**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. \columnbreak ## 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. \pagebreak ## 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. \columnbreak ## 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.
\pagebreak
### 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.
\pagebreak
#### 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.
\pagebreak
#### 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)
\pagebreak
## 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.
\columnbreak
### 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
\pagebreak
# 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.
\pagebreak
#### 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.
\pagebreak
___
> ## 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.
\pagebreak
## 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.
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#### +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.
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#### 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.
\pagebreak
#### 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.
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#### 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.
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#### 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.
\pagebreak
#### 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.
\pagebreak
## 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.
\pagebreak
#### 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*](https://www.dndbeyond.com/spells/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 Servent*](https://www.dndbeyond.com/spells/unseen-servant)s 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.
\pagebreak
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.
\columnbreak
#### 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.
\pagebreak
### 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.
\pagebreak
### 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](https://melkot.com/mysteries/beholder-secrets.html).** 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.
\columnbreak
___
> ## 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.
\pagebreak
## 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.
\pagebreak
### 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.
\pagebreak
*"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)
\pagebreak
## 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:
1. A spirit warrior has 10 more hit dice than its creator.
2. 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.
\pagebreak
___
> ## 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.
\pagebreak
___
> ## 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.
\pagebreak
### 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.
\pagebreak
___
___
> ## 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.
>
\pagebreak
___
___
> ## 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).
\pagebreak
# 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.
\pagebreak
___
___
> ## 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
\pagebreak
OGL