his advantage.

In Present Times

The greatest reason to disbelieve the existence of dragons is the simple fact that they have not been sighted on Valbora in nearly ten thousand years. Even before they supposedly left they tended to meddle little in the affairs of the other races. Those who do believe that dragons once existed are left to answer the question of where they went. The number of theories is almost equal to the number of interested scholars. Some say they were killed off. Others say that they simply flew off into the night sky, never to return. Still others say they hide amongst us in human form, and there are some that believe that they're simply in a world not quite like ours. Whatever the answer is, the scholar who discovers the truth as to what happened to the Valboran dragons will most certainly have their name forever immortalized in the annals of history.

The Coming of the Imperium

With the arrival of the Imperium, the most popularized theory is that the Valboran dragons simply left. With an entire universe out that to discover, and the near infinite lifespan of dragons, one would be hard pressed to imagine a race better suited to the Aetherium. This theory has received even more consensus recently, as newly arrived sailors often speak of the great winged beasts inhabiting the Aetherium and their awesome power. Whether these are the same dragons that left Valbora or not remains to be seen, but it's certainly an interesting face that must be considered.

The Truth

The Truth is that no one can know for certain what happened to the Valbora Dragons, or even if they ever really existed. Bones have turned to dust, scale armor has been lost to the ages, and no truly new knowledge has come forth. The few items that survived the rigors of time and the existence of the old Draconic writings are the only thing close to actual proof that they even really existed.

The New Races

Quelthyra

The moment they saw us, I froze, unable to move. With deliberate steps they approached, speaking in low, calm voices that seemed to meld with the sounds of the swirling sand. As they laid hands on each of my companions they fell. I knew I was next when the storm began to die down. The walls of the city revealing themselves to be merely a few hundred feet away. They smiled at me, and I blinked. They were gone.

The Quelthyra are an ancient race, more akin to the elves than any other. However, unlike the elves, who may have only a touch of magic within their ancestry, the Quethyra are suffused with it. Hailing from the harsh conditions of the Vallakith deserts, their bodies are hardened against any inclement weather.

Quelthyra Traits

All Quethyrta possess the following innate traits.

Ability Score Increase. With strong bodies and minds, no other race can boast your hardiness and affinity for magic. Your Constitution increases by 2, and your Intelligence increases by 1.

Age. Most Quethyra achieve adulthood by the age of 60, and their lives are long. The mind fades before the body. While a Quethyra's body will not likely give up entirely for many thousands of years, the mind often goes at around the 500th year, and at that point most Quethyra wander into the desert, intent on ending their lives before their mind falters completely.

Alignment. While a Quethyra may have any alignment on the good-evil axis, almost all Quethyra tend to follow a very strict personal code, resulting in a primarily lawful bent.

Size. Most Quethyra stand between 6'5" and 7' in height. Your size is Medium.

Speed: You have a base walking speed of 30 feet.

Weathered. You have advantage on any ability checks or constitution saving throws made to resist a rough environment, such as a harsh desert heat or the frigid mountain winds.

Innate Magic. You learn the Mage Hand cantrip. At 3rd level, you can cast the Mage Armor spell once per day without requiring any material components. You must finish a long rest in order to cast the spell again using this trait. At 5th level, you can cast the Mirror Image spell once per day without requiring any material components. You must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Magic Absorption. When you are targeted by a spell that affects only you, and forces you to make a saving throw, you may spend your reaction to grant yourself advantage on the saving throw. If you succeed on the saving throw you regain your use of your Innate Magic spells, as if you had taken a long rest. You may do this once, and must take a long rest before you can do so again.

Language. You can speak, read and write Common and Elven.

Duran

A small figure flits quietly along the top of the water, their wings a blur. Every so often, they dip their net into the water, pulling up a shiny object with each attempt. After a quick examination, it is released back into the depths, and the figure continues on her way. After several minutes of doing this, they flit back to the shore and lean back to enjoy the breeze, perfectly content that they had discovered the coin, even if they really didn't want to keep it.

Hailing from the quiet spaces between mountain peaks in Banaram, the Duran are a small, pixie like race that excel at being nosy. Intensely curious, they value information more than coin or material possessions. Their wings and small size let them get to otherwise hard to reach places, and their sharp ears and eyes let them do the rest.

Duran Traits

All Duran possess the following traits.

Ability Score Increase. You're quick on your feet and always think things through. Your Dexterity increases by 2, and your Wisdom increases by 1.

Age. Duran typically achieve adulthood by the age of fifteen, and often live to about sixty years.

Alignment. Most Duran tend towards a chaotic or neutral alignment.

Size. Duran tend to stand between 2'8" and 3'4". Your size is Small.

Speed. Your base walking speed is 25 feet.

Winged. You possess a set of Pixie-like wings. As long as you are wearing Light or no armor, you have a flying speed of 30 feet.

Keen Senses. You gain proficiency in the Perception skill.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Slippery. Not to be tied down, you are practiced at slipping out of tight positions. You have advantage on Dexterity (Acrobatics) checks made to escape a grapple, and may attempt to escape a grapple as a bonus action on your turn.

Language. You can speak, read and write Common and one language of your choice.

Khova

The almost human man peers down the shaft of the arrow at the bear enjoying it's meal only twenty feet away. Between heartbeats the arrow is loosed, immediately finding purchase in the bear's hide. It roars in pain as the poison takes effect, and the bear collapses atop it's prey, paralyzed and helpless. With quiet steps he approaches from the tree, his skin returning to it's typical ruddy brown as he slings the bow over his shoulder and draws a knife. After a whispered prayer for the gift he's received and the sacrifice of the creature, he brings the knife down in a smooth, powerful stroke, ending the bear's misery.

The Khova are a offshoot of humans, reclusive and accustomed to the wild forests and grasslands of Deneva that they call their home. Intensely religious, the tribal Khova believe that nothing happens without reason, and that life should be lived to the fullest within the world provided them. When threatened, they will stop at nothing to protect their home and the ones they call family.

Khova Traits

All Khova possess the following traits.

Ability Score Increase. The Khova are as versatile as the humans they call their ancestors. Two ability scores of your choice increase by one.

Age. Khova possess the same lifespan as humans. They reach adulthood at thirteen after undergoing a special rite, and live to just under a century unless their lives are cut short.

Alignment. Khova can be of any alignment, however they tend towards neutral.

Size. Khova vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. You have a base walking speed of 35 feet.

Chameleon. Your skin can shift in color to match your surroundings. You can attempt to hide even when you are only lightly obscured, and have advantage on Stealth checks made when you are not moving.

Natural Poisoner. You gain proficiency in the Poisoner's Kit, and over the course of a long rest, can craft one dose of Khova Poison as long as you possess a Poisoner's Kit. A vial of Khova poison loses it's potency after 24 hours. The DC for the poison is 8 + Wisdom Modifier + Proficiency Bonus. The damage dealt by the poison is Xd4 poison damage, where X is equal to your Wisdom modifer.

Versatile. You gain proficiency in one skill of your choice.

Languages. You can speak, read and write Common.

Khova Poison

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw or take poison damage. Once applied, the poison retains potency for 1 minute before drying. The creator determines the DC and damage dealt.

Giff

Gathered around a table, you see a small group of hippopotamus-headed humanoids. Pistols hang on the hip of each, adding to the very clean military uniforms. They chuckle gruffly over a game of dice, and grumble at passerbys that get too close. The moment the waiter comes with their drinks however, the gruffness is replaced by polite, if overly so, smiles and thanks.

The Giff are incapable of magic, but make up for it in their martial ability. Masterful tacticians and skilled warriors, their honor is everything, and their intense love of explosives seems counter-intuitive when contrasted to their typically very militant and ordered society.

Giff Traits

All Giff possess the following traits.

Ability Score Increase. Your Strength increases by 2 and your Constitution increases by 1.

Age. Giff mature faster than humans but tend to have about the same lifespan, reaching adulthood at 14 and old age at 60. They can live to 90 years if lucky.

Alignment. Almost every Giff is raised from birth to honor their word and the agreements they make. They are almost always Lawful. Ethics, on the other hand, don't matter quite as much, and while they don't tend towards evil, they are rarely good.

Size. Often seven feet in height or more Giff are large and often well muscled. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Giff Weapons Training. Firearms are a core part of Giff training. You are proficient in the pistol and musket.

Field Repair. You can add your proficiency bonus to Tinker's Tools checks made to repair firearms. Additionally, you can craft ten pieces of Pistol or Musket ammunition over the course of a short rest as long as you possess Tinker's Tools and the gunpowder and metal required.

Naturally Athletic. You gain proficiency in the Athletics skill.

Nonmagical. Giff cannot cast spells. However, you have advantage on saving throws against spells.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read and write common and one language of your choice. They usually choose the most common language in the region they are working.

High Dwarves (Subrace)

The builders of the city of Baldrigune, the High Dwarves are unmatched by other dwarves in their versatility. While they can take up arms if they need to, but prefer diplomacy to violence, and make excellent teachers.

High Dwarf Traits

All High Dwarves possess the following traits.

Ability Score Increase. Your Charisma increases by 1.

High Dwarf Magic. You know the Guidance cantrip. At 3rd level, you can cast the Enhance Ability spell once per day. You must finish a long rest in order to cast the spell again using this trait. At 5th level, you can cast the Fly spell once per day. You must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Aetherium Genasi (Subrace)

As a Aetherium Genasi, you are descended from peoples touched by the aetherium in an extraordinary fashion. Usually rather withdrawn, the Aetherium Genasi can be dangerous when provoked, but are otherwise rather peaceful.

Aetherium Genasi are typically shorter than most other Genasi by a few inches, and their hair and skin colors can vary wildly.

Aetherium Genasi Traits

All Aetherium Genasi possess the following traits.

Ability Score Increase. Your Dexterity increases by 1, as you can be as elusive as the aetherium itself.

Part of the Void. You know the Light cantrip. At 3rd level, you can cast the Chromatic Orb spell once per day. You must finish a long rest in order to cast the spell again using this trait. At 5th level, you can cast the Gaseous Form spell once per day. You must finish a long rest in order to cast the spell again using this trait. Constitution is your spellcasting ability for these spells.

Other Races

Some races, though not originally from Valbora, have become a rather common sight there after the Imperium welcomed Valbora into the fold and travel to and from Valbora began. Among these races are the Shardmind and the Locus.

The Locus

The Locus have served the imperium directly for many years as soldiers within their ranks, and arrived alongside the Imperium when they came to Valbora. The choice to leave the Imperium is an available one to all Locus, but is one that is seldom taken, as most Locus are viewed with suspicion at best, and life outside Imperium ranks can be dangerous for them.

Part of this is their creation. Formed from the aetherium itself by the Imperium using ancient arcane machines, they are purpose built to serve. Many believe that those who forsook the Imperium publicly are merely serving as Imperium spies, and that they don't have any real will of their own beyond the commands of their Empress.

While this is often the case, some Locus truly have forsaken the Imperium and chosen their own path, proving that they do in fact have free will, even if most Locus deign to rarely exercise and most others choose to disbelieve it.

The Shardmind

The Shardmind are another strange entity, arriving seventeen years ago shortly after the Imperium. A race of sentient crystalline humanoids, the Shardmind are believed to have come from shards of the Crystal Spere's themselves, and are believed to be the result of Open Sphere spells being used too often, or of objects colliding with the sphere.

While very small in numbers in Civil space as a whole, not even to speak of Valbora itself, the Shardmind are unique enough that the few sightings there are of Shardmind are rather memorable.

Shardmind are often believed to be harbingers of the end time or of an apocalypse, or perhaps simply harbingers of a darker era. This has not been proven to be true, but does not prevent the notion from spreading, and outsiders settling on Valbora have been quick to share this belief the way they do their other beliefs.

The Subclasses of Spelljammer

While all the core content fits inside the Spelljammer world perfectly, there are some specialties that only those aware of the worlds beyond their own can partake in. Here we will detail some of those specialties.

The Arcane Font - A Warlock Patron

Occasionally, a Wizard at the peak of their power may attempt something new, experimental, and highly dangerous. And occasionally, they fail. When this happens, the Wizard may find themselves rent asunder by the power of the weave they've failed to master, torn into shreds, and bonded to the area of the accident. They have become an Arcane Font.

Still possessing some of their original personality and goals, emotion has been stripped out. Unable to leave, but still powerful practitioners of the Arcane, they continue to learn, luring others near with offers of power in exchange for more knowledge, often in the hopes of somehow finding the means of reversing what had been done. Those who refuse are often killed, but those who accept the offer may become warlocks of the Arcane Font.

Arcane Font Quirks

Following is a small list of flavor-only quirks you may apply to your Arcane Font warlock. You can choose one from the list, roll, or make up one of your own. These are just ideas.

d6 Quirks
1 Your eyes glow blue when casting spells.
2 You always give off a sourceless, low humming sound.
3 Your hair turns white.
4 You are constantly muttering verbal spell components.
5 Your every move looks as precise and practiced as your somatic components.
6 Detect Magic allows you to hear magic, not see it.

Subclass Features

Level Features
1 Expanded Spell List, Student of the Arcane
6 Manipulate the Weave
10 Seeker of Knowledge
14 Mastery of the Weave

Expanded Spell List

"This... this is true magic."

The Arcane Font lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Magic Missile, Shield
2nd Knock, Nystul's Magic Aura
3rd Blink, Glyph of Warding
4th Otiluke's Resilient Sphere, Polymorph
5th Animate Objects, Bigby's Hand

Student of the Arcane

"Study, my apprentice."

At 1st level, you learn two Wizard cantrips of your choice. They count as warlock cantrips for you, but they don't count against your number of cantrips known. Additionally, you gain proficiency in the Arcana skill. If you are already proficient in the Arcana skill, you instead gain Expertise in the Arcana skill.

Manipulate the Weave

"Don't let others attempt to better you. You have my guidance. Wield it."

Starting at 6th level, the Arcane Font has given you the ability to manipulate the Weave of magic in your favor. Once per short rest, you may cast Counterspell without expending a spell slot. You cast the spell at the level of your warlock spell slots. If you are successful in countering the spell, and the spell is of a level you can cast, you tear the spell from their control. You may then cast the spell as an action at any time before your next short rest, without expending a warlock spell slot.

Seeker of Knowledge

"They keep their knowledge locked away, jealous of it. Delve into their libraries, their towers. Find it. Share it with the world. It's only right."

At 10th level, your connection with the Arcane Font grows stronger. Whenever you make an intelligence ability check, you may choose to have advantage on the ability check. You may use this feature a number of times equal to your charisma modifier (minimum of 1) and regain these uses at the end of a long rest.

Also at 10th level, you are considered permanently under the effect of the Nondetection spell, as the Arcane Font manipulates the weave of magic to protect you from prying and jealous eyes.

Mastery of the Weave

"You've learned so much. They can't touch you now."

At 14th level, you have learned enough to become proficient at manipulating the weave to your advantage. You have advantage on saving throws made against spells or other magical effects, and are resistant to damage dealt by spells.

Arcane Font Invocations

The following invocations are restricted to only warlocks of the Arcane Font.

Weaveforged

"You see what it did to me. They didn't help me. They won't help you. The weave is a weapon. Use it like one."

Prerequisites: Pact of the Blade, 5th level, Arcane Font patron.

You use charisma instead of dexterity or strength for attack and damage rolls made with your pact weapon. In addition, if you hit a caster concentrating on a spell with your pact weapon, you may choose to force disadvantage on the concentration check. You may use this feature a number of times equal to your charisma modifier. You regain these uses at the end of a long rest.

Sword and Spell

"Cut them down. Take what you need by force. Don't give them time to strike back."

Prerequisites: Pact of the Blade, 7th level, Arcane Font patron.

When you cast a spell using a warlock spell slot, invocation or Mystic Arcanum, you can make a single attack with your pact weapon as a bonus action.

Enslave the Weave

"The weave cares not for us. Make it. Take the weave, bend it into shape, and make it slave for you."

Prerequisites: Pact of the Chain, 3rd level, Arcane Font Patron.

You gain an additional familiar option for your Pact of the Chain, known as a Weave Fragment. The stats for this familiar can be found on the last page of this document. The familiar gains additional hitpoints equal to twice your warlock level.

Two Become One

"They're simply a tool. Use them like any other."

Prerequisites: Pact of the Chain, 5th level, Arcane Font patron.

As an action, you may merge forms with your familiar. You take on the size, senses, speed, armor class, Strength and Dexterity scores of your familiar. You control the melded form, and all your equipment is melded with you. While merged with your familiar, you gain the special traits, features, and actions of the familiar. You cannot wield normal weapons while in this form. Weapons possessed by the familiar's form or sized for the familiar, such as an Imp's sting or a Sprite's bow, can still be used as normal. You cannot cast spells while merged with your familiar, unless it is a spell granted by the familiar's features, traits, or actions, or it is a warlock cantrip you possess. You maintain your current HP. Damage dealt to you or your familiar while merged is dealt to you, not to your familiar.

Almost a Spellbook

"I will show you the secrets of the weave."

Prerequisites: Pact of the Tome, 5th level, Arcane Font patron.

When you take this invocation, choose two spells from the Wizard spell list of your warlock spell slot level or lower. These spells appear in your Book of Shadows, and you may cast each of these spells using a warlock spell slot once. You may cast these spells again after you complete a long rest. These spells do not count against your spells known. You may switch these spells at the end of a long rest for two spells on the wizard spell list of your warlock spell slot level or lower.

Breadth of Knowledge

"Learn as much as you can. It's what we live for."

Prerequisites: Pact of the Tome, 7th level, Arcane Font patron.

At the end of a short rest, you may switch the skill proficiency/expertise gained by the Student of the Arcane feature for History, Religion, or Investigation proficiency/expertise, or back to Arcana after making this switch.

Prying Eyes

"The weave suffuses everything. Use it as your eyes."

Prerequisites: 12th level, Arcane Font patron.

You may cast the Scrying spell once without expending a warlock spell slot. You regain the ability to cast the spell in this way after you complete a long rest.

Master of Missiles

"All new wizards should master this spell. Now it's your turn."

Prerequisites: 12th level, Arcane Font patron.

You can cast Magic Missile at will as a 1st level spell, without expending a warlock spell slot.

Words Through the Weave

"Bend the weave to your will. Use it as your personal courier."

Prerequisites: 15th level, Arcane Font patron.

You may cast Sending at will, without expending a warlock spell slot.

Careful Planning

"I will watch you, and when you need me, I'll bend the weave to keep you safe."

Prerequisites: 15th level, Arcane Font patron.

You may cast the Contingency spell once without expending a warlock spell slot. You regain the ability to cast the spell in this way after you complete a long rest.

Walk the Weave

"Most are slaves to the weave. Bend it to your will, walk it's paths, and see things like you've never seen them before."

Prerequisites: 18th level, Arcane Font patron.

You may cast Teleport once without expending a warlock spell slot. When cast in this way, you are always considered to be very familiar for the purposes of the accuracy of the teleportation, as long as you are given a good description of the target location. You regain the ability to cast the spell in this way after you complete a long rest.


Weave Fragment

Tiny Abberation, Neutral


  • Armor Class 13
  • Hit Points 10 (3d4+3)
  • Speed fly 40ft, hover

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 8 (-1)

  • Saving Throws Wisdom +1, Int +5
  • Skills Investigation +5, Stealth +5
  • Damage Resistances Bludgeoning, Piercing and Slashing from non-magical weapons.
  • Damage Immunities Force
  • Senses Darkvision 120ft., passive Perception 9
  • Languages The creature understands the languages the warlock knows but cannot speak or write.
  • Challenge 1 (200xp)

Magic Resistance. The weave fragment has advantage made on saving throws against spells and other magical effects.

Gaseous Form. The weave fragment cannot wear or carry equipment or other items.


Actions

Weavebolt. Ranged Spell Attack: +5 to hit, Range 60ft., one target. Hit: 9 (1d10+3) force damage.

Nightlight. The weave fragment can cast light on itself as a bonus action at any time. This light cannot be dispelled with Dispel Magic. Additionally, the Weave Fragment can end the effect as a bonus action at any time.

Invisibility. The weave fragment magically turns invisible until it attacks, or until it's concentration ends (as if concentrating on a spell).

Shadow Form. The weave fragment shifts to mimic the form of its master. It takes on the size and speed of it's master, but it's statistics and abilities otherwise remain unchanged. It appears as a glowing, almost incorporeal form of it's master. While in this form, if it is within 20 ft. of it's master, it can grant it's master advantage on any Intimidation (Charisma) checks. It can revert to it's old form as an action at any time.

Description

The weave fragment typically appears as a glowing, eldritch orb of energy, about the size of an average humanoid's head. Careful observers notice what looks like a field of endless space within it's depths.

College of Captains - A Bardic College

Bards of the College of Captains have spent extensive time training their skills behind a Spelljammer helm, hoping to one day make their exploits as a pilot the stuff of legend. They desire to travel to the limits of the spheres, see sights no one else has ever seen, and turn them into stories that will last the ages.

Crews lucky enough to serve with such a bard may sometimes wish their pilot wouldn't be so damn daring in their attempts, but when things get hairy, their pilot will somehow pull it off.

College of Captains Quirks

Following is a small list of flavor-only quirks you may apply to your College of Captains bard. You can choose one from the list, roll, or make up one of your own. These are just ideas.

d6 Quirks
1 You always wear a jaunty pilot's hat, and if someone knocks it off of you...
2 This is your boat! You're always shouting commands, regardless of whether or not you actually need to shout to be heard.
3 You always feel the need to declare your status as the captain, even if you're just the pilot.
4 Sea shanties. You know all of them, and have written a few yourself. Whenever someone asks for a song, the first thing on your mind is a shanty.
5 You don't really need to be showy, but you are, and the things you try when piloting a Spelljammer make this fact known.
6 You are never without alcohol. A lot of it. And you're always drinking. It's really a bad example, but you are the pilot after all.

Subclass Features

Level Features
3 Bonus Proficiencies, Inspiring Piloting
6 Just a Little More...
14 Masterful Pilot

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in Vehicles (Spelljammer). If you are already proficient in Vehicles (Spelljammer), you instead gain expertise. You also gain proficiency in Navigator's Tools and Artillery weapons.

Inspiring Piloting

"You really want to give your crew the edge? Do something crazy. Not only will you surprise your enemy, but once they calm down, your crew will remember they have the best pilot at the helm the verse has ever seen!"

Whenever you succeed at a Maneuver check made when you're piloting a Spelljammer, you may immediately use your reaction and expend a Bardic Inspiration die. Every friendly creature aboard the ship you're piloting gains a number of temporary hitpoints equal to the number rolled plus your charisma modifier.

Just a Little More...

"A good pilot never gives up, no matter how tired you are, no matter how bleak things look."

Starting at 6th level, you can draw on your own bursts of inspiration when you need it most. As a bonus action, you may expend a bardic inspiration die in order to regain one 1st level spell slot. Starting at 11th level, this ability instead gives you 2 first level spell slots. When you use this feature, you have advantage on the next Maneuver check you make before the end of your next turn.

Also at 6th level, you have learned the art of drawing upon your pilot's flair. While you are onboard a Spelljammer ship, you have advantage on all Persuasion, Deception, and Intimidation checks.

Masterful Pilot

"I remember this one time when I was running from a Neogi ship... we were going far too fast, but we knew if we made it into the world's atmosphere we'd be just fine. Everyone was yelling at me, but I pulled it off, of course."

Whenever you make a Maneuver check or an attack roll with an Artillery weapon, you may use your reaction to expend one of your Bardic Inspiration Die. You may add the roll to your Maneuver check or attack roll. You may use this feature after you have seen the roll, but before the DM declares the roll a success or failure.

If you succeed on a Maneuver check or attack roll that benefited from this feature, every friendly creature aboard the ship you're piloting gains a number of temporary hitpoints equal to the number rolled plus your charisma modifier.

Aetherium Touched - A Sorcerous Origin

Whether you were born aboard a Spelljammer sailing the aetherium, a tumble from a ship left you momentarily stranded in it, or it touched you in some other way, your connection to the aetherium has resulted in strange powers. A seat at the helm is natural for you, and you can connect with a Spelljammer helm in a way that no one else truly can.

Aetherium Touched Quirks

Following is a small list of flavor-only quirks you may apply to your Aetherium Touched sorcerer. You can choose one from the list, roll, or make up one of your own. These are just ideas.

d6 Quirks
1 Your eyes are not the same as those of your race, swirling with the rainbow gasses of the aetherium.
2 Your hair seems to change color and hue every time you wake in the morning, and sometimes during the day.
3 Fire sets you on edge, or perhaps excite you. Either way, you feel strongly about it.
4 Land has never been your strong suit, and you tend to avoid it whenever you can.
5 Your blood is flammable.
6 Clothes? What are clothes? I'm part of the universe! I don't need clothes!

Subclass Features

Level Features
3 Natural pilot, Shipboard Magic
6 Ignite the Aetherium
12 One with the Aetherium
18 I am the Ship

Natural Pilot

"Flying with him... I don't know how to describe it. It really felt like we weren't sailing, there was almost no feeling of movement... we were just there, in the aetherium."

Starting at 1st level, you gain proficiency in vehicles (Spelljammer). If you are already proficient in Vehicles (Spelljammer), then you instead gain expertise.

Additionally, whenever you are supposed to expend a Spell Slot to make a Maneuver, you may instead expend 1 sorcery point.

Shipboard Magic

"He's on the deck, we took his wand. Wait, did you here that? Oh gods... he escaped..."

Also starting at 1st level, you are connected to the aetherium in a way no one else is. While you are in the aetherium your cantrips are always considered to be under the effects of the subtle metamagic, and all cantrips with a range of 30 feet or greater have a range 2 times greater than normal. For example, a ray of frost has a range of 120 feet for you while in the aetherium.

Ignite the Aetherium

"Why did you light a lantern on the deck? Quick, put it out!"

Starting at 6th level, you gain a special attack option fueled by your connection to the aetherium. As an action, you may expend a number of sorcery points up to or equal to your Charisma modifier. Choose a point within 200 feet of you that you can see. The area explodes with a burst of fire. Every creature within a 10 foot radius of the point you choose must make a dexterity saving throw. The DC is equal to your sorcerer spell save DC. On a fail, a creature takes 2d6 fire damage, plus an additional 2d6 for every sorcery point spent. On a success, a creature takes half damage. A creature within the aetherium has disadvantage on their saving throw.

One with the Aetherium

"He simply appeared on the deck and started throwing magic... we couldn't stop him..."

At 14th level, you can become part of the aetherium itself. As an action, you may spend 2 sorcery points to cast the Gaseous Form spell on yourself. When under the effects of the spell cast in this way, your flying speed is 30 feet, and you have vulnerability to fire damage. You do not have to concentrate on the spell when cast in this way, though you can dismiss it as an action.

Additionally, you can spend 4 sorcery points to cast Open Sphere.

I am the Ship

"Why sit safely on the helm, when I can sail at the bow?"

Starting at 18th level, you no longer have to expend a spell slot when a Maneuver would require you to do so, though you do have to have at least 1 sorcery point remaining. If you choose to expend a spell slot, you have advantage on the Maneuver check.

Additionally, you do not need to sit on a Spelljammer helm to use it, though you must still be attuned to it. You may have disadvantage on Maneuver checks made while not sitting at the helm, at the DM's discretion, depending on whether or not you can still see what you need to see to properly operate the helm.

Gunmage - A Wizard Tradition

While some focus their studies on a particular school of magic, the Gunmage focuses their studies on projecting their magic across the distances sometimes required in ship to ship combat. Gunmage's make some of the fiercest foes to face in any kind of conflict, on land or in the sky.

Gunmage Quirks

Following is a small list of flavor-only quirks you may apply to your Gunmage Wizard. You can choose one from the list, roll, or make up one of your own. These are just ideas.

d6 Quirks
1 You spend the majority of your free time carving runes into rounds.
2 You're always talking about your little important projects.
3 Those fighters with their guns. So unsophisticated. Not like me. I have class.
4 You've gone so long without your wand that you kind of forgot how to use it.
5 You love seeing the look in their eyes when the "squishy" wizard pulls a gun on them.
6 There is a fine line between genius and madman. You play that line like a fiddle.

Subclass Features

Level Features
2 Mastering the Basics, Got an Upgrade
6 Extra Attack
10 Always Prepared
14 Bombardment

Mastering the Basics

"The biggest problems we have with the arcane arts is distance. A wand can only send a spell so far. Tie the spell to a bullet? Now you have reach."

Starting at 2nd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms. Additionally, you gain proficiency with Tinker's Tools. You may use them to craft ammunition and repair damaged firearms.

Got an Upgrade

"Careful with that! It's still a gun before you cast the spell!"

Also starting at 2nd level, you have enchanted a firearm to serve as a form of Arcane Focus for you. You gain a pepperbox. This pepperbox counts as an arcane focus for your Wizard spells, and is considered magical for the purposes of overcoming resistance or immunity to damage from non-magical weapons.

As a bonus action, you may cast a wizard spell or cantrip that usually requires an action, and that requires a single attack roll. The spell does not immediately take effect. Instead, the next time you hit a target with a shot fired from your enchanted firearm before the end of your turn, the attack does damage as normal and the spell takes effect as if it had hit the target.

If you lose your arcane focus firearm, or if it is destroyed, you may enchant a new firearm to replace it. The firearm does not need to be a pepperbox, and can be magical. This process requires 8 hours of labor, tinker's tools, and 200gp in enchanting materials that are consumed in the process. Any previous firearm you had enchanted in this fashion loses the benefits of your enchantment.

Extra Attack

"No, you're still not a fighter."

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Always Prepared

"Sometimes you have to plan ahead. Those plans might fall through, but at least you tried."

Starting at 10th level, you have learned the art of enchanting rounds with your spells in a more direct fashion. At the end of a long rest, you may cast a wizard spell that has a single target, does not require concentration, and that forces a saving throw from a single creature onto one of your rounds. The spell does not take effect immediately. Instead, the spells magic is tied directly to the round.

As a bonus action, you can place the round in the chamber of your firearm. If the next attack you make with that firearm hits, the attack does damage as normal and the creature hit by the attack must make the saving throw as if the spell cast on the round had been cast on them. The affected creature makes the saving throw with disadvantage, and is affected by the spell normally. If the attack misses, however, the spell is lost and has no effect.

You may only have a number of rounds enchanted less than or equal to your intelligence modifier. The rounds enchanted in this fashion lose their enchantments at the end of a long rest.

Bombardment

"And fireballs rained down from the heavens."

At 14th level, you have mastered the use of your firearm, and have learned to quickly enchant your rounds with a different sort of power. As a bonus action, you may cast a wizard spell with a range other than self or touch, that forces a saving throw, and that has a radius of effect. Fireball, Synaptic Static, Stinking Cloud, and Ice Storm are all examples of spells that fulfill this requirement.

The spell does not take effect immediately. Instead, the next time you hit a target with a shot fired from your enchanted firearm before the end of your turn, the attack does damage as normal and the spell takes effect as if it has been cast centered on the target.

To Be Announced...

The Pilot - A Wizard Tradition

The Cannoneer - A Fighter Archetype

The Divine Agent - A Rogue Archetype

The Wayfarer - A New Class

Factions Amongst the Stars

The worlds beyond the stars are numerous, and far too many to detail here. Divided into spheres, each sphere contains several different worlds, and the spheres connect to each other by a mysterious energy known as the aetherium. Within the aetherium the divines hold little sway.

Those capable travel the distance between worlds and spheres through the use of a ship powered by a Spelljammer helm. The Spelljammer helm is the core of any Spelljammer ship. When connected to a spellcaster capable of powerful enough magic, the helm draws from them, allowing the pilot to guide the ship with their will.

Other forms of ships exist that work in a more mechanical fashion, but they are often viewed as inferior to those powered by a Spelljammer helm, due to the increased work required to effectively crew and pilot them, as well as being more expensive to create. Often they are created by the Dwarves, who possess a grasp of machinery unmatched by that of the other races.

Factions

There are many factions that hold a claim to power within the Spelljammer universe. The largest players are detailed here.

The Imperium

Primarily run by Elves, the Imperium serves as the ruling body amongst the stars, and determines what worlds are granted access to the Spelljamming helm. They keep the peace, and are constantly exploring further amongst the spheres.

Headquartered on the world known as Quori, they easily possess the greatest Spelljammer fleet amongst the stars, and even then can often be rather spread thin. The farther away one gets from Quori, the less their influence can be felt. Many who despise the rule of the Imperium thus often congregate on the outskirts of what the Imperium refers to as "Civil Space".

One can hardly blame those that choose to flaunt the rule of the Imperium, as it can certainly be a harsh one. While worlds within the Imperium are often lush and well taken care of, crime is punished harshly, and their rule is absolute. Additionally, the Empress claims godhood, and expects all within her rule to worship her as such.

Empress Khaleera and her family have controlled the Imperium for as long as most can remember. It is said by many that she is the one that seeded the spheres long ago, and while she has never claimed this herself, she does little to stop the spread of the rumours.

The Illithids

Sovereign from the Imperium, the Illithids are a thriving faction of their own. While the sphere they hail from is uncertain, their own version of Spelljammer ships often make their way into Civil Space. While treated with respect, their is a deep seated mistrust of their kind, and form good reason considering their unique dietary needs.

The Beholders

Another faction apart from the Imperium, the beholders are far less welcome, and are in fact currently at war with the Imperium. While powerful, their numbers are limited, and there is currently a stalemate between the two factions, with only the occasional Beholder led ship breaking through into Civil Space.

The Neogi

Nothing incites fear in the heart of a Spelljammer crew as much as the sight of a Neogi Deathspider. Ruthless slavers, the Neogi are quick to strike, stealing the crew to slave in their ships and serve as a constant food source. They will often harvest Spelljammer helms and ships to use for themselves, or use them as dangerous traps or bait.

The Arcane

Very little is known about this race of powerful beings. Most Arcane are merchants, traveling between spheres selling magical artifacts and enchanted wares. They are aggressively neutral, refusing to take part in any of the factional disputes.

Many tales are told about the Arcane. Some claim that they were the first to create the Spelljammer, and that the Imperium took it from them. Others claim that they are a failed Elven experiment. Regardless of the truth, they continue their work with little regard for those not of their own kind.

The Giff

Mercenaries, the Giff actually hail from the world of Galifar in Civil Space. Though incapable of any kind of spellcasting, they are mighty warriors that are often used by those in need of more muscle or crew. It is uncertain why the Imperium accepted them as a member race, but the likely reason is that Giff serve in many Imperium fleets.

The "Others"

A force, the origin of which is unknown, can sometimes be encountered in empty ships left adrift, or on worlds whose populations have long since died out. Many believe the "Others" to simply be an old wive's tales, rumors of people gone half mad from fear or exposure to tainted magic. The stories, however, all seem to bear a striking resemblance and continuity.

Quiet voices, whispering in the depths of the dark places. Promising knowledge, power, wealth, immortality. All if you just listen to their tales and spread them far. The ships overtaken by the "Others" are often confused for those left behind by Neogi warbands, leading many to believe that the "Others" are simply another insidious Neogi weapon designed to terrorize. Maybe they're right.

Spheres, Wildspace, and the Aetherium

Every spacer should be intimately familiar with what is beyond every world before attempting to venture out in a Spelljammer. This guide exists to help make you aware of the various important elements so you can be properly informed.

Crystal Spheres

Every solar system is self-contained in what is known as a crystal sphere. No one is certain what the material of a crystal sphere is made of, however it is entirely impenetrable by normal means, and requires sophisticated magic or a randomly occurring natural opening to get into out of.

Every exit out of a crystal sphere is known as a Sphere Portal, regardless of whether it is natural occurring or created with magic. Each crystal sphere typically contains one or more planets, moons orbiting those planets, and at the center, a star. Sometimes, in place of a star, a crystal sphere contains a planar portal at the center, though this is a rare occurrence indeed.

Most crystal spheres contain a single world that is actually populated by civilized creatures, though spheres with two or more populated worlds are not entirely unheard of. Typically, the Imperium tries not to share the Spelljammer technology with the worlds within spheres unless all populated worlds are considered fit for it.

Wildspace

The space filling the void between planets in the crystal sphere is known as wildspace. Winds and air exist in wildspace just as they do within a planet’s atmosphere. However there is no gravity, meaning that a person falling overboard on a Spelljammer ship will likely be stranded until rescued, until they die of dehydration or starvation, or until they wander too close to the gravitational body of a world.

Most skirmishes between Spelljammer ships happen inside the Crystal Sphere, as the relatively contained area makes it easier to clean up after things and makes spotting possible reinforcements easier.

The Aetherium

The aetherium is the unending field of emptiness, dotted with clouds of bright and colorful gasses that exist outside crystal spheres. No scholar has been able to determine what exactly the aetherium gasses are made of, and any attempts to bring aetherium gasses into a crystal sphere is impossible, as the gasses inexplicably dissipate no matter how well contained upon entering a crystal sphere. However, they are highly flammable, making many common weapons and spells incredibly dangerous if used within the gas clouds of the aetherium.

The aetherium, like wildspace, contains breathable air, but no gravity, and as such those who fall overboard face the same trials and tribulations as those who fall overboard in Wildspace.

Many wreckages of old ships, crystal spheres that have somehow been destroyed, and other strange things lurk in the vastness of the aetherium, leading many to sail through hoping to come across something valuable. However, sometimes the things they come across are incredibly dangerous, and many ships that stray from the wind currents of the aetherium may find themselves meeting terrible fates.

Spelljammer Helms

A Spelljammer Helm is a remarkable achievement in and of itself. Anyone with a modicum of magical potential can use that magic to power a Spelljammer Helm, allowing them to pilot massive ships with relative ease. When attached to a ship, a Spelljammer Helm provides a few major functions. First, it allows a pilot to expend their magical power to move and maneuver the ship. Secondly, it allows the pilot to the ability to see any point in or around the ship at will, and even to look off into the distance as if they were standing on the deck or in the shrouds. Lastly, it provides a plane of gravity that prevents those aboard from simply floating off into space.

Most Spelljammer Helms take the form of a throne-like seat, replete with arm rests. The creator of the Spelljammer Helm determines just how aesthetically pleasing and comfortable the seat may be.

The origins of the Spelljammer Helm are uncertain. These days, the Imperium and the Arcane both possess the methods and people to build them, though it is not unheard of for enterprising and talented artisans and enchanters to create their own.

Piloting a Spelljammer

Any person with enough magical ability (represented by having at least one 1st level spell slot) can theoretically power a Spelljammer Helm. However, the art of piloting a Spelljammer is indeed an art and many study and train for most of their lives to master it.

It takes one minute (ten rounds) to sit in a Spelljammer Helm and attune yourself to it. From that point on, until another attunes to the helm or you lose attunement, you need only spend one action to sit in the Helm and tether yourself to it. Attempting to tether yourself or otherwise activate a Spelljammer Helm without first attuning to it fails and has no effect. Attuning to a Spelljammer Helm does not count towards your regular attunement slots.

While tethered to a Spelljammer Helm, the pilot can expend one spell slot (regardless of level) to perform a Maneuver. Every action taken by a pilot to run a Spelljammer is called a Maneuver. If a Maneuver requires an ability check, you may add your proficiency bonus if you have the Vehicles (Spelljammer) proficiency.

The Mechanics

There are several things you need to know about properly piloting a Spelljammer. First, we’ll discuss the different types of Spelljammer Helms.

Helm Type Power Rating (PR) Minimum Ship Size Maximum Ship Size
Minor Helm 1 Small Small
Lesser Helm 2 Small Medium
Greater Helm 3 Medium Large+
Spellhelm 4 Medium Large+

Every Spelljammer Helm has a Power Rating (PR). The PR is used to help determine the maximum speed of a ship when in combat. To calculate a ship’s top possible speed (Also known as Ship Rating, or SR), you add the PR of the Spelljammer Helm to the Maneuverability Rating (MR) of the ship.

For example, let’s consider the Mosquito. The Mosquito is a Small size ship, usually powered by a Lesser Helm. It doesn’t fit many people or armaments, but makes a great tool for boarding, or for traveling between a world and the ship waiting in the Wildspace above. It has a MR of 8. Thus, it has an SR of 10, and is one of the fastest of the common ships.

The stats of all the ships will be discussed later, however it is important to note that Ship Size and Creature Size are very different.

When you are not in combat, however, all ships with a Spelljammer Helm are capable of achieving “Spelljammer Speed”, which is one hundred million (100,000,000) miles per day.

Maneuvers

The key to piloting a Spelljammer is the Maneuver. A Maneuver is any action taken by a pilot to interact with the ship while tethered to a Spelljammer Helm. Unless otherwise specified, every Maneuver requires the expenditure of one spell slot. The level of the spell slot does not matter.

Many maneuvers additionally require a maneuver check in order to successfully complete the maneuver. Maneuver checks use your spellcasting ability modifier, and if you have the Vehicle (Spelljammers) proficiency, you may add your proficiency bonus to maneuver checks as well.

Worlds and Spelljammers

All Spelljammer ships are capable of flight in a planet’s atmosphere, just as they are within wildspace and the aetherium. Many are also constructed in such a fashion that they can be used on the oceans as well, functioning as normal ships.

Entering and exiting a planet’s atmosphere is an important skill for any pilot to know. In order to successfully leave or enter a world’s atmosphere, you must take the “Take Off” or “Landing” maneuvers respectively.

There are also three different types of ship hulls, in general. The Atlantis ship hull is capable of landing and sailing on the water, but is not equipped to land on solid land. The Terran ship hull is capable of landing on flat ground safely, but cannot function as a sea-faring vessel. The Duality ship hull is equally capable of both.

Riding the Winds

It is important to note that while the Spelljammer Helm is primarily responsible for the functioning of a Spelljammer vessel, even non-Atlantis hull ships must have sails to catch the winds of the aetherium or wildspace. They not only help guide the vessel, but assist it’s maneuverability and speed in combat.

Spelljammers in Combat

No matter how hard you might try, from time to time, you may find yourself having to fight ship-to-ship. This section will discuss the unique rules for combat between Spelljammer ships.

Acceleration and Deceleration

In order to either accelerate or decelerate, the pilot must make either the Acceleration or Deceleration maneuver. Each time you take either maneuver, you must expend a spell slot as normal. Whenever you take the acceleration maneuver, you may increase your speed by an amount up to or equal to your ships Maneuverability Rating. Whenever you take the deceleration maneuver, you may lower your speed by an amount up to or equal to your ship’s Maneuverability Rating. Because of this a ship with a higher Maneuverability Rating, despite perhaps having a less powerful helm, is capable of altering it’s momentum much quicker than a larger, less maneuverable ship.

Let’s take our Mosquito as an example. We’ve already determined that the typical top speed of a Mosquito powered by a Lesser Spelljammer Helm is capable of a top speed of 10. Because it has a maneuverability of 8, each time the pilot uses the acceleration or deceleration maneuver, the ship’s speed can be altered by up to 8 points.

Speed in Combat

When in combat, or when you are too close to an object of significant size, you will be dropped into what is known as Tactical Speed. You cannot prevent this from happening whatsoever and can only get back to Spelljammer speed by putting enough distance between you and whatever object caused you to drop to Tactical Speed.

Speed Combat (Ft. per round)
1 20
2 40
3 60
4 80
5 100
6 120
7 140
8 160
9 180
10 200

On a ship’s turn, the pilot must expend all of the ship’s movement. If the acceleration or deceleration maneuver is taken on a turn, the pilot can choose whether to move before the maneuver (thus using the speed the ship had at the start of its turn) or after the maneuver (thus using the new speed).

Initiative in Ship to Ship Combat

Instead of rolling initiative for every involved creature as normal, each ship rolls their own initiative. The pilot will roll a standard initiative check, but uses their spellcasting ability modifier instead of their dexterity modifier. A pilot can spend a spell slot to gain a +5 bonus to their initiative modifier for this roll. They can do this more than once when initiative is rolled, with no limit to the number of spell slots that can be expended this way, but they must do those before the roll is made. If the pilot has proficiency in Vehicles (Spelljammer), then they can add their proficiency modifier to the initiative roll as well.

On a ship’s turn, the pilot and every creature on the ship can choose their actions in any order. This order does not have to be carried from round to round.

If a ship is boarded, then attackers and defenders take alternating turns, with the defenders going first. Specifics of boarding will be discussed later.

Combat Maneuvers

Every pilot must do the following each round of combat:

  • Expend any movement the ship has available to it at the current point in time.
  • Perform a Maneuver.

If the pilot has bonus actions available to them, they may take a bonus action as per usual.

Following is the list of combat Maneuvers and their functions.

Normal Operation. This Maneuver is taken whenever there is no other maneuver the pilot wishes to make. It represents steering and maneuvering the ship in the stress of combat. This maneuver does not require a spell slot.

Accelerate. You increase your ships speed by an amount up to or equal to the ship’s MR.

Decelerate. You decrease your ships speed by an amount up to or equal to the ship’s MR.

Defensive Maneuver. Through careful positioning and evasive action, you can avoid the brunt of incoming attacks. Attacks made against your ship have disadvantage until the start of the ship’s next turn.

Offensive Maneuver. By maneuvering your ship aggressively, you can give your gunners a better shot. All attacks made against another ship from your ship have advantage until the start of the ship’s next turn.

All maneuvers require the expenditure of a spell slot as normal, except for the Normal Operation maneuver, which does not require the expenditure of a spell slot. Use the following to determine the DC of the maneuver. Harsh weather conditions, strong winds, debris, or other things may give you disadvantage on the check at DM’s discretion.

Maneuver DC
Normal Operation 10
Accelerate 10
Decelerate 10
Offensive Maneuver 20
Defensive Maneuver 20

On a failed maneuver, it is treated as a successful Normal Operations maneuver, with a detrimental result. The DM determines the specifics of the problem, though the go-to result would be all other ships having advantage on attacks made against your ship until the start of the ship’s next turn.

Crew Actions

Other members of the ship’s crew may act normally during their turns, taking their movement, actions, and bonus actions as normal. You must complete all actions that will be part of your turn at once.

Crew Members in Combat

While all of your normal capabilities are available to you while participating in ship-to-ship combat, there are a few things that are different from typical combat that every crew member should be aware of.

Ranged and Thrown Weapons

Because both wildspace and the aetherium are gravity free, all ranged weapon and thrown weapon attacks have both their normal and long-distance range increments tripled. For example, the longbow has a range of 450/1800 in wildspace or the aetherium. This unfortunately does not apply to ranged spell attacks.

Artillery

Most Spelljammer ships are equipped with artillery of some variety. From Ballista to Cannons, there are quite a few options for those interested in making their ship ready for battle, and there are special rules that apply to their use.

The full rules for artillery will be noted later, however, the following applies directly to ship-to-ship combat actions and will be noted here as well. Most artillery requires more than one action to use. Multiple characters can use their action to contribute to the firing of artillery during a ship’s turn. The last player to contribute their action makes the attack roll.

It should also be noted that artillery is designed for firing against ships. While you can target creatures with artillery, targeting a creature of large size or smaller with artillery results in disadvantage on your attack roll.

Boarding

Boarding a ship requires that two ships are close enough together to perform boarding, or teleportation. Usually this is done by taking a smaller ship, like a longboat, to the enemy ship with a boarding party. Other methods include teleporting, flight, or grappling hooks. Boarding a ship is dangerous for all involved, as pushing people overboard is a common combat tactic aboard ships.

Whenever a ship is boarded, each side chooses a creature to act first. The attacking side gets to choose a creature, then the defending side. This process continues until one side has no more creatures to use. The other side then has all remaining creatures that have not yet acted act, then the process begins again next time that ship’s turn comes around.

Artillery

Artillery is an important part of combat in the Spelljammer universe. Typical crossbow bolts, and even cantrips can do very little against Spelljammer ships themselves, and often can’t reach the necessary lengths for ship to ship combat. This section covers stats and rules for the use of artillery.

Firing Artillery

Firing artillery is almost exactly the same as using any normal ranged weapon, except that multiple people can contribute their actions to firing, and multiple actions are required to fire artillery. One person who contributed an action is considered the Shot Caller, and that person makes the attack roll for the artillery. You use your dexterity for all attack rolls made with artillery, and you may add your proficiency bonus to the roll if you are proficient in martial weapons.

Stats

Artillery have their own unique set of properties, which are described below.

Action Cost. The number of actions that must be contributed before the artillery fires.

Minimum Range. All artillery weapons have a minimum range. Attacks made against targets closer than the minimum range automatically miss.

Personnel. If the artillery has the personnel attribute, it can be used against creatures of large size or smaller normally. If it does not have the personnel attribute, any attacks made with this weapon against creatures of size large or smaller have disadvantage.

Tonnage. Each artillery device requires a certain “tonnage”, representing the space and resources needed to fit that piece of artillery onto the ship. You must have an available amount of space greater than or equal to the tonnage rating of the artillery to fit it on the ship.

Artillery Statistics

Artillery Name Damage Minimum Range Range Action Cost Personnel Tonnage
Light Ballista 2d10 piercing 50 feet 200/400 3 Yes 1
Ballista 3d10 piercing 100 feet 400/600 4 No 2
Heavy Ballista 4d10 piercing 150 feet 600/800 5 No 3
Shrapnel Cannon 3d10 piercing 20 feet 100/200 3 Yes 2
Light Cannon 3d10 bludgeon 100 feet 300/600 3 Yes 2
Cannon 4d10 bludgeon 150 feet 600/900 4 Yes 3
Heavy Cannon 5d10 bludgeon 200 feet 900/1200 5 No 4

Ship Statistics

Ships have many special statistics and properties of their own. This section describes them, as well as the statistics of some of the ships thsemselves. Not every ship is represented here, and it is quite likely you will encounter other ships out on your voyages, both to fight against and possibly to use yourself.

Base AC. The AC of a ship is typically 8+ it's MR. However, certain materials used in construction may provide an AC bonus.

Cargo Tonnage (CT). The amount of cargo space the ship has. Cargo Tonnage can only be used for Cargo.

Damage Threshold (DT). Every ship has a damage threshold. Most typical attacks cannot damage a ship due to it’s size and materials. Any attack or spell that deals damage to the ship has it’s damage reduced by the Damage Threshold of the ship. If the damage is reduced to 0 or less, the weapon does nothing against the ship.

Flex Tonnage (FT). The amount of space that can be dedicated to either Cargo OR Artillery.

Hull Points (HP). Hull Points are the ship’s equivalent of HP. When a ships Hull Points are reduced to half it’s maximum value, the ship’s MR is considered half the normal for that ship. When it is reduced to one quarter it’s HP or less, the ship loses all movement, and is considered dead in the water.

Maneuverability Rating (MR). To calculate a ship’s top possible speed (Also known as Ship Rating, or SR), you add the Power Rating (PR) of the Spelljammer Helm to the Maneuverability Rating (MR) of the ship.

Maximum Crew. The maximum possible number of crew that can fit on the ship. The ship cannot move if more than this number is present. One unit of unused Cargo or Flex Tonnage can be used to support two more crew members, though using the space in this way is rather uncomfortable.

Minimum Crew. The minimum crew required to properly run the ship. If the Minimum Crew is not reached, all maneuverability checks for the ship are made at disadvantage, and some may be impossible at the Dm’s discretion. Additionally, the MR of the ship is considered to be half of it’s normal value if under-crewed.

Size. Separate from creature size, ship size determines how much power is typically required to move it, in the form of a Spelljammer helm. Size usually dictates about how much space the ship has, the number of crew required to properly run it, the amount of room the ship has for people, the DT, and the Maneuverability Rating of the ship. Additionally, Large and larger ships often have a set space for one or more Small size ships to dock, which usually serve as landing vessels, boarding vessels, or transports.

Weapon Tonnage (WT). The amount of space set aside for weaponry the ship has. Weapon Tonnage can only be used for Artillery.

Ship Statistics

Ship Name Size HP Base AC MR Minimum Crew Maximum Crew CT WT FT DT
Mosquito Small 75 16 8 2 8 1 1 2 8
Thorn Small 100 14 6 2 8 0 2 2 10
Flitter Small 50 15 7 1 7 2 0 1 8
Man-o-War Medium 200 12 4 6 24 2 8 2 12
Dragonfly Medium 150 12 4 4 20 2 6 4 12
Damselfly Medium 150 13 5 4 20 4 4 4 12
Galleon Large 300 11 3 10 32 4 8 4 14
Tradesman Large 300 10 2 8 34 10 4 4 14
Armada Huge 500 10 2 20 60 16 24 10 16
Citadel Huge 500 10 2 20 80 24 12 10 16

Obligations

Setting sail for the stars is an expensive endeavor. Whether it’s the actual purchase of the ship itself, or the cost of crew, the cost of supplies, the cost of permits, or the cost of training, there is no way that most people could ever afford to set sail for the stars. Well, at least without getting some help.

So how did you get the resources required to set sail for the stars? There are several options listed below. These are ideas only, and I encourage you to massage them a bit to better fit your story or come up with your own if you don’t like these ideas.

A Loan. You took out a loan, either from a trustworthy institute, or from someone a little shady. Eventually, you’ll have to pay them back.

A Mission. Your trip was funded by another, who had some very specific goals for you. IF you don’t fulfill your end of the bargain, things might not end up so well for you.

A Stowaway. Maybe you never raised any funds, and for some reason or another had to get out of dodge quickly. You stowed away on the ship.

A Wealthy Upbringing. Your family had money, and you used that. Perhaps some money was willed to you, or perhaps you squandered your parent’s money to go on an adventure.

Stolen Funds. The money you used to fund your travels was stolen, or was made from the sale of stolen items. Perhaps the victim of your theft seeks revenge, or perhaps they’ve informed the Imperium, who will want to bring you to justice.

When creating and fleshing out your obligation, make sure that your obligation has some form of negative effect or consequence tied to it.

Spells of Spelljammer

These spells are designed to assist you in your spelljamming adventures.

Open Sphere

6th level, Transmutation ritual


  • Casting Time: 10 Minutes
  • Range: 1000 ft.
  • Components: V, S, M (A small glass sphere that you can fit inside your palm.)
  • Duration: 8 hours
  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard

You point at the surface of a crystal sphere within range. A large portal opens on it's surface, allowing passage into and out of the crystal sphere. The portal is 1000 feet in diameter. You can close the portal and end the spell by spending 1 minute to focus and close the portal. Anything caught in the portal when it closes are shunted randomly to one side of the portal and suffers 55 (10d10) force damage.

 

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