Snoop's Superb Spelljammer Supplement v7

by Snoopdigglet

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Snoop's Superb
Spelljammer Supplement

Contents

The Seas of Spelljammer

There are two areas of space necessary to understand when exploring Spelljammer; Wildspace and the Phlogiston, separated by an object called a 'Crystal sphere'.


This section will go into depth as to what these areas are, but the quick and short of it is that "Wildspace" can be thought of as "normal space" while the Phlogiston is a chaotic area of space "outside" of space.


Separating these two areas is a naturally occurring formation of crystal that seems to be impervious to all known methods of harm.


Wildspace

All the celestial bodies within a crystal shell float in an airless void called Wildspace. Conventional interplanetary journeys around a solar system occur within wildspace.


Wildspace is what comes to mind when we talk of "space" It is the vast emptiness that lies between the planets and the stars.


All space inside a crystal shell is wildspace. It is mostly a vacuum. (More correctly, most regions of wildspace are vacuum. But the cosmos is a big place, and there are exceptions to almost every rule, as shown later.)


Wildspace is not truly a void, however, even though it is often referred to that way. The simple fact that there is "space" rules out its being a true void.


Within wildspace are the celestial bodies: planets, suns, moons, asteroids, and a host of other items collectively lumped together under the heading "planetoids."


Most celestial bodies have an atmosphere of some sort, although it is dangerous to assume that this is an inviolable rule.

The Phlogiston

The Phlogiston, outside and between the crystal spheres, is a turbulent, rainbow ocean of flammable ether. The Phlogiston is a multicoloured sea upon which float the various systems within their crystal shells.


The term phlogiston is applied equally to the multicoloured medium and the entire region surrounding the crystal spheres.


Phlogiston has varying thicknesses in space and forms dense rivers between planet-sized objects (such as the spheres themselves).


Voyagers moving along these paths of concentrated Phlogiston discover that the greater the density of the flow, the faster a ship can move.

A ship can speed up and slow down by penetrating deeper into or raising itself out of these phlogiston rivers, stellar distances can be covered quickly in such areas.


Further, the ship's speed is partially dependent on the surface area it presents to the flow, so many ships carry sails to increase their speed in the interstellar ocean.


Gravity works in Phlogiston the same way it does in wildspace. Down is directed toward the central axis of the ship.


Phlogiston is none of the recognized four elemental matters. It is neither air nor earth, fire nor water. It cannot be reproduced or brought inside the bounds of a crystal sphere.


If an attempt is made by physical or magical containment, the Phlogiston inexplicably dissipates, leaving no trace.


Phlogiston simply cannot exist within wildspace or on the surface of a planet. Finally, Phlogiston is dangerously flammable, much like oil-soaked cotton, which poses its own problems.


Any flame exposed to Phlogiston causes the surrounding area (including the phlogiston-laden air envelope of the ship) to burst into flame. This flame expands immediately to three times its normal diameter and inflicts three times its normal damage.


For this reason, fireballs, bombards, arquebuses, and any other weapons which rely on a spark or flame are not used in the Phlogiston. The effects of various types of flame exposed to Phlogiston are as follows:

Source Effect
Match Creates a 5ft ball of fire doing 2d8 damage
Candle Creates a 10ft ball of fire doing 3d8 damage
Lantern Creates a 10ft ball of fire doing 4d8 damage
Oil Flask Creates a 10ft ball of fire doing 5d8 damage
Cooking Fire Creates a 15ft ball of fire doing 6d8 damage
Using a Firearm Creates a 20ft ball of fire doing x3 damage of the firearm, centring on the shooter
Any Fire/Spark-Like Spell creates a minimum of a 10ft ball of fire doing x3 damage of the spell, centring on the caster
  • Note: these effects occur immediately. For example, lighting a flask of oil to use as an incendiary weapon will cause it to explode instantly.

Crystal sphere

All wildspace is bounded by crystal shells or crystal spheres. Inside the crystal sphere is the vacuum of wildspace, the planets and stars.


Outside the crystal sphere is the rainbow ocean of Phlogiston and more crystal spheres. The size of a crystal sphere is determined by the size of the planetary system inside.


Usually, a sphere has a radius at least twice as big as the orbital radius of the outermost celestial body in the system (i.e., the distance from the shell to the outermost body of the system is the same as the distance from that outermost body to the centre point of the system). Because of their great size, the outside of a crystal sphere appears perfectly flat.


The curvature is so gradual that it is completely undetectable to anyone close enough to see the crystal sphere through the obscuring Phlogiston. The spheres consist of an unbreakable, dark ceramic material of unknown origin.


Some legends state (and various theologians agree) that the smooth-surfaced shells were created and positioned by the gods themselves to protect their worlds from the ravages of the Phlogiston, which is held to be the prime matter of the universe.


Less charitable philosophers maintain that such shells were placed by an even higher authority to keep gods and men in and confine their activities. Whatever their origin, the crystal shells are uniform throughout space.


All appear as great, dark, featureless spheres of unidentifiable matter. The crystal spheres are definitely solid. They have no gravity along their interior or exterior sides (an exception to the rule that all large objects have gravity).


No magic has been found that can damage or alter the surface of a shell, except for those spells which cause portals to open. However, this is believed to be nothing more than an artificial triggering of a natural phenomenon since portals also occur naturally and seemingly at random.


They are apparently immune to the effects of wishes and even the wills of the outer planar powers (though this does not rule out the possibility that the outer planar powers created them, perhaps they were wise enough to prevent even their own tampering). The crystal shell is an impassable barrier to space voyagers unless they are appropriately prepared or very fortunate.

Quirks of Spelljammer

Many things in Spelljammer do not mimic real-life physics or behave in a standardized fashion; things that might work in Wildspace won't necessarily work in the Phlogiston and vice-versa.

Magic

Spells and spell-like effects that require access to another plane of existence (e.g. spells like Summon Elementals or Leomund's Secret Chest) or use a transitive plane to function (e.g. Blink, Misty step, Teleport, or Demiplane) do not work in the Phlogiston.


This is because the Phlogiston is inaccessible to any other planes of existence; there are no exceptions to this rule.


Even magic items that utilize extradimensional spaces cease to function in the Phlogiston; things like a Bag of Holding revert to a regular, nonmagical bag when they enter Phlogiston; its items being inaccessible until the bag is returned to Wildspace.


As a consequence of this behaviour, the Phlogiston can't be teleported out of or into; this leaves spelljamming as the only practical method of transportation in the Phlogiston.

Divine-like Magic

Also of note, magic that requires the contact of higher powers or extradimensional beings is severely limited due to the inability of such entities to transmit their power outside a crystal sphere.


As such, spellcasters who rely on such entities (e.g. Clerics, Paladins, Warlocks, Druids, or Rangers) cannot regain spell slots above 2nd level, with more powerful spells being too difficult to regain in the Phlogiston with mere faith alone.

Gravity

Gravity does not behave as one would expect in spelljammer; the force that gravity pulls down towards an object is constant, always earth-like. So a planet ten times as large as the earth has the same gravity as a planet one 10th the size of the earth.


Most objects in Spelljammer have their own plane of gravity, some even multiple; the plane of gravity runs across whatever is seen as the most practical.


For example, a spelljammers plane of gravity usually runs along its main deck, so the crew standing on the top deck face down while the crew on the lower decks face up.


If two planes of gravity intersect, they combine into one large plane, or the object with the larger mass overpowers the smaller object, whichever makes the most sense.


This allows smaller fighter or escape craft to land and stay secured to a larger vessel while also letting larger craft board an enemy without worry that it may lose its gravity plane.

Ship Terminology

This section lists terms used later in this document's "Vehicles and Equipment" section.


Beam Length This is the measurement of the widest part of the ship from port to starboard (left to right). Important when dealing with gravity and the air pocket that surrounds a ship.


Keel Length The ship's length from fore to aft (front to back). Important when dealing with gravity and the air pocket that surrounds a ship.


Crew Min/Max These two numbers indicate the minimum crew required to operate the ship and maximum occupancy before air quality becomes an issue.


Damage Threshold (DT) An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its DT.


Any damage that fails to meet or exceed the object's damage threshold is superficial and doesn't reduce the object's hit points. All Ships and Siege Weapons are immune to Poison and Psychic damage.


Speed Point (SP) This is the total sum of movement capabilities the ship has, it's a representation of both the power of the Helm and the maneuverability of the ship.


Maneuverability Class (MC) All ships come with a rating of A to G, with G being the most sluggish. Ships can only have a class G rating from taking damage or modifications.


Class F is typically reserved for large flagships or converted groundling ships, while fighters and escape craft are usually Class A. Ships cannot be changed in any way to exceed the A-G classifications. Each category provides the following benefits:

Class Turn Allowance (TA) Reaction Modifier (RM)
A 3† +8
B 2 +6
C 2 +4
D 1 +2
E 1 0
F 1† -2
G 0† -4

† denotes unique properties

  • Class A ships do not spend speed points to turn.
  • Class F ships must move forward one hex at the start of its turn before turning.
  • Class G ships spend a speed point to attempt a turn one face. There is a 30% chance the turn is successful. Otherwise, the point is wasted.

Reaction Modifier (RM) This value represents the ship's ability to dodge and avoid disasters. This number is used when resolving ramming checks and is added to the rolled check as described in the sections below.


Note that ships that are unpowered, disabled, or otherwise inoperable do not add their reaction modifier (unless negative).


The reaction mod is also used to resolve ship-to-ship initiative and functions the same as dexterity does in player's initiative.


Turn Allowance (TA) This represents the maximum number hex faces the ship can turn on a single hex before the ship needs to move into another hex.


For instance, for a class C ship with a Turn Allowance of 2 and six speed points to turn right 4 faces; it would need to turn two faces, move forward one space, then turn again two faces, leaving it with one speed point.


*Note class A ships do not spend a speed points to turn.


Tonnage (T) This is a measure of the physical displacement that a spelljamming ship takes up. For each ton, you can consider the ship taking up 300 cubic feet of space. This displacement influences the amount of breathable air surrounding a ship in wildspace.


Lastly, tonnage is used to determine the ship's dimensions, crew size, and cargo limit. This is not a measure of the ship's weight. The actual dimensions of the ship are unimportant.


Landing (L) This describes whether a ship can land; usually, a ship can land on water, land, both or none. Some ships are unique in that they can be submersible.


Combat in space

There are two main types of combat in space, the first being conventional and the other being ship to ship.

Conventional combat

Conventional combat occurs when you and the enemy are within 100 feet; conventional combat functions identically to regular combat.

Ship to ship

Ship to ship combat, however, is further broken down into three phases; the movement, crew, and firing phase (in that order) that each ship takes on their turn. A ship to ship combat round takes 1 minute instead of 6 seconds. A ships uses its Reaction modifier when rolling initiative.


(For an in-depth flowchart, got to page 30.)

Movement phase

During the movement phase, the helmsperson can position and move the ship up to the ships speed points, or "SP".


Movement in combat occurs on a hexagonal grid; a ship can only move into the next hex if facing it, requiring one speed point to do so.


Lastly, a ship ability to turn is dependent on its Turn Allowance. A ship can turn multiple times during its Movement phase but only once per hex per round.

Crew phase

PC's can determine what they will do for this phase; whether it's manning the weapons, facilitating an emergency repair, healing wounded crew, casting a spell, or any other such activities that would take a minute or less.


The captain decides which, if any, actions NPC's on board will take.

Firing phase

During the firing phase, Any or all the siege weapons on board maybe fire if they are manned. A siege weapon can only be fired once per ship to ship combat round unless stated otherwise.


To determine the modifier for the siege weapon, add either the Strength or Dexterity modifier ( whichever is greatest) to the crew member's proficiency bonus. If there are multiple crew operating the siege weapon, choose the member with the lowest total modifier.

Critical Hits

Crewed siege weapons often have a chance of inflicting a Critical Hit on enemy vessels on a roll of 20. Other events (Ramming, Spells or Crashing etc.) may also cause a Critical Hit.


When a vessel is reduced to 50% of its Hit Points, it suffers a Critical Hit. When you score a critical hit, instead of doubling the damage dice, roll on the following table:

Roll Effect
1 Fire
2 Ship Shaken
3 Hull Holed
4 Speed Loss
5 Ship Weapon Damaged
6 Crew Damage
7 Fire
8 Speed Loss
9 Hull Holed
10 Spelljammer Shock

Fire- A fire starts somewhere in or on the ship; if a fire cannot start (e.g. all lights are magical, the hull is made of stone, no sails, etc.), roll again. Fire may damage the sails, burn passengers and cargo, and cause chaos amongst the crew. Fires aboard a ship deal 1d6 Hit Points of fire damage per ship to ship combat round; damage threshold doesn't negate this damage.


Hull Holed- The attack punches a sizable hole in the ship. DM decides location. If three holes are scored on any vessel of 60 tonnes or less, its internal structure is destroyed, and the vessel starts to break apart. For vessels larger than 60 tonnes, the number of holes needed to break apart a vessel is 1 per 20 tonnes of the ship, rounded down.


Ship Shaken- All crew not otherwise secured (Helmsperson is considered secured) must make a DC 12 Dexterity saving throw or be knocked prone, or overboard if on an exposed deck.


Crew Damage- One creature is struck and suffers either the same damage as the ship or 2d10, whichever is lower. Choose the target randomly from all creatures. All creatures within 5ft (generally members of the same group) must make a DC 12 Dexterity saving throw or suffer the same damage.


Ship Weapon Damaged- One ship weapon (chosen randomly) is damaged and inoperable until repaired. The duration of repair is 1d4 ship to ship rounds. Any crew on the weapon are unharmed. If no weapons exist on board the ship, roll again.


Speed Loss- The ships speed points are lowered by 1d8 for 1d4 ship to ship rounds (to a minimum of 1). If a ship is already at Speed 1, then roll again.


Spelljammer Shock- The spelljamming helmsperson must make a Concentration Check. If no personal or ship damage was dealt to bring about a Critical Hit roll, the DC is 12. If the helmsperson fails this check, they cannot pilot the ship for 1d4 ship to ship rounds, after which they are free to begin piloting again.


In the case of multiple helmspeople, they all must make the save. In the case of helms that don't require a Helmsperson, the helm itself is rendered nonfunctional for 1d4 days while being repaired. If no replacement is available, the ship SP becomes 0.

Movement

Spelljammers face unique problems compared to their sea fairing cousins when talking about movement.


The vacuum of space and debris pose risks that aren't present for most groundlings, as well as the matter of what happens when the ship "sinks".

Piloting

Each minor and major spelljammer helm allows the individual seated upon it to move a large mass through space by means of channelling spell energy directly into a motive force.


A minor helm converts such energy at a rate of 1 speed point for every three levels of the caster (minimum of one).


A major helm converts at a rate of +1 SP for every two levels of the caster (minimum of one). At low levels, the difference between using a minor and major helm is slight.


A third-level wizard will give his ship an SP of +1, regardless of whether a minor or major helm is used. However, the higher the caster level, the more substantial the difference between major and minor helms.


A tenth-level cleric, for example, can give their ship an SP of +5 with a major helm but only an SP of +3 with a minor helm.


An individual seated upon a helm can talk and act normally. The sensation of using the helm is akin to being immersed in warm water.


As a result of the magical nature of the helm, the helmsperson using the helm can see things around the ship as if he were standing on the deck.


The ship becomes an extension of his body and responds to his demands in movement and maneuverability. The maneuverability of a craft reflects both the helmspersons ability and the maneuverability class of the ship.

Spelljamming Stress

Using a spelljamming helm strains the user quite severely; whenever a creature pilots a spelljamming helm, they can't cast any levelled spell until they finish a short or long rest.

Jettison

Jettison is a special type of catapult ammunition requiring a specific type of catapult to fire; when fired into a hex, that hex becomes littered with jettison.


If a ship moves into or starts its turn in a hex with jettison, all crew on exposed decks take damage according to the type of jettison used, each type of jettison has a unique secondary effect listed in its statistics.


Jettison inflicts no damage to the ship unless stated otherwise.

Sargasso

Sargasso are areas of the Phlogiston and Wildspace in which magic fails due to the presence of dead magic zones.


Spells cast within these regions fail to work, magic items cease to function, including Spelljammer Helms.


As Spelljammer ships approach these regions, magic seems to flicker and fade as they enter.


Any time a helmsperson tries to power the ship, they must roll a d100; on a 95+ they can power the ship for one minute before the sargasso overpowers the helm again. If they fail, they can try again in one minute.

Lifeboats

Lifeboats are hard-shelled vehicles designed for one purpose: to bring the occupants relatively safely to the surface of a planet or rescue ship.


The lifeboat falls toward the nearest gravity well (using a lifeboat close to a star can have nasty results). The lifeboat descends according to the rules listed for landing but may only land.


Once landed, it will never fly again. A lifeboat takes up as much tonnage as one-half the number of people it can carry. A lifeboat that occupies 20 people takes 10 tons of cargo space (including equipment for launching).


Collapsible versions shrink this requirement to 1 ton of storage, but collapsible lifeboats require 2d4 rounds of setup before they can be launched. Collapsible versions cost three times the normal price.


Normally, a lifeboat costs 1000gp with an additional cost of 500gp per person the craft can hold

Takeoff and Landing

At some point, a ship might need to land with the intent of taking off some time after. This rule covers landing and taking off from a surface and does not apply to docking at a spaceport (a feat easily accomplished with movement so long as the dock is large enough).


All ships come with some indication of whether they can handle water and/or land touchdown. Those that are incapable usually have lifeboats or tow a dingy to handle setting down the crew.

Take-off

This functions similar to landing in reverse. First, 1d8 minutes is rolled to determine how long it takes for the helm to warm up and the ship to prepare for launch.


If a quick takeoff was anticipated, roll a d8 twice and take the lower value. The result is the number of minutes it takes for the ship to be ready to launch. If the helm never stopped operating between landing and takeoff, this time is 1 minute. Once prepared, the ship takes off and can travel at tactical speed until the gravity well of the planetoid is left. During warm-up, ships are considered unpowered.


The time in/out of the planetoid gravity well is determined by two factors: the object's size class and current atmospheric weather. There are many possibilities for leaving a planetoid, ranging from 1 minute to up to a day. In some conditions, takeoff might not even be possible.


Take-off
Planet Size Takeoff Time
< A 1 Minute
A 10 minutes
B 20 minutes
C 20 minutes
D 30 minutes
E 40 minutes
F 1 hour
G 2 hours
H 4 hours
I 8 hours
J 16 hours

Landing

All ships can land, though some do it better. To begin, the ship slows down as it approaches the planet's gravity well.


In doing so, the ship must spend twice the takeoff time slowing to approach the planet's surface. Once it nears, the ship may land on the surface, if it is capable of doing so, in 1 minute.


A ship without the proper landing gear will need to make a Crash Landing.

Weather Modifier
Weather Condition Time Multiplier
Becalmed 1x
Light Breeze 1x
Favorable 1x
Strong Winds 2x
Rain/Snow 2x
Storm 4x
Gale 8x
Hurricane/Blizzard Landing/Take-off Impossible

Crash Landing

So long as the helm is operable, most ships can slow down to suffer minimum damage when landing without proper gear. In these cases, the ship landing takes bludgeoning damage equal to their tonnage from the stress of setting down. Any armaments or objects mounted to a bottom deck are destroyed.

Crash Ramming

A ship that purposefully dives into another ship without a proper ram or is magically shunted into another object damages both objects. If the object being crashed into is mobile and powered, resolve a Reaction contest to see if the ram is successful.


Otherwise, in cases like a ship purposefully ramming into an asteroid, the crash always occurs. Both objects involved suffer bludgeoning damage equal to the tonnage of the smaller object times the number of hexes moved in a straight line before the crash. Both objects suffer the Ship Shaken critical effect.

Ramming

A ship equipped with a ram can bring the full weight of its ship down on an enemy. To do so, the ramming ship must move into the same hex as the target ship, with the target ship needing to make a Reaction saving throw of 10 + your Reaction Modifier.


On a successful hit, the ram inflicts damage to the target, as listed in the rams statistics. Rams may also inflict a number of critical hit effects based on the type.

Non-ram Grapple

Crew members may spend their crew phase throwing grapple lines if another ship is in the same hex as them. This prompts the ship being grappled to make a Reaction Save, with a DC of equal to the number of crew taking the grapple action.


If the opposing ship does not have a crew on its top decks, it has disadvantage on the save.

De-Grapple

Crew members may spend their action/crew phase cutting grapple lines.


This prompts the ship to make a Reaction check with a DC of 20, less the amount of crew taking the de-grappling action.

Ship Maintenance

To fly a Spelljammer effectively, you need to keep it maintained. This includes proper repair materials and items to support the crew, like food and water, medical supplies, and air.

Ship Repair

Repairs to a damaged ship can be made while the vessel is berthed; repairing one hit point of damage requires one hour and costs 20 gp for materials and labour.


However, repairs in space take twice as much time and materials to do correctly. In a pinch, however, the crew can jury-rig a quick repair in under one minute.


This repairs one HP per crew member working on the repair and reduces the maximum HP of the ship by the same amount. To restore the ships maximum HP, a crew member must remove the jury-rigged repairs, taking one hour per HP.

Cargo

The amount of cargo a ship can hold in tonnes is equal to half its tonnage; this space is used to hold items like food, ammunition, spare weapons, repair materials and trade goods.


Listed below are the "standard" prices of some basic cargo.

Basic Cargo
Item Cost Weight
Food (per person, per day) 5cp 5lbs
Water, clean (per person, per day) 5cp 8lbs
Medical supplies (one person) 5sp 0.3lbs
Single use grapple line 1gp 4lbs
Repair material (on board, per HP) 40gp 100lbs
Bill of order:
  • 1 cask of Alchemist's Fire,
  • 20 days worth of food and water
  • 70 bolts of Calishite silk

-The Skyrunner

Air

One tonnage of a ship can hold enough air to support one crew member for four months without replenishing the ship's air bubble.

After four months, the air becomes "fowled". Any creature in fowled air suffers two levels of exhaustion while breathing it; after an additional four months, the fowled air becomes "deadly". Deadly air deals 1d6 poison damage per round and will not sustain life.


Creatures that leave a spelljammers air bubble carry one minute worth of air with them, fowling a minute after that, and becomes deadly a minute after that.

Moral

A crew starts with a moral score of +4, and that score varies over time, going as low as –10 and as high as +10.


It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives clear, fair leadership.

Mutiny

A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's morale score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's morale score.


If the check total is between 1 and 9, the crew's quality score decreases by 1. If the check total is 0 or lower, the crew mutinies.


They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure and other rewards.


When the DM ends the mutiny, the crew's moral score increases by 1d4.

Shore Leave

Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure.


If a crew's morale score is three or lower, the score increases by 1 for each day the crew spends in port or ashore.


If a crew's morale score is 0 or lower, they may desert their post due to poor treatment; when pulling up to port, for every moral point below 1, 10% of the crew deserts.

Crew

While abord a spelljamming vessel, each crew member is usually assigned a roll on board, ranging from more practical rolls such as the engineer to more hospitable rolls such as the chef.


The Crew

A good crew is the lifeblood of a sailing vessel. A ship cannot sail without a crew, and a crew cannot sail without a ship; They are interlinked, cosmically.


The best crews will make voyages pleasant for you and terrible for your enemies.


A Spelljamming ship sailing without a crew will have its speed points halved as it is unable to fully utilize its rigging.


All spelljamming ships have two crew numbers - The minimum needed to run the ship effectively and the maximum that the craft can hold without overloading its atmosphere.

Sailor

Sailors are the bread and butter of any spelljamming vessel; they run the day to day maintenance of the ship, work on repairs, and man the weapons during combat; there are two types of sailors; green and trained.


Green crew are fresh sailors, probably never stood foot on a ship in their life, while trained crew are experienced spacefarers who have sailed for years.


Sailor, Green

Any humanoid, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 10 (2d6+4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Proficiency Bonus 2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 1sp a day

Actions

Club. Melee Weapon Attack: +1 to hit, reach 5 ft, one target. Hit: 1d6+3 bludgeoning damage.


Sailor, Trained

Any humanoid, any alignment


  • Armor Class 16 (Studded leather armor)
  • Hit Points 18 (4d6+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 10 (+0)

  • Proficiency Bonus 4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 5sp a day

Trained. If the number of trained crew is more than half the crew (not including PC's), all green sailors proficiency bonuses become 3.

Actions

Short Sword. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 1d8+6 slashing damage.

Cook

"An army marches on its stomach"
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀-Napoleon Bonaparte


Any good Spelljamming ship needs a good cook to keep up morale; sure, any old sailor can be a "cook" on board a vessel, but only a trained cook can keep a ship's morale high throughout difficult journeys.


Cook

Any humanoid, any alignment


  • Armor Class 10
  • Hit Points 10 (2d6+4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 10 (+0) 12 (+1) 15 (+2) 12 (+1)

  • Proficiency Bonus 4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 1gp a day

Cook By Trade. The cook has expertise in Cook's Utensils and Brewer's Supplies.

Hearty Meals. If any cooks are on board, the crew gains +1 morale every day, to a maximum of 4.

Surgeon

A sick ship is a sad ship; with the close-quarter living on a ship, disease is commonplace, having a dedicated surgeon on board can mean the difference between a sick crew and a dead crew.


Surgeon

Any humanoid, any alignment


  • Armor Class 10
  • Hit Points 10 (2d6+4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4) 12 (+1)

  • Proficiency Bonus 4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 5gp a day

Surgeon By Trade. The Surgeon has expertise with Herbalism kits, Alchemist's supplies and also has expertise in medicine.

Preventive Medicine. While on board, crew won't get sick from normal, nonmagical disease.

Engineer

While you don't need to worry about a spelljammer sinking, maintaining and repairing the ship is still vital; having a skilled engineer on board will ensure things run smoothly.


Engineer

Any humanoid, any alignment


  • Armor Class 10
  • Hit Points 10 (2d6+4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 16 (+3) 16 (+3) 12 (+1)

  • Proficiency Bonus 4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 1pp a day

Engineer By Trade. The Engineer is proficient with Tinker's tools, Carpenter's tools and Glassblower's tools.

Maintenance. While on board, the engineer will repair one hp of hull damage every day for free; they also always succeed in extinguishing fires when tasked to do so.

Cannoneer

The best way to win a fight is not to get into one in the first place; the second-best is excessive and overwhelming force. If your prerogative is the latter, then a cannoneer might be who you're looking for.


Cannoneer

Any humanoid, any alignment


  • Armor Class 16 (Studded lether armor)
  • Hit Points 18 (3d6+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1)

  • Proficiency Bonus 4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 5gp a day

Crew Leader. While manning a siege weapon, the cannoneer is considered to have the "lowest bonus."

Helmsperson

Without a helmsperson, a spelljammer is just an expensive boat that won't move. While a helmsperson powers the ship, they also act as its navigator, using star charts and landmarks to travel around wildspace.


Helmsperson

Any humanoid, any alignment


  • Armor Class 10
  • Hit Points 10 (2d6+4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 12 (+1)

  • Proficiency Bonus 4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common and one other
  • Usual Wage 5pp a day

Spellcasting. The Helmsperson is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:

1st level (4 slots): Magic Missile, Shield, Sleep

2nd level (3 slots): Portal Magic, Hold Person

3rd level (2 slots): Dispel Magic, Clairvoyance, Counter Spell

Spelljamming Helms

Helms are the primary method of powering vessels. Simply put, a helm is a magical device that channels magical energy from some source into movement for the ship it's attached to. Some helms operate on slightly different principles, but these are few and rarely seen in the Known Spheres.


There are several different types of helms of varying types and abilities. This is just a list of the most common types within the Known spheres below and the "standard cost" for such a helm in an active spelljammer port like the Rock of Bral or Refuge. Note that in other places, the price quickly becomes what the market will bear and thus can drop or rise considerably.

Furnace Helm (Wildspace only)

Cost: 10,000 gp


These Helms provide +2 SP and can support spelljamming for ships up to 100 tons in size. A magical item is placed within the furnace, where it is then consumed in an arcane fire (as such, furnace helms do not function in the Phlogiston).


Anyone can then pilot the furnace helm. An item with a common rarity provides one day worth of power while every increase in rarity provides ten times as long, with artifacts providing an indefinite duration.


If two items are sacrificed simultaneously, the SP is boosted to +3, but the helm has a chance to explode (25%). Some goblinoids are rumoured to power their furnaces with an incendiary, magical fuel. Some think this fuel might be related to smoke powder somehow, but reliable reports are rare.

Minor Helm

Cost: 100,000 gp


These are the most common helms in space, drawing their power from the spell energy of their helmsperson


These helms provide an SP of +1 for every three spellcaster levels of the helmsperson, rounding down (minimum of +1 SP). They will power vessels up to 50 tons in size.


Only a spellcaster can pilot a Minor Helm.

Major Helm

Cost: 250,000 gp


These function like minor helms but provide an SP equal to the operators spellcaster level divided by two and rounded down (minimum of +1 SP). They will power vessels up to 100 tons in size.


Only a spellcaster can pilot a Major Helm.

Lifejammer Helm

Cost: 75,000 gp


Lifejammer helms are evil abominations that power ships by drawing on the lifeforce of their victim. Any living creature can be used; each day, the victim has 1d8 of the hit point maximum drained, and must make a constitution save with a DC of 5 or die.


Lifejammers function otherwise like minor helms, providing an SP equal to the victims level divided by three and rounded down (minimum of +1 SP). A 3rd level victim would provide +1 SP, for instance, and one of 5th level +2 SP. They will power vessels up to 100 tons in size.


Aside from the victim, the lifejammer requires a navigator, who may be of any class and who does the actual piloting of the ship. Lifejammers are often used by neogi, mind flayers, and the evil humanoid races.

Gnomish Helm

Cost: 50,000 gp


These function just like minor helms but are made from all manner of strange gizmos and whizbangs "crafted" by the gnomes of krynnspace. When using a Gnomish Helm, roll a d10 whenever you take the movement action during ship to ship combat; on a 1, the helm breaks and must be repaired over the course of 1d4 turns. They will power vessels up to 50 tons in size.

Pump Helm

Cost: 500,000 gp


A pump helm is a spelljamming helm that must be fed material to create SP. The material placed in The Pump will determine the SP that this spelljamming engine generates (see the following table).


Simply stated, one pound of material can move a spelljamming ship of up to 100 tons for one hour. After that, absolutely nothing is left of the material placed in the helm.

Speed Points Material
+1 Cloth, Liquids. Paper, Plant products, Rope, Stone, Wood
+2 Copper, Glass, Greek fire, Metal
+3 Bone, Ivory, Silver
+4 Crystal, Electrum, Flesh, Leather
+5 Fine Ceramics, Gold
+6 Platinum, Semi-Precious Gems
+7 Precious Gems
+8 Mithril
+9 Adamantite

Vehicles and Equipment

Below are listed various ship types found throughout Wildspace. This is not an exhaustive list of all ship types but a basic list of various ships and their sizes.

Spelljamming Ships

Type/Name Crew Min/Max SP AC Class HP DT Kell length Beam Length Landing Standard Armament Tonnage Helm Type
Airship 10/30 1 13 F 350 N/A 150 25 None None 30 None
Flitter 1/1 5 13 B 100 N/A 20 5 Water/Land None 1 Major or Minor
Mosquito 1/6 3 14 C 130 N/A 100 15 Water/Land None 5 Major or Minor
Caravel 8/10 1 13 F 200 10 70 20 Water 1 Medium 10 Major or Minor
Dragonfly 3/10 4 13 C 150 10 100 20 Land 1 Large 10 Major or Minor
Damselfly 2/10 3 13 D 150 10 100 20 Land 1 Large 10 Major or Minor
Wasp 8/18 3 14 D 100 15 1300 20 Water (Bee class only)/Land 1 Medium 18 Major or Minor
Tyrant Ship 15/23 4 21 C 250 20 100 100 None Special 23 Orbus
Tradesman 10/25 3 15 D 250 15 120 30 None 1 Medium & 1 Large 25 Major or Minor
Gnomish Sidewheeler 20/30 2 18 E 300 15 120 25 50% Any Gnomish Sweeper 30 Gnomish
Nautiloid 10/35 3 19 D 350 15 180 30 Water 5 Large 35 Series Helm or Pool Helm
Mindspider 3/40 4 19 C 450 15 40 15 None 3 Large 40 Lifejammer
Galleon 20/40 2 15 E 450 15 130 30 Water 1 Medium & 2 Large 40 Major or Minor
Squid Ship 12/45 3 16 D 500 15 250 25 Water 3 Large 45 Major or Minor
Dragonship 20/45 3 16 D 500 15 150 20 Water 2 Large 45 Major
Hammership 24/60 3 17 D 600 20 250 25 Water 3 Large 60 Major
Man-o-War 10/60 4 17 C 600 25 200 20 None 4 Large 60 Major
Deathspider 30/100 1 19 E 1000 30 175 50 None 6 Large 100 Major
Armada 40/100 1 23 D 1000 30 300 30 None 14 Large 100 Major
Citadel 100/300 1 23 E 3000 30 300 200 None 12 Medium & 8 Large 300 Forge

Siege Weapons

Name Cost Size AC HP Range (Hexes) Damage Crew to Operate Notes
Gnomish Sweeper 800gp L 15 60 5 11 (2d10) bludgeoning to all creatures in a 10ft radius 3 Target(s) must make DC 13 Dex saving throw. On a failure, the creature falls prone and gains the grappled condition (DC 13 Strength save to break)
Gnomish Catapult 800gp L 15 100 6 1d8 bludgeoning per hex traveled if target is hit
(to creature fired)
2+1 Launches a creature of large or smaller size onto another ship/object, on a miss; creature floats in the same hex as target. Always hits immobile objects.
Light Ballista 500gp M 15 30 4 16 (3d10)
piercing
2 -
Heavy Ballista 1000gp L 16 70 6 33 (6d10)
piercing
4 -
Light Trebuchet 2500gp M 15 90 6 44 (8d10) bludgeoning 3 Can't hit targets within one hex
Heavy Trebuchet 5000gp L 15 150 8 66 (12d10) bludgeoning 5 Can't hit targets within two hex
Light Cannon 8000gp M 19 75 5 44 (8d10) bludgeoning 4 On a successful Critical Hit, do not roll on the Critical Hit table. Instead, the target suffers Hull Holed Critical Hit
Heavy Cannon 10,000gp L 20 150 7 66 (12d10) bludgeoning 6 On a successful Critical Hit, do not roll on the Critical Hit table. Instead, the target suffers Hull Holed Critical Hit
Light Jettison Launcher 500gp M 15 75 1 - 2 Fires jettison to occupy a hex within range; damage and type depend on jettison fired.
Heavy Jettison Launcher 2000gp L 17 90 3 - 4 Fires jettison to occupy a hex within range; damage and type depend on jettison fired.
Alchemist's Fire Projector 2,000gp L 15 200 1 27 (5d10)
fire
3 On a successful hit, the target suffers Fire! Critical Hit
Great Bombard 50,000gp GB 20 150 8 88 (16d10) bludgeoning 12 On a successful hit, the target suffers Hull Holed Critical Hit.
Piercing Ram 500gp R 10 50 - Ship's tonnage + 1d10 per number of hexs moved in a straight line before impact. - On a hit, roll 1d10. On a 10, target ship suffers Hull Holed Critical hit.
Blunt Ram 500gp R 10 50 - Ship's tonnage + 1d10 per number of hexs moved in a straight line before impact. - On a hit, roll 1d10. On a 10, the target ship suffers Ship Shaken Critical hit.
Grappling Ram 1000gp R 10 50 - - - On hit target ship suffers the Grappled condition, De-grapple DC of 30

Ammunition

Item Name Cost Notes
Alchemist's Fire (cask) 200gp per shot Used by Alchemist's Fire Projectors, Always flammable
Ballista Bolts 5sp per shot Fits any ballista. May be used as a Spear
Cannonball 5gp per shot May also be launched out of a Trebuchet
Sweeper rounds 4gp per shot Used by Gnomish Sweepers
Catapult Stones 3sp per shot Used by Trebuchets

Jettison Types

Item Name Cost Damage Effect
Stone 5gp per shot 3d4 Bludgeoning DC 10 Dexterity save or knocked overboard
Glass 1gp per shot 3d4 Piercing DC 13 Constitution save or blinded for 1 ship-to-ship round
Caltrop 1pp per shot 3d4 Slashing DC 15 Dexterity save or 2d6
slashing damage every ship-to-ship round until healed at least 1 HP
Weighted Nets 1pp per shot - Attacks made through the jettisoned hex have disadvantage.
Alchemist's Fire 50pp per shot 3d4 Fire Ship suffers the Fire critical hit

Ship Upgrades

Item Cost Notes
Plating 100gp per ship tonnage Choose one: Increase ship HP by that ships total tonnage or Increases ship DT by +5. Reduces SP by 1 (minimum of 1)
Netting 10gp per ship tonnage Provides half cover to creatures on the ship's top deck as well as preventing man overboard. HP 10. If boarding, netting must be cut to allow passage to the enemy deck.
Rigging 200gp per ship tonnage Increases SP and Class by one. Doubles minimum needed crew.
Stripping 200gp per ship tonnage Increases SP and Class by one while decreasing AC by 1. The ship is still considered the same base tonnage. A ship can only have its hull stripped once.
Material Twice the listed cost under "Custom Ships" Increases AC and DT depending on the material as listed in "Custom Ships".

Outfitting

A ship needs certain equipment and amenities to accommodate crew and tasks. From quarters to a galley or even a place of worship, different types of crew expect different types of quarters and, depending on what you want your ship to do, ships may be outfitted with specialized equipment.

Quarters

Below are a list of different types of living quarters; certain crew will expect better quarters depending on their lifestyle. Green crew will sleep anywhere off the damp while engineers and helmspersons will usually expect their own cabin.

Quarter Types

Type Cost Upkeep Lifestyle Notes
Open Floor 5gp per 5 sq. ft - Up to poor Can hold one crew per 5 sq. ft
Tripple-stack Hammocks 50gp per 5 sq. ft 1gp per month per 5 sq. ft Up to poor Can hold two crew per 5 sq. ft
Single Hammocks 50gp per foot 1gp per month per 5 sq. ft Up to Modest Can hold one crew per 5 sq. ft
Bunks 100gp per 5 sq. ft 5gp per month per 5 sq. ft Up to Comfortable Can hold one crew per 5 sq. ft
Individual Cabin 250gp per 5 sq. ft 1gp per month per 5 sq. ft Up to Wealthy Minimum of 10 sq. ft, can hold one crew
Officer Quarters 500gp per 5 sq. ft 5gp per month per 5 sq. ft Up to Aristocratic Minimum of 15 sq. ft room, can hold one crew

Helm's Compartment

Helms are usually fitted to their own room on a spelljammer and usually within the centre of the ship to keep it safe from enemy attacks.

Helm's Compartment Types

Type Cost Notes
Standard 5gp per 5 sq. ft Minimum size of 10 sq. ft
Armored 500gp per 5 sq. ft Minimum size of 10 sq. ft, attacks aimed at this compartment have disadvantage
Fire Retardant 500gp per 5 sq. ft Minimum size of 10 sq. ft, immune to fires

Cargo Space

Even non-merchant ships require areas to store supplies and ammunition. Not all storage spaces a created equal; it's a compromise on ease-of-access, density, security, and cost.

Cargo Space Types

Type Cost Space Efficency Notes
Bulk Stores 50sp per 5 sq. ft 80% 30% to find any item within a ship-to-ship round
Repair Stores 25gp per 5 sq. ft 80% Items are readily accessible, can only hold repair material
Regular Stores 25gp per 5 sq. ft 60% 80% to find any item within a ship-to-ship round
Amunition Stores 50gp per 5 sq. ft 50% Items are considered secured; items are readily accesable
Secure Stores 100gp per 5 sq. ft 20% Items are considered secured; requires a key to access, takes 1d4 minutes to open; items are readily accesable
Dangorous Goods Store 500gp per 5 sq. ft 10% Items are considered secured; requires a key to access, takes 1d4 minutes to open; items are readily accessible; immune to fires

Galley and Mess

The galley is where food is prepared and served; the mess is where the crew can sit, eat and socialize with other crew. Sailors and officers will usually have separate messes.

Galley and Mess Types

Type Cost Upkeep Notes
Galley 50gp per 5 sq. ft 5gp per 5 sq. ft per month minimum of 5 square sq. ft per 5 crew served
Sailors Mess 5gp per 5 sq. ft 5sp per 5 sq. ft per month minimum of 5 square sq. ft per two crew-served, for a crew of a lifestyle up to Comfortable
Officers Mess 50gp per 5 sq. ft 2gp per 5 sq. ft per month minimum of 5 square sq. ft per crew-served, for a crew of a lifestyle up to Up to Wealthy

Place of Worship

The crew on a ship may wish to have a place of worship to pray to their god. Some of your crew may require access to an extraplanar entity or power such as clerics, warlocks, druids, and paladins.


If a place of worship is on board a ship (and is not desecrated), it provides the same effect as the Contact Home Power spell within the ship and only to one entity/power.

Worship Types

Type Cost Upkeep Notes
Altar 50gp per 5 sq. ft 1gp per 5 sq. ft per month Used by either clerics or paladins, minimum of 10 sq. ft
Idol 500gp per 5 sq. ft 1gp per 5 sq. ft per month Used by warlocks
Santurary 250gp per 5 sq. ft 10gp per 5 sq. ft per month Used by either druids or rangers, minimum of 10 sq. ft, provides air for one crew member per 5 sq. ft

Arcane Ward

Spelljamming ships face unique challenges regarding arcane phenomena that normal seafaring vessels don't, such as the need to find portals on a crystal shell or scan the surface of a planet.


As such, some ships may dedicate a compartment of the ship to dealing with such phenomena; the arcane ward.

Arcane Ward Room Types

Type Cost Notes
Ward 100 gp per 5 sq. ft Minimum of 10 sq. ft

Arcane Ward Equipment

Equipment Cost Notes
Portal Device 6,000gp Can cast Portal Magic at 5th level once per 24 hours
Sargasso Detector 10,000gp Warns if a sargasso is within five hexes of the ship.
Horns of Comunication 3,000gp + 250gp per room connected Facilitates telepathic communication between crew on the ship
Flag of Hailing 2,000gp Premits one way telepathic communication to all crew on another ship or object you can see within 5,000 miles
Looking Glass of Knowing 4,500gp Provides details about the closest planet, such as type, size, atmosphere, and climate

Lookout Station

A lookout is either held up in the crow's nest or a compartment with a window; if a crew member mans a lookout station during a ship-to-ship round, roll a d20, then consult the table below; you learn that piece of information of a ship in range (default three hexes).

Lookout Room Types

Type Cost Notes
Lookout 50 gp per 5 sq. ft Must be on an outer deck or a windowed compartment

Lookout Information

d20 Infomation
1-5 Nothing
6-10 Remaining Health
11-12 Remaining Crew
13-14 Weapons on board
15-16 AC or DT of ship
17-18 SP or Class of ship
19 Location of Helmsperson
20 Unique information, as per DM

Lookout Station Equipment

Equipment Cost Notes
Specticals 500gp +1 to range
Telescope 1,000gp +3 to range
Scaning Device 5,000gp Roll an extra d20, choose any d20. +3 to range
Crystal Orb 3,000gp Re-roll any roll of 1-5
Divination Bones 2,500 gp Find any single piece of information if used over three ship-to-ship rounds
Architect's Compass 50gp Find SP or Class of ship if used over two ship-to-ship rounds
Mechanical Counter 250gp Find Remaining Crew if used over two ship-to-ship rounds
Dowsing Rod 400gp Find Location of Helmsperson if used over two ship-to-ship rounds
Sextant 500gp Find the travel time to a known object with an accuracy of 1d4 days
Star-chart 200gp (per crystal sphere) Lists most planets in a crystal sphere

Custom Ships

Sometimes a captain may commission a ship to be built from the ground up for a specific task. Custom designs are almost always more expensive than ships of the same rating, but the added flexibility and function may be worth the extra gold to some people.


Below is just a guide on pricing; custom ships may be more or less expensive to build depending on what shipbuilding port it is constructed at.


For interior outfitting, see "Outfitting" on page 16.

Ship Design

Below are things that are affected by the design of the hull; realistically, this is not something that is chosen but rather is a consequence of the design itself.

Construction (AC and DT)

Material AC / DT Cost per Tonnage
Cloth, paper, Leather 11 5 10gp
Crystal, glass, ice 13 10 50gp
Wood, bone 15 15 200gp
Ceramic 16 20 500gp
Stone 17 25 600gp
Iron, steel 19 30 1,000gp
Mithral 21 35 10,000gp
Adamantine 23 40 100,000gp

Size (Tonnage and HP)

Tonnage (Also Max Crew) HP Cost
less than 10 100 x1,000 tonnage
10-15 100 10,000gp
16-20 200 25,00gp
21-30 300 50,000gp
31-40 400 100,000gp
more than 40 x10 x10,000 tonnage

Hull Design (SP and Class)

SP Class Final Cost Multiplier
+1 F x1
+2 E x2
+3 D x4
+4 C x8
+5 B x16

Auxiliary Equipment

Auxiliary equipment includes helms and weapons, which are not strictly required but highly recommended if you want a useful spelljammer.

Helm (SP)

Helm SP Cost
Furnace Helm
(Wildspace Only)
see
"Spelljamming Helms"
10,000gp
Gnomish Helm see
"Spelljamming Helms"
50,000gp
Lifejammer Helm see
"Spelljamming Helms"
80,000gp
Minor Helm see
"Spelljamming Helms"
100,000gp
Major Helm see
"Spelljamming Helms"
250,000gp
Pump Helm see
"Spelljamming Helms"
600,000gp

Landing Capability

Landing Cost
Water 10,000gp
Land 30,000gp
Both 50,000gp

Weapon Mounts

Size Required Tonnage
(per mount)
Cost
M 5 1,000gp
(+500gp after the first)
L 10 5,000gp
(+1500gp after the first)
R 0 1,000gp
(One per ship)
GB 20 10,000gp
(One per ship)

Lifeboats

Boat Type Cost Notes
Standard 1000gp + 500gp per crew held Takes 1 tonn of storage to hold per 2 crew capacity
Compact 5000gp + 500gp per crew held Always takes 1 tonn of storage to hold, takes 2d4 rounds to assemble

Magic Items

Neverending Barrel of Grog

Wondrous item, Rare

Often, the greatest worry ship captains have is maintaining a healthy supply of clean liquids for the ship's crew to drink.


One way this is accomplished is by using a neverending barrel of grog. Grog, a watered-down version of cheap, rot-gut rum, is not particularly good for the crew, but it will keep them alive (and not complaining) almost indefinitely.


The barrel has a magical dweomer but remains empty until it is tapped. When tapped, it needs to be set upright and lidded.


When the handle of the wooden tap is turned to either the left or right, a dirty looking, foul-smelling fluid gurgles forth, filling the cup (or mouth) lying beneath the spout.


The barrel will forever pour forth grog, without a daily limitation.


(After the fifth glass in an hour's time, an imbiber must roll a Constitution check with each glass or pass out. If the check fails, the character falls asleep for 2d8 hours, and cannot be awakened by nonmagical means).

Neverending Barrel of Salt Pork

Wondrous item, Very Rare

Another worry that ship captains have is storing food safely on their ships, especially on the long journeys between crystal spheres.


Food kept in the dark, often damp cargo holds has the unsavoury habit of turning bad and spoiling quickly. Therefore, other means to preserve food need to be found. Salting meats and vegetables is a common practice.


This curbs spoilage, but storing the bulk and the extra weight of the meat and salt is a problem. The neverending barrel of salt pork allows the ship's cook to pull up to 100 pounds of salted pork each day (feeding about 50 crewmen).

Bell of Warning

Wondrous item, Rare

The bell of warning is a new arrival to the spelljamming universe. It is designed to warn the crew when another ship approaches within ten hexes.


Whether the approaching ship is friend or foe, whether visible or invisible. If a spelljamming ship approaches, this ringing continues for three rounds.


It does not react to creatures, even to those of gargantuan size.

+1/2/3 Siege Weapon

Weapon, Uncommon/Rare/Very Rare

A somewhat rare item, magically enhanced siege weapons are a highly desirable addition to any ship. When used, add the modifier to the roll of all the crew operating the weapon.

+1/2/3 Ram

Weapon, Uncommon/Rare/Very Rare

A somewhat rare item, magically enhanced rams are a highly desirable addition to any ship. When used, add the modifier to the DC of the Reaction save vs your ram.

Animated Siege Weapon

Weapon, Rare

Quite a rare item, animated siege weapons can fire and reload themselves without the need of crew members to operate them. The siege weapons attacks are considered magical and have a +8 modifier.

Box of Preservation

Wondrous item, Rare

These large boxes measure 10 feet on all sides, having a hinged lid on the box's top to allow easy access to the material it contains.


This box magically preserves whatever it contains indefinitely. The item permanently maintains its current temperature, texture, ripeness, etc., for as long as it is within the box.


Items placed inside the box while the lid is closed don't interact with the Phlogiston; this makes boxes of preservation a great place to store items like smoke-powder and alchemist fire.


The box of preservation has no limit to the amount of weight it can hold. Its only limitation is its size.


If a living creature is placed in the box and the lid closed, the creature enters a state of suspended animation until removed. When removed, the creature must make a DC 10 Constitution saving throw. If it fails this roll, the creature dies.

Bellows of Air

Wondrous item, Very Rare

This Large leather bellow sits atop an ornate brass box with gold damascene depicting a tree and the alchemical symbol for air.


By placing a magical item within the box under the bellows, the bellows slowly start pumping away, pulling in fowling air and pushing out fresh air.


At this point, the magic is ripped from the item and can't be restored.


The bellows will output a certain amount of air depending on the rarity of the magic item placed in the box.


The bellows will continue to pump out the air at a steady rate until all the air it can output is released.

Rareity

Tonnage of air
(halved if the item is consumable)
Common 2
Uncommon 16
Rare 64
Very Rare 512
Legendary Indefinite

Bosun's Whistle of Unseen Crew

Wondrous item, Very Rare, requires attunement

When activated, this magical item summons an unseen crew that will increase the number of ship's crew by 5d20 for one hour.


The unseen crew are effectively unseen servants that perform sailors tasks such as manning sail booms, working rudders, manning weapons, etc., depending upon the ship's design.


The crew added by this item don't count towards the ships maximum crew, nor do the summoned crew breathe.


The whistle can't be activated in the Phlogiston and can't be used more than once a day, recharging every dawn.

Knocker of Entering

Wondrous item, Very Rare

This round brass door knocker measures 3 inches in diameter with a depiction of an ouroboros.


Nothing happens when placed on a door until the knocker is knocked for the first time to any pattern; then, the code is set to that pattern. When knocked to the set pattern, the door opens to an empty 25-foot extradimensional cube room with only one entry/exit. Knocking again reverts the door to open to its original room.


The door can only occupy one door frame at a time; while set to one room, the door remains inaccessible to the other, effectively trapping anyone inside unless there is another exit.


Due to the 25-foot room being an extradimensional space, the knocker will always be set to the original room when in the Phlogiston, making the said room inaccessible.


Due to its large size and relative security, especially in the flow, the Knocker of Entering is often used as a vault, cargo bay, or a brig.

Orbus ring +1/2/3

Wondrous item, Uncommon/Rare/Very Rare, requires attunement

This rare ring appears to be carved from ivory, with strands of platinum twining around the band. The wearer of such a ring notes no magical effects unless they sit in a spelljamming helm.


Utilizing the remains of an orbus and some of its residual magic, the ring increases a ship's SP by the ring's modifier.


Thus, a 6th-level spellcaster seated in a minor helm would move the ship at +3 SP; with a +1 orbus ring, the ship moves with +4 SP.


These rings are highly prized by spelljamming mages and have been touted as a tremendous increase in spelljamming technology.


Actually, the secret of making orbus rings was lost for nearly a century until a hidden cache was discovered on the Rock of Bral.

Feats

Siege expert

Prerequisite: Proficiency in at least one martial weapon

You have mastered how to use siege equipment and instruct others how to as well. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • While manning a siege weapon, you are considered to have the "lowest bonus."
  • If a siege weapon you are manning makes a critical hit, you can choose to fire the siege weapon again instead of using the usual critical hit table.

Space Legs

Prerequisite: Visited wildspace or the phlogiston

On your journies throughout wildspace and the flow, you have found your space legs. You can now move through these places with ease. You gain the following benefits:

  • Increase your Constitution or Dexterity by 1, to a maximum of 20.
  • While floating through wildspace or the Phlogiston and not standing on a solid surface, you gain a flying speed equal to your walking speed
  • you breathe air in your personal air bubble twice as slowly then normal.

Arcane Callus

Prerequisite: Ability to cast a spell

Due to your propensity to cast dangerous spells in unsuitable conditions, you have created a method to reduce the harm your spells inevitably cause to yourself and your friends. As such, you gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You and your allies gain resistance to all damage from your spells. As well as advantage on saves vs. your spells, if a successful save would cause half damage, instead take none.
  • When you cast a spell, you can reduce its range, number of targets, and area of effect.

Dockmaster

Prerequisite: Proficiency in Tinker's tools, Carpenter's tools, or Glassblower's tools.

You have mastered the fundamentals in shipbuilding and quartermastering; you gain the following benefits:

  • Increase your Intelligence or Dexterity by 1, to a maximum of 20.
  • Jury-rigged repairs done by you heal 5 HP per repair while still only reducing the ship's max HP by one
  • By taking an hour to do an on board ship inspection, you can accurately tell how many supplies (including air) are on board and how long they will last up to the hour.

Experienced Helmsperson

Prerequisite: Ability to cast a levelled spell

You have become quite proficient in piloting Spelljammers. As such, you gain the following benefits:

  • When piloting a minor or major helm, you can expend a spell slot to boost your ships SP by the spell slots expended level for one ship-to-ship round. A ship can only benefit from one boost at a time.

  • You can cast levelled spells even if you have recently used a spelljamming helm. When you do, make a concentration check with a DC of 10 + the level of spell cast; on a success, the spell is cast normally. On a failure, you gain a level of exhaustion and waste the spell slot.

Wildspace Explorer

Prerequisite: Visited wildspace in a spelljamming vessel

On your journies throughout wildspace, you have become familiar with the anomalies one can face in such an alien environment. As such, you gain the following benefits:

  • Increase your Wisdom, or Intelligence by 1, to a maximum of 20.
  • Just from observing a planet from afar, you can tell what kind of world it is as well as if the atmosphere is breathable and non-toxic
  • You can see any sargasso from up to 2d4 hexes away. As well as escape one on a roll of 80+ rather than 95+ if you are also piloting the helm.
  • You gain advantage on all passive perception checks to spot other spelljammers in wildspace

Spells


Class spell list
Spell Class
Create or Destroy Air Artificer, Cleric, Druid, Paladin, Ranger
Create Helm All
Contact Home Power Cleric, Druid, Paladin, Ranger, Warlock
Portal Magic All
Spark Artificer, Druid, Ranger, Sorcerer, Wizard
Softwood Bard, Cleric, Druid, Paladin, Ranger

Create or Destroy Air

1st level Transmutation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (A small, stoppered flask)
  • Duration: 10 minutes

Create Air
You replace, replenish, and refresh the air in a personal air envelope for 10 minutes for a creature within range, including air poisoned/tainted by spells such as Cloudkill and Stinking Cloud. This does not create a larger envelope in size but simply replenishes the air in the envelope that the creature drags with it.


If the air is fouled, the air turns fresh again. If used within a spells area that causes a cloud (similar to the Fog Cloud, Cloudkill and Stinking Cloud spells), the creature is allowed an immediate save against the spell's effects.


Destroy Air
The air envelope of a target creature within range immediately is reduced to Fouled status, with all effects of Fouled status. If air is already Fouled status, this spell has no effect.


Creatures inside a larger pocket of air are unaffected by this spell as the fouled air around them is immediately replenished


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot above 1st.

Portal Magic

2nd level Divination (Ritual)


  • Casting Time: 10 minutes
  • Range: Half a mile
  • Components: V, S, M (A conch shell)
  • Duration: 1 minute

Casting out to the very Crystal Shell itself, you can sense the direction and distance (either in miles or in travel time) of the nearest portal of egress through a Crystal Shell.


In general, from any point on a Crystal Shell, naturally occurring portals for a ship are 2d10 days away. At DM's discretion, there may be more, less, or no portals. This spell may only be cast within half a mile of the surface of a Crystal Shell.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may draw a circle in the air towards the Crystal Shell. A shimmering portal opens within the circle you drew and remains open for five minutes. The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal.


Portals created by this spell are magical and temporary; as such, they can be dispelled. If the portal is dispelled or otherwise prematurely closed, roll 1d10, and determine the result the fate of the object(s) passing through the opening as it closes:

  • 1-8 - Portal closes before the ship reaches the shell. The ship must turn back or Crash into the shell.
  • 9-10 - Portal closes after the ship passes through.

Contact Home Power

3rd level Conjuration (Ritual)


  • Casting Time: 1 Action
  • Range: Self (Inside a crystal sphere)
  • Components: V, S, M (A small toy horn, to be blown)
  • Duration: One week, or until you leave the current Crystal Shell

You mentally establish a tenuous link through the Astral Plane between your present location and the power you receive guidance from. This link permits the Cleric, Druid, Paladin, Ranger, and Warlock to regain spells above 3rd level as if their divine link was revered in the Crystal Sphere they currently reside.


Distance has no effect upon the attempt to contact the home power, but dimensional gates, anti-magic fields, and dispel magic effects will prevent the use of the spell. Additionally, the spell will not function in areas that power has explicitly been banished from.


If power is forbidden, the caster will be informed through the spell that such contact is forbidden, but not the reason why. Passage into another plane or into the ethereal will break the connection. While the spell is in effect, the caster will react positively to a Detect Magic spell.

Softwood

4th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of tree bark)
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into a soft, spongy lump of wood-like material, similar to that of a rotting stump.


The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to grow mossy and brown. On a successful save, the creature isn't affected. A creature restrained by this spell may make another Constitution saving throw at the end of each of its turns.


If it successfully saves against this spell three times, the spell ends. If it fails its save three times, it is turned to softwood and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.


A shapechanger automatically succeeds on this saving throw.


The softwood lump is immune to all damage. A character turned to softwood could fall to Earth, and the heat and impact of the fall would be absorbed by the spell.


If you maintain your concentration on this spell for the entire possible duration, the creature is turned to softwood until the effect is removed. or until the target is brought into contact with open air for 30 minutes, such as the air on a planetoid or ship.

Spark

4th level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (Some flint and steel)
  • Duration: Concentration, up to 1 minute

By making a ranged spell attack and snapping your fingers towards a creature or object, you create a spark of electricity that materializes at its destination—dealing 4d4 lightning damage, stunning its target and setting flammable object alight if they aren't being worn or carried.


The creature must make a Constitution saving throw. On a failed save, it is stunned for 1d4 rounds as its nervous system is overwhelmed. On a successful save, the creature isn't stunned. A creature stunned by this spell can still take an action or reaction but not both in one round.


This spell is exempt from the general rule regarding casting spells capable of ignition in the Phlogiston from centring on the caster when cast but still creates an explosion dealing x3 the spell's damage where the spark materializes.

Create Helm

5th level Enchantment (Ritual)


  • Casting time: 1 minute
  • Range: Touch
  • Components: V, S, M (A chair, stool, or other seat-like objects as well as valuable metals worth at least 100 gp, which the spell consumes)
  • Duration: 8 hours

By casting this spell on an ordinary chair or other seats, this spell transforms that chair or seat into a Spelljammer Helm suitable for powering a Spelljamming ship. The helm this spell creates provides Speed Points at a ratio of 1:3, similar to a Minor Helm. If this helm is dispelled, the chair or other seat used for the material component of this spell is destroyed.


You can create a permanent Helm by casting this spell on the same seat-like object once every week for one year. You need not use the helm this spell creates when you cast the spell this way.

Custom Crystal Sphere

Planet Types (3d4-1 per system)

d100 Type
01-40 Earth-like (e.g. Earth, Mars)
41-60 Fire-like (e.g. The Sun)
61-80 Water-like (e.g. Europa)
81-99 Air-like (e.g. Jupiter)
00 Living Planet (Treated as a colossal creature)

Planet Size

d100 Classification
01-02 A (Less than 10km across)
03-05 B (10-100km across)
06-10 C (100-1,000km across)
11-20 D (1,000-4,000km across)
21-35 E (4,000-10,000km across)
36-50 F (10,000-40,000km across)
51-70 G (40,000-100,000km across)
71-85 H (100,000-1,000,000km across)
86-95 I (1,000,000- 10,000,000km across)
96-00 J (Greater than 10,000,000km across)

Planet Shape

d100 Shape
01-05 Amorphous
05-15 Belt
16-20 Cluster
21-65 Spherical
66-70 Cubic
71-90 Flatworld
91-95 Elliptical
95-99 Regular
00 Irregular

Number of Moons

d100 # of Moons
01-50 0
51-70 1
71-80 2
81-85 3
86-89 4
90-95 5
96-99 1 (Size A planet, roll type, shape and features)
00 Space-port

Unique Features (1d6-1 per planet)

d100 Classification
1-30 Humanoid civilization (roll on table below)
31-40 Non-humanoid civilization (roll on table below)
41-45 Planet 2d20°C warmer than normal
46-50 Planet 2d20°C cooler than normal
51-55 Ring (roll 1d4, 1 earth, 2 fire, 3 air, 4 ice)
56-60 No spin (no seasons)
61-70 No rotation (no day/night cycle)
71-75 No orbit (stationary planet)
76-80 Hollow planet (re-roll if belt or flat world)
81-85 Non-water ocean (roll on alchemical jug table)
86-90 Dead civilization (ruins)
91-95 Non-air atmosphere
96-99 Vacume
00 Made of valuable material

Civilizations (As needed)

Huminoid

d100 Race
01-30 Human
31-40 Elvish
41-50 Dwavish
51-60 Gnomish
61-70 Hafling
71-80 Giff
81-90 Illithd
91-99 Beast-race
00 Unique alien race

Non-humanoid

d100 Race
01-30 Fey
31-40 Undead
41-50 Elemental
51-60 Construct
61-70 Monstrosity
71-80 Fiend
81-90 Aberration
91-99 Celestial
00 Ooze

Optional Features

Orbit Shape

d100 Shape
01-60 Elliptical
61-70 Circular
71-80 Wavy
(add 1d20-10 days travel
to/from planet every trip)
81-90 3d6 sided polygon
91-99 Polar with previous planet
00 Non-geometric

Climate

d100 Type
01-20 Dry
21-40 Tropical
41-60 Temperate
61-80 Continental
81-00 Polar

Fire planet sub-type

d100 Type
01-80 Star
81-90 Magma world
91-99 White hot metallic world
00 Portal to the plane of fire

Air planet sub-type

d100 Type
01-80 Sky island world
81-90 Lightning world
91-99 Nebula
00 Portal to the plane of air

Water planet sub-type

d100 Type
01-80 Ocean world
81-90 Salt-flats world
91-99 Underground ocean world
00 Portal to the plane of water

Earth planet sub-type

d100 Type
01-80 Earth-like
81-90 Crystal world
91-99 Metallic world
00 Portal to the plane of Earth

Optional Civilization Features

Technological level

d100 Level
01-05 Pre-Neolithic
05-15 Neolithic
16-20 Tribal
21-65 Classical
66-70 Early medieval period
71-90 Late medieval period
91-95 Renaissance
95-99 Enlightenment
00 Industrial

Spelljammer repair cost

d100 Level
01-05 Not available
05-15 500% cost
16-20 200% cost
21-75 100% cost
76-80 80% cost
81-90 70% cost
91-95 60% cost
95-99 50% cost
00 No charge

Form of Government

d100 Government
01-05 Anarchist
05-15 Communist
16-20 Totalitarian
21-65 Monarchist
66-70 Republic
71-90 Theocracy
91-95 Tribalism
95-99 Oligarchy
00 Fascist

Races of wildspace

Giff

Giff are found throughout Wildspace, going wherever the mercenary work takes them and rarely forming permanent colonies on any planet.


Giff resemble humanoid hippopotami, who had a run-in with the British empire while it was busy conquering half the world. The giff are relatively unique in that their main weaponry is not that of sword and shield but of match and smoke powder.

Giff Traits

Giff share certain racial traits as a result of their military training .


Ability Score increase. your strength score increases by 2, and your constitution by 1.


Age. Giff mature at the same rate as humans do; they live to around 80 years.


Alignment. Due to their military upbringing, Giff are almost always lawful and usually neutral.


Size. Giff are usually between 7 to 8 feet tall and about 300 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Common and Giff.


Military Training. Due to your cultures strict military structure, you gain some benefits.

  • You gain proficiency with all firearms.
  • Firearms gain the finesse property when wielded by you.
  • When using bombs, there DC changes to your Strength modifier + your proficiency bonus + 8 (minimum of 12.)

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

Hadozee

In appearance, Hadozee are quite distinctive: large, roughly orangutan or chimpanzee-like, sapient apes with pronounced patagia (limb-linking membranous "wings", ala a flying squirrel).


This allows "deck apes", as they are commonly called, to glide and is quite handy in their preferred environment: the rigging of ships.


Hadozee Traits

Hadozee share certain racial traits as a result of their physical features.


Ability Score increase. your dexterity score increses by 2, and your constitution by 1.


Age. Hadozee mature at the same rate as humans do; they live to around 60 years.


Alignment. Due to their spacefaring nature, Hadozee tend to be of a neutral aliment.


Size. Hadozee are usually between around 5 to 6 feet tall and average about 150 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Common and Hadozee.


Superb Climbers. Hadozee have a natural gift for climbing and, as such, gain a climbing equal to your walking speed. While you are climbing, you don't lose your ability to use your hands.


Gliding. While you are falling, you can use your patagia to glide. This negates all falling damage and lets you travel 20 feet horizontally for every 5 feet of descent. For you to use this feature, you must not be wearing heavy armour or any armour you are not proficient in

Dracon

The Dracons are a scalykind race that have recently appeared on the fringes of the Known Spheres; in appearance, they are often likened to dragon or lizardfolk versions of centaurs


Dracons are herd creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. However, more than one human has been surprised at how effective dragons are once the herd has made up its mind.

Dracon Traits

Dracon share certain racial traits as a result of their herd-like nature.


Ability Score increase. Your charisma score increases by 2 and your constitution score increases by 1.


Age. Dracon mature quicker than humans do and reach adulthood by 15; they live to around 60 years.


Alignment. Due to there herded upbringing, Dracon are usually lawful and good.


Size. Dracon are usually between 6 to 7 feet tall and about 320 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Common and Dracon.


Quadruped. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is arduous for you because of your legs. When you make such a climb, each foot of movement costs you four extra feet instead of the normal one extra foot.


Herd Mentality. During a long rest, you visit each of your companions to build comradery. Choose up to 6 friendly creatures you are spending the rest with within 30 feet or the same inn, campsite, etc. Each creature gains temporary hit points equal to your half level + your Charisma modifier (minimum of one).

Dohwar

The Dohwar are short, pudgy, flightless avians bearing a passing resemblance to penguins. They are shameless merchants, always looking for an opportunity to turn a profit. Since the arcane (otherwise known as "Our Competitors") are considered the greatest merchants of wildspace, the Dohwar try harder to displace them.


Though the dohwar speak Common and their own tongue, they rely heavily on telepathic powers for communication among themselves. In fact, dohwar have pairings called "mergers", wherein two dohwar stay in mental rapport, even to the point of finishing each other's sentences. This drives other races crazy.

Dohwar Traits

Dohwar share certain racial traits as a result of their mercantile nature.


Ability Score increase. Your intelligence score increases by 2, and your charisma by 1.


Age. Dohwar mature quicker than humans do and reach adulthood by 8; they live to around 25 years.


Alignment. Due to their ruthless mercantilism, Dohwar are usually chaotic neutral.


Size. Dohwar are usually between 2 to 3 feet tall and about 50 pounds. Your size is Small.


Speed. Your base walking speed is 25 feet; you also have a swim speed of 40 feet.


Languages. You can speak, read, and write Common and Dohwar.


Telepathic. Dohwar can communicate telepathically with any creature it can see within 30 feet. If it understands at least one language, it can respond to you telepathically.


Cold Weather Acclimation. Dohwar are unharmed by temperatures as low as -50 degrees Fahrenheit. They also have resistance to cold damage.


Extrasensory Perception Dohwar can heighten their senses psionically when the need arises; the Dohwar can activate is ESP as an action and gain truesight out to 120 feet for 10 minutes, while the Dohwar has truesight from this feature it can not be surprised. The Dohwar can use this ability once per short rest.

Xixchil

The Xixchil are a race of sentient, mostly-humanoid mantis-people. Hailing from some sort of Death World, they had to be smart and work together to survive, eventually taking over the world when they figured out how to use surgery and alchemy to reshape their bodies.


They casually tinker with their own bodies all the time, from the aesthetic - surgically implanted gems and precious metal - to the functional, like implanted poison-needle-guns.


Xixchil Traits

Xixchil share certain racial traits as a result of their mutable nature.


Ability Score increase. your constitution score increses by 2, and your intelligence by 1.


Age. Xixchil mature quicker than humans do and reach adulthood by 10; they live to around 30 years.


Alignment. Due to there isolated upbringing, Xixchil are usually chaotic.


Size. Xixchil are usually between 6 to 7 feet tall and about 320 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Common and Xixchil.


Armor Grafting. Xixchil can't wear conventional armour; instead, they must graft armour plates onto their body. these grafts cost twice as much as their conventional armour equivalents of the same AC; however, they never have a strength requirement nor pose a disadvantage on stealth checks.

Installation of these grafts takes an hour and requires a successful DC15 medicine check to install successfully.


Appendage Grafting. Both of your arms can be modified to incorporate items inside each of them; while these grafts are attached to your arms, you are always considered to be holding them; however, you still have your hands free to hold other items, this does not increase the number of attacks you can make, however.


Installation of these grafts takes an hour and requires a successful DC15 medicine check to install successfully.


Hurwaeti

Hurwaeti, also known as Wiggles, are an amphibious humanoid race. They look like a bizarre mixture of grippli (or bullywug) and gnome; they are supposedly distant relatives of the sahuagin and the lizardfolk.


Hurwaeti have thick, tough scales; these are very small, hard, and shiny so that their dark olive-green hides look smooth and glossy (many observers mistake this gloss for dampness or slime). They have long, frog-like legs, webbed fingers and toes, gnome-like faces with large ears, pointed noses, and long, sharp chins.

Hurwaeti Traits

Hurwaeti share certain racial traits as a result of their shared nature.


Ability Score increase. your constitution score increses by 2, and your intelligence by 1.


Age. Hurwaeti mature in less than one year and can live for 300 years.


Alignment. Due to their upbringing, Hurwaeti are usually neutral good.


Size. Hurwaeti are usually between 2 to 3 feet tall and about 320 pounds. Your size is Small.


Speed. Your base walking and swimming speed is 30 feet.


Languages. You can speak, read, and write Common and Hurwaeti.


Natural Armor. You have small flexible scales. When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.


Standing Leap. Your long jump is up to 25 feet, and your high jump is up to 15 feet, with or without a running start.


Fog Cloud. You can cast fog cloud as a 1st-level spell once with this trait and regain the ability to do so when you finish a short rest. When you reach the 5th level, you can instead cast it as a 2nd level spell.


Amphibious. You can breathe water as if it were air.

Beholder-Kin

Beholder-Kin are a group of 5 eyed creatures related to beholders. Beholder-Kin are rarely as strong or powerful as their full-blooded counterparts; however, this doesn't mean they're anywhere near a pushover.

Beholder-Kin

Beholder-Kin share certain racial traits as a result of their relationship with true beholders.


Ability Score increase. Your intelligence score increses by 2, and your constitution by 1.


Age. Beholder-Kin mature slower than humans do and reach adulthood by 30; they live to around 600 years.


Alignment. Due to their xenophobic upbringing, Beholder-Kin are usually lawful evil.


Size. Beholder-Kin are usually between 1 to 2 feet in diameter. Your size is Medium.


Speed. Your base walking speed is 0 feet. You have a hover speed of 30 feet, 3 feet off the ground.


Languages. You can speak, read, and write Common and Beholder.


Alien. Beholder-Kin are aberrations rather than humanoids; you lack any hands and can't use conventional weapons or armour.


Central Eye. Beholder-Kin have a large central eye which radiates a cone of anti-magic; at the start of your turn, choose one creature or object that you can see; if that creature/object targets you and only you with a spell, they must beat you in an arcana skill contest, if they fail the spell is wasted.


Eye Stalks. When you choose this race, you can pick any combination of 4 eyes on your stalks from the ones listed below. These stalks will not function if you are blinded. The DC of the save equals 8 + your proficiency bonus + your Intelligence modifier.

  • Telekinetic Eye. You gain the mage hand cantrip; the hand is invisible and can be used to activate magic items and make attacks when you cast the cantrip with this trait.
  • Warding Eye. You can cast the shield spell at will using this eye.
  • Disintegration Eye. As an action, you can make a ranged spell attack (120/240) doing 1d8 + your level in force damage.
  • Arcane Eye. This eye can be used as a spellcasting focus for any class.
  • True Eye. This eye grants you +10ft of true sight.
  • Charming Eye You can force one creature within 120ft to make a wisdom saving throw or be charmed by you for 1 minute or until the creature is harmed.
  • Forceful Eye As an action, you can force one creature within 120ft to make a dexterity saving throw or be pushed 10ft towards or away from you.

Illithid

Illithid, also known as Mind flayers, are sadistic aberrations feared by sentient creatures on many worlds across the multiverse due to their powerful psionic abilities.


From their twisted lairs deep in other crystal spheres, these alien entities sought to expand their dominion over all other lifeforms, controlling their minds to use them as obedient thralls. They consumed their victims very personality by extracting and devouring their brains while they were still alive.

Illithid Traits

Illithids share certain racial traits as a result of their shared psionic link.


Ability Score increase. your intelligence score increses by 2, and your constitution by 1.


Age. Illithids are born mature and can live for up to 500 years.


Alignment. Due to their hivemind, Illithids are usually lawful evil, although some have been known to go renegade.


Size. Illithids are usually between 6 to 7 feet tall and about 320 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Common, Deep Speak and Illithid.


Illithid Psionics. You know the mage hand cantrip, the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast Sleep once with this trait, and you regain the ability to do so when you finish a long rest.


When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.


Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.


Alien. Illithid are aberrations rather than humanoids.


Devour Brain. You can perform an unarmed melee attack which you are considered proficient with using your mouth, which does 3d4 piercing damage.


This attack is considered magical. If this would cause the victim to be reduced to 0 or less hp, they are outright killed.


Telepathic. Illithid can communicate telepathically with any creature it can see within 30 feet. If it understands at least one language, it can respond to you telepathically.

Combat Flowchart

Optional Rules

Alternate Ship-to-ship combat: Advantageous Movement

Instead of using the usual order of operations during a ship-to-ship round, with movement - crew - firing phases in initiative order, you instead start with the ship with the lowest initiative and make them take their movement phase.


You then work your way up the list, with each ship completing just their movement phase until you reach the top of initiative; then in descending order, each ship takes its crew and firing phase as usual.


Repeat until combat ends, working your way up the initiative order for movement and down the for crew and firing phases, alternating between each.

Alternate Siege Weapons: Flat Bonuses

Instead of using the crew member with the lowest total modifier using the weapon, use this table to determine the attack modifier of the weapon.

Flat Bonuses
Weapon Type Modifier
Gnomish Sweeper +6
Gnomish Catapult +8
Light Ballista +5
Heavy Ballista +6
Light Trebuchet +5
Heavy Trebuchet +6
Light Cannon +5
Heavy Cannon +6
Light Jettison Launcher +5
Heavy Jettison Launcher +6
Alchemist's Fire Projector +5
Great Bombard +8

Adventures

In

Space

A fantasy campaign setting created for Advanced Dungeons & Dragons (2nd Edition) Spelljammer is a unique fantasy universe. A key premise of the Spelljammer setting is that magic allows ships to sail through space. Spelljammer was created by TSR in 1989 and is currently owned by Wizards of the Coast.

- Spelljammer Wiki

Heavy insperation: by Ubiquity

Image source: Midjourney AI

To-Do/Requests: link

 

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