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PANIC
So you found yourself in space. No need to panic. Unless panicking will help your situation. In which case panicking would be the smartest and most professional course of action given the situation. However, if panicking will not help your situation, which is how most situations work, then we advise that you remain calm and wait until someone finds you to explain how being in space works. If someone is near you, offering to explain how space works then stop reading this book and talk to them. If the person nearby is trying to kill or enslave you, then we recommend dealing with that first, coming back to read this book when you've dealt with them or are given downtime from your new masters.
Table Of Contents
- Cover
- Table of Contents
- Beginnings - pg 4
- Spelljammer Vehicles - pg 7
- Helms - pg 8
- Ship Combat - pg 11
- Ship Weapons - p 17
- At Port - p 21
- Ship Identification (Under Construction) - p 24
- Daily Works - p 36
- Races (player options begin) - p 37
- New Subclasses(Under Construction) - 43
- Feats - p 46
- New Spells - p 47
- Magic Items - p 50
- Lore Magic Items - p 55
- New Monsters(Under Construction) - p 58
- Sampe Ship Combat Stat Blocks(Under Construction) - p 69
- OGL
Contact Information
This creator can be contacted on Discord as Databank#1920.
Legal
Art Credits
All artwork in this document is used under either Creative Commons or a similar (free-as-in-speech) licensing. All artwork will be credited in the corner of the page it's used on and a full list with links will be kept in the back. If you do not wish your artwork to be used in this compendium contact me and I will have it removed.
Beginnings
The following is a supplement to the 5th edition spelljammer release material and the first Homebrew Spelljammer Supplement. Most material here is repurposed from the 2nd edition of spelljammer materials, however some is new. When reading this, treat it as a guide for a more streamlined version of playing spelljammers. If two pieces of information conflict from the official release and this supplement, it is recommended you follow this supplement instead.
The following information is useful for players entering space for the first time, and information necessary for beginning any campaign.
Drifting Along
On top of the Weightlessness section in the Astral Adventurer's Guide, the following issues arise when the a creature is in an environment with no gravity.
Fighting Skill. Melee attacks have disadvantage in zero gravity. After an attack roll the attacker must succeed on a contested Dexterity(Slight of Hand) against the targets Dexterity(Acrobatics) or fly in a random direction.
Small Movement. Dexterity(Slight of Hand) checks and Dexterity Saving throws are made at disadvantage.
Space Sickness Table
Some creatures do not cope well to being introduced to the boundless directions of Wildspace. After the first time leaving an atmosphere, a creature must succeed on a DC 18 Constitution Saving Throw. On a failure, roll a d6.
| Roll | Name | Effect |
|---|---|---|
| 1 | Space Catatonia | The affected creature curls up into a ball, incapacitated. At the end of their turn they can make a DC 15 Wisdom Saving throw. This ends on a success or after 1 hour. When ended it becomes the Nausea condition. |
| 2 | Disorientation | The creature panics, losing track of their sense of self and place. The creature is incapacitated and uses all its movement to move in a random direction determined by a d8. At the end of their turn they can make a DC 15 Dexterity Saving throw or Intellegence(Nature) check to stabilize themself. This condition ends on a success or after 1 hour. When they experience weightlessness or the ship they're on spins they relapse. They can relapse for number of days equal to 30 - their Constitution Score. |
| Roll | Name | Effect |
|---|---|---|
| 3 | Nausea | The effected creature gets sickened easily. When the creature uses more than half of their movement speed within a round, it vomits. On the following turn they are incapacitated and suffer a -2 to AC. This sickness fades after 30 days - their Constitution Modifier. |
| 4 | Processing Dip | There is a lag between the creature's instincts and their actions. Creature struggles to take actions as explained in the Slow spell. At the end of its turn it can make a DC 15 Wisdom Saving throw. This condition ends on a success or after 1 hour. When they are frightened, experiences weightlessness, or takes damage greater or equal than 2 x the creature's Proficiency Bonus, they relapse. They can relapse for a number of days equal to 30 - their Constitution Score. |
| 5 | Sky Loss | The creature loses themselves in the vastness of the space before them. The creature is paralyzed for an hour. At the end of each of its turns it may repeat a save to end the effect. When a celestial body comes into full view the creature relapses. This sickness fades after 30 days - their Constitution Modifier. |
| 6 | No Major Effect | You are frightened of space for 1 round. |
The condition takes effect right away after leaving a planet, and again when relapse conditions are met.
The Mercane Trade Empire
While "empire" is doubtless the wrong word, it is undeniable that the Mercane have a trade empire that holds a monopoly over Spelljamming Helms. Preferring no political office themselves, wherever a position of power can be found, a Mercane is likely nearby, selling helms and magic items to both sides.
Enjoying the prestige and power they hold these giants act aloof. They usually act through intermediaries, and when met in person they ignore questions about the mysteries of the universe. They charge payment with gold or magic items.
While all pass their business through the Mercane, the merchants keep quiet about who they profit from. Only other Mercane would know, as all have a psychic link through the Astral Sea. As premium sellers the Mercane never swindle, although some claim the prices they charge are a crime.
When making your story, decide where the Mercane Trade Empire should be. Sometimes the Empire is a driving force, searching for a specific magic item or fiddling with a mysterious force.
Many stories can be made with the Mercane as either patrons of your party, or mischievous troublemakers within the player's past. Many options exist.
Ups and Downs?
Everyone has difficulty adjusting to space, and various factions come to power simply based on their ability to utilize the third dimension of space. One common tale is of a pirate fleet who avoided punishment for years simply by staying above the planet they raided every day.
Of course, shortly after that, "up" was removed as a direction. While North, South, East, and West still remain as cardinals, "up" was declared too specific to ships and planets to be a cardinal direction. So, much to the exhaustion of most groundlings, two more cardinals have been added to clarify directions. Int, to describe upward direction, and Ant (pronounced Aunt) to describe downward direction.
It's not unreasonable to ask "who decides what is north, east, and west?" While the answer is, of course, the rich, every cartographer has different answer when first mapping. While disagreements pop up sometimes, like when a new sphere is found, north is usually decided through consensus over time, usually based off of an easy to spot landmark.
A Day in the Life
What is a day? When the sun is nothing more than a blinking speck far away, the definition what a work day can be whatever you like. Most wildspacers have a simple definition, however. A day is 24 hours.
Most ships come pre-installed with Cold Lights (see Lore Magic Items), which glow brighter in the "morning" and fade their light at "evening". Ships that make long trips through the phlogiston may even have Cold Lights that give off darkness at "night." This all comes together to form 3 shits: morning, late, and graveyard. These three shifts together make up the ship's artifical 24 hour day.
As for the real question: what about magic items? Most magical items are limited to per-day uses, which can fit the 24 hour cycle described above.
Certain magic items won't reset, like objects that regain uses at dawn or sunset. These are normally fancy ways of saying 'per day', and a DM is well worth their right to wave it and allow the item to regain charges when the crew wakes, even in the Phlogiston.
Another way could be waiting for an object to pass in front of the sun, acting as a sunset/sunrise. This might happen multiple times per day, allowing items to recharge too fast. Again, this decision is made by the DM and the method may be less helpful in the Phlogiston, but still an option.
Lots of Money
In most campaigns, the money becomes an issue quite quickly. Costs are hard to set for magical items, and, without randomly inflating costs, it's hard to change the actual prices.
In Spelljammers, this issue is two-fold. Not only do players have attunement, weapons, and magical weapons to buy, but there are also now ship upgrades, ship weapons, ammunition, ship magic items, crew, food, and ship/helm costs.
While AAG recommends a 10,000 gp price for the helms and a 5th level spell to make one. This guide recommends 125,000 gp price and a 7th and 9th level spell to create a Helm. No matter the system, your players will always be handling a lot of money.
While this depends on how powerful the group is, a good estimation is full ownership of a helm and ship after 5 missions/dungeons. In the meantime, it's recommended to use a patron to loan them a ship, or have the players scavenging from junkyards a main story beat.
What Is A Ship?
A ship is a distinct type of structure, separate from an object or a creature. It does not take double damage from Siege Weapons or Siege Monsters. Ships get to make saving throws, but are not considered sentient. They have no mental stats unless piloted by a helmsman. They are unaffected by mentality based spells unless otherwise stated.
Some spells (found later in this compendium) target ships specifically, and state ships automatically fail if they have no helmsman. Powercasting (found later in this compendium) also explains how normal spells, like Charm Person or Hold Person, might be used to effect ships as well.
Keep it Simple
As a rule of thumb, when adventurers land on a planet, they will come down where the DM says they come down. If the far side of the planet does not exist yet, they cannot land there. While this sounds harsh, it makes sense when taken as a group rule. If the DM has plans and adventures set around the fantasy equivalent of New York, it makes little sense for the heroes to land in Istanbul and expect them to make the long march.
When protagonists from space shows land on a planet with ancient ruins, said ruins tend to be within walking distance. This is a common convention within fiction, and it's smart to use it here as well.
The previous was a quote from 2nd edition, and while it stands, there are a couple more "Keep It Simple" ideas to keep in mind. Keep days simple. What if a ship lands on a reverse cycle from the planet? It doesn't. Just have the ship land at a time that matches your players sleep cycle.
When given directions and an estimation of time, it is in Spelljammer Day's (SJD's). Is an SJD 2 people on the helm or 3? Keep it simple. If your players set up a 3 person shift, measure time in 3 people shifts. If they have a 2 person shift, measure time in 2 people shifts.
_
Through multiple ways, a ship can fall apart. Normally this is by reaching zero hp, but there are other methods. When this happens, the ships break into smaller pieces. The largest section acts as the primary gravity plane. If a crew lashes the planks back together and a helm exists on the object, it can once again act as a makeshift ship to fly on.
Ships have disadvantage of Dexterity Saving throws made outside of Ship Combat. As all objects, they are immune to psychic and poison damage.
What is a Planet
Planets, or planetoids, are a unique type of object. Their damage threshold is so high it normally can't be pierced by anything under an 9th level spell. Spells that push objects or effect them have absolutely no pull on these massive bodies. See Ubiquity's original document for a good system generator, specifically the "Celestial Mechanics" section.
There are six sizes of Celestial bodies, listed as Size A through F.
Celestial Body Size Categories
| 1d6 | Class | Measurement |
|---|---|---|
| 1 | Size A | Less than 100 miles across |
| 2 | Size B | 101-10,000 miles across |
| 3 | Size C | 10,001-100,000 miles across |
| 4 | Size D | 100,001-1,000,000 miles across |
| 5 | Size E | 1,000,001-10,000,000 miles across |
| 6 | Size F | 10,000,001 miles across or greater |
Earth, and most Earth-like fantasy campaigns, are Size C.
Spelljamming Vehicles
Ship running
Those who sail in the Phlogiston claim touching more of it makes the ship go faster. Tales tell of ships going off course when in particularly thick streams of Phlogiston. Those in the sea pull their sails wide to chatch as much Astral Wind as they can, making good time when these invisible streams are to their back. Avid Wildspacers tell of Weave Tides and move their oars to pull themselves through these magical waves even faster.
While the name changes crew to crew, the truth stays the same. Ships need to be moving their other parts in order to keep high speeds. Sails are raised and lowered. Oars are pulled to and fro. Fins are expanded and constricted. Without a minimum crew, a spelljammer goes half speed. A lack of crew is the only way for a ship to reach a movement speed of 0.
Damage Threshold
In this compendium, the Damage Threshold is subtracted from one source of damage. If the total is below zero, no damage is taken.
In official 5th edition releases, the Damage Threshold need only be met before damage is fully taken. While there's nothing wrong with this system, it results unfun ship-to-ship combat, and this compendium uses the previously mentioned method.
Powering Helms
The spelljammer helm is a wide chair or throne which can be piloted by a spellcaster. The helm draws magic from the spellcaster and converts it into energy to move and maneuver a ship. While sitting in the Helm, the spellcaster cannot take actions, is restrained, and is glued to the chair, only capable of piloting the ship (see Speed). They cannot cast or concentrate on spells.
The spellcaster has a feeling of being one with the ship, as though they are ship. When observing an event on the ship, they feel like they're watching something on their own body, able to observe but mentally bending to do so.
A spellcaster can only fly for 8 hours. Attempts to "push through" may cause a point of exhaustion (as per the rules for a forced march in chapter 8 of the Player's Handbook).
Speed
Speed is calculated on the number of hexes it can move, with each hex being around 100 feet. A ship with 8 Speed can move 800 feet in 1 minute. Ships must use 1 Speed to turn 45 degrees in any direction.
- SPEED = MOVEMENT RATING + HELM RATING
The Movement Rating(MR) is a number equal to the ship's Dexterity Modifier. For example, a Flying Fish Ship has a Dexterity Score of 18 and a modifier of + 4. Its MR is 4.
Helm Rating
The Helm Rating is dependent on the helmsman's Full Caster Level.
Full Caster Level Add together all your levels in bard, cleric, sorcerer, warlock, and wizard classes. Add half your levels in artificer, paladin, and ranger classes. Add two thirds of your levels in Psi-Knife (Soulknife) and Psi-Warrior. Add one third your Eldritch Knight and Arcane Trickster levels. Add one quarter of your Monk levels. The total number is your Full Caster Level.
If a creature has a spellcasting or psionic feature, through race, background, or the optional feat rule, it can use a spelljamming. Its Full Caster Level would be considered 1. If you gain a level(s) in a class with a spellcasting feature, only that class level is added to the calculation. Spellcasting through race, background, or optional feats are not considered in the calculation.
Helm Types. There are a many types of helms, which we are about to go over. But when calculating a Helm Rating, all helms refer back to the two base types of helms:
- Minor Helm: The proficiency bonus of the Full Caster Level is the Helm Rating.
- Major Helm: Half of the full Caster Level (rounded down), or the speed provided by a Minor Helm (whichever is greater) is the Helm Rating.
Helms
Every sphere is filled to the brim with all kinds of helms. Most helms can be bought from the Mercane, and the description will include this price. Some helms are specific to certain factions. Most are made by those factions but the Mercane are savvy businessmen and are willing to sell to anyone with the gold to buy.
Regular Helms
The following helms are found throughout all space and are used widely by all factions.
Minor Helm
Wondrous item, legendary
This ornate chair is designed to propel and maneuver a ship through space. This is the most common type of helm throughout the world. New models are sold by the Mercane for 125,000 gp, with plenty of old models scrounged from ship graveyards.
The Helm Rating of a Minor Helm is that of a Minor Helm. It uses one spellcaster.
Major Helm
Wondrous item, legendary
This ornate chair is designed to propel and maneuver a ship through space. This is a rarer type of helm, with new models sold by the Mercane for 250,000 gp. Some are available for cheap after being scrounged up, but most of these are snapped up by the Mercane first.
The Helm Rating of a Major Helm is that of a Major Helm. It uses one spellcaster.
Tinkered Helm
Wondrous item, legendary
These are complicated bits of machinery full of unnecessary gears and levers that power a ship. A Tinkered Helm does not require magical power to operate, but instead requires energy generated by adding crafted devices to produce movement. Tinkered Helms cost 50,000 gp and are sold by/to Artificers, Gnomes, Goblins, or other tinkerers.
A d20 is rolled at the start of every round to determine the Full Caster Level, and therefore its Helm Rating. (It can still reach spelljamming speeds). If a 1 is rolled the ship stalls for the round, unable to move. There is a chance the helm breaks badly and needs to be repaired, using Tinkering Tools and a ship action to be repaired.
The Helm Rating of a Gnome Helm is that of a Minor Helm. One person pulls the levers of the machine in order to steer the ship.
Lifejammer Helm
Wondrous item, legendary
These helms drain the life force of a creature tapping into it. The helm is either an orb on a stick or an ornate chair. Lifejammer Helms cost 80,000 gp and can found sold by the Mercane or salvaged from a failed nonmagical battle.
A large or smaller creature touching the Lifejammer Helm is incapacitated and restrained. For every hour it flies the ship, its hit point maximum is reduced by 1. A creature dies if their hit point maximum is reduced to 0 from the Lifejammer.
At the beginning of combat, the Helmsman rolls 1d20. They take the psychic damage equal to the amount rolled. The ship's Helm Rating is determined by the roll, using the roll to determine Full Caster Level on a Minor Helm.
Any psychic damage taken from the helm reduces your hit point maximum. Hit points reduced this way can only be restored by a Greater Restoration spell or equal or higher magic. One hit point can be regained with Lessor Restoration cast on the creature followed by a day of light-to-no activity.
Series Helm
Wondrous item, legendary
Series Helms were originally developed for/by the Illithids, but quickly got picked up by factions and adventuring parties. A Series Helm appears and acts similar to a regular helm with the unique ability that, on a single ship, multiple of these helms are connected to increase the overall power.
Series Helms can be either Major or Minor but only the same kind can be connected on a ship. Each Minor Series Helm costs 75,000 gp, and each Major Series Helm 100,000 gp.
The Full Caster Level of a Series Helm is determined by the lowest caster in the series, with +1 for each other person in the series. Any creature may expend spell slots, but one creature makes the guiding decision of where the ship goes. If multiple creatures try to direct, a Spelljamming Helm Battle is started (see Astral Adventurer's Guide).
Ki Helm
Wondrous item, legendary
These helms were originally developed for/by the Wa empire on Toril. As more monks spread across the spheres, these helms were salvaged, resold, and more buyers were offered them. These helms work normally, capable of of being buffed by more monks and used better by monks.
A Ki Helm comes in either Major or Minor variety. Its cost increases by 50,000 gp for being the Ki variety.
When calculating Full Caster Level, each Monk level counts as 1, rather than 1/4th. As an action, a Monk can touch the helm, and also become in tune with the helm. They can spend ki points for the cost of any Stunts, and the Full Caster Level increases by +1 for each Monk touching the helm (maximum of 20).
Grand Helm
Wondrous item, artifact
This helm resembles four helms back-to-back with each other. These helms are extremely rare, on the level of an artifact.
The Helm Rating of a Grand Helm is that of a Major Helm. One spellcaster can use this helm normally, however, up to four spellcasters can use it at once, the average of their Full Caster Levels used to calculate the ship's Helm Rating.
When traveling at Spelljammer Speeds with four people on helm, the ship becomes ethereal, doubling the speed at which it moves. Any caster on helm can direct the ship or expend spell slots, but if any disagree on direction, a Spelljamming Helm Battle is started, with the loser(s) being removed from the helm.
Specailty Helms
While all of the previous helms can be installed nearly anywhere, the following have to be installed into specific ships.
Pool Helm
Wondrous item, legendary
Series Helms were originally developed by the Illithids, but quickly got picked up by other psionic orders and psionic adventurers. On the ship is a pool of brine, usually occupied by an Elder Brain. Multiple psions must place and keep their hands in a pool of water to keep the ship moving. While rarely sold, a Pool Helms go for about 500,000 gp.
Each psion's level counts as Full Caster Level. The highest level psion's level is used to determine helm rating, with a +1 for each other psion on the helm. The Helm Rating of a Pool Helm is that of a Major Helm.
Forge Helm
Wondrous item, legendary
Normally used to power Dwarven Citadels, a Forge Helm, also known as an Artiforge, is powered by the process of mining, building, processing, and crafting materials from an asteroid. Scraps are fed into the forge and the latent magic of the craft power the ship. Forge Helms cost 500,000 gp with an upkeep cost of 100,000 gp in crafted materials per year. They are normally used by Dwarves or Gravs.
The Helm Rating of a Forge Helm is that of a Minor Helm, with one Full Caster Level per 25 workers. One person manages movement of the ship.
Death Helm
Wondrous item, legendary
These helms drain the life force of a creature tapping into it. A type of Lifejammer, Death Helms can have people forced onto them to power the movement, allowing a helmsman access without taking damage. Death Helms, while certianly made by the Mercane, are never sold to any factions that are not slavers, like the Illithids or Neogi.
If a creature chooses to use the helm, it simply operates as a Lifejammer Helm. However, if a command word is spoken first, the creature who touches it is incapacitated and restrained by the Death Helm. At the beginning of the creature's turn, it must succeed on a DC 20 Constitution Saving throw or die. At the end of its turn, it can make a DC 25 Strength Save, escaping from the helm on a success.
Each day the ship flies, the creature's max hit dice is reduced by 1. Another creature can use the helm as a Lifejammer to direct the ship in this time. If a Stunt is made, the damage is forgone and the trapped creature's max hit dice is reduced by the amount of dice that would've been rolled. A creature's soul stays nearby, and can reenter its body if freed, but once the creature has 0 max hit dice, the body is used up and dies.
The Helm Rating of a Death Helm is that of a Major Helm. Its Full Caster Level is based on the amount of hit dice remaining. If it is being used as a Lifejammer, it only uses those statistics.
Orbus
An Orbus is not a helm, it is a type of beholder-kin, specially grown and mutated to mimic a helm. Most higher functions of the creature have been lobotomized, leaving it incapable of direct communication. It can only receive communication, and only from beholders.
The orbus mentally attunes to a "magical frequency" which it uses to power and pilot the beholder's ship. An Intelligent beholder or beholder-kin can communicate telepathically with an orbus over a short distance, which makes them the defacto "captain". The helm rating of a beholder's ship is determined by the age power of the "captain" (as decided by the DM). Players cannot use an Orbus.
Critical Hit Table
When a critical hit is made by a ship, you do not double the dice. Instead, you roll on this table. Certain weapons, effects, and spells cause you to either roll or cause an effect from the table. In this situation, a spellcaster's save DC or a choice DC may be used instead of the given DC.
| d10 | Effect |
|---|---|
| 1 | Fire! |
| 2 | Ship Shaken! |
| 3 | Hull Holed! |
| 4 | Deck Crew Damage |
| 5 | Interior Crew Damage |
| 6 | Rigging Sheared |
| 7 | Random Ship Weapon Damaged |
| 8 | Rigging Sheared - reduced by 1d6 |
| 9 | Spun! |
| 10 | Spelljammer Shock! |
Fire!- A fires start throughout in the ship, determined by the DM. Roll 2d4 to determine the number of problem areas. If a fire is unable to start (all lights are magical, there is nothing flammable onboard, the ship is pure stone/metal, etc.) then roll again. Most ships can still catch fire, even if most of it is made of metal.
Ship Shaken!- All PC’s not otherwise secured (Helmsman is considered secured) must make a Dexterity saving throw or be down/prone. The DC is 13 or the spellcaster's save DC (if this is the result of a spell). If a PC fails they are disoriented for the next minute, they must make an ability check to perform their Ship Action (skill and DC is determined by DM). If their Ship Action normally requires an ability check, it is made at disadvantage.
Hull Holed!- The attack punches a sizable hole in the ship. DM decides location. If five total Hull Holed Critial Hits are scored on any vessel of with tonnage of 50 tonnes or less, it's internal structure is destroyed and the vessel starts to break apart. For vessels larger than 50 tonnes, the number of Hull Holed Critical Hits needed to break apart a vessel is 1 per 10 tonnes of the ship.
Deck Crew Damage!- 2d4 exposed creatures on the deck are struck as the attack hits. They suffer either half the damage rolled or 2d10, whichever is higher. Roll a d4. On a 1 the exposed creatures include a random player. All creatures within a 10 ft radius of the crew impact must make a DC 10 Dexterity saving throw. They suffer the same damage on a failure or half on a success. If the ship does not have an exterior for the crew to be on (ex. Triop), the effect is Interior Crew Damage.
Interior Crew Damage!- 2d4 creatures are within the ship are struck as the attack hits. They suffer either half damage dealt to the ship or 2d10, whichever is higher. Roll a d4. On a 1 one of the creatures include a random player (including helmsman). All creatures within a 10 foot radius of the crew impact must make a DC 10 Dexterity saving throw or suffer the same damage. If the ship does not have a large interior for the crew to be in (ex. Antlership, Vimana), the effect is Interior Crew Damage, but with those "indoors" (like the helmsman) hit-able.
Ship Weapon Damaged- One ship weapon (chosen randomly) is damaged by the attack and inoperable until repaired. NPC's can repair the damage in 1d4 rounds. Crew on the weapon is unharmed. If no weapons exist on the ship, roll again.
Rigging Sheared!- The ship's speed is reduced by 1d4 (to a minimum of 1) as a critical part of movement mechanism is damaged. The ship's crew can repair the damage in 1d4 rounds. If a ship is already at Speed 1 or the ship only needs a helmsman, then roll again.
Spun! - The ship is knocked out of orientation, moving 90 degrees in the direction of the attacker's choice. If the ship is on water or land then roll again.
Spelljammer Shock- The spelljamming Helmsman must make a Concentration Check, as though concentrating on a spell (PHB p.203). With no damage, the DC is 10. If the Helmsman fails this check, they lose concentration and are unable to pilot the ship for 1d4 minutes, after which they are free to pilot again. In the case of multiple Helmsman, they all must make the save. In the case of Artifurnaces or other nonmagical drives not using a Helmsman, the drive itself is rendered nonfunctional for 1d4 mintues while being repaired. If no replacement is available, the ship immediately becomes Speed 0 and can only move in a straight line at it’s present speed.
Ship Combat
When diplomacy comes to an end, conflict begins. Most groundlings fight hand-to-hand with sword, shield, and magic; horses, armies, and castles. In the depths of space, as there's no field in the field-of-battle. Just airless void and the nearby ships trying to kill you. Siege weaponry and magic is the only thing that survived the transitions depths of space, and is used quite effectively.
At the beginning of combat, you roll initiative for each ship rather than each party member. Ship initiative uses the Ship's Dexterity (see Ships section), and any addition that the crew or magical items provide. If combat becomes hand-to-hand, use the Side Initiative Variant(p. 270 DMG). A combat round lasts 1 minute (60 seconds) in ship-to-ship combat. Hand-to-hand combat rounds last 6 seconds.
Some victors of extraplantary combat will sift through the debris of broken ships for prisoners and loot, while others will abandon them. It’s possible for survivors to lash up some of the vessel to create a Temporary ship to save themselves with a Helm and air pocket, but they must act quickly!
In this section we go over actions that can be taken and the limitations of such actions.
Ship Actions
On the ship's turn, all PC's can take at least one Ship Action. This Ship Action takes 1 minute to perform. They also get 1 Ship Reaction that takes 1 action to perform. Normal actions, bonus actions, and reactions are not limited in this time and happen freely at the DM's discression. Like normal combat all turns and actions happen simultaneously, ships with the higher initiative simply acting faster than the others.
Crew Requirements
Most ship actions require pool of crew members to pull them off, although others only need be taken by specially trained individuals (usually players or specialty NPC's). Each action type has a description stating the required items and whether they need crew. Unless otherwise stated, you only need one crew per ship action.
While all ships have crew minimums (see Ships), extra crews must be hired or work on top of the minimum to run certain actions. It is up to the DM to choose the count of crew per job, limit how many crew can work, and on what action. Normally you can count on enough crew to run the ship and 1 crew per player.
Kitchen Crew Actions
All of the following actions require work from a crew within a Kitchen. Taking multiple actions of these require Kitchens.
Hearty Noodles
A hot cup of wiggly noodles with rejuvenating broth, which you provide to a number of creatures equal to your proficiency modifier. Anyone that consumes a cup of Hearty Noodles gains an 1d10 + your Proficiency Bonus temporary hit points.
If you are proficient in Cook's Utensils you can provide it to a number of creatures equal to your level and give 1d10 + your Character level + your proficiency bonus + your Intelligence or Wisdom Modifier temporary hit points.
Antitoxin
You whip up an antitoxin and provide it to the crew. A number of crew equal to your Proficiency Bonus are no longer diseased, blinded, deafened, paralyzed, or poisoned.
If you are proficient in Cook's Utensils you effect a number of crew equal to your Intelligence or Wisdom Modifier + your Proficiency Bonus.
Engineering Actions
All of the following actions require work from crew within the belly of the ship. Taking multiple actions of these require crews trained in Engineering Actions.
Rush Job
You begin quickly repairing the ship. Expend 10 pounds of wood and roll a number of d12s equal to the ship's Constitution Modifier. You heal the ship that many hit points. You can only use this once per combat.
If you are proficient in Carpenters Tools you can add your Character Level and Proficiency Bonus to the amount healed.
Quick Fix
You fix your choice one of the following effects plauging the ship.
Hull Holed. You reduce the number of Hulled Holed Criticals by one.
Fire. Roll 1d4. You douse a number of nonmagical flames equal to the number rolled. This is used to reduce the Fire! critical.
Repair. You repair one broken weapon.
Restore Speed. You fix the ship so it is no longer effected by the Speed Loss Critical.
Nail Down
You use 10 pounds of wood to give a single siege weapon or the ship 4d6 temporary hit points. These temporary hit points fade after 1 day.
If you are proficient in Carpenters Tools you can add double your Character Level to the amount.
Bracing
Increase the Damage Threshold by 5 until the end of your next turn.
General Actions
PowerCast
Requirement - Spellcaster
You can upcast spells stretch their power. A spell with a casting time of 1 action has its casting time increased to 1 minute and its range/effect size increases to 1 hex for every 10 feet. If the spell targets an object or creature you can target a ship, up to 100 tons per spell level. Self spells can target the ship you're on.
In order to do this you cast the spell using a spell slot 1 higher than the original spell, but the spell acts as though it was cast at its regular level. Durations of 1 round are changed to 1 minute, and duration of 1 minute is changed to 10 minutes.
PowerCast Examples
John casts wants to PowerCast Lightning Bolt at 3rd level. He uses a 4th level spell slot to PowerCast the spell. It takes 1 minute to cast and travels out 10 Hexes.
Josh casts Burning Hands at 2nd level. He uses a 3rd level spell slot to PowerCast the spell. It takes 1 minute to cast and travels in a 150 foot (1.5 hex) cone and deals 4d6 fire damage.
Help
Help people who area already taking actions.
- If a character is taking the Quick Fix action, you increase the number of flames doused, Criticals reduced, or weapons repaired by one.
- You help the Helmsman, reducing by reducing the cost of a Stunt by one spell slot, two Ki points, or 1d8 Psychic damage, minimum one spell slot, one Ki point, or 1d8 Psychic damage.
- You give a short speech to a station. This gives advantage to the ship action roll or siege weapon. This lasts until the beginning of the next turn. Your DM may have you make a relevant Charisma check and only apply this action to another group on a success.
Mass Stabilize
When this action is performed, you stabilize any number of creatures on board that have been brought to zero hit points and with the unconscious condition as a result of damage. Those creatures stabilized in this way lose the unconscious condition, are at 1 HP, and are prone.
Siege Actions
One person (player) can organize/direct the use of multiple weapons. When the player takes their Ship Action, they can take one Siege Action per siege weapon, so long as they are within 30 feet of each other. When buffs are applied from other actions, they are applied to a weapon. Rarely are buffs given to the players directing all weapons. Each weapon needs a crew. If you are taking Siege Actions, check the action to see if effects all the weapons you direct or a single one.
Siege weapons take time to use loading over 1 minute, 1 minute to steady the aim, and firing within 1 minute. Each of the following count as special Ship Actions. Each weapon requires a weapon crew.
Load
You load a siege weapon. Now is when special ammunition is declared.
Aim
You aim a siege weapon. This gives advantage on the next attack.
Fire!
You fire a siege weapon. All siege weapons are mounted on rotating turrets and can fire in any direction except directly below itself.
Fire at Will!
You fire all siege weapons you are operating at all enemy vessels (maximum of three targets). Attacks are made at disadvantage per siege weapon, per target.
Helmsman Actions
While sitting on a helm, the Helmsman may not move, or take normal actions. This does not mean they don't take part in the fight. On their turn, they can move the vessel up to the ships Speed and take one action. Some actions will require attack rolls from shearing weapons and others will the cost of spell slots, ki points, or damage (if you're using a Lifejammer).
Ramming
The ship must move in a straight line at least three consecutive hex spaces to attack. The Helmsman makes a spell attack roll to use its Ram. On a hit, the damage is equal to the damage of the ram. If you ram a ship with a greater tonnage, your ship takes damage equal to that ship's tonnage.
Shearing or Claws
The ship must move in a straight line at least three consecutive hex spaces to use Shearing weapons. The Helmsman makes a spell attack roll to use its Shearing or Claw Weapons. On a hit, the damage is equal to the damage of the Shearing or Claw weapon. These require a Weapon Crew to use. They can target people, siege weapons, important rigging, or crew.
Stunt
The Helmsman chooses to perform one of the following stunts listed below, paying its cost to use.
Tactical Regroup
The ship moves up to half its speed in the direction of the aft (rear) edge without changing hex facing. This action does not count towards the overall movement of the ship that turn, and uses no Speed.
- Major or Minor Helm - Expend One Level 1 (or higher) Spell Slot, 2 Ki points, 2 Sorcery points, or 2 Psionic dice.
- Lifejammer - Deal 1d8 Psychic damage
Barrel Roll
The vessel bobs up and down and spins as it moves through space. Until your next turn, the ship is considered to have half-cover.
- Major or Minor Helm - Expend Two Level 2 (or higher) Spell Slots
- Lifejammer - Deal 2d8 Psychic damage
Turn In Place
The ship turns to face any direction of its choice. This does not count toward Speed spent during the round.
- Major or Minor Helm - Expend Two Level 2 (or higher) Spell Slots
- Lifejammer - Deal 2d8 Psychic damage
Catch the Wind
The ship moves forward half it's total Speed. The ship may not use any of this movement to change hex facings.
- Major or Minor Helm - Expend Three Level 2 (or higher) Spell Slots
- Lifejammer - Deal 3d8 Psychic damage
Break Free
The ship has advantage on rolls to avoid or escape the grapple condition.
- Major or Minor Helm - Expend One Level 2 (or higher) Spell Slot
- Lifejammer - Deal 3d8 Psychic damage
Ship Action Spells
Instead of taking a complex Ship Action, using a siege weapon to attack, or Powercasting a spell, a player can choose to cast a Ship Action Spell. These spells don't take actually a whole minute to cast, just as 1 action spells don't take exactly 6 seconds to cast. 1 hex is roughly 100 feet in size, and the estimation is accurate for gameplay purposes.
Chill Fire
2nd-level abjuration (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (Sliver of glass or ice)
- Duration: Concentration, up to 1 hour
The flammable nature of the Phlogiston is subdued in 150 foot cube centered on the caster for the entire duration of the spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the size of the cube increases by 100 feet for each level above 3rd.
Conjure Debris Field
5th-level conjuration
- Casting Time: 1 minute
- Range: 800 feet
- Components: V, S, M (A small rock)
- Duration: Concentration, up to 10 minutes
You fill an area of 500 foot cube that you can see within range with asteroids and debris. When the field is created ships within the area make a Dexterity saving throw. On a failed save the ship takes 9d12 bludgeoning damage and suffers a Hull Holed Critical, or half damage and no critical on a successful save.
Spells
| Level | Spell | School | Conc. | Ritual | Class |
|---|---|---|---|---|---|
| 1st | Enhance/Diminish Rating | Transmutation | yes | no | Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard |
| 1st | Purify or Contaminate Air | Enchantment | yes | yes | Cleric, Paladin, Sorcerer |
| 2nd | Chill Fire | Abjuration | yes | yes | Artificer, Cleric, Druid, Ranger, Wizard |
| 3rd | Seiche | Enchantment | no | no | Bard, Druid, Sorcerer, Wizard |
| 3rd | Ship's Hex | Enchantment | yes | no | Warlock |
| 3rd | Shockwave | Evocation | no | no | Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard |
| 4th | Softwood | Necromancy | no | no | Artificer, Bard, Cleric, Druid, Paladin, Ranger, Warlock |
| 5th | Conjure Debris Field | Conjuration | yes | no | Druid, Sorcerer, Ranger, Warlock, Wizard |
| 6th | Disable Helm | Abjuration | yes | no | Cleric, Sorcerer, Warlock, Wizard |
Ships in this area have half cover. They must use 2 extra speed in order to move 1 hex. If they do not, they take 4d10 damage, ignoring damage threshold. As a Ship Action, you can swish the asteroids in the field around. All ships in the area must make Dexterity saving throw against taking 5d12 bludgeoning on a failure or half on success.
Disable Helm
6th-level abjuration
- Casting Time: 1 minute
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
Target helm within range stalls and breaks. The creature on helm takes 7d8 psychic damage and cannot fly a spelljammer for 24 hours. The helm is unusable for 1d4 minutes and anyone who tries to operate it in that time takes 2d6 psychic damage per round.
Enhance/Diminish Rating
1st-level enchantment
- Casting Time: 1 minute
- Range: 200 feet
- Components: V, S, M (Pinch of White Powder)
- Duration: Concentration, up to 10 minutes
You cause a ship you can see within range to speed up or slow down for the duration. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. Unwilling targets must be 40 tons or less.
Enhance. Increase target ship's Movement Rating by +1
Diminish. Reduce target ship's Movement Rating by -1. You cannot reduce a spelljammer's speed below 1.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount the Movement Rating is changed increases by 1 for each level above 1st.
Seiche
3rd-level enchantment
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: 1 minute
Target ship within range makes a Wisdom Saving throw. It can choose to fail. Ships without a helmsman automatically fail this save.
On a failure, you can freely shove the ship during the spell's duration, after which the spell ends. The shoved ship is pushed a number of Hexes equal to your spellcasting modifier and suffers a Ship Shaken! critical.
This free action can be used in response to a ship being attacked by another ship, which causes siege weapons or ramming attacks to miss.
Ship's Hex
3rd-level enchantment
- Casting Time: 1 minute
- Range: 800 feet
- Components: V, S, M (Petrified Eye of a Newt)
- Duration: Concentration, up to 1 hour
You place a curse on a ship of 50 tonnage or less that you can see within range. When an attack from your ship deals damage to the ship, the attack deals an extra 3d8 necrotic damage. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the ship breaks apart before this spell ends, you can use a Ship Action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tonnage of the ship you can curse is increased by 25 tons for each level above 3rd.
Ship Combat Conversion
This compendium goes over ship combat with 1 minute rounds. Already existing systems in 5e, like Ghosts of Saltmarsh and Descent into Avernus, use systems that go round-to-round. This compendium includes sidbars (like this one) to change this compendium's spells, weapons, and other abilities to a 6 second round system.
If you are converting a Ship Action Spell into a 6 second round system, know the following:
The casting time of a 1 minute spell becomes 1 action. Purify or Contaminate Air and Chill Fire are exceptions to this. The casting time of 1 action becomes 1 bonus action.
The duration of 10 minutes becomes 1 minute. Conjure Debris Field is the exception to this. Duration of 1 minute becomes 1 round.
Range does not need to be changed, but may be divided by 10 if you wish.
Softwood
4th-level necromancy
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a handful of tree bark)
- Duration: 10 minutes
The touched ship makes a Constitution saving throw. On a failure, the ship's material becomes porous and spongy. All hits against the ship cause a Hull Holed Critical. When the ship is hit and at the end of the ship's turn, it makes a Constitution saving throw, ending the spell on a success. Ships without a helmsman automatically fail the save.
Purify or Contaminate Air
1st-level transmutation (ritual)
- Casting Time: 1 minute
- Range: 100 feet
- Components: V, S, M (a flower)
- Duration: Concentration, up to 10 minute
You purify or contaminate the air of an air envelope less than 2000 feet in radius. If you concentrate on this spell for it's duration, the effect becomes permanent.
Purify Air. You turn fowled air into fresh air. If there is no air, or deadly air, you create fowled air.
Contaminate Air. You turn fresh air into fowled air. If there is only fowled air, you destroy air and creatures begin suffocating (see PHB p. 183).
Shockwave
3th-level evocation
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (goat horn)
- Duration: Instantaneous
Radiating out from you is a blast of sonic energy. All ships within a 600 foot radius of you, not the ship you're on if you're on a ship, make a Constitution Saving throw. On a failure, the ship takes 7d10 thunder damage and is pushed to the edge of 600 foot radius of the caster. The ship sidles back and forth and suffers from the Ship Shaken! Critical.
On a success, it takes half the damage and is only pushed 300 feet away, at most 600 feet away from the caster, and all non-secured creatures fall prone for 1 round.
A Ship's Spellbook
As ships are used by spellcasters, Ship Action Spells are added by those who use them. Details are scratched into the wood, metal, or stone by all kinds of casters, containing diagrams and instructions. This makes the ship itself a large spellbook. These spells are considered always prepared/always known for the spellcasters and do not count towards the numbers of spells known/prepared. Any caster can cast a scratched spell, so long as it is on that caster's spell list.
Should a caster wish to add to this list, they must spend 2 days and 100 gp per spell level. Features from the Wizard that help copy spells faster or cheaper apply to this. After doing so, casters of the same class as the writer can comprehend and cast the spell. By spending 2 hours and 50 gp per spell level on top of the original writing, all casters can access the spell, as long as it is on their spell list.
Powercast and Space Rulings
The following are ruling specific to spells that can be PowerCast. Please contact me on Discord if you feel something should be added to this list.
Alarm. This spell cannot be PowerCast.
Binding Ice. After PowerCast, anyone on the ship may use their Ship Action to break the ship free of the ice formations. Ships without a helmsman automatically fail.
Bless. This spell can be PowerCast on either Players or a Siege Weapon position. When you PowerCast this, you choose anyone on your ship.
Blur. When PowerCast, the crew does not see the shifting and it does not hinder Ship Actions.
Branding Smite. This spell can be PowerCast on Siege Weapons, Rams, or Shearing Weapons. The ship sheds 50 feet of light.
Caustic Brew. A Ship Action must be used by a player/creature to scrape off the acid.
Chromatic Orb. No abnormal rulings.
Comprehend Languages. This spell cannot be PowerCast.
Counterspell. This spell takes a Ship Reaction to PowerCast. It takes 1 action to cast. You cannot target a ship a spell originates from, you must see the spellcaster (for example, using the Spyglass action). This can be used against a spell cast by a ship sized creature.
Darkness. If you PowerCast this spell and touch an object, the radius is 150 feet. The Helmsman also struggles to see through this darkness.
Detect Magic. No abnormal rulings.
Disguise Self. When Powercast, the false appearance can be seen through by the crew and does not hinder Ship Actions.
Dispel Magic. Cast on a helm, the helm is disabled for 1 minute. PowerCasting allows you to simply target the entire ship for the same effect.
Dragon's Breath. This spell cannot be PowerCast.
Elemental Bane. No abnormal rulings.
Ensnaring Strike. This spell can be PowerCast on Siege Weapons, Rams, or Shearing Weapons. It takes 1 action to do so. Ships of 50 tons or greater have advantage on the save. The piercing damage ignores the ship's damage threshold.
Find Familiar. This spell cannot be PowerCast.
Fireball. On a failed save, ships suffer the Fire! critical. Ships without a helmsman automatically fail.
Fire Bolt. On a hit, the ship suffers a Fire! Critical, with only 1 fire starting. It takes a 1st level spell slot to PowerCast this spell.
Gravity Sinkhole. Ships without a helmsman automatically fail.
Greater Invisibility. When PowerCast, the crew can see translucent versions of the ship and each other. The ship is still invisible to anyone not on the ship.
Guidance. This can be provided to a Ship Weapon or a Player Character. It takes a 1st level spell slot to PowerCast this spell.
Gust of Wind. If PowerCast, you use 1 action to change direction. Ships must spend 2 Speed for every 1 hex moved. Ships without a helmsman automatically fail.
Haste. Ships do not get the +2 to AC. The additional action is a Ship Action that the entire crew takes together (you are still limited by your crews). When the spell ends, the ship cannot be move for one minute.
Hex. This spell takes 1 action to PowerCast.
Hold Person. In Ship Combat with giants, Hold Person can be PowerCast on them. When cast on a Ship, this halts all crew in its tracks, paralyzing them. Anyone on the ship can make the save to resist, but only one can do so.
Identify. This spell cannot be PowerCast.
Immolation. The bright light shines for 3 hexes and dim light for an additional 3 hexes. Every time the ship fails a save, it suffers the Fire! critical. Ships without a helmsman automatically fail.
Invisibility. When PowerCast, the crew can see translucent versions of the ship and each other. The ship is still invisible to anyone not on the ship. Any Ship Action that targets another ship causes the ship to become visible.
Lightning Lure. Ships hit by this spell are pulled 150 feet towards the caster. It takes a 1st level spell slot to PowerCast this spell.
Mage Armor. When Powercast on a ship, the ship gains a Natural Armor of 13.
Mage Hand. This spell cannot be PowerCast.
Magic Missle. When PowerCast, the darts ignore Damage Threshold.
Mending. This spell heals any ship 1d8. This spell cannot be Powercast.
Message. When PowerCast, this spell can only target an individual on another ship within 10 hexes. It takes a 1st level spell slot to PowerCast this spell.
Mind Sliver. The psychic damage is dealt to the Helmsman. It takes a 1st level spell slot to PowerCast this spell.
Minor Illusion. This spell cannot be PowerCast.
Mirror Image. When Powercast, the illusory duplicates can be seen through by the crew and do not hinder Ship Actions. A duplicate's AC is equal to 10 + the Ship's Constitution Modifier.
Misty Step. When PowerCast, the ship is teleported 3 hexes. It takes 1 action to cast.
Nondetection. No abnormal rulings.
Plane Shift. When Powercast, you create linked teleportation portals that remain open for the duration. One within 500 feet you see, and the other is a point you're familiar on another plane. If any object is on the portal when opened, it is pushed out of the way.
The portals are two-dimensional glowing rings filled with mist. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature, object, or ship entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.
Psychic Lance. This spell cannot be PowerCast.
Prestidigitation. This spell cannot be PowerCast.
Sapping Sting. This spell cannot be PowerCast.
Shatter. This spell does not effect anything on the ship.
Shield. This spell uses a Ship Reaction to PowerCast. It takes 1 action to cast and lasts until the start of the ship's next round.
Shocking Grasp. The attack has advantage if the ship is made of metal. If hit, the helmsman cannot take actions until the end of its ship's next turn. It takes a 1st level spell slot to PowerCast this spell.
Silvery Barbs. This spell uses a Ship Reaction to PowerCast. It takes 1 action to cast.
Thunderous Smite. This spell can be PowerCast on Rams or Shearing Weapons. It takes 1 action to do so. Ships that fail the save are pushed 1 hex. On a failed save, it suffers the Ship Shaken! critical.
Wrathful Smite. This spell can be PowerCast on Rams or Shearing Weapons. The Helmsman makes the save and takes the psychic damage. The Helmsman makes a Spelljammer Shock save against the psychic damage. The helmsman must use a Ship Action to make another Wisdom Save.
Wither and Bloom. No abnormal rulings.
Vortex Warp. Ships may be teleported into any visible unoccupied space. Ships without a helmsman automatically fail.
Ship Weapons
Each ship is different with all kinds of different weapons. Each ship can carry two types of weapons, Light or Heavy. While Light siege weapons can be outfitted into spots built for Heavy weapons, the reverse is not true. Listed below are all the different kinds of weapons you can find throughout the different spaces.
Basic Weapons
Basic weapons can be bought, traded, and found all over (original descriptions found p.255 DMG). All basic weapons can have magical variants (found in the magic item section).
Light Ballista
Large object (light weapon)
- Armor Class: 15
- Hit Points: 40
- Damage Immunities: poison, psychic
- Cost: 50 gp (ballista), 5 gp (bolt)
Light Bolt. Ranged Weapon Attack: +5 to hit, one target, range 400/800 ft. (can't hit targets within 60 feet of it).
Hit: 17 (3d10) bludgeoning damage
Heavy Ballista
Huge object (heavy weapon)
- Armor Class: 15
- Hit Points: 70
- Damage Immunities: poison, psychic
- Cost: 100 gp (ballista), 50 gp (bolt)
Heavy Bolt. Ranged Weapon Attack: +7 to hit, one target, range 600/1200 ft. (can't hit targets within 60 feet of it).
Hit: 33 (6d10) bludgeoning damage
Light Mangonel
Large object (light weapon)
- Armor Class: 15
- Hit Points: 100
- Damage Immunities: poison, psychic
- Cost: 100 gp (mangonel), 35 (stone)
Light Stone. Ranged Weapon Attack: +4 to hit, one target, range 400/800 ft. (can't hit targets within 100 feet of it)
Hit: 22 (4d10) bludgeoning damage. All creatures within a 15 foot radius must succeed on a DC 15 Dexterity saving throw taking the damage rolled on a failure, or half on success.
Size Clarifications
While 5th edition stops at Gargantuan, some wish for (and use) larger sizes. While this supplement uses them, we promise to keep it brief simple. Enormous is a size of 25 by 25 and Colossal is a size of 30 by 30 or larger. None of this changes mechanics, only flavor and weapon limitations.
Heavy Mangonel
Huge object (heavy weapon)
- Armor Class: 15
- Hit Points: 140
- Damage Immunities: poison, psychic
- Cost: 150 gp (mangonel), 350 (stone)
Heavy Stone. Ranged Weapon Attack: +6 to hit, range 500/1000 ft. (can't hit targets within 100 feet of it), one target.
Hit: 44 (8d10) bludgeoning damage. All creatures within a 15 foot radius must succeed on a DC 15 Dexterity saving throw taking the damage rolled on a failure, or half on success.
Light Trebuchet
Huge object (light weapon)
- Armor Class: 15
- Hit Points: 165
- Damage Immunities: poison, psychic
- Cost: 400 gp (trebuchet), 65 (stone)
Trebuchet Stone. Ranged Weapon Attack: +6 to hit, range 600/1200 ft, (can't hit targets within 200 feet of it), one target.
Hit: 33 (6d10) bludgeoning damage. The ship must succeed on a DC 15 Dexterity saving throw or suffer a Hull Holed critical.
Heavy Trebuchet
Gargantuan object (heavy weapon)
- Armor Class: 15
- Hit Points: 200
- Damage Immunities: poison, psychic
- Cost: 600 gp (trebuchet), 650 (stone)
Trebuchet Stone. Ranged Weapon Attack: +8 to hit, one target, range 800/1600 ft, (can't hit targets within 200 feet of it).
Hit: 55 (10d10) bludgeoning damage. The ship must succeed on a DC 17 Dexterity saving throw or suffer a Hull Holed critical.
Light Cannon
Huge object (light weapon)
- Armor Class: 17
- Hit Points: 500
- Damage Immunities: poison, psychic
- Cost: 800 gp (cannon), 100 (metal ball)
Cannon Ball. Ranged Weapon Attack: +8 to hit, one target, range 1000/2000 ft, (can't hit targets within 400 feet of it).
Hit: 44 (8d10) bludgeoning damage. The ship suffers a Hull Holed critical.
Heavy Cannon
Gargantuan object (heavy weapon)
- Armor Class: 17
- Hit Points: 800
- Damage Immunities: poison, psychic
- Cost: 1000 gp (cannon), 1000 (metal ball)
Cannon Ball. Ranged Weapon Attack: +10 to hit, range 1000/2000 ft, (can't hit targets within 400 feet of it), one target.
Hit: 66 (12d10) bludgeoning damage. The ship suffers a Hull Holed critical.
Wildspace Weapons
While all types of siege weapons are used in groundling combat, certain weapons are unique to wildspacers and other space factions. These weapons are either bought from specific sellers, or sold commonly, but never on planets that don't know about spelljamming.
Fire Alchemist Projector
Huge object (heavy weapon)
- Armor Class: 15
- Hit Points: 200
- Damage Immunities: poison, psychic
- Cost: 1000 gp (projector), 400 gp (cask of oil)
Alchemist Oil. Ranged Weapon Attack: +6 to hit, one target, range 100/200 ft.
Hit: 27 (5d10) fire damage. On a successful hit, a ship suffers Fire! Critical Hit.
This device shoots a thin stream of flaming, explosive liquid. While popular with crews that do not leave the Astral Sea or Spheres, they are't used by ships that cross between the spheres, due to the flammability of the Flow.
Giff Gun
Huge object (weapon)
- Armor Class: 15
- Hit Points: 50
- Damage Immunities: poison, psychic
- Cost: 600 gp (cannon), 1000 gp (metal ball)
Cannon Ball. Ranged Weapon Attack: +8 to hit, one target, range 400/800 ft.
Hit: 66 (12d10) bludgeoning damage. After firing, roll a d100. If your roll is equal to or lower than the level of those firing (minimum of 1), the gun stays in tact. Otherwise, it is destroyed and collapses into useless scrap.
These 'on demand' cannons are designed by the Giff to be used with 'one shot'. They can be employed anywhere and do not require to be set on a This weapon takes 1 minute to set up before using.
Force Cannons
Enormous object (heavy weapon)
- Armor Class: 17
- Hit Points: 1000
- Damage Immunities: poison, psychic
- Cost: 100,000 gp (cannon), 1000 gp (spell materials)
Wave of Force. Ranged Weapon Attack: +18 to hit, a 500 ft square, range 2000/4000 ft.
Hit: (16d12) bludgeoning damage. The Ship must succeed on a DC 15 Constitution Saving throw or begin to break apart. If no effort is made to mend the ship, the ship fully breaks apart at the end of the ship's next turn.
Upkept by many artificers, these empty lead barrels are normally employed by spaceports or ships modified to hold Enormous weapons. They're also loved by Phlogiston factions, replacing cannons as they do not require a spark to fire.
Gnomish Sweeper
Large object (light weapon)
- Armor Class: 15
- Hit Points: 60
- Damage Immunities: poison, psychic
- Cost: 500 gp (ballistas), 80 gp (bolts)
Chain Shot. Ranged Weapon Attack: +5 to hit, one target, range 100/200 ft.
Hit: (6d10) bludgeoning damage. The ship suffers a Rigging Sheared critical or a DC 20 Deck Crew Damage critical. Creatures that fail their saving throw for the Deck Crew Damage critical are grappled by the ammunition until someone else uses a Ship Action to free them.
A Gnomish Sweeper is a pair of light ballistas with a shared, common mount so that they can be fired in the same direction at the same time. The two blunt bolts from these ballistas are linked with a heavy chain (similar in image to nunchaku). The intention of the chain is to be used as an antipersonnel weapon against enemy crews.
Super Sweeper
Huge object (heavy weapon)
- Armor Class: 15
- Hit Points: 140
- Damage Immunities: poison, psychic, lightning
- Cost: 800 gp (ballistas), 180 gp (enchanted bolts)
Electrified Chain Shot. Ranged Weapon Attack: +8 to hit, one target, range 100/200 ft.
Hit: 38 (7d10) bludgeoning damage and 27 (5d10) lightning damage. The ship suffers a Rigging Sheared critical or a DC 20 Deck Crew Damage critical. Creatures that fail their saving throw for the Deck Crew Damage critical are grappled by the ammunition until someone else uses a Ship Action to free them.
The ship/crew take (2d10) lightning damage at the end of the hit ship's turn until the Ship Action is used to free the crew/fix the critical. This damage ignores the damage threshold of the ship.
While a Gnomish Sweeper is hard to buy if you don't know the right people, a Super Sweeper is near impossible to find at all. The method of building one and making its ammunition is a closely guarded secret. If you're looking for one you'd be better off to steal from another ship than purchase one legally.
Water Cannon
Large object (light weapon)
- Armor Class: 16
- Hit Points: 25
- Damage Immunities: poison, psychic, acid
- Cost: 400 gp (cannon), 80 gp (water)
Line of Water. Ranged Weapon Attack: +12 to hit, one target, range 100 ft.
Hit: 4 (3d2) acid damage. The ship takes that same damage every round until someone uses a Ship Action to scrape the ship clean. When it hits, the Water Cannon can forgo damage and instead choose to deal a Ship Shaken! critical.
These cannons are installed on a variety of ships to spray down enemy ships when nearby. They shoot a variety of liquids from acid, water, to waste water. While these may have different effects, they all corrode what they are sprayed on, naturally rusting metal, bloating wood, and smoothing stone.
Tangle Line Guns
Large object (light weapon)
- Armor Class: 15
- Hit Points: 40
- Damage Immunities: poison, psychic
- Cost: 50 gp (ballista), 100 gp (sticky line)
Stick Line. Ranged Weapon Attack: +10 to hit, one target, range 100 ft
Hit: 6 (1d10) bludgeoning damage. If this hits a creature, that creature is then pulled as the sticky line reels them back to the gun. The creature can use its action to make a DC 20 Strength(Athletics) check or Strength Saving throw to escape the line. If it hits a ship, the ship suffers a Rigging Sheared! critical.
Ammunition
While a good variety of magical ammuntitions exist to spice up dangerous space battles, some non-magical (or lightly magical) versions exist to spice up existing weapons.
Shrapnal Shot
Siege weapon (ammunition), rare
This ammunition is jury rigged to shatter after impact. After a successful hit, the ship and crew near the ammunition must make a DC 17 Dexterity saving throw. On a failure, they take 4d8 slashing damage. On a success they take half. This damage ignores the damage threshold.
Warp Shot
Siege weapon (ammunition), rare
This shot is filled with a fragile case of water. Instead of normal damage, this shot does 1 point of acid damage per damage dice of the original ammunition. This damage ignores damage threshold and lowers the ship's max hp by the damage dealt.
This damage is dealt to the ship again at the start of the ship's turn every round until someone takes a ship action to scrape clean the acid and resist the warping.
Water Shot
Siege weapon (Water Cannon ammunition), common
On a hit, the water deals 4 (3d2) acid damage. The ship takes that same damage every round until someone uses a Ship Action to scrape the ship clean. When it hits, the Water Cannon can forgo damage and instead choose to deal a Ship Shaken! critical.
Waste Shot
Siege weapon (Water Cannon ammunition), uncommon
On a hit, the crew on board make a DC 18 Constitution saving throw, taking 21 (6d6) poison damage on a failed save and half as much on a success. Every turn the crew must make a DC 15 Constitution saving throw or be unable to work. The ship stays this way until a number of Ship Actions are taken to clean the ship thoroughly. The number is equal to the tonnage divided by 10.
Acid Shot
Siege weapon (Water Cannon ammunition), very rare
On a hit, the ship takes 30 (12d4) acid damage. The ship takes 30 (12d4) acid damage every round until someone uses a Ship Action to scrape the ship clean.
Spelljamming Mine
Siege weapon (Mangonel ammunition), very rare
One ship combat round after it was fired (assuming it missed), it detects if a ship is within 1000 feet of it. If two are within range the closer one is chosen first. The mine moves in a straight line towards the target ship, up to 300 feet. When it hits the ship, it explodes, dealing 6d10 piercing damage and 10d6 fire damage.
Should a creature land on the mine it can attempt to disarm it. It takes a DC 18 Intelligence(Investigation) check to understand the internal structure and a DC 19 Thieves' Tools check to fully disarm the inside.
Rams
Rams are used all throughout the spheres and space. They are on most combat oriented ships, from the Shock and Awe of pirate ships to the coordinated bashes of the military forces. While sometimes expensive, the investment is usually worth it for most.
If you ram a ship with a greater tonnage (by a factor of 10), your ship takes damage equal to that ship's tonnage - your ship's tonnage. The ship must move in a straight line at least three consecutive hex spaces to attack.
When determining a ship's movement, the ship must plot a course for their miss path, even if other actions depend on not missing.
Piercing Ram
5 ton object (ram)
- Armor Class: Ship's AC
- Hit Points: -
- Damage Immunities: poison, psychic
- Cost: Half ship's price
Piercing Ram. Melee Weapon Attack: Helmsman's spell attack modifier, range 0 ft, one ship or creature/object.
Hit: 22 (4d10 + (4d10 per extra 25 tons)) piercing damage and the ship comes to a stop. The hit ship suffers a Hull Holed! critical.
Miss: The attack deals no damage, the ship continues on its predecided path.
Blunt Ram
5 ton object (ram)
- Armor Class: Ship's AC
- Hit Points: -
- Damage Immunities: poison, psychic
- Cost: Half ship's price
Blunt Ram. Melee Weapon Attack: Helmsman's spell attack modifier, range 0 ft, one ship or creature/object.
Hit: 22 (4d10 + (4d10 per extra 25 tons)) bludgeoning damage and the ship comes to a stop.
Miss: The attack deals no damage, the ship continues on its predecided path.
Grappling Ram
5 ton object (ram)
- Armor Class: Ship's AC
- Hit Points: -
- Damage Immunities: poison, psychic
- Cost: Half ship's price
Grappling Ram. Melee Weapon Attack: Helmsman's spell attack modifier, range 0 ft, one ship or creature/object.
Hit: 22 (4d10 + (4d10 per extra 25 tons)) piercing damage and the ship comes to a stop. The helmsman can then grapple the target. The target and ship's speed becomes 0 until the grapple ends. A creature can use a Ship Action to release the grappled target.
Miss: The attack deals no damage, the ship continues on its predecided path.
Tentacles
5 ton object (ram)
- Armor Class: Ship's AC
- Hit Points: -
- Damage Immunities: poison, psychic
- Cost: Half ship's price
Grappling Ram. Melee Weapon Attack: Helmsman's spell attack modifier, range 0 ft, one ship or creature/object.
Hit: 22 (4d10 + (4d10 per extra 25 tons)) bludgeoning damage and the ship comes to a stop. The helmsman can then grapple the target. The target and ship's speed becomes 0 until the grapple ends. A creature can use a Ship Action to release the grappled target.
Miss: The attack deals no damage, the ship continues on its predecided path.
Shearing Weapons
Shearing weapons, similar to Rams, are meant to hit ships by getting close. There are two major difference, however. First, shearing weapons require a crew, extending the weapons out and in for maximum use. Second, there is no penalty for targeting larger tonnage ships. Since the hits aren't direct, they simply need to pull up close, slash the ship, and keep moving.
Slashing Blades
10 ton object (ram)
- Armor Class: 19 (metal)
- Hit Points: 50
- Damage Immunities: poison, psychic
- Cost: Half ship's price
Piercing Ram. Melee Weapon Attack: Helmsman's spell attack modifier, range 10 ft, one ship or creature/object of equal or lesser tonnage.
Hit: 22 (4d10 + (4d10 per extra 25 tons)) slashing damage and the ship continues on.
Miss: The attack deals no damage, the ship contiunes on its predecided path.
Claws
While some ships use hooked varieties of rams, others still use their natural grappling rams, helpful to capture enemy ships, literally.
Claws
1 ton object (ram)
- Armor Class: Ship's AC
- Hit Points: 50
- Damage Immunities: poison, psychic
- Cost: Half ship's price
Grappeling Claw. Melee Weapon Attack: Helmsman's spell attack modifier, range 20 ft, one ship or creature/object of equal or lesser tonnage.
Hit: 11 (2d10) bludgeoning damage and the target is grappled (escape DC 10 + 3 per 25 tons). Until this grapple ends, the target takes 11 (2d10) bludgeoning damage at the start of each of its turn.
Crew
The WOTC published adventures Ghosts of Saltmarsh and Descent into Avernus both use a crew system, where each weapon has a crew count. This compendium simply recommends having the players hire more people than their ship minimum. For those wanting a more specific count, here's a count of the crew options, if you want that:
Ballista: Light and Heavy have Crew 3.
Mangonel: Light and Heavy have Crew 5.
Trebuchet: Light and Heavy have Crew 6.
Cannon: Light and Heavy Cannon have Crew 8.
Fire Alchemist Projector: Crew 4.
Giff Gun: Crew 5 or Crew 2 if they both have Hippo/Powerful Build.
Force Cannon: Crew 5. All must be Intelligence Spellcasters of 6th level or higher.
Gnomish Sweeper: Crew 6.
Super Sweeper: Crew 8.
Water Cannon: Crew 2.
Tangle Line Guns: Crew 3.
Slashing Rams: Crew 4.
Claws: Crew 2 per 50 tonnage.
At Port
Repair and Ship Health
Through combat, asteroids, or simply natural wear and tare, your ship will take damage. And at port, you'll want that to get the ship fixed, and how you do so varies.
Mending Repair
The mending spell is an often used quick fixes. Casting mending on a damaged ship or shipboard weapon restores a number of hit points to the target equal to 1d8 plus the spellcaster’s spellcasting ability modifier. The target can regain hit points from that spell no more than once per hour.
However, the famed cantrip is limited in what it can do. Splits, holes, and broken boards cannot be healed back together. The DM decides what can and can't be repaired this way, but normally the cantrip is only powerful enough to fix the impact one attack that dealt bludgeoning, thunder, lightning, or force damage.
Shoring Up
When a ship has been damaged, sometimes there's no other fix than picking up a plain old hammer and nail and getting to work. In order to fix a ship in this way, the player makes an Strength(Athletics or Carpenter's Tools) check.
Make the roll and consult the below table.
| Roll | Result |
|---|---|
| 1 - 8 | No useful effect |
| 9 - 16 | Heal the ship 2d12 hp |
| 17 - 26 | Heal the ship 4d12 hp |
| 27+ | Heal the ship 6d12 hp |
Healing the ship this way uses 50 pounds of wood. You must have the wood on hand to repair and spend 8 hours working to repair the ship fully. Even if there is no useful effect, the wood is still used.
Berthed Repairs
Quality of repairs differ from person to person. While berthed at a port you may have other people repair the ship. The quality and way the ship is repaired depends on the experience of the repairer and whether or not they can use spellcasting to help.
Novice Worker. Novice dockworkers can repair a berthed ship 1 hit point of damage for 1 day of work. This costs 20 gp for materials and labor per day. Damage to shipboard weapons can be repaired just as quickly (1 hit point per day), but at half the cost (10 gp per hit point).
Skilled Worker. A skilled carpenter can repair a berthed ship 2 hit point of damage for 1 day of work. This costs 30 gp for materials and labor per day. Damage to shipboard weapons can be repaired just as quickly (2 hit point per day), but at a discounted price, 5 gp per hit point.
Expert Worker. An expert in his craft can repair a berthed ship 5 hit point of damage for 1 day of work. This costs 50 gp for materials and labor per day. Damage to shipboard weapons can be repaired just as quickly (3 hit point per day), but at half the cost (5 gp per hit point).
Novice Magical. Sometimes novice dockworkers will be slightly skilled in the arcane arts. For an extra 10 gp, you can increase the amount of hit points repaired by 5.
Skilled Magical. Some Transmutation Wizards and Artificers can be found practicing magic at various ports. For an extra 25 gp you can increase the amount of hit points repaired by 10.
Expert Magical. Some ports will hold Archmages or much sought after Carpenter Artificers. For an extra 40 gp, you can increase the amount repaired by 20 hp.
Repairers have their Worker skill and Magical skill as seen before. For example an Archmage may be a Novice Worker and Expert Magical. Perhaps there's an old dockworker with a simple cantrip who's an Expert Worker and Novice Magical. Or it's just an Carpenter Artificer who's an Expert Worker and Expert Magical.
Note that some ports may be low on materials, which will limit how much can be sold to the players and how much can be repaired. If the Gritty Realism rule is being used, spellcasters may increase prices or decrease their output to lower level of magical proficiency in order to conserve power.
Multiple workers can combine efforts, resulting in faster fixing times. It's not unusual for large ships stopping in port to hire entire companies of Novice Workers to repair a ship over a week.
Variant: Unsustainable Damage
The purpose of this variant is to bring players who wouldn't otherwise return back to civilization. In this method every time the ship takes damage that isn't bludgeoning, thunder, lightning, or force, reduce the ship's maximum hit points by 1d6+4. The amount reduced cannot be greater than the damage taken by the ship.
Variant Rule: Weapon Focus
For crueler DM's (or DM's who want to spotlight weapons), this variant exists to help. When an enemy attacks the player's ship, the attack roll is applied to a weapon as well as their ship. While the attack may miss the ship, it still might hit the weapon (or vice versa). If the attack is high enough and hits both, the damage is dealt to both the ship and weapon.
While this variant forces the players to focus on protecting and buffing their weapons, it does effectively double the amount of damage your players are taking. Use it carefully. It's recommended to allow spells (like Shield) to apply to both ships and weapons.
Buying
Healing and buffing requires wood, which must be purchased before leaving port.
| Product | Price |
|---|---|
| Day's Use of Wood (50 lbs) | 55 gp |
| Quick Use Wood (10 lbs) | 15 gp |
Complications
Most of repair is filled with waiting. So, normally, people spend their downtime elsewhere. While this isn't a bad practice, some things may come up while you're waiting, pulling you into more issues all around. Every day spent away from the ship while it's being repaired brings a 10 percent chance of complications, examples of which are listed below.
| d4 | Complication |
|---|---|
| 1 | A rumor begins to spread about the party's previous doings. The local guilds refuse to continue business with you. * |
| 2 | Local fueds have begun flare up and no one is there to repair your ship. |
| 3 | Your lead contractor/spellcaster has disappeared under mysterious circumstances. * |
| 4 | Someone has burned or stolen the materials that were being used to repair your ship. * |
*Might involve a rival
Extra Modifications
While at port normal modifications can be made, like adding a ram, new helm, or exchanging weapons. Below are listed alternate additions that can be made while at port, beyond normal repairs and additions.
Armor Plating
You reinforce the inside of your ship with stone and metal rivets. This increases the total maximum ship health by the ship's total Tonnage or increase your Damage Threshold by 5.
Each time you use this upgrade after the first, the ship's Movement Rating decreases by 1. If you chose the Damage Threshold improvement, you must use 100 pounds of wood to Shore-Up the ship. You may only add this modification twice for each option.
Open Netting
You set up a criss-crossing array of nets spanning across the upper parts of the ships. Creatures and siege weapons on the top deck of the ship have half cover against siege weapon attacks. Creatures attempting to board must cut the net first. The net has an AC of 10, 10 Hit Points, and vulnerability to fire damage.
| Type | Cost | Result | Extra Notes |
|---|---|---|---|
| Armor Plating | Ship Tonnage x 100 gp | Increase Ship HP by the ships Total Tonnage OR Increases Ship DT by +5. This may be done twice per option. | Every time past the first, the Ship's MR is reduced by 1 (minimum of 0). When you increase the DT, the cost of Shoring Up doubles. |
| Open Netting | Ship Tonnage x 10 gp | Creatures on deck and ship weapons have half cover from outside attacks. | If boarded, netting must be cut to allow passage to enemy deck. AC 10 HP 10. |
| Ceramic Ship | Ship Tonnage x 150 gp | Rebuilds the ship hull with ceramic material. Ship AC and STR set to 13. Minimum Damage threshold of 10. | Use Berthed Repairs to calculate time to upgrade. |
| Wooden Ship | Ship Tonnage x 300 gp | Rebuilds the ship hull with heavy wood. Ship AC and STR set to 15. Minimum Damage threshold of 15. | Use Berthed Repairs to calculate time to upgrade. |
| Metal Ship | Ship Tonnage x 500 gp | Rebuilds the ship hull with heavy wood. Ship AC and STR set to 19. Minimum Damage threshold of 15. | Use Berthed Repairs to calculate time to upgrade. |
| Improved Rigging | Ship Tonnage x 200 gp | Increases MR by +1 | After first time, minimum crew needed increases by 50% original. Max crew number does not change. A ship can have Rigging added only 3 times. |
| Stripping | Ship Tonnage x 200 gp | Increases MR by +1 | After first time, AC decreases by 1. A ship can have its hull stripped three times. |
| Wheel-Rudder | Ship Tonnage + 500 gp | Ship has an amount of special movement equal to its Dexterity Modifier, used only for turning. | One person must man the wheel, and if contradicting the Helmsman, the ship subtracts the special movement from its Speed. |
Material Improvements
You re-build the ship to completely using Ceramic materials, Basic Wood, or Metal. Doing so takes time, which is calculated the same way Berthed Repairs are calculated, hiring Workers and Magical helpers.
Ceramic
A heated pottery type similar to those found in pottery or tiles, the ceramic ship has an AC and Strength Score of 13. Its Damage Threshold becomes 10 if its original was lower.
Basic Wood
Not thinly layered, not overly-bulky, the wooden ship has an AC and Strength Score of 15. Its Damage Threshold becomes 10 if its original wasn't was lower.
Metal
While some sections still might be made of wood, a metal ship has an AC and Strength Score of 19. Its Damage Threshold becomes 15 if its original was lower.
Improved Rigging
Every spelljammer needs parts of it moving to go at full speed, and the process of moving legs or sails up and down is very time consuming and difficult. Increase the Movement Rating by 1.
When you use this upgrade the second time, your ship's minimum crew increases by 50%, and the third time, the ship's minimum crew is double the ship's original. You can only use this upgrade 3 times.
Stripped Hull
You strip the entire ship except for the necessary parts needed to run. The Movement Rating increases by 1.
After the first time the ship's AC decreases by 1 every time the upgrade is taken. A ship can only have its hull stripped three time.
Wheel-Rudder
You attach a wheel and a long mechanical element to a rudder based on the bottom of the ship. You have an amount of special movement equal to your ship's Dexterity Modifier. This special movement can only be used for turning.
Ship Identification
This is a test of the Ship Identification System. Do not Panic. This is only a test.
Groundling Ship Grouping
- Just ships that sail the seas with helms in them.
- People are mocked for using these types of ships, and most of them are mostly used to get into space, and scrapped thereafter.
Galleon
STR DEX CON 15 (+2) 14 (+2) 18 (+4)
Armor Class: 15 (Wood) MR: 2 Hit Points: 400 HP Damage Threshold: 15 Tonnage: 40 tons Cargo Limit: 20 tons Weapons: 2 Light, 1 Heavy Cost: 30,000 gp Keel/Beam Length: 130/30 Crew Min/Max: 20/40
Caravel
STR DEX CON 11 (+0) 12 (+1) 12 (+1)
Armor Class: 11 (thin wood) MR: 2 Hit Points: 100 HP Damage Threshold: 10 Tonnage: 10 tons Cargo Limit: 5 tons Weapons: 1 Light Cost: 1,000 gp Keel/Beam Length: 70/20 Crew Min/Max: 8/10
A Coaster is a variant of the Caravel used for combat. The Cog is a variant used for trading.
Coaster
STR DEX CON 11 (+0) 8 (-1) 12 (+1)
Armor Class: 11 (thin wood) MR: 2 Hit Points: 100 HP Damage Threshold: 10 Tonnage: 10 tons Cargo Limit: 5 tons Weapons: 2 Heavy Cost: 2,000 gp Keel/Beam Length: 60/20 Crew Min/Max: 8/10
Cog
STR DEX CON 11 (+0) 8 (-1) 14 (+2)
Armor Class: 11 (thin wood) MR: 2 Hit Points: 200 HP Damage Threshold: 10 Tonnage: 20 tons Cargo Limit: 10 tons Weapons: None Cost: 2,000 gp Keel/Beam Length: 90/20 Crew Min/Max: 10/20
Catamaran
STR DEX CON WIS INT CHA 11 (+0) 18 (+4) 10 (+0) 0 (-5) 0 (-5) 0 (-5)
Armor Class: 11 (thin wood) MR: 4 Hit Points: 10 HP Damage Threshold: 0 Tonnage: 1 ton Cargo Limit: none Weapons: None Cost: 200 gp Keel/Beam Length: 25/10 Crew Min/Max: 1/2
Clipper
STR DEX CON 15 (+2) 8 (-1) 22 (+6)
Armor Class: 15 (Wood) MR: -1 Hit Points: 600 HP Damage Threshold: 20 Tonnage: 60 tons Cargo Limit: 25 tons Weapons: 24 Light, 2 Heavy Cost: 100,000 gp Keel/Beam Length: 260/40 Crew Min/Max: 18/65
While the heavy weapons can be turned, all the light weapons are poking out of holes from within the ship. Only 12 can be shot from one side of a ship at a time. The side of that ship must be pointing in order to be used. They have reinforced their hull.
Drakkar
STR DEX CON 15 (+2) 14 (+2) 19 (+4)
Armor Class: 15 (Wood) MR: 2 Hit Points: 450 HP Damage Threshold: 10 Tonnage: 45 tons Cargo Limit: 7 tons Weapons: 2 Heavy Cost: 15,000 gp Keel/Beam Length: 100/20 Crew Min/Max: 8/10
Dromond
STR DEX CON 15 (+2) 12 (+1) 13 (+1)
Armor Class: 11 (Thin Wood) MR: 1 Hit Points: 150 HP Damage Threshold: 10 Tonnage: 15 tons Cargo Limit: 8 tons Weapons: 3 Heavy Cost: 5,000 gp Keel/Beam Length: 175/15 Crew Min/Max: 10/16
Galley
STR DEX CON 15 (+2) 8 (-1) 14 (+2)
Armor Class: 15 (Wood) MR: -1 Hit Points: 200 HP Damage Threshold: 10 Tonnage: 20 tons Cargo Limit: 10 tons Weapons: 3 Heavy Cost: 8,000 gp Keel/Beam Length: 130/20 Crew Min/Max: 15/20
Normally, a Galley's weapons all match.
Junk
STR DEX CON 11 (+0) 8 (-1) 14 (+2)
Armor Class: 11 (thin wood) MR: -1 Hit Points: 200 HP Damage Threshold: 10 Tonnage: 20 tons Cargo Limit: 15 tons Weapons: 2 Light, 1 Heavy Cost: 2,500 gp Keel/Beam Length: 60/20 Crew Min/Max: 4/20
Longship
STR DEX CON 11 (+0) 12 (+1) 10 (+0)
Armor Class: 11 (thin wood) MR: 2 Hit Points: 40 HP Damage Threshold: 10 Tonnage: 4 tons Cargo Limit: 2 tons Weapons: 2 Heavy Cost: 4,000 gp Keel/Beam Length: 60/20 Crew Min/Max: 12/4
Xebec
STR DEX CON 11 (+0) 12 (+2) 13 (+1)
Armor Class: 11 (thin wood) MR: 2 Hit Points: 150 HP Damage Threshold: 10 Tonnage: 12 tons Cargo Limit: 6 tons Weapons: 1 Heavy Cost: 10,000 gp Keel/Beam Length: 64/12 Crew Min/Max: 5/12
Ship on loan! Xebecs are used to carry those willing to pay from one place to another, staffed with two helmsman and a complete crew. Gold paid up front.
The Xebec can be armed with a blunt ram. If the Xebec makes an attack roll with its ram and rolls a 1 or a 2, the Xebec hits and the ram is destroyed. The damage is dealt to the Xebec, instead of the target.
Bug Category
- These ships are mostly bug themed, and are used as quick strike ships.
- All their variations. The fast excursion equipment.
Dragonfly
STR DEX CON 15 (+4) 26 (+8) 13 (+1)
Armor Class: 19 (Metal) MR: 8 Hit Points: 150 HP Damage Threshold: 10 Tonnage: 10 tons Cargo Limit: 5 tons Weapons: 2 Light Cost: 15,000 gp Keel/Beam Length: 100/20 Crew Min/Max: 3/10
Firefly:
Damselfly
STR DEX CON 19 (+4) 24 (+7) 14 (+2)
Armor Class: 19 (Metal) MR: 6 Hit Points: 200 HP Damage Threshold: 15 Tonnage: 10 tons Cargo Limit: 5 tons Weapons: 2 Heavy Cost: 20,000 gp Keel/Beam Length: 100/20 Crew Min/Max: 2/10
Heavy Damselfly: Increase AC by 3
Wasp
STR DEX CON 15 (+2) 20 (+5) 15 (+2)
Armor Class: 15 (wood) MR: 5 Hit Points: 250 HP Damage Threshold: 15 Tonnage: 15 tons Cargo Limit: 10 tons Weapons: 1 Heavy Cost: 20,000 gp Keel/Beam Length: 80/20 Crew Min/Max: 8/18
Bee Class: Replaces the landing gear with a top half again. Adds two heavy weapons on the new side.
Bumble Bee: Replaces Landing gear. Increase 50 ton cargo limit.
Fleet Footed: Dex 26 and AC 11 (Thin Wood)
Scorpion
STR DEX CON 19 (+4) 19 (+4) 15 (+2)
Armor Class: 19 (Metal) MR: 4 Hit Points: 250 HP Damage Threshold: 15 Tonnage: 45 tons Cargo Limit: 12 tons Weapons: 2 Light Cost: 35,000 gp Keel/Beam Length: 150/40 Crew Min/Max: 4/30
Flitter
STR DEX CON 13 (+1) 26 (+8) 10 (+0)
Armor Class: 13 (Ceramic) MR: 8 Hit Points: 10 HP Damage Threshold: 5 Tonnage: 1 ton Cargo Limit: 5 tons Weapons: None Cost: 10,000 gp Keel/Beam Length: 20/5 Crew Min/Max: 1/1
Firewind: War crimes!
Wild Flitter: An overgrown flitter. Half the ship cost to make it workable. AC 11 and Dex 10.
Locust
STR DEX CON 11 (+0) 12 (+1) 10 (+0)
Armor Class: 11 (Thin Wood) MR: 1 Hit Points: 8 HP Damage Threshold: 5 Tonnage: 3/4ths ton Cargo Limit: 750 pounds Weapons: 1 Light Cost: 500 gp Keel/Beam Length: 14/4 Crew Min/Max: 2/3
Locusts are powerd by a Rudder of Propulsion. The ones used by the Wa (the originals) use a modified version that allows them to go faster.
Thorn Ship
STR DEX CON 13 (+1) 18 (+4) 10 (+0)
Armor Class: 13 (Ceramic) MR: 4 Hit Points: 30 HP Damage Threshold: 10 Tonnage: 3 ton Cargo Limit: 2 tons Weapons: 1 Light, 1 Heavy Cost: 10,000 gp Keel/Beam Length: 50/10 Crew Min/Max: 1/6
Mosquito
STR DEX CON 15 (+2) 20 (+5) 10 (+0)
Armor Class: 15 (Wood) MR: 5 Hit Points: 30 HP Damage Threshold: 15 Tonnage: 3 ton Cargo Limit: 16 tons Weapons: None Cost: 5,000 gp Keel/Beam Length: 100/15 Crew Min/Max: 1/6
Gnat: AC 11 (Thin Wood) and Dex 26
Stinger: Only 5 tons but 2 light.
Wreckboat
STR DEX CON 15 (+2) 6 (-2) 11 (+0)
Armor Class: 15 (Wood) MR: -2 Hit Points: 40 HP Damage Threshold: 5 Tonnage: 4 ton Cargo Limit: 1/2 tons Weapons: 1 Light Cost: 5,000 gp Keel/Beam Length: 30/15 Crew Min/Max: 1/4
Constantly Invisible and under Air Bubble Powercast
Everyone's ships
Squidship
STR DEX CON 15 (+2) 16 (+3) 16 (+3)
Armor Class: 15 (Wood) MR: 3 Hit Points: 300 HP Damage Threshold: 15 Tonnage: 35 tons Cargo Limit: 20 tons Weapons: 2 Light, 1 Heavy Cost: 25,000 gp Keel/Beam Length: 250/25 Crew Min/Max: 12/45
Hammership
STR DEX CON 15 (+2) 14 (+2) 18 (+4)
Armor Class: 15 (Wood) MR: 2 Hit Points: 400 HP Damage Threshold: 15 Tonnage: 50 tons Cargo Limit: 30 tons Weapons: 1 Light, 2 Heavy Cost: 40,000 gp Keel/Beam Length: 250/25 Crew Min/Max: 15/60
Lampry
STR DEX CON 15 (+2) 17 (+3) 15 (+2)
Armor Class: 15 (Wood) MR: 3 Hit Points: 250 HP Damage Threshold: 15 Tonnage: 26 tons Cargo Limit: 6 tons Weapons: 4 Light Cost: 20,000 gp Keel/Beam Length: 115/25 Crew Min/Max: 15/60
Fish Ship (Tradesman)
STR DEX CON 15 (+2) 18 (+4) 15 (+2)
Armor Class: 15 (Wood) MR: 4 Hit Points: 250 HP Damage Threshold: 15 Tonnage: 25 tons Cargo Limit: 10 tons Weapons: 2 Light Cost: 20,000 gp Keel/Beam Length: 120/30 Crew Min/Max: 10/25
Strike
STR DEX CON 15 (+2) 20 (+5) 15 (+2)
Armor Class: 15 (Wood) MR: 5 Hit Points: 250 HP Damage Threshold: 15 Tonnage: 30 tons Cargo Limit: 20 tons Weapons: 3 Heavy Cost: 50,000 gp Keel/Beam Length: 100/20 Crew Min/Max: 10/40
Star Moth
STR DEX CON 13 (+1) 19 (+4) 18 (+4)
Armor Class: 13 (Ceramic) MR: 4 Hit Points: 400 HP Damage Threshold: 15 Tonnage: 40 tons Cargo Limit: 30 tons Weapons: 2 Heavy, 2 Light Cost: 40,000 gp Keel/Beam Length: 200/20 Crew Min/Max: 10/60
Triop
STR DEX CON 12 (+1) 16 (+3) 16 (+3)
Armor Class: 12 (Tarp) MR: 3 Hit Points: 300 HP Damage Threshold: 5 Tonnage: 23 tons Cargo Limit: 11 tons Weapons: 3 Light Cost: 50,000 gp Keel/Beam Length: 135/60 Crew Min/Max: 15/50
Space Triops have 6 weapons and cannot land on water. All triops have the following extra action.
Wavy
Requirement - Triop Only and Engineering Crew
The fins of the Triop bounce it up and down through space, accessing greater movement. The ship gains +4 to movement until end of next turn. If the ship moves in any direction other than straight, it suffers a Spelljammer Shock and Ship Shaken! critical at the beginning of its next turn.
Turtle Ship
STR DEX CON 19 (+4) 15 (+2) 16 (+3)
Armor Class: 19 (Metal) MR: 2 Hit Points: 300 HP Damage Threshold: 20 Tonnage: 40 tons Cargo Limit: 30 tons Weapons: 3 Light, 1 Heavy Cost: 40,000 gp Keel/Beam Length: 95/70 Crew Min/Max: 12/40
Spine Ship
(Porcupine Ship)
STR DEX CON 13 (+1) 20 (+5) 16 (+3)
Armor Class: 13 (Ceramic) MR: 5 Hit Points: 300 HP Damage Threshold: 10 Tonnage: 30 ton Cargo Limit: 18 tons Weapons: 4 Light Cost: 30,000 gp Keel/Beam Length: 85/60 Crew Min/Max: 8/30
Mammoth Ship
STR DEX CON 15 (+2) 12 (+1) 24 (+7)
Armor Class: 15 (Wood) MR: 1 Hit Points: 700 HP Damage Threshold: 10 Tonnage: 74 ton Cargo Limit: 35 tons Weapons: 8 Heavy Cost: 80,000 gp Keel/Beam Length: 135/45 Crew Min/Max: 27/90
Sidewheeler
STR DEX CON 19 (+4) 12 (+1) 16 (+3)
Armor Class: 19 (Metal) MR: 1 Hit Points: 300 HP Damage Threshold: 15 Tonnage: 30 ton Cargo Limit: 15 tons Weapons: None Cost: 35,000 gp Keel/Beam Length: 120/25 Crew Min/Max: 20/30
Vipership
STR DEX CON 17 (+3) 20 (+5) 16 (+3)
Armor Class: 17 (Light Metal) MR: 5 Hit Points: 300 HP Damage Threshold: 15 Tonnage: 30 ton Cargo Limit: 16 tons Weapons: 3 Light, 2 Heavy Cost: 70,000 gp Keel/Beam Length: 125/15 Crew Min/Max: 1/30
Fireviper and Stingviper are alternate builds.
Angelship
STR DEX CON 15 (+3) 16 (+3) 16 (+3)
Armor Class: 15 (Wood) MR: 3 Hit Points: 330 HP Damage Threshold: 15 Tonnage: 33 ton Cargo Limit: 21 tons Weapons: 2 Light, 1 Heavy Cost: 30,000 gp Keel/Beam Length: 130/135 Crew Min/Max: 8/33
Eagleship
STR DEX CON 15 (+3) 16 (+3) 17 (+3)
Armor Class: 15 (Wood) MR: 3 Hit Points: 350 HP Damage Threshold: 15 Tonnage: 35 ton Cargo Limit: 18 tons Weapons: 3 Light Cost: 32,000 gp Keel/Beam Length: 150/50 Crew Min/Max: 8/35
Easy changing face.
Coneship
STR DEX CON 15 (+3) 16 (+3) 15 (+2)
Armor Class: 15 (Wood) MR: 3 Hit Points: 250 HP Damage Threshold: 15 Tonnage: 15 ton Cargo Limit: 10 tons Weapons: 2 Light Cost: 15,000 gp Keel/Beam Length: 100/- Crew Min/Max: 1/15
Homebrew: Central gravity plane
Rare Ships
- Deathglory, Leaf Ship?, Iambus, Bolaship
Swan Ship
STR DEX CON 13 (+1) 14 (+2) 16 (+3)
Armor Class: 13 (Ceramic) MR: 2 Hit Points: 300 HP Damage Threshold: 10 Tonnage: 30 ton Cargo Limit: 16 tons Weapons: 2 Light, 1 Heavy Cost: 15,000 gp Keel/Beam Length: 100/40 Crew Min/Max: 12/32
Bombard
STR DEX CON 16 (+2) 12 (+1) 16 (+3)
Armor Class: 15 (Wood) MR: 1 Hit Points: 300 HP Damage Threshold: 20 Tonnage: 40 tons Cargo Limit: 100 tons Weapons: 2 Light, 1 Cannon Cost: 70,000 gp Keel/Beam Length: 140/30 Crew Min/Max: 12/40
The cannon on board the bombard uses a special 10 ton cannon ball, which is why the Cargo Limit is so high. The cargo limit can quickly lower during combat.
Bombard
Enormous object (heavy weapon)
- Armor Class: 17
- Hit Points: 500
- Damage Immunities: poison, psychic
- Cost: 1000 gp (cannon), 1000 (metal ball)
Cannon Ball. Ranged Weapon Attack: +10 to hit, range 2000/4000 ft, (can't hit targets within 800 feet of it), one target.
Hit: 88 (16d10) bludgeoning damage. The ship suffers two Hull Holed criticals.
Octopus
STR DEX CON 13 (+1) 14 (+2) 20 (+5)
Armor Class: 13 (Ceramic) MR: 2 Hit Points: 500 HP Damage Threshold: 15 Tonnage: 70 ton Cargo Limit: 35 tons Weapons: 4 Heavy Cost: 65,000 gp Keel/Beam Length: 100/50 Crew Min/Max: 13/70
Deveolped by humans in tandum with Mind Flayers
Iambus
STR DEX CON 19 (+4) 14 (+2) 18 (+4)
Armor Class: 19 (Metal) MR: 2 Hit Points: 400 HP Damage Threshold: 20 Tonnage: 35 ton Cargo Limit: 15 tons Weapons: 3 Light, 1 Heavy Cost: ,000 gp Keel/Beam/Height Length: 180/20/150 Crew Min/Max: 13/70
Iambus' are shaped in an instrument. If a bard plays the same type instrument on the ship, they enter a trance-like state as though they were on the helm. While playing like this they power the ship like on a Major Helm, the ship's speed is doubled, and it becomes ethereal at spelljamming speed (doubling its distance).
Enemy Ships
- Stoneship, Beholder Ships, Wraith, Skiff, Nautiloid, Battlewagon, Mantis, Armada, Dreadnaught, Battle Dolphin, Deathspider, Cuttle Command, Antlership
- 'Bad Guy' ships are just faction ships that are too powerful to land in the hands of players starting out. At least those starting out
Tyrant Scout
STR DEX CON 17 (+3) 20 (+5) 14 (+2)
Armor Class: 17 (Stone) MR: 5 Hit Points: 200 HP Damage Threshold: 20 Tonnage: 10 tons Cargo Limit: 5 tons Weapons: Special Cost: 18,000 gp Keel/Beam Length: 120/90 Crew Min/Max: 3/8
Dart Shot
An eye beam on the ship creates darts akin to 4th level Magic Missle. These darts deal a d6 each and can target ships within 1000 feet. These darts ignore damage threshold but are still vulnerable to Shield.
Tyrant Ship
STR DEX CON 17 (+3) 18 (+4) 16 (+3)
Armor Class: 17 MR: 4 Hit Points: 300 HP Damage Threshold: 20 Tonnage: 25 tons Cargo Limit: 15 tons Weapons: Special Cost: 35,000 gp Keel/Beam Length: 100/100 (varies) Crew Min/Max: 5/10
Eyestalk Cannon
Ranged Spell Attack: +8 to hit, range 300/600 ft. one target. Hit: 35 (10d6) force damage
Mother Ship
STR DEX CON 20 (+5) 18 (+4) 17 (+3)
Armor Class: 20 MR: 4 Hit Points: 350 HP Damage Threshold: 20 Tonnage: 25 tons Cargo Limit: 15 tons Weapons: Special Cost: 40,000 gp Keel/Beam Length: 120/90 Crew Min/Max: 10/25
Just a Beholder. With enough beholders serving a Hive mother, the central section becomes a real beholder. It has an antimagic cone based on the direction it faces. And sections of it aim and fire magical beams.
Nautiloid
STR DEX CON 15 (+2) 18 (+4) 18 (+4)
Armor Class: 15 (Wood) MR: 4 Hit Points: 400 HP Damage Threshold: 15 Tonnage: 35 tons Cargo Limit: 17 tons Weapons: 4 Light, 1 Heavy Cost: 50,000 gp Keel/Beam Length: 180/30 Crew Min/Max: 10/35
If there is a combat on the nautiloid, the ship gets a lair action. Target creature must succeed on DC 15 Constitution saving throw or be teleported 30 feet in any direction.
Nightspider
STR DEX CON 19 (+4) 16 (+3) 18 (+4)
Armor Class: 19 (Metal) MR: 4 Hit Points: 300 HP Damage Threshold: 15 Tonnage: 100 tons Cargo Limit: 50 tons Weapons: 6 Heavy Cost: 50,000 gp Keel/Beam Length: 175/50 Crew Min/Max: 10/35
Faction/Worldbuilding Ships
- Whelk, Waleship, Uspo, Swan Ship, Radiant Ship, Quad of Thay, Citadel, Cargo Barge, Blade and Arrow, Argosy, Hunter-Killer (turn in place for free)
- Ships that are associated with one type of faction or are not usually for players as they only serve for worldbuilding
Whaleship
STR DEX CON 19 (+4) 10 (+0) 20 (+5)
Armor Class: 19 (Metal) MR: 1 Hit Points: 500 HP Damage Threshold: 20 Tonnage: 40 tons Cargo Limit: 50 tons Weapons: None Cost: 50,000 gp Keel/Beam Length: 250/25 Crew Min/Max: 20/90
Scro Mantis
STR DEX CON 19 (+4) 16 (+3) 15 (+2)
Armor Class: 19 (Metal) MR: 3 Hit Points: 250 HP Damage Threshold: 25 Tonnage: 50 tons Cargo Limit: 15 tons Weapons: 2 Light, 1 Heavy Cost: 85,000 gp Keel/Beam Length: 150/30 Crew Min/Max: 12/50
Scro Battlewagon
STR DEX CON 15 (+2) 14 (+2) 24 (+7)
Armor Class: 15 (Wood) MR: 2 Hit Points: 700 HP Damage Threshold: 25 Tonnage: 80 tons Cargo Limit: 20 tons Weapons: 14 Light, 5 Heavy Cost: 150,000 gp Keel/Beam Length: 150/50 Crew Min/Max: 40/80
Goblin Blade
STR DEX CON 19 (+4) 26 (+8) 11 (+0)
Armor Class: 19 (Metal) MR: 8 Hit Points: 50 HP Damage Threshold: 15 Tonnage: 1 tons Cargo Limit: 1 ton Weapons: 1 Light Cost: 800 gp Keel/Beam Length: 20/20 Crew Min/Max: 1/8
Kobold Arrow
STR DEX CON 19 (+4) 26 (+8) 11 (+0)
Armor Class: 19 (Metal) MR: 8 Hit Points: 50 HP Damage Threshold: 15 Tonnage: 1 ton Cargo Limit: 1 ton Weapons: 1 Heavy Cost: 800 gp Keel/Beam Length: 20/20 Crew Min/Max: 1/3
If arrows are piloted by kobolds working for a dragon, they tend to use alchemist projectors with their master's chosen breath weapon.
Daily Works
There's not a lot to do when in space. Most crews can't make magical items or brew potions, so instead they focus on non (or semi) magical methods of keeping the crew healthy and at the top of their skills. Below are downtime activities that your players can participate in (instead of other crafting or training activities).
Some activities will require stats, objects, or ingredients to work. These are either purchased at port or discovered within adventures. All activities require a couple of days of experimentation before the benefits fully kick in, but otherwise, these activities work as described below.
Chillgreen Leaf Tea
Prerequisite: Chillgreen Leaf
This briny, green, perfumed leaf is sun-dried and brewed into a tea to be drank. It is found at the bottom of the deepest of rivers and usually costs 1 gp per day of expected travel. It is brewed by a player daily and if drank daily, the player's gain the benefits as described below.
Characters are able to hold their breath for twice as long. Additionally, a character that becomes unconscious in a body of water while under the effects of this ingredient floats to the nearest source of air at a moderate pace, and is positioned to face the air when the unconscious character reaches it. This is generally the surface of a body of water, but this may be different under other circumstances.
Obsidian Salt Brine
Prerequisite: Obsidian Salt
An onyx colored, salt-like substance that increases the vibrance of all food. It is found deep in the hart of various asteroids and usually costs 1 gp per day of expected travel. It is included in meals by a player daily and if eaten daily, the players
Characters are able to withstand environments of either extreme hot or extreme cold much easier and roll with advantage on exhaustion checks in those environments. At the time of cooking, choose either an environment of extreme hot or extreme cold, but not both.
Direction
Prerequisite: Navigator's Tools
A player with proficiency in Space Vehicles or Navigators tools may spend their daily duties observing distant patterns of planets and stars. Done consistently, they can cut 2d4 days off of travel, by taking a more direct route or going towards where the destination will be in orbit.
Create Ammunition
You create ammunition based on objects scavenged after fights. This ammunition deals 2 less damage dice than normal, but functions the same. You create one per day.
Training Upkeep
You teach the crew how to work the essentials of the ship faster and the hard stuff in a pinch. The ship can drop to half it's crew minimum before losing speed.
Upkeep Weapons
Weapons are polished, dryfired, and oiled to keep up to shape. You do so on up to 3 weapons. You gain the following benefits:
If an upkept weapon would break due to a Ship Weapon Damaged critical, that weapon can instead ignore the critical. This can be used once per weapon, after which it must be upkept for a week to regain this property.
All weapons are loaded at the beginning of combat.
Rigorous Cleaning
You rigorously clean the outside and inside of the ship day after day. This prevents jamming barnacles and other oozes that hitch rides to be unexpectedly found on your ship.
Ship Therapist
Prerequisite: Wisdom 13 or higher and Charisma 13 or higher
You provide therapy to the crew, calming their fears and making them more confident.
When the crew makes a saving throw against being frightened or charmed, you may use your ship action to cause them to succeed. You may do so a number of times equal to half your proficiency bonus(rounded down), regaining all uses after a month.
Races
Many races and people's exist across wildspace.
Societies
While societies can be made up of nearly anyone, societies tend to form around similar peoples, e.g, the same race. In this compendium, we provide multiple different traits like traditional alignment, ability score improvements, and languages. These come from societies formed around specific races.
If you want to make a one race grow up amongst another or feel that your character would be different, it's okay to ignore society specific traits. Ability Score Improvements, Alignment, and Languages are always society specific traits. Other that are society based are explained in each race description.
Scro
Scro consider themselves the peak of orc-kind. That their brains and brawn put them above all the other races in the spheres. A subrace of orcs who trained harder than all others, these people have a pinkish hew to their skin and an exaggerated pig-like snout near their tusks. Often trained from birth to kill, these fighters take pride in the tactics of war and often yell complex insults before the fighting begins.
Well Rounded and Savage Attacks are society traits.
Scro Traits
Ability Score Increase. Increase your Intelligence by 2 and your Strength by 2 but decrease your Charisma by 2. Or increase your Strength increases by 2 and your Intelligence by 1. Or increase your Intelligence by 2 and your Strength by 1.
Age. Scro reach adulthood at age 14 and live up to 80 years.
Alignment. Almost all Scro are lawful, as their society glorifies strict combat and pursuit of knowledge. Scro in the Military tend to be lawful evil while those in their Government tend to be lawful good.
Creature Type. You are a humanoid.
Size. You are Medium.
Speed. Your base walking speed of 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 discern colors in that darkness as only shades of gray.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Well Rounded. You are proficient in three martial weapons and one set of tools.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Languages. You can speak, read, and write Elvish and Orcish.
Argosborn
When it comes time to reproduce, the Argos splits in two and sleeps, the two halves going their separate ways upon waking. Sometimes, when it splits, the result is a humanoid of a random age.
Argosborn look human with gray to dark gray skin. They smell of flowers with tons of eyes, and sometimes even mouths, cover the entire body. The eyes themselves can be channeled to use the Argosborn's inner power.
Argosborn Traits
Ability Score Increase. Your Intelligence increases by 2 and Charisma by 1. Or your Charisma increases by 2 and your Intelligence by 1.
Age. You mature at the same rate as humans, however your maximum life span is unknown.
Alignment. Argosborn aren't raised in societies. Their alignment are their own.
Creature Type. Your Type is Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Spider Climb. Starting at 3rd level, you may also move up, down, and across vertical surfaces and upside down along ceilings, while also leaving your hands free.
Argosian Legacy. You can use an action to shoot a beam from an eye of your choice. Roll a d4 and use the table for the appropriate result. At 5th level you roll a d6 to determine the effect.
The save DC is 8 + Intelligence or Charisma Modifier + Proficiency Bonus. When an effect calls for you to roll dice, you roll 1. This number rolled increases to 2 at 5th level, 3 at 11th, and 4 at 17th.
You can use this ability a number of times equal to your Proficiency Bonus. You regain all expended uses on a long rest.
Watcher. You have advantage on perception checks that rely on sight if you are looking with more than two eyes.
Enlighten. You can cause one of your eyes to light up as though under the effect of the Light spell. You may not see through that eye. You can start or end this ability at will.
Languages. You can speak, read, and write Deep Speech, Common, and one entirely random language chosen by the DM.
| Rolled | Name | Effect |
|---|---|---|
| 1 | Blindness | A flash of colors emit from your eye. Each creature within a 15-foot cone whose current hit points are less than than d12 + your current level is blinded until the beginning of your next turn. |
| 2 | Burning Eyes | A white hot sheet of fire shoots from your eye. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
| 3 | Wrend Mind | An eye disrupts the flow of creature's minds. Each creature in a 15-foot cone must succeed on a Charisma saving throw. On a failed save, a creature is stunned until the beginning of your next turn. |
| 4 | Fear | Your eye changes the perception of those around you. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. |
| 5 | Paralysis | The brain of one creature within 30 feet is disrupted. Target creature must succeed on a Constituion saving throw or be paralyzed until the beginning of your next turn. |
| 6 | Light | A beam of brilliant light flashes out from your eye in a 5-foot-wide, 30-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes d8 radiant damage and is blinded until the beginning of your next turn. On a successful save, it takes half as much damage and isn't blinded by this effect. Undead and oozes have disadvantage on this saving throw. |
Dracon
Dracons are dragon-centaurs that have shown up in space recently. Their societies view all other races as a disappointment, clearly not as perfectly built as they. While this self-centered nature is not good for diplomacy, it's great for in-groups. While they speak draconic, neither they or dragons are related at all.
Dracons are heard creatures at heart, and love to spend their time talking. They often have very long and complex rituals to talk, sit, or eat. When a Dracon is ostracized from a group, it searches for a new family, simply needing the connection to others.
Herd Mentality and Dracon Wrestling's 3rd ability is a society trait. I wish to recognize DumpStat for a good stat block which this one is adapted from.
Dracon Traits
Ability Score Increase. Your Charisma score increases by 2 and your Strength score increases by 1.
Age. Dracon mature quicker than humans do and reach adulthood by 15; they live to around 125 years.
Alignment. Due to their heard's rituals and habits, Dracons are normally some form of lawful (usually 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 40 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 discern colors in that darkness only as shades of gray.
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 short or long rest, you visit each of your companions to build comradery. Choose up to 6 friendly creatures (which can include yourself) 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).
Dracon Wrestling. You are an expert in the art of Dracon Wrestling, a unique form of grappling developed by your race, granting you the following abilities.
- You do not need a free hand to attempt to grapple a creature, using your tail instead.
- When grappling a creature, you maintain you normal movement speed.
- You have advantage on attempts to escape a grapple.
Languages. You can speak, read, and write Common and Draconic.
Dohwar
While some of this has been changed to fit with the recent 5e spelljammer releases, I wish to recognize Kamebit for making the best Dohwar supplement, which this borrows a lot from.
Merchant's Sense is a society trait. Dohwar raised outside of its tribe may be unaware of its Telepathic Link or Mind Reading abilities.
Dohwar Traits
Ability Score Increase. Your Charisma increases by 1, and Intelligence increases by 2.
Age. The Dohwar reach adulthood around the age of 10, and age similar to humans.
Alignment. The Dohwar consider it not only smart business, but good business, to trade with all peoples, including the evil ones. They are chaotic neutral.
Creature Type. You are a Fey.
Size. You are 3 to 4 feet tall, weigh about 40 to 60 lbs. Your size is Small.
Speed. Your base walking speed is 25 feet. You have a swim speed of 40ft.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Cold Adaptation. You're resistant to cold damage. You're also naturally adapted to cold climates and ignore their effects as low as -45 degrees.
Alcohol Odditiy. You are immune to the effects of alcohol, but experience the effect of drunkenness from eating sugary treats.
Merchant's Sense. When you are called upon to appraise the value of something or make a Charisma roll to buy or sell, you can do so with advantage.
You can use this ability a number of times equal to your Proficiency Bonus. You regain all uses on a long rest.
Telepathic Link. You may touch a willing creature and telepathically speak to each other, so long as you are within 30 feet of each other. You may add more people to this magic link. The number of creatures other than you that can be in this link is equal to your Proficiency Bonus.
Mind Reading. You know the spell Detect Thoughts. Intelligence is your spellcasting ability for this spell.
You can cast it without expending a spell slot or using material components. You may do so a number of times equal to your proficeincy bonus.
Languages. You can speak, read, and write Common and Dohwar which is a mix of Aquan and Auran.
Xixchil
Body Modification is a society trait. Many Xixchil learn the Body Modification skill or develop telepathic abilities, as they cannot talk without these.
Xixchil
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Or you can increase your Dexterity score by 2, increase your Constitution score by 2, and decrease your Charisma score by 2.
Age. Xixchil reach maturity earlier, in their early teens. However, their lifespans are not significantly longer than those of humans.
Alignment. While a Xixchil queen might influence their brood, Xixchil are roughly any alignment.
Creature Type. You are a Monstrosity.
Size. Xixchil are of medium height, and only weigh up to 200 pounds, but this is spread out across a massive area of huge legs and arms.
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 grey.
Natural Exoskeleton. You have tough exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Your armor must be special made, with around 50 gp increase in cost. A shield's benefits apply as normal while you use your natural armor.
Natural Weapon. The blades the Xixchil are born with are blades that can be used for unarmed strikes. The strike deals 1d6 + Dexterity modifier slashing damage, instead of bludgeoning damage for unarmed strikes.
After using your action to attack, you can use your bonus action to make a second attack using your smaller blades, dealing 1d4 + Dexterity Modifier slashing damage on a hit. These are normally replaced with real hands using Body Modification.
Venomous Nature. Xixchil can naturally synthesize a venom specific to its chosen victim. To do this, it must taste the blood of the desired enemy (usually by tasting the blood on its blade). As a bonus action, you create the venom and apply it to a weapon you are using. The next time the creature takes damage from that weapon, the target takes poison damage equal to your level and must make a Constitution saving throw, the DC of which is equal to 8 + your proficiency bonus + your Constitution modifier.
On a failure, the creature is poisoned for 1 minute. While poisoned, the creature is paralyzed. At the beginning of the creature's turn it repeats the save, ending the effect on a success. Once a creature has saved against this, it cannot be poisoned by you again.
Body Modification. You are proficiant in Body Modification and Medicine.
Languages. You speak Xixchil and know one other language. You may only speak it if you have modified your vocal chords, using body modification.
Surgical Modification
Xixchil are built for two things: combat and modification. A Xixchil without any modification can only speak Xixchil and can't hold anything, as they have no hands. Changing this tends to be the first thing Xixchil's do; modifying vocal cords to speak other languages and changing out their secondary blades for useful hands. Doing so loses abilities from the Natural Weapon feature, but most Xixchil choose to have this operation before a campaign even starts.
Modifications can still be made by a Xixchil, either on themself or others. Procedures are safe, but can result in Lingering Injuries (see DMG) or a permanent -2 to Charisma. The biggest issue is that modifications cost a lot of time and money and Xixchils are guaranteed to give you "extra cosmetics". Getting a procedure reversed results in a Lingering Injury that cannot be cured.
The following are modification options:
- Your muscles are enhanced, giving you a +3 to your Strength Score, max of 24.
- Your inner endurance is enhanced, giving you a +3 to your Constitution Score, max of 24.
- Your limbs move and shift even faster, giving you +3 to your Dexterity Score, max of 24.
- Wings come out your back, giving you a 60 foot flying speed.
- Your body gains natural weapons, which deal a d6 + Str Modifier piercing or slashing damage.
- You get a second pair of arms. On your turn, these can use objects or wield weapons with the Light property.
- The workings of your eyes are changed. You gain 60 ft. of darkvision.
Grommams
Originally from a tropical climate, Grommams took to space as entire organized societies. Two specialties exist in their groups, the Warriors, who protect the society, and Clerics, called "director"s and guide the society. Only a limited amount of clerical grommams can exist in one society, often leading to young clerical grommams taking a group of warriors and families and striking out on their own.
Warrior and Clerical Grammom are both society traits, although sometimes they can appear on their own without training. I wish to recognize DumpStat for a good stat block which this one is adapted from.
Grommam Traits
Age. Grommams reach adulthood around 15 and live to be as old as 110.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet. You have a 30 foot climbing speed.
Landspeed. You can use your muscular arms to propel yourself forward when you run. If you are not holding anything in your hands, you can double your speed as if you had taken the Dash action.
Ape's Agility. You are proficient in the Acrobatics skill. Additionally, you have advantage on Acrobatics checks made to climb vertical surfaces.
Dexterious Feet (Optional Curse). As a bonus action, you can use your feet to manipulate an object, open close a door or container, or pick up or set down a Tiny object. When you use a magical object, roll a d8. If you roll a 1, the object does not function this turn.
Languages. You can know Common and Grommam sign language.
Warrior Grommam
Protectors of their clan, these people have unparalleled fighting skill.
Ability Score Increase. Your Strength and Dexterity increase by 2 and your Wisdom and Intelligence decrease by 1.
Raw Strength. You have proficiency in the Athletics skill.
Massive Mits. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
Clerical Grommam
The wise sages of their clan, these people advise their
Ability Score Increase. Your Wisdom and Intelligence increase by 2 and your Strength and Dexterity decrease by 1.
Clerical Skill. You know the Thaumaturgy and Word of Radiance cantrips. Your Intelligence or Wisdom are your spellcasting ability for these spells. Once per day, you can your Wisdom or Intelligence modifier to the damage of a cantrip you cast.
Wadaven
Wadaven are the elves of the Phlogiston, a space disconnected from the Astral Sea and filled with a flammable rainbow fog. Their bottom half is made up of an aquatic animal, and their top is human. They do not look to have a mouth, but when they speak they revel holes in their flesh, lit by a glowing rainbow light from their inside.
Wadaven raised outside of a Wadaven family may not be aware of their Trance, Spherebent, and first Spaceborn ability.
Wadaven traits
Ability Score Increase. Your Dexterity increases by 2, and your Strength, Wisdom, or Constitution increases by 1.
Age. Wadaven are found/born fully matured. They live up to 1500 years.
Alignment. Wadaven embody the essence of Chaotic Neutral. They know and believe they have no afterlife, as most of them spend their entire life in the Phlogiston. This creates a culture that is very risk averse, yet extremely fond of unique activities, no matter how dangerous. They only live once, so they are careful. Yet they only live once, so they take any adventure they can experience.
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 10 feet. You have a swimming speed of 40 feet. You can use this speed in weightlessness.
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 discern colors in that darkness as only shades of gray.
Spaceborn. Your body is made to move through space naturally. You have the following properties:
- You may ignore gravity and fly (float) through the air using your swimming speed. If you ignore gravity near a spelljammer, you still travel with it so long as you stay in its air envelope. This requires concentration, as though concentrating on a spell.
- You do not need to breathe or drink. You must visit the Phlogiston once every year or you experience the symptoms of starvation, up to and including death.
Phloborn. You are resistant to fire damage.
Spherebent. You may enter and exit spheres at will by simply passing your body or a body part through the sphere. When you do this, a portal as though cast by the Create Portal spell, appears around your body.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Languages. You can speak, read, and write Sylvan and Primordial.
Rastpeedes
Dealmaker is a society trait.
Rastpeede Traits
Ability Score Increase. Your Charisma score increases by 2 and your Constitution by 1.
Age. You reach adulthood closer to 20 and live about 150 years.
Creature Type. You are a Monstrosity
Size. Your are Medium.
Speed. Your walking speed is 35 feet. At 3rd level you gain a 10 foot burrow speed.
Hexapod. 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.
Hard Shell. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Incisors. Your mouthful of pointed teeth is a natural weapon you can use to make unarmed strikes. If you hit with them, you can deal 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Dealmaker. You have proficiency in the Deception and Persuasion skill. You double your proficiency bonus if you're using these skills to sell something.
Tunneler's Descendant. Your antennae are useful for digging your ancestry of digging underground. You have proficiency in the Perception skill.
As an action you can detect unsafe or hidden tunnels within 10 feet. At 3rd level this increases to 30 feet.
Innate Spelljammer. You can use a Spelljamming Helm as though you were an Innate Spellcaster.
Huwaerti
These reptilian race have scales and frog-like webbed fingers and toes.
Ancient Vendetta is a society trait.
Huwaerti Traits
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Age. Hurwaeti mature at 30 years and live for 300 years.
Alignment. While kind, most hurwaeti tend towards self-interest with a mercantile attitude, but rarely develop the extremes of alignment.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Leaper. You can long jump or high jump twice the normal distance.
Ancient Vendetta. The Huwarti's ancient empire fought a against Illithids, Neogi, and Beholders (legend says all at once), so the Huwaerti are reasonably cautious of these factions. You have the 1st-level Ranger feature Favored Enemy for abberations. You learn Deep Speech from this feature.
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Natural Fog. At 3rd level, you know and can cast the Fog Cloud spell. This is nonmagically cast and is made using previously breathed air. It can replentish 1 day's use of air for a vessel whose tonnage is less than or equal to 10 times your level.
Languages. You can speak, read, and write Common and Draconic.
Carpenter
Carpenters are highly sought after for their complex creations and building skills. Some artificers take take this to the next level, enhancing their skills with magical effects.
Some create these skills on their own, however others, like the artificers of the Scro Empire are trained for a long time in their craft and specialization.
Tool Proficiency
3rd-level Carpenter feature
When you adopt this specialization you gain proficiency with Carpenter's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
At 9th level, you gain proficiency with Mason's or Woodworker's Tools.
Carpenter Spells
3rd-level Carpenter feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Carpenter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Carpenter Spells
| Carpenter Level | Spells |
|---|---|
| 3rd | Find Familiar, Inflict Wounds, Thunderwave |
| 5th | Barksin, Flock of Familiars, Hold Person |
| 9th | Plant Growth, Vampiric Touch |
| 13th | Fabricate, Polymorph |
| 15th | Animate Objects, Hold Monster |
Unanimated Wood
3rd-level Carpenter feature
You can create a bundle of wood, string, and nails called Unanimated Wood. You spend 1 minute with your Carpenters Supplies to magically make a ball of Unanimated Wood. As an action, you can cause a ball of Unanimated Wood (or object made of Unanimated Wood) to reconstruct and nail itself into any object you can think of, no bigger than a 5 foot cube. The object cannot have moving parts.
If the Unanimated Wood changes it's form to a shield or melee weapon, it can be infused, but it loses its infused properties when not in weapon or shield form.
As a reaction to being hit by an attack, you can animate the wood from its docile ball state to blocking the attack. You add a +7 to your AC. It can do this twice, after which the wood breaks. If you cast Mending on the wood for 1 hour, it regains 1 use.
You can spend 1 hour with your Carpenters Supplies and 100 gp of wood and magical supplies to create another ball of Unanimated Wood outside of your original. You can have a number of Unanimated Wood equal to the number of maximum items you can infuse.
As an action you can turn a ball or object of Unanimated Wood mundane, as long as you know of its existence. If you exceed your maximum, the oldest created Unanimated Wood becomes mundane.
Wooden Creations
3rd-level Carpenter feature
When you summon a familiar through the Find Familiar spell you can choose it to be made out of Unanimated Wood.
The creature must follow all restrictions as before, however, it gains the following benefits.
- As a bonus action you can command the familiar to curl up into a ball of Unanimated Wood.
- While holding your familiar, you can use an action to morph the Unanimated Wood ball into object or creature the same size or smaller than its original summoning. If it chooses an alternate creature form, the new form must be an option from the Find Familiar spell.
- When in an alternate creature form, it only has the original skill proficiencies, Intelligence, Wisdom, and Charisma Scores of the creature it was summoned as.
Psychic Nail
5th-level Carpenter feature
You're used to holding objects still while nailing them down. You've learned how to use this for another purpose.
When you see a spell or weapon attack within 60 feet hit, you can use your reaction to hold the weapon or magic in place. The object or spell stops the inches away from the target. This feature is wasted on natural weapons or touch spells. The effect naturally ends at the end of your next turn.
When the effect ends the weapon or spell continues on the course it was on and hits if the person or object it was attacking didn't move. If a melee weapon is not held, it will drop to the ground when the effect ends, which will cause the attack not to hit. When you take damage, you must succeed on a concentration check (as though concentrating on a spell). On a failure, you stop holding the weapon/spell and the attack hits if held.
You can do this a number of times equal to your Intelligence Modifier. You regain all uses after finishing a long rest.
Improved Wooden Creations
5th-level Carpenter feature
When you cast the Flock of Familiars spell, you can use all the benefits of the Wooden Creations feature on this spell as well.
When cast, you can use 150 gp of charcoal, incense, and herbs that must be consumed by fire in a brass brazier. If this is added, the duration is permanent and the spell no longer requires concentration.
Re-Nail Gun
9th-level Carpenter feature
While you are holding a weapon, object, or spell attack from your Psychic Nail feature, you can use a bonus action to redirect the shot at another target range. Ranged attacks have a range of 30 feet. The new attack is equal to the original attack roll.
You cannot redirect spell attacks if the spell is higher level than spells you can cast.
Ironwood
15th-level Carpenter feature
You've unlocked the secret to a mysterious and old strong of wood, Ironwood.
By spending 10 minutes and 400 gp working on 10 pounds of wood, you can turn it into Ironwood. Doing so gives the following benefits.
- Wood improved this way adds +2 to its normal AC.
- Unanimated Ironwood has no carry capacity.
Your Unanimated Wood and summons from your Wooden Creations feature are automatically Ironwood.
Tough Hands
15th-level Carpenter feature
You're used to the splinters from wood and hitting your hand when hammering. You gain resistance to bludgeoning and piercing damage.
Oath of the Stars
Paladins of the Oath of the Stars travel through space, seeking to destroy the hostile creatures that call it home. Also Known as Space Knights, Astral Slayers, or Star Guardians, these warriors vow to destroy any of the many creatures that sow chaos and death in the stars.
Tennants of the Stars
Flavor text
Pursue Space Monsters. Wildspace, the Phlogiston, and Astral Sea are filled with deadly creatures, and it is the duty of these paladins to hunt them down.
Expand and Share Knowledge. A paladin cannot be everywhere at once, and so it is not good enough to destroy the monster, but to learn its weaknesses, its patterns, and then share that knowledge with other hunters or civilians.
Protect the Crew. A paladin cannot fly a ship alone, and so they must either recruit or join a crew. The paladin is honorbound to defend the crew with his life.
Run a Tight Ship. Ship crews, in space or otherwise, are not known for their manners and decency. The paladin takes it upon himself to call his allies to a higher standard.
Oath Spells
3rd-level Oath of Stars feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Oath of the Stars Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Stars Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Catapult, Purify Food and Drink |
| 5th | Blur, Enhance Ability |
| 9th | Fly, Intellect Fortress |
| 13th | Resilient Sphere, Staggering Smite |
| 17th | Destructive Wave, Scrying |
Channel Divinity
3rd-level Oath of Stars feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Vessel's Leader. As a bonus action you touch a willing creature and make it the Chosen Helmsman for the next 24 hours (you can choose yourself). Any helm the Chosen Helmsman sits on uses the Helm Rating a Major Helm. If the ship has no helm, the Chosen Helmsman can sit in any chair on the ship and treat it as a Minor Helm. When determining Helm Rating, the Chosen Helmsman treats its total level as its Full Caster Level.
Empowered Crew. As an action, you empower your crew. Choose a number of allies equal to your Charisma Modifier + Proficiency Bonus. For the next 10 minutes they have advantage on Strength Saves, Strength(Athletics) checks, and siege weapons attack rolls. The duration of their air bubble is doubled and they are automatically stabilized the first time hit zero hit points.
Levitating Aura
7th-level Oath of Stars feature
A bit of flying is necessary for those in stars. You eminate an aura to keep those around you above their feet.
When an ally begins its turn within 10 feet of you, they gain a 15 foot flying(hover) speed until the end of their turn.
When you reach 18th level in this class, the range of this aura increases to 30 feet and the fly speed increases to 30 feet.
Weightless Aura
7th-level Oath of Stars feature
You get a better handle on flying in the weightless void around you.
When you end your turn, all weightless allies within 100 feet (including yourself) gain a flying(hover) speed equal to their movement speed.
When you reach 18th level in this class, the range of this aura increases to 500 feet.
Weightless Opportunity
15th-level Oath of Stars feature
You are aware of the weak points in creatures floating through the air. When a creature that you can see of you falls, goes prone, loses gravity, or uses a flying speed, you can use your reaction to make a melee attack against it.
Starriest Form
20th-level Oath of Stars feature
The stars you travel have become one with you. You can harness the power of space and the stars; wielding them to your ultimate goal. As a bonus action, you enter a Starry Form for 1 minute. While in the Starry Form, you gain the following benefits:
- You are resistant to force and psychic.
- You gain a 100 foot flying(hover) speed.
- As a bonus action you can choose an unoccupied point you can see within 500 feet. You teleport there.
- You do not require to breathe air to live.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. If you are in no other air envelopes, you can freely enter your Starry Form. You leave it when you end your turn in an air envelope.
(Add Path of the Flow) (Way of Weightlessness?)(Flying Speed equal to extra movement speed, until higher)
Feats
Rocket Rider
Being in space away from your ship allows you to think clearer than your allies, and your ability to maneuver isn't hindered by the pesky lack of gravity.
- Increase your Constitution or Intelligence score by 1, to a maximum of 20.
- You do not have disadvantage on attack rolls, ability checks, saving throws from zero gravity.
- You can hold your breath twice as long as normal.
- Your air envelope also lasts twice as long in zero gravity. This does not include when on a ship or planet.
- When in zero gravity, you can float in any direction at a speed of equal to 5 feet * your Intelligence Modifier.
Ship Worker
You are practiced with Spelljammers and the innerworkings of the machines.
- You gain proficiency with Spelljamming vehicles.
- You automatically succeed on any Ship Shaken critical hit rolls to avoid being knocked prone.
- You have advantage on all concentration checks against Spelljammer Shock.
- Choose one of the following: Train Aim, Mass Stabilize, or Nail Down (siege weapon only). Once per ship combat round you can use this action on top of another ship combat action, ignoring any requirements.
Siege Master
- When you roll a 1 or 2 on a damage die for a Siege Weapon attack, you can Reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Once per ship combat round you can use the Aim action for free one one siege weapon that you are operating.
Dockmaster
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.
- When you Shore-Up a ship, you heal an extra 5 HP for every 2d12 rolled. If you fail to shore up a ship, heal the ship only 1d12+3.
- By taking an hour to do an onboard 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 Helmsman
Prerequisite: The ability to cast one spell with concentration
You can concentrate on spells even while using a spelljamming helm. When when the ship takes damage, make a concentration check. If you fail a Spelljammer Shock save while concentrating on a spell, you gain a level of exhaustion or drop concentration on a spell.
Powerful Damage
Prerequisite: Half-Orc, Orc, Scro
When you deal damage from a melee attack, you can forgo rolling and take the average damage instead. You choose to do so before dice are rolled. You may only use this ability once per round.
When you hit with a melee attack, you can forgo rolling and deal maximum weapon damage instead. Once you use this ability, you cannot use it again until you finish a long rest.
Mercane Touched
Prerequisite: Rastpeede
Rumors tell of secret agreement between the Mercane and Rastpeedes, but this is vehemently denied by Rastpeedes. Still, the following benefits can spontaneously appear in any Rastpeede:
- Once per day you can use a Stunt action without expending Ki point(s), Spell Slot(s), or taking damage.
- When determining Helm Rating, you triple your Full Caster Level. Your minimum Full Caster Level is 3.
https://homebrewery.naturalcrit.com/source/r1ZnjGKL4e
Spells
Spells
This compendium assumes the Create Helm spell from Astral Adventurer's Guide does not exist.
Create Portal
5th-level conjuration (ritual)
- Casting time: 1 minute
- Range: Half a mile
- Components: V, S, M (A large hammer worth at least 30 gp)
- Duration: 1 hour
In Wildspace spheres are surrounded by physical shells that block out the Phlogiston. A shimmering portal opens on the edge of the shell, 100 feet in radius. 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, so they can be dispelled. If the portal is dispelled or otherwise prematurely closed, roll a d10 to determine the fate of the object(s) passing through the opening as it closes:
- 1-5 - Portal closes before ship, object, or creature reaches the shell. Ships must turn back or Crash into the shell.
- 6-10 - Portal closes after ship, object, or creature passes through.
Create/Destroy Atmosphere
8th-level transmutation
- Casting Time: 8 hours
- Range: Touch
- Components: V, S, M (a living plant and a flask of water)
- Duration: 500 days
You either create or destroy an enormous atmosphere. One hit point is permanently drained from the caster each and every time this spell is cast. These hit points can only be restored through Greater Restoration or equal or greater magic.
Create Atmosphere. This spell creates not merely air, but a magically self-renewing atmosphere within a up to a 100 mile radius sphere for the duration, centered on either an object or point within range. This atmosphere remains unchanged unless altered by contact with other atmospheres or destroyed by Destroy Atmosphere.
The atmosphere can be cast on any size object, and will remain with it regardless of the object's gravity or state (e.g., if a ship is destroyed, it remains centered on the largest chunk or a random fragment, as the DM decides). Dispel Magic has no effect on this spell. Create Atmosphere cannot be cast on living things.
Destroy Atmosphere. If cast on an area or object with Create Atmosphere, the atmosphere is destroyed and the spell ends. Otherwise, Atmosphere is suppressed within a 100 mile radius sphere of an object or point within range. Any atmospheres entering the sphere automatically have their atmospheres cut into and pushed away.
If an object's atmosphere is completely cut away by a the spell, all the air in the atmosphere is destroyed.
Collapse Portal
8th-level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S, M (an obsidian and diamond rock)
- Duration: Instantaneous
If a portal spell has been cast in range, you close it and the spell ends. If the spell was cast at equal or higher level than this spell, you must succeed on an Intelligence(Arcana) check against the spellcaster's save DC. If a creature, object, or ship is passing through the portal when it's closed, the creature, object, or ship makes a Dexterity Save. On a success, the creatures or ships can choose to enter the portal and objects succeed entering the portal. On a failure, roll a d10 to determine what happens as the portal closes. The following results apply:
- 1-2: Portal closes before the ship, object, or creature reaches the portal. Ships and creatures must expend extra movement or continue passing through the space. If there is something on the other side (eg. a cliff or a wall), the creature, object, or ship interacts with it as normal (ex. ramming or falling).
- 3-5: Portal closes just before the ship, object, or creature reaches the portal. If there is something on the other side (eg. a cliff or a wall), the creature, object, or ship inevitably interacts with it as normal (ex. ramming or falling).
- 5-6: Portal closes and slices the people or ships partially, dealing 10d8 slashing damage. The major sections of the creature, object, or person do not pass through the portal.
- 8-9: Portal closes on the ship, object or person, cutting it cleanly in two pieces and dealing 10d8 slashing damage. If the a creature cannot survive when cut in half, they instantly die.
- 0: Portal closes after ship, object, or person passes through.
A ship cut by the portal sustains a Spelljammer Shock that the helmsman automatically fails.
Locate Portal
2nd-level divination (ritual)
- Casting Time: 10 minutes
- Range: Half a mile
- Components: V, S, M (A conch shell)
- Duration: 1 minute
You can sense the direction and distance (either in miles or in travel time) to an open portal.
Open Portal
8th-level conjuration
- Casting Time: 1 hour
- Range: 1 mile
- Components: V, S, M (an obsidian and diamond rock)
- Duration: 10 mintues
You create linked teleportation portals that remain open for the duration. Choose two points, one within range you see, and one point within 1 billion miles. The second point must be on the same plane of existence and must be one you can visualize or one you can describe by stating distance and direction, such as “above the planet of Oerth” or “500 million miles South-East-Aunt.” A circular portal, 200 feet in diameter, opens over each point. If any object is on the portal when opened, it is pushed out of the way.
The portals are two-dimensional glowing rings filled with mist. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature, object, or ship entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.
Spark Burst
2nd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You make a spell attack roll at a creature within range. On a hit, you deal 3d8 lightning damage. Hit or miss, the bolt sparks as it fizzles out. In the Phlogiston the target and everyone within 5 feet takes 3d6 fire damage.
Remove Gravity
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pair of scissors)
- Duration: Concentration, up to 1 minute
You create a cylinder with a radius of 30 feet and a height of 150 feet in both directions, centered on a point within range. All creatures, objects, and unmanned ships lose gravity. All creatures are under the effects the effects of weightlessness and a single push will send them flying.
As an action you can push one creature within range and in the cylinder any direction.
Summon Smalljammer
4th-level conjuration
- Casting Time: 1 minute
- Range: 500 feet
- Components: V, S, M (a topaz worth at least 4000 gp)
- Duration: 24 hours
You conjure a small spelljammer to move you and your crew through space. The ship can be of any design within a 10 foot cube and lasts for the spell's duration. Its power source is one small machine one person must use their action to continue running. This provides no Helm Rating. While using the power source, the ship can fly and is capable of reaching spelljamming speeds.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the cube increases by 5 feet for each level above 4th.
Summoned Smalljammer
STR DEX CON 11 (+0) 8 (-1) 11 (+0)
Armor Class: 7 + the level of the spell (natural armor) Hit Points: 50 + 10 for each spell level above 4th
Damage Threshold: 5 MR: Spellcasting Modifier Tonnage: The spell's level in tons Cargo Limit: 1 ton Weapons: none Cost: 0 gp Keel/Beam Length: varies Crew Min/Max: 1/10 + 5 for each spell level above 4th
Conjure Spelljammer
7th-level conjuration
- Casting Time: 10 minutes
- Range: 500 feet
- Components: V, S, M (a bottle with a miniature ship inside, valued at at least 60,000 gp)
- Duration: 7 days
You conjure a large spelljammer similar to those that move through most spaces. The ship can be of any design within a 250 ft long, 80 ft high, and 90 ft wide rectangular area. You choose weapons when you create it, and the weapons have 20 ammunition each. The ship constantly refreshes its air up one level every 24 hours.
The ship has a translucent crew that operates all weapons, keeps the ship moving at full speed, serves meals and feeds all people on board. The ship conjures a full 5 course meal 3 times a day. It has a major helm that can be used to power the ship and can reach spelljamming speeds.
Summoned Spelljammer
STR DEX CON 16 (+3) 16 (+3) 16 (+3)
Tonnage: 10 times the spell's level tons Hit Points: 300 + 50 for each spell level above 7th Cargo Limit: The spell's level in tons
Damage Threshold: 15 + 5 for each level above 7th Armor Class: 10 + spell's level MR: 3 Weapons: 3 Heavy, 3 Light Keel/Beam Length: varies Crew Min/Max: 0/ 7 times the spell level
Gravity Envelope. You create a gravity envelope one target object you can touch. This gravity over-rides any other gravity envelopes in range. If two from this spell in equal level overlap, the higher caster's is prioritized, followed by an contested Arcana check.
Magic Items
Some items require ship attunement. A ship can be attuned to 3 things at once.
The Military Drum
Wonderous Item, rare (requires attunement by a bard)
During ship combat, you can spend your ship action beating this drum. During your turn, roll a die the size of your Bardic inspiration Die and choose one player or weapon. That player or weapon may add the number to an ability check, attack roll, or saving throw it makes this round.
Phlo Recreation Tattoo
Wonderous Item (tattoo), uncommon (one), rare (two), very rare (three), or legendary (four or more)
When you apply this tattoo, you choose a number of the following abilities based on the tattoo's rarity: Hole, Boxes, Yank, or Sword.
Hole. The ink an image similar to a wristwatch. A hole in your body is created. No bigger than 4 inches in diameter and no deeper than from one side of the body to another. You may use an action to open the wristwatch and store any object inside the hole. You may freely close the wristwatch and any item stored in the hole does not move and keeps its original state.
Boxes. When you apply this tattoo, you create 1d4+1 symbols along your skin. As a bonus action you can peel the symbols off your body to create boxes, which then float in a position within 5 feet of you. Each box is 3 by 3 feet and as hard as metal. As an action on your turn, you can move the boxes up to 30 feet to a location you can see. These boxes remain for 10 minutes or you freely return them to your body. Once you use this ability, you cannot use it again for 24 hours.
Yank. When you ink this on you, you create a sigil. As a bonus action on your turn, you inscribe a second mirror sigil on a creature or object within 30 feet and pull your first sigil in a straight line towards the second sigil. You are pulled through creatures and loose objects, but end the movement if you hit a structure.
The second sigil disappears after use. You may only pull yourself a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Sword. As a bonus action, the symbols peel off your body and form a weapon into your hand. The weapon must not have the ammunition, two-handed, or special property. If the weapon formed would have the versatile, it may only be wielded with one hand. You freely return the sword to your body.
Wildspace Shard
Wonderous Item, rare (requires attunement by a sorcerer)
A room temperature crystal which peers into vast emptiness of Wildspace.
As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a metamagic option on a spell while you are holding or wearing the shard, you may use one of the following abilities.
Remove Gravity. Target creature you can see makes a Charisma saving throw. If it fails, the creature no longer operates with gravity until the end of your next turn. Any push by another or their foot can send them flying.
Pressure Shift. Target creature within 30 feet must make a Constitution saving throw, taking 3d8 force damage on a failure and half on a success.
Remove Air. All held air is expelled from target creature's lungs or mouth. The creature does not breathe and must hold its breath until the beginning of its next turn. If the creature is already holding its breath, you reduce the amount of time the creature can hold its breath by 1 minute for as long as it holds its breath.
Fractine Shard
Wonderous Item, rare (requires attunement by a sorcerer)
A piece of the mirror that Fractines are made up of. Staring into it shows a piece of yourself that could've been, a possiblity of the multiverse.
As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Borrowed Option. Hit or miss, when you make a spell attack at a creature, you can roll a d10. On a 10, you expend one sorcery point and bounce the spell from the first target to another within 30 feet.
Roll a new attack roll for the creature. On a hit, roll 1d6. The d6 tells you what the damage type is, regardless of original type. 1 Acid, 2 Cold, 3 Fire, 4 Lightning, 5 Poison, 6 Thunder.
You can successfully use this ability once per round.
Fate Sight. When you fail an attack roll or saving throw you can and reroll the die. Once you use this ability you may not do so again until you finish a long rest.
World's Skill. When you deal spell damage, you may re-roll the lowest damage die of your choice. You may use this ability once per turn.
Each time you use Fate Sight or World's Skill, flip a coin. On a failure, a part of your body harmlessly changes, a price of accessing the multiverse. This change can be removed with the Greater Restoration spell or equal and greater magic.
Anti-magic Egg
Wonderous Item (ammunition), legendary
This egg-shaped container of oil-darkened steel bears only an engraved rune. Fired out of a slingshot, make an attack roll at a place you can see. Upon impact, the egg melts away and all magic within 30 feet of the impact is supressed, including potions and scrolls. If it misses, roll a d8 to determine where the egg lands instead. This sphere lasts for 24 hours.
If this hits a celestial object or ship that moves, the antimagic sphere moves with it.
+1,+2,+3 Siege Weapon
Siege weapon, rare (+1), very rare (+2), or legendary (+3)
The Siege Weapon has a bonus to attack and damage rolls made with this magic siege weapon. The bonus is determined by the magic siege weapon rarity.
Figureheads
Ship ornament, rarity varies (requires attunement by ship)
Figureheads are small objects that are attached to the front of a ship. Most ships have them, even without magical properties. The magical variety have properties based on the description of the figurehead.
A ship may only be attuned to one magical figurehead at a time.
Smiling (Rare). While attuned to this figurehead, the ship has advantage on initiative rolls and Dexterity Saving Throws.
Helmeted (Very Rare). While attuned to this figurehead, the ship gains the following ability.
When an attack roll is made against the ship, roll a d20 and then choose whether the attack uses the attacker's roll or yours.
When the ship makes an attack roll, siege weapon attack, ability check, or saving throw, you can roll an additional d20. You choose which of the d20s is used for the attack roll, siege weapon attack, ability check, or saving throw.
Once you use either ability you cannot use this ability again for 72 hours.
Armless (Very Rare). While attuned to this figurehead the ship's Dexterity Score is increased by 2.
Armored (Rare(+1), Very Rare(+2), or Legendary (+3)). While attuned to this figurehead, the ship has a bonus to AC. The bonus is determined by rarity.
Full-Bodied (Uncommon). At the end of a 30 days, the air of the ship this figurehead is attuned to is purified by one level and 1d12 days of breathable air is created.
Eyes-Closed (Very Rare). While a ship is attuned to this figurehead, it is under the effects of the Nondetection spell.
Sideways-Glancing (Uncommon). While a ship is attuned to this figurehead, all of the crew has advantage on saving throws against becoming frightened.
Flying Net
Weapon (net), uncommon
You can use an action to throw this net. The net automatically hits the targeted creature within 120 feet. Once it hits, the net loses its magic and becomes mundane.
+1,+2,+3 ammunition
Siege weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
Siege weapons have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Helmseeker
Siege weapon (ammunition), legendary
When this ammunition is fired, no attack roll is made. As long as a spelljamming helm is within 1 mile, the ammunition automatically flies to the ship and hits, reguardless of AC. This also strikes the helmsman, dealing the same damage to the helmsman.
The ammunition prioritizes the spelljammer on the ship it is aimed at, however it can change targets and will hit its own ship if that is the only spelljammer within range.
Blast Shot
Siege weapon (ammunition), rare
This shot is enchanted with an extra punch that shakes the ship. Upon a successful hit, the ship takes an extra 4d4 force damage and the ship's helmsman to makes a Spelljammer Shock saving throw. The magic is then lost.
Lyre of the Stars
Wonderous item (instrument of the bard), rare
See the Dungeon Master's Guide for information on the Instruments of the Bard.
The following spells are unique to the Lyre of the Stars: Purify or Contaminate Air, Locate Portal, Create Portal, Remove Gravity.
Ring-Shot
Siege weapon (ammunition), rare
A horrifying ringing blasts through the ship. Upon a hit, the entire ship is deafened by a ringing for 1d4 minutes. If a ship action that uses a crew is made within that time, the player must succeed on a DC 15 Charisma check. Upon a failure, the action fails. After a hit, the ammunition is no longer magical.
Dust-Shot
Siege weapon (ammunition), very rare
Upon a hit, a 100 foot radius dust cloud magically pours out from the impact point for 1d4 minutes. Visibility is reduced to 30 feet. Attacks made at the ship have disadvantage. No Hail!, Train Aim, or Spyglass actions can be taken from the effected ship. All Fire! actions from the effected ship automatically miss. After a hit, the ammunition is no longer magical.
Snow-Shot
Siege weapon (ammunition), rare
Upon a hit, an icy chill spreads throughout the entire ship. For the next minute, everyone in the ship takes 1d4 cold damage per round. After a hit, the ammunition is no longer magical.
Magical Ram +1,+2,+3
Siege weapon (Ram), rare (+1), very rare (+2), or legendary (+3)
The Ram has a bonus to attack and damage rolls made with this ram. The bonus is determined by the rarity of the ram.
Rudder of Propulsion
Wonderous item, rare
When the Rudder of Maneuverability is attached to an object bigger than the rudder, the object becomes a ship of a 12 Dex and a Movement Rating of 1. This provides no Helm Rating. While using the rudder of Propulsion as a power source, the ship can fly and is capable of reaching spelljamming speeds.
Salt Statue
Wonderous item, rarity varies (requires attunement by ship)
A Salt Statue is a statue of a person roughly 6 to 8 feet tall. If you use an action to speak the command word, the statue becomes a living person. The person is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The person exists for a duration specific to each statue. At the end of the duration of if you use an action to speak the command word again while touching it, the person walks back and reverts to its statue form. If it drops to 0 hit points, it splashes into a pile of salt and reforms as a statue over the course of 7 days. When the person becomes a statue again, its property can't be used again until a certain amount of time has passed, as specified in the statue's description.
A ship may only have one Salt Statue attuned to it at a time.
Medic with Bag (Very Rare). This statue resembles a man in a suit who carries a medicine bag. When it comes to life, it uses the stat block of a commoner.
The statue can cast Curse Wounds 5 times and Lessor Restoration 2 times. Once it casts all these spells it cannot be activated until the players finish a long rest. The statue can cast Greater Restoration. Once the statue casts this spell it cannot be activated until the players finish a long rest. It may cast Heal, but once it does so, it cannot activate for 7 days.
Old Pirate with Pipe (Rare). This statue resembles a grizzled sailor with a pipe sticking from his mouth. When it comes to life it uses the stat block of a Guard. This statue has Max HP.
For 10 minutes it helps direct the crew and advise those nearby. While active, the ship it's attuned to gets +1 to all Initiative checks and attack rolls. Once used, the statue cannot be used for 24 hours.
Pirate with Peg Leg (Legendary). This statue resembles a pirate wearing an eye patch and holding a concertina, leaning at an angle from his peg leg. When it comes to life, it uses the stat block of a commoner. This statue has a max HP of 2.
Upon activation, the statue begins playing music for an hour. All enemies that can hear the music must succeed on a DC 18 Charisma Save or be effected by Irresistible Dance. Once used, the statue cannot be activated again for 24 hours.
Pirate with Parrot (Uncommon). This statue resembles a pirate captain with a parrot on their shoulder and a rapier by their side. When it comes to life, it uses the stat block of a Swashbuckler.
The statue fights on your side for 1 hour. The statue has 3 charges, one expended on activation and regained 24 hours after activation.
Cabin Boy with Rope (Very Rare). This statue resembles a young teen holding a coil of rope holding out his hand to block a sun from his eyes. When it comes to life, it uses the stat block of a Bandit.
For 1 hour it helps run the rigging on the ship. While active, the ship's Dexterity is increased by +2. Once used, the statue cannot be activated again for 72 hours.
You may have multiple of this statue on a ship at once, all operating under one attunement. If multiple are activated at once, the bonus stacks.
Old Sailor with Raincoat (Uncommon). This statues resembles an old sailor. There is no way to activate this statue. Instead, its clothes change to predict the weather of the next 24 hours. If the weather has been magically tampered with, the sailor eyes will glow as the outcome changes.
- If the weather is fair the sailor only wears shorts or underwear.
- If the weather is stormy and wet, the statue wears a raincoat.
- If the weather is cold, it wears a thick parka and boots.
The sailor is still useful in space. If pressure tides create currents or eddies, the sailor changes clothes to stormy. If a space is unnaturally cold, the sailor changes clothes as well.
Boy with Bucket (Common). When it comes to life, it uses the stat block of the Spy. It cannot attack.
Until the ship is clean, the boy continues to mop. When activated, the boy begins mopping the ship at a rate of 5 ft. per round. Once used, the statue cannot be activated again for 7 days.
Weaponmaster (Rare). This statue resembles a fighter in full metal armor. When it comes to life, it uses the stat block of a Bandit Captain.
When activated, the Weaponmaster can operate one siege weapon alone. The DM makes choices on its actions, however it acts rationally and with the ship's best interest in mind. It operates the weapon for an hour, after which it cannot be activated for 12 hours.
Sailor with Harpoon (Rare). This statue resembles an old sailor with a striped shirt, scragily beard, and large harpoon in hand. When it comes to life, it uses the stat block of a Gladiator. It can only attack whales.
Upon activation, it comes to life and fishes 1d12 fish (even in phlogiston). The fish average 1d20+20 inches. Upon completion, it cannot be activated for 24 hours.
If fighting a whale (or whale-like creature) the statue comes to life and fights on your side. It doubles its damage and its weapon acts as a +2 magical weapon.
Handcrank of Portals
Wonderous item, very rare (requires attunement by ship)
As an action, you can crank this object to cast one of the following spells: Open Portal, Collapse Portal, Create Portal.
Once two spells have been cast, the Handcrank cannot be used again until it has spent 24 hours in Wildspace.
Trident of the Phlogiston
Weapon (Trident), artifact (requires attunement)
Found laying about in the Phlogiston. Some theorize on how it was created, either by the Juna or Mercane. Some scholars swear that it's made of pure Phlogiston, proving that Phlogiston is the building blocks of life. But why it appears, or where to find it? None have a good answer to the question.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tales in the "Artifacts" section of the Dungeon Master's Guide:
- 3 minor beneficial properties
- 1 major beneficial property
- 1 major detrimental property
Magic Weapon. The trident grants +3 to attack and damage rolls made with it and deals an extra 3d6 fire damage per hit. The trident has a thrown range of 60/120 and returns to your hand after thrown.
The trident has 14 charges. You may expend charges for the following abilities.
- When you hit a creature with the trident, you can expend one charge to ignore all resistances and immunities to damage a creature has for one attack.
- When you hit an object or ship with the trident, you can expend one charge to ignore the damage threshold of a ship for one attack.
- When you attack by throwing a trident, you may expend one charge to pull yourself to the point you attacked.
- As a bonus action on your turn you can curse someone you can see. You can expend two charges to create phlogiston around a creature within 30 feet. That creature takes triple fire damage the next time it takes fire damage. The phlogiston disappears after this or 1 minute, whichever is first.
- While holding the trident, you can use an action to expend charges to cast spells one of the following spells: Remove Gravity (1 charge), Open Portal (anywhere in the same sphere; 2 charges), Create/Destroy Atmosphere (2 charges), Softwood (1 charge), Seiche (0 charges), Enhance/Diminish Rating (0 charges), Disable Helm (1 charge).
The save DC for any spell uses your choice of Constitution, Intelligence, or Wisdom. The trident regains all expended charges 24 hours after the first charge is expended.
Air Shield. The size of your air bubble is doubled and always contains breathable(clean) air. You can cast Chill Fire at the lowest level at will, using the Trident as a spellcasting focus. You do so as an action with a range of touch.
Fire Immunity. You are immune to fire damage.
Space Travel. While holding the trident you have a flying(hover) speed of 60 feet. If you continue flying, you can reach spelljamming speeds. You can cast Create Portal at will using the trident as a spellcasting focus that ignores material components. You cast it as an action.
Curse. You must visit the Phlogiston once per year. If you fail to do so, you begin to experience the symptoms of starvation, up to and including death.
Vane of Location
Wonderous item, rare (requires attunement by ship)
A creature can ask the vane the location of a crystal sphere, planet, or celestial body. The vane points in the direction (even up and down). It continues to point until the destination is within view or another location is asked. Without direction the vane aimlessly spins. This cannot be used to find an individual or item.
Spark Shot
Siege weapon (ammunition), uncommon
This shot is enchanted with a special flare of fire damage. Upon a successful hit, the ship takes an extra 3d6 fire damage. In the Phlogiston, the damage is increased to 9d6, unless the spell Chill Fire has been cast. The ship suffers the Fire critical. The magic is then lost.
Paddle of Sigils
Wonderous item, rare
This paddle resmbles a hand-sized two sidded paddle. It has two mirror sigils on either wide end. You can freely inscribe a sigil onto an object or willing creature you can touch with the paddle. This sigil can be freely removed from the object or creature by touching it with an open wide end. The sigil fades if not used for 24 hours and reappears on the paddle.
As a bonus action on your turn, you pull one sigil in a straight line towards the other sigil. The objects/creatures with the sigil are pulled through creatures and loose objects, but end their movement if it hits a structure.
Coat of Seas
Wonderous item (coat), uncommon
This coat with a hood magically keeps you dry, even in the worst of storms. If overboard, you are kept afloat and your breathing and swimming is unaffected by waves of any size. Whenever overboard in space, the coat constantly regenerates your air supply.
Elemental Glaive
Weapon (glaive), rare (requires attunemet by barbarian)
When you enter a rage, you can activate this weapon and choose one elemental damage type (fire, lightning, cold, acid, thunder, or poison). You become resistant to the chosen damage type and the weapon deals an extra 1d4 damage of the chosen damage type. This glaive is active so long as you are raging. On your turn, you can use your bonus action change the damage type.
Boat Figurine
Wonderous item (figurine), rare
This tiny figurine resembles a small sculpted dinghy. As an action, you speak the command word and toss the figurine at a point you can see within 100 feet. The figurine becomes a 10 ft wide by 15 ft long dinghy, with a rudder in the back to propel itself, using boat uses the stats and rules of a Summoned Smalljammer cast at 5th level. If the space where the ship would appear is occupied by the other creatures, other objects, or if isn't enough space for the ship, it doesn't become a ship.
The ship stays until you use an action to speak its command word while touching it, at which point it shrinks back into its original figurine state. It ceases to be a ship and cannot be used again for 24 hours. When is used again, has full hit points. If the ship reaches 0 hit points, the ship breaks apart and the figurine is permanently destroyed.
Bottled Ship
Wonderous item, legendary
This magic item resembles a detailed ship within a bottle. As an action you speak the command word. The bottle's opening widens and the ship begins to float out, growing to its full size over the course of a minute. If the ship hits a stationary object while it is leaving, the ship shrinks back into the bottle and cannot be used for 24 hours.
Once out the bottle, the ship has the properties of a spelljammer made with Conjure Spelljammer (cast at 7th level) with a layout and weapons determined by the item's creator. Every day the bottle must be rubbed and command word spoken, or the ship will fade from existence, reappearing the bottle in d12 days. When the command word is spoken while the 'caster' is within 100 feet of the ship, the ship spends 10 minutes shrinking and fitting itself back into the bottle. If the ship hits 0 hit points, the ship dissipates over d4 minutes, reappearing in the
The ship does not reappear in the bottle in the Phlogiston, but will reappear once you enter Wildspace.
Lore Magic Items
Lore Magic Items are magic items that help fill out the world of your campaign setting. They're not off limits for players, but they ease play on a higher level, usually by simplifying navigation, cargo, food, or other issues.
Unlike the normal magic items previously described, these are not primarily used by players. Instead, they are used by factions in general, and are probably assumed to be owned by your players.
Your players not having these times may lead to interesting situations, and make them relieved when they can finally purchase the item they're looking for.
Anchor of Staying
Wonderous item, rare
This item appears as a standard anchor, except for a faint magical aura which it and its chain gives off. When pitched over the side of a ship moving at tactical speed, the anchor comes to a rest on the gravity plane, stopping the ship (reducing the Movement to 0). If tossed on an object, ship, or planetoid larger than the ship, the ship stays in its position it was at and moves with what it was tossed on.
The anchor can be dropped while at moving at spelljamming speed, but at dire effect. The ship instantly stops, while everything in the ship tries to continue forward. Everyone on board makes a DC 12 Dexterity Saving throw. On a failure they take 3d10 bludgeoning and fall prone. On a success they take half damage and do not fall prone.
Cursed Anchor of Staying
Wonderous item, very rare
The item appears to be a Anchor of Staying to all tests or magical divinations. However, when activated, it moves the ship towards the nearest celestial body or object 10 times bigger than the chosen ship. The motion is at first so subtle that it is virtually undetectable; except for the fact that a planet, or ship, can be seen (eventually), moving toward the ship.
The ship gradually accelerates to spelljamming speed. If the anchor has been in place for 24 continuous hours, it cannot be pulled in. When being moved this way, the spelljamming helm does not function. Dispel Magic or Remove Curse temporarily disable the anchor for 24 hour, stopping the movement of the ship.
Neverending Barrel
Wonderous item, uncommon
Neverending barrels are enchanted to hold food or drink. They weigh 10 pounds and hold enough to satiate one ship for a day.
Barrel of Grog. Grog is 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. When opened the barrel appears empty. As an action you can tap the barrel and fill it with grog, as long as the barrel is upright. If it is on its side with the lid stoppered, you can cause it to trickle at a rate of one cup an hour.
Barrel of Rations. Every morning this barrel creates enough salted over meat and pickled vegetables to feed the entire crew. The salt can be scraped off the meat and the food can be cooked safely and taste different, although flavor will be bland and sour without spices.
Lighthouse
Wonderous item, uncommon(requires attunement)
A lighthouse is a small orb that can be placed harmlessly. The attuned creature telepathically always knows the direction and distance from the lighthouse. If another creature attunes to this item, the previous creature loses its connection to the lighthouse.
Returning Weapons
Weapon (any thrown), common
This weapon returns to the wielder's hand after a ranged attack misses. With ropes attached, these weapons are used by boarding parties to ensure a way onto an enemy ship.
Antennae of Triagulation
Wonderous item, very rare
When this Antennae is placed on a ship, a helmet must be touched to it to take effect. When the helmet is donned, the wearer sees the environment around them, up to 2000 feet, on top of their own reality. The user must succeed on a DC 15 Wisdom Saving throw or be unable to move freely for 1 minute or while they use the Helmet (whichever ends first).
Astrolabe
Wonderous item, very rare
The Astrolabe is a large orb used to display the location of astronomical bodies of Class A and larger as a large spherical projection. The astrolabe must be used in a dark room or during night when no lights can disturb the picture. The item creates a to-scale three-dimensional picture. The 3-D picture perfectly fits in the room it is in, or a radius of 30 feet, whichever is smaller.
The points of varying colors of light that the astrolabe creates shows the motions and the colors of all planets, moons, suns, asteroids, comets, etc. (some anomalies cannot be penetrated, at DM's discression). A small pinpoint of white that blinks once every second shows the relative position of the astrolabe in the system. The item is often used in navigation rooms to check course changes and to verify headings.
The astrolabe always operates, and cannot be turned off. Merely bringing a light source into its room, however, is enough to nullify the faint picture it presents. Thus conferences and meetings can be held in a room containing an astrolabe without the attendees realizing one is present.
The Plank
Wonderous item, uncommon
This magical item is popular with boarding ships and pirates. When extended, the plank magically stretches far beyond the gravity plane and atmosphere envelope of the ship. If the plank hits a ship, object, or planetoid, the plank it stops extending. On the plank, a step taken is actually the eqivalent of four steps, moving 20 feet for every 5 feet of movement expended.
Basket of Devouring
Wonderous item, rare
This is a 1 by 1 foot small box that always lands shredding side up. Shredded papers fall through, while smaller objects may be devoured whole. See Bag of Devouring (p. DMG 153) for functionality. This basket is widely used by scribes or captians to destroy or at least shred unwanted or dangerous documents.
Helm of Spelljamming Helms
Armor (helmet), legendary
Everyone could use their spellcaster off the helm and working the ship. The Helm of Spelljamming Helms allows this. Sold by the Mercane for around 400,000 gp, these helmets take a ship attunement and a player attunement. Once attuned, you may move around the ship and even take actions while still moving or stunting a ship. At the end of initiative, if you spent combat taking actions or ship actions other than just flying, you must succeed on a DC 18 Constitution Saving throw or take a point of exhaustion.
Cold Light
Wonderous item, uncommon
These lights are like those created by the Continual Flame spell, with their only difference being these do not burn when touched, nor can they light any fire. These items are considered common.
The uncommon variant of these lights also contain the ability to lower and raise the power of the light, usually by taking an action slide your hand up or down a side of the torch. This is used to create the sense of a day-night cycle in the ship, either by having crew dim all of the lights on the ship or by having an enchantment that naturally lowers the light at "night time".
Flash Lamps
Wonderous item, uncommon
Flash Lamps are made with enchanted spores and pollen that are attached to the side a conduit pot. These are then stacked on top of each other, in a manner akin to a stoplight. This is used to create a simple flashing or more complex light system. By spending a minute with the lamp, you can make pot blink primary or secondary colors for the duration of a couple of seconds in a repeating pattern.
While these are widespread and recognized in multiple universes, they yet to catch on with most ships. Pirates, smugglers, and adventurers tend to use false signals, leading to the original use to be mistrusted. Warships have complex signals which, when cracked by their foes, are changed nearly every other year.
There are only three universally recognized codes:
- Three yellow flashes are a sign of distress.
- Two green/blue flashes indicate the ship wishes to pass in peace.
- A blinking red is a threat of violence to those who disturb you.
This recognition isn't a sign of honesty. Smugglers pretend to be peaceful, pirates in distress, and merchants threatening. But it's the most recognized system.
Hold of Holding
Wonderous item, rare
This is a large knocker that can be twisted and attached to a door. When the door is opened while the knocker is on it, the door opens to an extradimensional space. This area can hold up to 15 tons of cargo. Simply thinking of the wanted contents or speaking the wanted contents as you open the door will make them appear in the front of the hold. Otherwise, cargo placed in will automatically shut itself to the back.
The knocker can't be removed until the door is closed. When the door is shut, the space becomes flush and cannot be exited. Breathing creatures can survive for a number of hours equal to 24 divided by the number of creatures (minimum 1 minute). If another extradimensional object is bought into the hold, a portal to the Astral Plane opens as found described in the bag of holding.
The Hold of Holding can be twisted and removed from the door. The cargo remains in the space, and only can be accessed by placing the knocker on a door again. During this time, it may be harmlessly placed into a bag of holding or another extradimensional space harmlessly.
The knocker cannot be placed in the Phlogiston. If the door is open while passing open into the Phlogiston, all objects and creatures inside are harmlessly teleported to the nearest open area outside the door.
Codeword. Sometimes the magical item comes with a codeword to keep its contents safe. Once a placed, the knocker must be used and the codeword spoken. Once done, the hold operates as normal until it is removed from the door, at which point the codeword must be spoken again.
Bosun's Unseen Whistle
Wonderous item (whistle), very rare (requires attunement by ship)
As an action, you can blow this whisle. When you do so, a number of Unseen Servents are summoned throughout your ship. The number summoned is equal to the ship's minimum crew requirement, and they begin manning the sails or fins necessary to run the ship. If a servant dies, a new one is summoned the beginning of the ship's next turn. These servants last for 16 hours. If over half of the servants die at once, the servants end early.
This item can only be activated once per day. This can not be activated in the Phlogiston.
Saragasso Detector
Wonderous item (compass), rare
This object resembles a compass, with two circular gold bands wrapped around a central metal band. It is about 10 inches in diameter, 1 inch wide, and a half inch thick, covered in spiraling runes made from silver and a platinum needle in the center. When within 1 million miles of a Sargasso the entire device begins to hum and the needle points directly at the Sargasso, as best it can.
Sounder
Wonderous item, rarity varies
This object is a black square with a glass front. By looking into the sounder and speaking the command word, the user begins to hear a series of bleeps and witnesses wavy lines appearing on the glass. The sounder locates moving objects in space that are out of range of normal vision. The sounders' range varies with the rarity of the device:
- Uncommon: 2000 miles
- Rare: 4000 miles
- Very Rare: 8000 miles
- Legendary: 10,000 miles
Loud Cone
Wonderous item (megaphone), uncommn
This magical item resembles a cone that can be held in one hand. There is a small latch in its handle that can be switched right or left. The cone only needs to be placed to someone's mouth to activate. The words spoken into it are amplified.
- When switched right, the words spoken can be heard by anyone in space within 1 mile.
- When switched left, one ship within 1000 feet chosen by the speaker is the only one who can hear what is said.
Stones of Communication
Wonderous item, rare
While held, a creature can speak into the stone and the sound will clearly come out the other one. These two stones can communicate up to 12 hundred thousand miles between each others.
Dragon Anklet of Spelljamming
Wonderous item, rare (requires attunement by a dragon)
Origianlly created by Dragons of Edrill who wished to see nearby friends, these anklets are used by dragons who have places to be. It is considered th prize of any dragon's hoard. When worn, the dragon can reach spelljamming speeds and its air bubble refreshes itself automatically every hour.
Wooden Cookware
Cook's Utensils, uncommon
These special tools are used in the Phlogiston to cook meals. A single spark can cause a chain reaction, so this cookware is made of wood, and the pots and such heat themselves, usually activating with a command word.
Glass of Distant Vision
Wonderous item (spyglass), uncommon
This telescoping spyglass is magically enchanted to be able to see incredible distances. By twisting its telescopped sections, you can see up to 80 thousand miles. The magic stabilizes so small movements don't result in major blurring or changing in view.
Argosborn Template
Any "Any Race" could reasonably be an Argosborn. All argosborn retain their normal stats, as well as the statistics noted below.
Spellcasting. The Argosborn may cast Light on an extra eye at will.
Watcher. The Argosborn has advantage on perception checks.
Spider Climb. The Argosborn may also move up, down, and across vertical surfaces and upside down along ceilings, while also leaving their hands free.
Language. The Argosborn speaks Deep Speech in addition to any other languages it knows.
New Action: Eye Beam. The Argosborn may shoot powerful beams of energy from one of its eye. It rolls a d6 to determine its damage type.
Sample Argosborn
Here the Argosborn template has been applied to a human nobel to create an argosborn nobel.
Argosborn Nobel
Medium Humanoid (human), any alignment
- Armor Class 15 (breast plate)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+2) 14 (+2) 14 (+2) 18 (+4)
- Skills Deception +6, Insight +4, Perception +4, Persuasion +6
- Senses passive Perception 10
- Languages Deep Speech and any two languages
- Challenge 1/8+
Enlighten. The Argosborn may cast Light on an extra eye at will.
Watcher. The Argosborn has advantage on perception checks.
Spider Climb. The Argosborn may also move up, down, and across vertical surfaces and upside down along ceilings, while also leaving their hands free.
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Eye Beam (2/Day). Ranged Spell Attack: +6 to hit, reach 30 ft., one target. Hit (1d10 + 4) damage. Roll 1d6 to choose the damage type. 1 Acid, 2 Cold, 3 Fire, 4 Lightening, 5 Poison, 6 Thunder.

Orbus
An Orbus is a type of beholder-kin, specially grown and mutated to mimic a helm. Most higher functions of the creature have been lobotomized, leaving it incapable of direct communication. It can only receive telepathic communication, and only from beholders.
Spelljamming. The orbus mentally attunes to a "magical frequency" which it uses to power and pilot the beholder's ship. An Intelligent beholder or beholder-kin can communicate telepathically with an orbus over a short distance, which makes them the defacto "captain". Often times multiple will be littered throughout a beholder ship, the status of a Beholder often tend to be based on the count of Orbus under their control.
Mutated Creations. These mutated beholders were originally created by the Mercane's merciless experimentation in the sphere Refuge. While trying to learn why a Beholder's brain was so big, this deformed tormented monstrosity was created; the beholder's natural intelligence re-directed into spelljamming.
While as dumb as rocks now, Orbus are still capable of understanding they've been told to go somewhere and spelljam a ship there, although they do not realize they have understood anything. Only because it cannot understand, can it spelljam. It 'remembers' where it has been and flies a ship there, but only because it does not understand it remembers.
The Truth Behind Beholders. Below the mind of every beholder is the ability to spelljam, index information, and telepathically communicate and receive information with anyone. The only question is: Who benefits by collecting this information and where is it going? The where is H'Catha. And the one who's not telling, is Large Luigi.
Orbus
Medium aberration, true neutral
- Armor Class 15
- Hit Points 76 (8d10+32)
- Speed Fly 20 ft. (hover)
STR DEX CON INT WIS CHA 8 (-2) 13 (+1) 18 (+4) 3 (-4) 13 (+1) 13 (+1)
- Saving Throws CON +6, WIS +3
- Skills Perception +3
- Senses passive Perception 13
- Languages None
- Challenge 1/8
Antimagic Cone. The orbus' central eye creates an area of antimagic, as in the antimagic field spell, in a 30-foot cone.
Actions
Bite. Melee Weapon Attack: + 3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
Scro
Scro Fighter
Medium humanoid (scro)
- Armor Class 14 (studded leather)
- Hit Points 95 (10d10 + 40)
- Speed 30 ft
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 17 (+3) 12 (+1) 10 (+0)
- Saving Throws Str +6, Int +5, Wis +3
- Skills Athletics +6, Intimidation +2, Perception +3
- Senses passive Perception 13, Darkvision 60 ft
- Languages Elvish, Orcish, Understands Common
- Challenge 5
Relentless (1/day). When the scro drops to 0 hit points as a result of taking damage, the scro instead drops to 1 hit point. If the scro is subjected to an effect that would kill it instantaneously without dealing damage, the scro can use this to negate the effect instead.
Actions
Multiattack. The Scro Fighter makes two glaive or javelin attacks.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bonus Actions
Aggressive. The Scro moves up to its speed towards a hostile creature that it can see.
The Scro Accounting Services
When the scro took control of the Radiant Triangle, the first matter of business was enslaving all sentient races within the spheres. Of course, humans and demi-humans proved themselves to be resistant to subjugation en-masse, and violating the concordance to attack groundling elves was a massively taxing to the scro endeavour as well.
After a month of failure, Raklashiv reversed the decision of mass enslavement and instead moved the scro's focus to running the empire. Within a time, the Scro Accounting Service was created and spread throughout the spheres in order to keep the empire in the green and the private enterprises honest.
The scro co-opted the elven accounting program, only to be shocked by incredibly common bribery and expectation of uselessness by most businesses within the spheres. They found the offer of money insulting and were disgusted with how little their power branch was given proportional to the military.
As a result, a movement emerged from within, focusing on making themselves the arm of the law. The Scro Accountants determined no military or guard would listen to their directions, so took it upon themselves to be the enforcement of those who don't pay their due.
Scro Accountants can be found both on planet, assigned to keep books and check local businesses, and throughout wildspace. Capable of learning an entire language within a month, it's not uncommon to find an accountant on a ship's crew secretly looking for a tax dodger.
The Scro Ethics Committee
Before his ascendance, Raklashiv deemed the creation of the Scro Ethics Committee. His godhood grants them powers of unbridled strength and divine power. Raklashiv stated that the one thing their empire would always need was good ethics and those capable of enforcing those ethics, no matter who violated them.
Scro Accountant
Medium humanoid (scro)
- Armor Class 17 (half plate)
- Hit Points 168 (16d10 + 80)
- Speed 30 ft
STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 20 (+5) 20 (+5) 16 (+3) 12 (+1)
- Saving Throws Str +11, Int +10, Wis +8
- Skills Athletics +11, Intimidation +7, Perception +8
- Senses passive Perception 18, Darkvision 60 ft
- Languages Elvish, Orcish, Common, 2 Languages
- Challenge 18
Relentless (2/day). When the scro drops to 0 hit points as a result of taking damage, the scro instead drops to 1 hit point. If the scro is subjected to an effect that would kill it instantaneously without dealing damage, the scro can use this to negate the effect instead.
Hunter. Once per combat, the accountant can freely mark one creature they are aware of. While marked, the creature takes an extra 1d8 of damage when hit by the accountant. If the accountant has any amount of the marked creature's blood, it has advantage on attack rolls against the creature, advantage on Survival checks to track the creature, and cannot be surprised by the marked creature.
Actions
Multiattack. The Scro Accountant makes three Halberd or Longbow attacks.
Halberd. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Musket. Melee Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Spellcasting. The Scro Accountant casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
2/day each: Hunter's Mark (2nd level), Ashardalon's Stride, Conjure Barrage
Bonus Actions
Aggressive. The Scro moves up to its speed towards a hostile creature that it can see.
Strike. Immediately after the Scro Accountant hits a target with an attack roll, they can force that target to make a DC 18 saving throw. The target suffers one of the following effects of the scro's choice:
- Teleport. The target makes a Charisma Save. On a failure it is teleported 15 feet in a direction chosen by the accountant.
- Fire. The target makes a Dexterity Save. On a failure it takes 11 (3d6) fire damage. On a success it takes half.
- Ensnare. The target makes a Strength Save. On a failure it takes 7 (2d6) piercing damage and is restrained by vines. On a success, they take half and are not restrained. At the beginning of the creature's turn it may repeat the save, ending the condition on a success.
Legendary Actions
Scro Accountant can take 3 legendary actions, choosing from the options below. One legendary action can be used at a time and only at the end of another creature's turn. The scro regains all spent legendary actions at the start of their turn.
Attack. The scro makes a Halberd or Longbow attack.
Strike (2 actions). The scro makes a Halberd or Longbow attack and may apply a strike on the hit.
Zoom. The scro moves up to its movement speed without provoking opportunity attacks.
"If we pursue cruelty and violate our morals, we are no better than the elves who destroyed our home."
It is the most powerful position in the entire Scro Empire, capable of total control over the Grand Admiral, if they deem it necessary. They can be found any place the Scro Empire keeps the peace, normally found grilling high ranking officials on the workings of their business or questioning prisoners of their treatment. It is their job to travel all spheres and make sure all are being treated ethically.
Outside of their assigned travels, Scro Ethic's Committee Members are required to convene once per year, discussing the ethical dilemmas facing the empire as well as reaffirming their beliefs. This time is usually spent free from interruption in land on a planet (normally the rebuilt Borka). As a result, some may acquire Druid cantrips/abilities.
While, like all Scro, they hold a spiteful anger towards the elves, Ethic's Committee Members do not pursue any non-threatening elves. They prefer to coddle their empire, believing that the show of a strong internal empire will be what will destroy the Elven Empire in time.
Scro Ethic's Committee
Large humanoid (scro), Lawful Good
- Armor Class 17 (Studded Leather)
- Hit Points 350 (28d10 + 196)
- Speed 30 ft, fly 15 (hover)
STR DEX CON INT WIS CHA 26 (+8) 20 (+5) 24 (+7) 25 (+7) 18 (+4) 19 (+4)
- Saving Throws Str +16, Int +15, Wis +12, Cha +12
- Skills Athletics +16, Intimidation +12, Perception +12
- Senses Darkvision 120 ft., Truesight 10 ft., passive Perception 24
- Languages Celestial, Elvish, Orcish, Common
- Challenge 28 (30 when Mythic)
Tool Proficiency. When the Scro makes an ability check using a Tool, it adds double its proficiency bonus.
Relentlessness (Recharges after a Long Rest). If the scro would be reduced to 0 hit points, his current hit point total instead resets to 300 hit points, he regains one expended use per spell and all expended uses of Relentless. Additionally, the scro can now use the options in the "Mythic Actions" section for 1 hour.
Relentless (3/day). When the scro drops to 0 hit points as a result of taking damage, the scro instead drops to 1 hit point. If the scro is subjected to an effect that would kill it instantaneously without dealing damage, the scro can use this to negate the effect instead.
Magic Resistance. The Scro Ethic's Committee has advantage on saving throws against spells and magical effects.
Actions
Multiattack. The Scro Ethic's Committee makes four Greatsword attacks or it casts a spell and makes two Greatsword attacks. It may replace any number with a Javelin attack.
Greatsword. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 26 (5d6 + 8) slashing damage and 9 (2d8) radiant.
Javelin. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 8) piercing damage and 5 (1d8) radiant.
Spellcasting. The Ethic's Committee casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 23):
3/day each: command, hold person, dispel magic, zone of truth
2/day: destructive wave, find greater steed
Bonus Actions
Aggressive. The scro moves up to its speed towards a hostile creature that it can see.
Smite. Immediately after the Scro Ethic's Committee hits a target with an attack roll, they can force that target to make a DC 23 Constitution saving throw. On a failed save, the target suffers one of the following effects of the scro's choice:
- Blind. The target is blinded for 1 minute.
- Fear. The target is frightened by the scro for 1 minute.
- Charm. The target is charmed by the scro for 1 minute.
The creature may repeat the save at the end of their turn, ending the effect on a success. The Scro Ethic's Committee can only have one smite active at a time.
Legendary Actions
Scro Ethic's Committee can take 3 legendary actions, choosing from the options below. One legendary action can be used at a time and only at the end of another creature's turn. The scro regains all spent legendary actions at the start of their turn.
Attack. The scro makes a Greatsword or Javelin attack.
Bait and Switch (Costs 2 Actions). The scro switches places with one creature within 5 feet that isn't restrained. Roll a d6 and add the number rolled to the scro's Armor Class until the start of their turn.
Mythic Actions
If the Ethic's Committee's Relentlessness trait has activated in the last hour, they can use the options below as legendary actions.
Bait and Switch (Costs 1 Action). The scro uses its Bait and Switch Legendary Action.
Attacks. The scro makes two Greatsword or Javelin attacks.
Spell. The Ethic's Committee casts a spell.
(Limit 1 smite at a time)
Spirit Warrior
Carnivore - Honor Guard
Herbivore - Aristocrat
Omnivore - Commander
Creating a Spirit Warrior
Spirit Warriors are usually created for one person in particular, although they can be used by anyone the origianl creator allies with. They are made by elves over a period of months or years.
As mentioned above, these example Spirit Warrior stat blocks are based off of the stat blocks of Astral Elves from BAM. If you want to tie a stat block to one character, here's what you remember:
- A spirit warrior has 10 more hit dice than its creator.
- The proficiency bonus of a spirit warrior is tied to its creator's proficiency bonus.
Herbivore Spirit Warrior
Huge Undead Construct
- Armor Class 25 (natural armor)
- Hit Points 412 (33d12 + 198)
- Speed 50 ft, 80 fly
STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 23 (+6) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws DEX +4, WIS +1
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Languages Understands the rider and creator
- Challenge 20
Operator. A medium ally of the spirit warrior can use 10 feet on its turn to climb inside and become its rider. A spirit warrior can only have 1 rider at a time. While the rider is inside all non-psychic damage directed at the rider is instead dealt to the spirit warrior instead, which makes Strength, Dexterity, and Constitution saves for the rider instead.
Deferring Mind. When the spirit warrior makes an Intelligence, Wisdom, or Charisma saving throw, the rider within it can make the save instead. Both the rider and spirit warrior are effected by the effect, although the spirit warrior takes all the damage, unless the damage is psychic.
Turn Resistance. The spirit warrior has advantage on saving throws against any effect that turns undead.
Standing Leap. The spirit warrior's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Once per round, if it uses a standing leap to hop over an opponent, it has advantage on its next attack.
Unusual Nature. The spirit warrior doesn't require air, food, drink, or sleep.
Actions
Multiattack. When a rider uses its multiattack, they can replace their melee or ranged attacks with the spirit warrior's melee or ranged attacks. Even riderless, it can always make two claw attacks.
Longsword. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 10 ft., one target. Hit: 21 (3d8 + 7) or 24 (3d10 + 7) slashing damage when using two hands.
Claws. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit or the operator's ranged attack bonus, range 300/600 ft., one target. Hit: 15 (3d8 + 1) piercing damage.
Camouflage. The herbivore spirit warrior casts Greater Invisibility on itself.
Bonus Actions
Eject. The spirit warrior safely ejects its rider into an open space within 5 feet of it.
Choose Rider. The spirit warrior picks up and places a willing creature into itself, making it the rider.
Hide. The spirit warrior takes the hide action.
Sonic Blast. The spirit warrior begins screeching, which it sustains until it is incapacitated or chooses to stop. When the screeching begins and at the beginning of the spirit warrior's turn, all creatures that can hear it within 100 feet must succeed on a DC 17 Constitution saving throw, taking 2d10 thunder damage and becoming deafened on a failure. On a success the creature takes half damage and is not deafened. The spirit warrior does not take this damage.
Carnivore Spirit Warrior
Huge Undead Construct
- Armor Class 25 (natural armor)
- Hit Points 337 (27d12 + 162)
- Speed 60 ft, 60 fly
STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 23 (+6) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws DEX +4, WIS +1
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Languages Understands the rider and creator
- Challenge 16
Operator. A medium ally of the spirit warrior can use 10 feet on its turn to climb inside and become its rider. A spirit warrior can only have 1 rider at a time. While the rider is inside all non-psychic damage directed at the rider is instead dealt to the spirit warrior instead, which makes Strength, Dexterity, and Constitution saves for the rider instead.
Deferring Mind. When the spirit warrior makes an Intelligence, Wisdom, or Charisma saving throw, the rider within it can make the save instead. Both the rider and spirit warrior are effected by the effect, although the spirit warrior takes all the damage, unless the damage is psychic.
Turn Resistance. The spirit warrior has advantage on saving throws against any effect that turns undead.
Unusual Nature. The spirit warrior doesn't require air, food, drink, or sleep.
Actions
Multiattack. When a rider uses its multiattack, they can replace their melee or ranged attacks with the spirit warrior's melee or ranged attacks. Even riderless, it can always make two claw attacks and replace one of them with a bite.
Longsword. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 10 ft., one target. Hit: 21 (3d8 + 7) or 24 (3d10 + 7) slashing damage when using two hands.
Claws. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage and the target is grappled. If the creature is smaller than the Spirit Warrior, the creature is restrained. The spirit warrior can only grapple one creature per arm (2 arms). At the beginning of the creature's turn it can make a Strength Save or Strength(Athletics) check to escape. At the beginning of the spirit warrior's turn, the grappled creature takes 1d6 bludgeoning damage.
Bite. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 5 ft., one target. Hit: 25 (5d6 + 7) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit or the operator's ranged attack bonus, range 300/600 ft., one target. Hit: 15 (3d8 + 1) piercing damage.
Bonus Actions
Eject. The spirit warrior safely ejects its rider into an open space within 5 feet of it.
Choose Rider. The spirit warrior picks up and places a willing creature into itself, making it the rider.
Omnivore Spirit Warrior
Huge Undead Construct
- Armor Class 25 (natural armor)
- Hit Points 450 (36d12 + 216)
- Speed 20 ft, 120 fly
STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 23 (+6) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws DEX +4, WIS +1
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Languages Understands the rider and creator
- Challenge 17
Operator. A medium ally of the spirit warrior can use 10 feet on its turn to climb inside and become its rider. A spirit warrior can only have 1 rider at a time. While the rider is inside all non-psychic damage directed at the rider is instead dealt to the spirit warrior instead, which makes Strength, Dexterity, and Constitution saves for the rider instead.
Deferring Mind. When the spirit warrior makes an Intelligence, Wisdom, or Charisma saving throw, the rider within it can make the save instead. Both the rider and spirit warrior are effected by the effect, although the spirit warrior takes all the damage, unless the damage is psychic.
Turn Resistance. The spirit warrior has advantage on saving throws against any effect that turns undead.
Unusual Nature. The spirit warrior doesn't require air, food, drink, or sleep.
Actions
Multiattack. When a rider uses its multiattack, they can replace their melee or ranged attacks with the spirit warrior's melee or ranged attacks. The omnivore spirit warrior can make 2 claw attacks or 3 stinger attacks, even riderless.
Longsword. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 10 ft., one target. Hit: 21 (3d8 + 7) 24 (3d10 + 7) slashing damage when using two hands.
Claws. Melee Weapon Attack: +10 to hit or the operator's melee attack bonus, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage.
Stinger. Ranged Weapon Attack: +4 to hit or the operator's ranged attack bonus, range 100/200 ft., one target. Hit: 17 (3d6 + 6) fire damage. This ignites nonmagical items that aren't being worn or carried.
Longbow. Ranged Weapon Attack: +4 to hit or the operator's ranged attack bonus, range 300/600 ft., one target. Hit: 15 (3d8 + 1) piercing damage.
Bonus Actions
Eject. The spirit warrior safely ejects its rider into an open space within 5 feet of it.
Choose Rider. The spirit warrior picks up and places a willing creature into itself, making it the rider.
Wadaven
Native to the Phlogiston, the Wadaven are elves with the lower body of an aquatic animal like fish, orca, or seahorse.
Sometimes mistaken for Allura, these creatures live on various Phlo Reefs, swimming about the phlogiston freely.
Wadaven
Medium Fey (Elf), chaotic neutral
- Armor Class 12
- Hit Points 9 (2d8)
- Speed 10 ft., 40 ft. swim, 40 ft. fly (float)
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 12 (+1) 12 (+1) 14 (+2)
- Skills Perception +3, Persuasion +4
- Damage Resistances Fire
- Senses passive Perception 13, Darkvision 60 ft.
- Languages Elvish, Primordial
- Challenge 2+
Enlighten. The Wadaven has advantage on saving throws to avoid or end the charmed condition on itself.
Spherebent. The Wadaven may enter and exit spheres at will by simply passing their body or a body part through the sphere. When they do this, a portal as though cast by the Create Portal spell appears around their body.
Spaceborn. The Wadaven does not need to breathe or drink. The Wadaven must visit the Phlogiston once every year or you experience the symptoms of starvation, up to and including death.
Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Wadaven Familiars
It is well known that familiars do not summon into phlogiston, nor do they like being brought in. In front of a shell portal, the spirit leaves the body, dropping empty.
Occasionally, bringing in an empty familiar body and will result in it coming back to life, possessed by a wadaven. The wadaven will continue to posess the body until the caster is about to leave the Phlogiston.
Wizards debate whether this is deceased Wadaven soul, an Ephemeral, or an alive Wadaven in meditation. While some know the answer, the Wadaven have sworn them to secrecy.
Primary Witchlight Marauder
Colossal Aberation, chaotic evil
- Armor Class 20
- Hit Points 825(50d8+600)
- Speed 60 ft. borrow 30 ft, float 1000 ft (in space only)
STR DEX CON INT WIS CHA 30 (+10) 6 (-2) 30 (+10) 3 (-4) 4 (-3) 1 (-5)
- Saving throws Str +20, Dex +6, Con +20,
- Damage Immunities Acid, poison, fire, bludgeoning, and piercing, slashing from non-magical attacks.
- Damage Resistances cold, bludgeoning, and piercing, slashing from magical attacks.
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses tremorsense 120 ft, blindsight 120 ft., passive Perception 7
- Languages --
- Challenge 30 (155,000 XP)
Legendary Resistance (6/day) If the maruader fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity The maruader can't be affected by spells 6th level or lower. It has advantage on saving throws against all other spells and magical effects.
Regeneration If the marauder has at least one hit point, it regains 20 hit points at the start of its turn.
Poison cloud A cloud of poison gas surrounds the maruader at a radius of 30 ft, heavily obscuring the area. Creatures that enter or start their turn in the cloud must make a DC 18 Con save. On a failed save they take 5d8 poison damage, or half as much on a successful one.
Consume. A Primary Witchlight Marauder can eat an equal or smaller Witchlight Marauder using one secondary bite. Doing so heals the Primary Witchlight Marauder an amount equal to the other Witchlight Marauder's current hit points.
Full Belly. After two successful bites a Primary Witchlight Marauder is considered full. After taking the Consume action, the Primary Witchlight Marauder can forgo the healing to become full instead. If the Primary Witchlight Marauder starts its turn full, it freely takes the Upchuck action at the beginning of its turn.
Actions
Multiattack The Marauder makes six secondary bite attacks and attempts to swallow whole. If the Marauder is full, it may replace a bite with Upchuck.
Secondary bite. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 38 (6d6 + 17)
Swallow Whole Melee Weapon Attack: +21 to hit, reach 20ft., one target gargantuan or smaller. The marauder swallows the creature whole on a successfull attack. on the attack and at the start of their turn, a swallowed creature takes 31 (4d6+17) points of bludgeoning damage and 1 (2d10) points of acid damage. A swallowed creature can cut its way out by dealing 25 points of slashing or piercing damage. the hole immediately closes once the creature escapes.
Upchuck. The Primary Witchlight Marauder spews out 11 (2d10) Secondary Witchlight Marauders to an open spot within 100 feet (minimum of 3).
Legendary Actions
The maruader can make 3 legendary actions, choosing from the options below.
Tail swipe The Marauder swipes in a 30 ft cone. All creatures in that cone need to make a DC20 Dex save or take 38 (6d6+7) damamge, or half that amount on a successful save.
Consume The Marauder eats a 10ft sqaure of earth or surrounding material. It regains 3d20 hit points.
Trample (2 actions) The Marauder moves up to 30 ft. All creatures in it's path make a DC 18 Dex save, taking 5d8 acid damage and 5d8 bludgeoning damage on a failed save and half on a successfull one.
Upchuck. The Primary Witchlight Marauder spews out 5 (2d4) Secondary Witchlight Marauders to an open spot within 100 feet. Roll 1d6. On a 1, the creatures are Tertiary Wichlight Marauders instead.
Secondary Marauder
Huge Aberation, chaotic evil
- Armor Class 16
- Hit Points 157(15d8+90)
- Speed 60ft
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 23 (+6) 4 (-3) 8 (-1) 1 (-5)
- Saving throws Str +12, Dex +5, Con +11,
- Damage Resistance Acid, poison, fire, bludgeoning, and piercing, slashing from non-magical attacks.
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses tremorsense 30 ft, blindsight 15 ft, passive Perception 14
- Languages --
- Challenge 11 (7,200 XP)
Legendary Resistance (2/day) If the maruader fails a saving throw, it can choose to succeed instead.
Regeneration If the marauder has at least one hit point, it regains 5 hit points at the start of its turn.
Consume. A Secondary Witchlight Marauder can eat an equal or smaller Witchlight Marauder using a bite. Doing so heals the Secondary Witchlight Marauder an amount equal to the other Witchlight Marauder's current hit points.
Always Ready The maruader makes opportunity attacks without using its reaction. It can use its reaction to to make a claw attack on any creature that moves within 10 feet of it.
Spider Climb. The Secondary marauder may also move up, down, and across vertical surfaces and upside down along ceilings, while also leaving their hands free.
Full Belly. After two successful bites a Secondary Witchlight Marauder is considered full. If the Secondary Witchlight Marauder starts its turn full, it freely takes the Upchuck action at the beginning of its turn.
Actions
Multiattack The Marauder makes a claw attack, a bite attack, a tail attack, and attacks with it's acid breath if available.
Claw. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit 13 (2d6+9) slashing damage. The hit creature must succeed on a DC 20 Constitution Saving throw or take 1d10 and be poisoned. The creature may repeat the save at the end of each of it turns.
Bite. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit (3d6+9) piercing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit (2d10+9) piercing damage.
Upchuck. The Primary Witchlight Marauder spews out 3 (1d4+1) Tertiary Witchlight Marauders to an open spot within 10 feet.
Acid breath (Recharge 5-6) The marauder spews acid in a 30 ft line. Each creature within the line must make a DC 17 Dex save or take 3d8+6 acid damage, half as much on a success.
Tertiary Marauder
Medium Aberation, chaotic evil
- Armor Class 16
- Hit Points 157(15d8+90)
- Speed 40ft
STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 14 (+2) 3 (-4) 8 (-1) 1 (-5)
- Damage Resistance Acid, poison, fire, bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses tremorsense 30 ft, passive Perception 12
- Languages --
- Challenge 3 (700 XP)
Rage. The marauder is always raging. It has advantage on strength checks and saving throws.
Actions
Multiattack The Marauder makes two blade attacks.
Blade. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 8 (1d8+8).
Sample Ship Combat Stat Blocks
All of the following stat-blocks are considered ships for ship spells of ship combat system.
Lunar Arrow
STR DEX CON INT WIS CHA 19 (+4) 26 (+8) 11 (+0) 8 (-1) 7 (-2) 8 (-1)
Armor Class: 19 (Metal) MR: 10 Hit Points: 50 HP Damage Threshold: 15 Tonnage: 1 ton Crew: 5 Actions
Alchemist Projector. Ranged Weapon Attack: +6 to hit, range 100/200 ft, one target. Hit: 27 (5d10) cold damage.
Blazing Arrow
STR DEX CON INT WIS CHA 19 (+4) 26 (+8) 11 (+0) 10 (+0) 9 (-1) 14 (+2)
Armor Class: 19 (Metal) MR: 10 Hit Points: 50 HP Damage Threshold: 150 Tonnage: 3 tons Crew: 1 Actions
Suicide. Melee Weapon Attack: +4 to hit, range 0 ft, one ship, creature, or object of equal or lesser tonnage. Hit: The ship explodes dealing 22 (4d10) bludgeoning damage and 55 (10d10) fire damage. Miss: The ship explodes and the target makes a DC 12 Dexterity saving throw taking 44 (8d10) fire damage on a failure and half on success.
Ancient Lunar Dragon
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 24 (+7) 12 (+1) 15 (+2) 17 (+3)
Armor Class: 18 (Natural Armor) MR: 7 Hit Points: 297 HP Damage Threshold: 20 Tonnage: 4 tons Crew: - Action
Multiattack 1. The Ancient Lunar Dragon uses its Cold Breath and Phases.
Multiattack 2. The Ancient Lunar Dragon uses its Shearing Back and Tail attack.
Cold Breath. The dragon blasts a frost in a 9 hex cone. Ships make a Constitution Saving throw. On a failed save, the ship takes 54 (12d8) cold damage and is covered in ice formations. While covered in ice formations, the ship cannot make siege weapon attacks. Someone can use a Ship Action to break the ice formation on a single siege weapon. On a success, the ship takes half damage and no ice formations are created.
Phase. The dragon becomes partially incorporeal. Until the end of its next turn it is resistant to bludgeoning, piercing, and slashing damage.
Shearing Back. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 43 (8d6+8) slashing damage. The ship suffers a Rigging Sheared, Hull Holed!, Deck Crew Damage, or Ship Weapon Damaged critical.
Tail. Melee Weapon Attack: + 14 to hit, reach 20 ft., one target. Hit: 15 (2d6+8) damage. This ignores damage threshold.
Example Tyrant Scout
STR DEX CON INT WIS CHA 17 (+3) 20 (+5) 14 (+2) 13 (+1) 14 (+2) 11 (+0)
Armor Class: 17 (Stone) MR: 5 Hit Points: 200 HP Damage Threshold: 20 Tonnage: 14 tons Crew: 5 Action
Dart Shot. An eye cannon on the ship creates darts akin to 4th level Magic Missle. These darts deal a d6 each and can target ships within 1000 feet. These darts ignore damage threshold but are still vulnerable to Shield.
Spectator, Death Kiss, Orbus, and Beholder Zombie on board
Example Tyrant Ship
STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 16 (+3) 17 (+3) 15 (+2) 17 (+3)
Armor Class: 17 (Stone) MR: 4 Hit Points: 300 HP Damage Threshold: 20 Tonnage: 38 tons Crew: 9 Action
Multiattack. The ship makes 3 Eyestalk Cannon attacks.
Eyestalk Cannon. Ranged Spell Attack: +8 to hit, range 300/600 ft. one target. Hit: 35 (10d6) force damage.
Beholder, Gauth, Gazer, Death Kiss, 4 Orbus, Argos on board
OGL