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# Mercy's Space Battle Additional Ruling
Battle between space ships is quite messy and WotC didn't deliver well on their guideline. So there is some ruling need to be made. If you have any question, feel free to contract me though [u/dimijung41](https://www.reddit.com/user/dimijung41). Enjoy and have fun, D&D is for everyone. ## Spelljammer Ship ##### Target the Ship Spelljammer Ship is not a creature but it can still be targeted by an attack. If you have any attack that specifically target a creature, it might function differently or with unpredictable side effects, as determined by the DM. For example, a cantrip like ray of frost can only target a creature but it makes sense for the cantrip to be able to hit a spelljammer ship as normal attack. However, a spell like slow or haste cannot target a spelljammer ship since it's not a creature, same as the speed reduction effect of ray of frost. A spell that deals a large area of damage like fireball or dragon's breath will require a saving throw, which will use the spellcasting modifier of the spelljammer. ##### Spelljammer's Immunities Spelljammer ship is considered an item, not a creature. But when you target it with your attack, spell, or class feature, these condition must be reminded that they cannot affect construct nor object: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. Likewise, spelljammer ship is also considered immune to poison and psychic damage. ##### Attack & Damage Bonus The one who fires the ship's weapons is the one can receive or use the benefit of attack bonus or damage bonus. For example: - Bardic inspiration, bless, or precision attack (battle master maneuvers) as attack bonuses. - Sneak attack, blessed strikes, or additional damage from battle master maneuvers, as damage bonuses. ##### Moving and Steering a Ship (RAW) A spelljammer can use a ship’s spelljamming helm to move and steer the ship without expending their own actions or movement. On their turn, the spelljammer determines how far the ship moves (up to its maximum speed) and decides whether to approach another ship or put more distance between the two. \columnbreak ##### Boarding (RAW) When one ship moves to within 5 feet of another ship, the spelljammer or pilot of the moving ship can maneuver it alongside the other ship, enabling creatures to move safely from one ship’s deck to the other ship’s deck until one of the ships pulls away from the other. ##### Spelljammer Duels (RAW) A ship can have more than one spelljamming helm aboard it, but only one spelljamming helm at a time can be used to control the ship. If a spelljammer tries to gain control of a ship by using a second spelljamming helm, a spelljammer duel ensues. Resolve this conflict by having each spelljammer make a Constitution check; if the dueling spelljammers tie, have them reroll. The spelljammer with the lowest check result loses the duel and gains 1d4 levels of exhaustion; in addition, their attunement to their spelljamming helm ends at once, and they can’t attune to any spelljamming helm until all levels of exhaustion are removed from them. > ##### Clarification > Now the important part is that, it is using an item which is the **'Use an Item'** action unless stated otherwise. > > The special case would be that if the spelljammer has multiclass into a thief rogue, only then they will be able to use their bonus action to use an item. ##### Spelljammer Checks & Saving Throws If the ship was forced to make an ability check or a saving throw, we will use the spelljammer's spellcasting ability for the ship's ability check and spellcasting saving throw for the ship's saving throw. \pagebreak ## Collateral Damage The damage that was done to a ship (spelljammer or normal ship), will be divided by the size different of player's character and the ship. Unless you are one of the passenger that are hiding in the protected cargo, you'll take a fair share of damage. **Collateral Damage.** The player's character is either small or medium, which means they are 5x5 feet square. The ship is a Gargantuan object, which means they are at least 20x20 feet square. (I know that Gargantuan can be varies but we will stick with this one for simplicity). So the damage taken by the ship is divided by **16**. Approximately if a ship with 400 hit points is destroyed, the remaining crewship will take 25 damage each (not too much but not irrelevent). **Cargo.** Any creature that hide themselves within the cargo area will not take any of the collateral damage. However, if you protect yourself in the cargo, you couldn't take any action or reaction to contribute in ship-to-ship combat either. The amount of collateral damage is calculated at the end of each round (initiative 0). The damage type however is determined by the DM, you can also roll a d6 to determine the damage type:
| d6 | Damage Type | |:---:|:-----------:| | 1 | Fire | | 2 | Lighting | | 3 | Piercing | | 4 | Bludgeoning | | 5 | Slashing | | 6 | Force | For example: * **Your ship has taken 167 damage.** Each of you will take 167/16 = 10 damage. * **The enemy's ship has taken 193 damage.** Each of the enemy will take 193/16 = 12 damage.
| DC | Distance From A Hostile Ship | |:---:|:-----------:| | 10 | 500 ft. | | 15 | 400 ft. | | 20 | 300 ft. | | 25 | 200 ft. | | 30 | 100 ft. | \columnbreak ## Spelljammer Line of Sight Unless stated otherwise, the spelljammer that attune to their spelljamming helm will have a line of sight of 1,000 feet radius around your spelljammer ship that is linked to your helm. ## Stealth Flight For the purpose of simplicity, your ship can choose to stealthily fly to a certain distance within a hostile ship without being spot. The closer the distance, the higher the DC. **Stealth Flight.** On a successful Dexterity (Stealth) check, your group has managed to fly though unseen. If your group open fire, an enemy will not be able to act on the first round of initiative. However on failure, your ship will be spot and your group won't be able to act on the first round of initiative. **To Arms.** Your group will be able to start preparing themselves after they succeed on their group Dexterity (Stealth) check of their spelljammer ship. When they start to cast a spell or load the ship's artillery, the DM has everyone roll initiative for turn order. At the end of each turn, the party will have to roll a group Dexterity (Stealth) check again. **Cargo.** Creature that hide themselves within the cargo will not need to participate in a group Dexterity (Stealth) check. However, they won't be able to participate in any preparation on ship-to-ship combat either. \pagebreak # Spelljammer Crew Roles & Abilities
While you are on your own spelljammer ship, each of you will have a role to play. With this role, similar to a lair action, you can only use it while you're on your ship: - Captain* - Quartermaster* - Spelljammer* - Boatswain* - Cook - Healer - Operator - Scholar *These are the roles that is required to have in each Spelljammer ship. The rest are optional but it's better to have well-rounded crews. ## Captain ##### Combat Ability: Rally As a reaction when a creature other than yourself within 60 feet of you makes an ability check, attack roll, or saving throw. You can force the creature to reroll and use the higher roll. ##### General Ability: Morale Boost As an action, you can boost the morale of your crewmates. Each creature of your choice within 30 feet who can hear you gain temporary hit points equal to your level + your proficinecy bonus. A creature can't gain temporary hit points from this feature again until it has finished a long rest. ## Quartermaster ##### Combat Ability: To Arms! You have experienced in working on the ship. In your turn, you gain an additional action which can only be used to interact with the ship or the ship's equipment such as its artillery. ##### General Ability: Deck Speed Your need to know that everything is ship-shape on your vessel empowers you to move faster on deck. While you are on the ship, you have advantage on initiative roll and gain an additional 10 feet to your movement. The additional movement inceases when you reach certain levels: to 20 feet at 5th level, 30 feet at 10th level, and 40 feet at 15th level. \columnbreak ## Spelljammer ##### Combat Ability: Evasive Maneuver As an action on your turn you can take an evasive maneuver. Roll a D20 and add your spellcasting modifier, against a random DC. On success, you will grant your ship half cover (+2 to AC and Dexterity saving throw). If you exceed the DC by 5 or higher, you gain a 3/4 cover instead (+5 to AC and Dexterity saving throw). This benefit lasts until the beginning of your next turn. ##### General Ability: Speed Boost As an action on your turn you can expend your spell slot to boost your ship speed. The speed increase equals to 10 feet times spell slot level, this speed lasts until the end of your turn. ## Boatswain ##### Combat Ability: Emergency Repairs As the Boatswain, you have an intimate knowledge of your ship, and can patch her up in a jiffy if the need arises. When your ship’s current hit points are less than its maximum, you can make emergency repairs. As an action, you lead the repair of the deck, hull, or rigging. The ship recovers hit points equal to a 5d6 + your level. The die rolled for repairs changes when you reach certain levels: to 7d6 at 5th level, 9d6 at 10th level, and 11d6 at 15th level. Once you use this feature, you must dock your vessel at port before you can use it again. ##### General Ability: Right Ship For The Job Whilst at port, you can make adjustments to your Spelljamming vessel to make it more suited to your upcoming objective. These adjustments can only be made while at port, there can only be one applied at a time, and you must finish a long rest before doing it again. You may choose from one of these abilities to add to your ship (these abilities scale as you level up, level 1, 5, 10, and 15 respectively): - Nimble Flyer: Add +1/2/3/4 to the ship’s AC - Racing Stripes: Add 10/20/30/40 feet to the ship’s movement - Armed Up: All ship mounted weapons gain +1/2/3/4 to its attack and damage roll - Reinforced: Give the ship 5d10/7d10/9d10/11d10 temporary HP \pagebreak ## Cook ##### Combat Ability: Power Food As a bonus action, you can feed your power food to yourself or an ally within 5 feet of you. The creature who consume your power food receive one of the following effects: - Their their attack roll is increased by 1. - Their class save DC is increased by 1. - Their armor class is increase by 1. The effect of your power food lasts for 1 minute or until you use this feature on another creature. The bonus changes when you reach certain levels: to +2 at 5th level, +3 at 10th level, and +4 at 15th level. ##### General Ability: Well Rest Your remedial food grants your party the well rest they deserve. Any creature who benefited from a short or long rest after consuming a food made by you can add 1d6 to the next Constitution saving throw they make. A creature can receive this benefit once and must finish a long rest before receiving this benefit again. The die rolled changes when you reach certain levels: to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. This ability has no effect on undead or constructs. Once you use this feature, you must finish a short or long rest before you can use it again. ## Healer ##### Combat Ability: Medical Aid As a bonus action, you touch a creature in an attempt to heal any damage. The creature regains hit points equal to 1d4 + your level. The die rolled changes when you reach certain levels: to 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level. This ability has no effect on undead or constructs. Once a creature receives hit points from this feature, they must finish a short or long rest to receive hit points from this feature again. ##### General Ability: Medical Analysis During a short or long rest, you can make an Intelligence (Nature) or Wisdom (Medicine) check against a random DC to figure out a curse, poison, or disease on creature of your choice. The number of creature you can analyze this way is equal to your proficiency bonus. On success, you manage to figure out a cure or countermeasure of this curse, poison, or disease. In addition, when you and 5 creatures of your choice take a short rest. You can administer a remedy for the group which will reduce their exhaustion level by 1. Once a creature receive this benefit, they cannot receive it again until they take a long rest. \columnbreak ## Operator ##### Combat Ability: Signal Interruption As a reaction when a creature other than yourself within 60 feet of you makes an ability check, attack roll, or saving throw. You can force the creature to reroll and use the lower roll. ##### General Ability: Universal Communicator While you are on your ship, you have the effect of the *tongue* and *comprehend language* spells cast upon you. As a free action, once per turn, you send a short message of twenty-five words or less to another communicator of a Spelljammer ship that your Spelljammer can see within 1 mile. They can also response if they choose so. ## Scholar ##### Combat Ability: Critical Analysis As a bonus action on your turn, you can analyze a creature you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits: - When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or ranged weapons against that target may use your Intelligence modifier, instead of Strength or Dexterity. You must use the same modifier for both rolls. - When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Critical Analysis ability modifier, which is Intelligence, to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest. ##### General Ability: Sage Advise You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add your Intelligence modifier to the roll. A creature may only benefit from this feature once per long rest. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.