SPBILULAMIMIBIR
COMBAT
I XIPANIDIDID
ARESOURGE FOR ALTERNATIVE RULES AND MECHANICS
SPELLIANIIER COMET AND BAZAROSINTRODUCTION
The Spelljammer: Adventures in Space set
updates spelljammer rules for 5th edition of
Dungeons & Dragons. This includes spelljammer
ship combat rules that are “simple yet exciting,”
However, for some these rules may be too
simplistic and sparse.
While I do not personally take issue with the
rules being simplistic, I do feel that they remove
the focus and spotlight off of where it belongs: on
the player characters. During a spelljammer
combat encounter the player characters have little
to no choices or available actions and are not even
depicted on the map. During these encounters,
the game is no longer about them. While the rules
might make for a simple yet fun space-themed
mini game, without a proper focus on the player
characters, it just doesn't feel like actual D&D to
‘me. With that in mind, I have drafted up these
alternative rules and mechanics for spelljammer
combat encounters.
This supplement includes officer roles with
special actions during spelljammer combats,
alternative rules and tips to make spelljammer
combat more engaging and dynamic,
spelljamming hazard that are run as group
checks, and summaries of stat blocks for
spelljammer ship and their artillery weapons. All
of these alternative rules can be adopted
individually or as a collective whole; take what
you like, leave the rest.
You will find that the alternative rules and
mechanics herein are heavily influenced by the
naval ship rules found in Appendix A of The
Ghosts of Saltmarsh adventure book. I have
always found that those rules did a good job of
adding sailing vessels to D&D without ever really
taking the spotlight off of the player characters
themselves. I have also attempted to avoid
anything that may be too complex, unnecessarily
in-depth, or otherwise difficult to run during play.
Any rules or spelljammer related mechanics not
touched on in here are assumed to remain the
same as presented in the Astral Adventurer's
Guide. [hope this rule set will enable you to take
all of the fun and enjoyment of D&D with you on
your adventures through Wildspace and beyond.SHIP OFFICERS AND CREW
Even magically flying vessels require people to
run it; the officers in charge and a crew who
follow their orders.
OFFICER PosITIONS
Each player character fulfills an officer position,
which are listed below. While there can only be
one active Spelljammer officer ata time, any
number of characters can concurrently serve in
the same officer position, in which case they
share the responsibilities and duties of that
position. The position that a character fills will
impact some of their options and actions during
spelljammer combat encounters and hazards,
although a player character always has access to
their normal actions and abilities (such as taking
the Attack action, casting a spell, or using another
character ability).
On spelljammer ships, officers (whether they be
the player characters or enemy NPCs) are
represented by creatures that are individually
managed (i.e., generally those that have their own
stat blocks, tokens, and turns during combat).
Officers are not included in the crew count or
statistics of a spelljammer ship (see the
“Spelljammer Ship Crew” section below).
alg
WHERE'S THE CAPTAIN?
The role of captain has been purposefully omitted.
On spelljamer ships, the traditional chain-of-
command is replaced by individual ship roles in
which command of the ship is shared by multiple
officers without one inherently outranking any
other. This structure is more accommodating to a
cooperative roleplaying experience among all
players at the table where everyone gets an equal
‘A decentralized governance structure enables
the spelljammer ship to act and react quickly
without waiting on issued commands from a
single source. This also prevents an entire vessel
from turning to chaos the instant that a single
officer is killed.
Of course, if you would prefer to have a captain
or similar role aboard your spelljammer ship,
implement a Captain officer position following the
other officer examples provided.
a
SPELIJAMMER
The Spelljammer is a spelicaster who attunes to
the spelljamming helm and uses their magic to
propel and stcer the spelljamming vessel. Without
a Spelljammer attuned to the helm of the
spelljamming ship, it cannot move, Therefore, the
Spelljammer role is the most important role on a
spelljammer and is to be protected at all costs.
Any spelicaster is well equipped to serve asa
Spelljammer.
Sup ACTIONS
During combat, the ship shares your initiative. As
part of your turn, you direct and control the
actions that the spelljammer ship takes, including
movement, turning, and attacking (refer to the
“Spelljammer Ship Actions” section below for
further details). These ship actions do not count
as your own actions.
ADDITIONAL ACTIONS
Your officer role enables you to perform special
actions during combat encounters aboard a
spelljamming vessel. During your turn and while
seated in an attuned spelljammer helm, you have
access to the following special options in addition
to your normal character options and abilities:
Expend a Spell Slot. As an action, you expend a
spell slot to infuse the ship with your magic,
choosing one of the following effects:
+ Shields up. Until the start of its next turn, the
ship gains a bonus to its AC equal to 3+ 1 per
spell level above first.
+ Thrusters. Until the start of its next turn, the
ship gains a bonus to its movement equal to 30
+15 per spell level above first.
Onboard Defense. As an action, you choose any
creature that is onboard the spelljammer ship you
are piloting and lash out at them with your mind.
‘That creature must succeed on a Wisdom saving
throw or take 146 psychic damage and have
disadvantage on the next attack roll or saving
throw it makes before the end of its next turn.Cast a Spell. Although usually kept below deck
and out of sight, the Spelljammer can see
everything on and around the vessel, allowing
them to cast spells that require you to see the
target but doesn’t require line-of sight (several
spell meet these criteria, primarily buffs and
debuts). Other circumstances may impede or
enable a Spelljammer from casting other spells.
In any case, the spell must have a casting time of
1 action or less and not require consecration,
otherwise the Spelljammer’s concentration on the
spelljamming helm ends.
assesses
Don't Just Si Around
‘The Spelljammer can always choose to leave the
helm if they are needed elsewhere, such as when
their ship has been boarded by enemies. While
they will lose the ability to move the ship and
access to the special actions above, they will be
able to join the combat personally and with all of
their character spells and character abilities,
potentially turning the tide of a battle.
eH
First MATE
A First Mate takes on the duties of motivating and
leading the crew. The First Mate role is usually a
good fit for someone with high Charisma and
Wisdom.
ADDITIONAL ACTIONS
Your officer role enables you to perform special
actions during combat encounters aboard a
spelljamming vessel. During your turn and while
aboard a friendly spelljammer, you have access to
the following special options in addition to your,
normal character options and abilities:
Motivate Crew. As an action, you attempt to
‘motivate the crew, helping them achieve their
best. You gain a motivation die, which is a 48.
Before the start of your next turn, you can roll the
die and add the number rolled to one ability
check, attack roll, or saving throw that the ship or
crew makes, You can decide to use the motivation
die after the d20 is rolled, but before the outeome,
is determined. Once rolled, the motivation die is
lost. You can only have one motivation die at a
time, and only one motivation die can be applied
toany roll.
Full Speed Ahead, As an action, you exhort the
crew to work harder and drive the ship forward
faster. Roll a d6 and multiply the result by 5.
Apply the total as a bonus to the ship’s speed until
the end of the ship's next turn. If the ship is
already benefiting from this action’s bonus, don't
add the bonuses together; the higher bonus
applies.
‘Take Aim, As an action, you direct the crew's
firing, aiding in aiming one of the ship's weapons.
Select one of the ship’s weapons that is within 10
feet of you. It gains advantage on the next attack
roll it makes within normal range before the end
of the ship's next turn.
Bosun
‘A Bosun (or Boaiswain) takes on the duties of
maintaining and operating the ship and its
weaponry. The Bosun role is usually a good fit for
someone with high Strength or Dexterity.
ADDITIONAL ACTIONS
Your officer role enables you to perform special
actions during combat encounters aboard a
spelljamming vessel. During your turn and while
aboard a friendly spelljammer, you have access to
the following special options in addition to your
normal character options and abilities:
Emergency Repairs. As an action, you quickly
make repairs to the ship using whatever materials
are available. The repairs may not hold long term,
but they'll do for now. The ship gains 2410
temporary hit points,
Brace for Impact. As an action, you prepare the
ship for an immediate impact. Until the start of
your next turn, any damage that the ship takes
from crashing or ramming is reduced by 2d10.
Change Position. As an action, you position the
spelljammer ship's sails, wings, fins, ete, to one of
the following positions, which affect the ship's
speed and agility as indicated the table below. The
ship remains in that position until changed again,
Position Speed Change Agility Change
Ast +15 feet AS degrees
2nd : -
3rd 5 feet +45 degrees
Take Aim. As an action, you direct the crew's
firing, aiding in aiming one of the ship's weapons.
Select one of the ship's weapons that is within 10
feet of you. It gains advantage on the next attack
roll it makes within normal range before the end
of the ship's next turn.MEDICAL OFFICER
‘The Medic Officer takes on the duties of tending
to the injuries and illness of the crew and fellow
officers. The Medic Officer role is usually a good
fit for someone with high Wisdom.
ADDITIONAL ACTIONS
Your officer role enables you to perform special
actions during combat encounters aboard a
spelljamming vessel. During your turn and while
aboard a friendly spelljammer, you have access to
the following special options in addition to your
normal character options and abilities:
Tend to Crew Injuries. As an action, you tend to
the most serious injuries of the crew. Roll a d4, A
number of crew members previously thought
dead equal to the die roll regain consciousness
with 4 hit points.
Tend to Officer Injuries. Asan action, you
hastily tend to the injuries of another officer
within 5 feet of you. The bandages may not hold
up in the long term, but they will help for now. If
the officer is at 0 hit points, they becomes stable.
Otherwise, the officer gains temporary hit points
equal to 1d6 + your Wisdom modifier.
Neutralize Poison. As an action, you choose
a creature within 5 feet of you that is poisoned .
The poisoned condition ends for that creature.
‘Take Aim. As an action, you direct the crew's
firing, aiding in aiming one of the ship's weapons.
Select one of the ship’s weapons that is within 10
feet of you. It gains advantage on the next attack
roll it makes within normal range before the end
of the ship's next turn,
NAVIGATOR
The Navigator is primarily responsible for the
duties of navigating the ship including plotting a
course and avoiding hazards and excels at
coordinating the actions of the officers. The
Navigator role is usually a good fit for someone
with high Intelligence and Wisdom.
ADDITIONAL ACTIONS
Your officer role enables you to perform special
actions during combat encounters aboard a
spelljamming vessel. During your turn and while
aboard a friendly spelljammer, you have access to
the following special options in addition to your,
‘normal character options and abilities:
Coordinate Movement. As an action, you
choose a friendly creature within 60 feet of you
that you can see. That creature can immediately
move up to half its speed. This movement does
not provoke attacks of opportunities.
Coordinate Attacks. As an action, you choose a
friendly creature within 60 feet of you that you can
see. That creature can immediately make one
melee attack, one ranged attack, or cast a spell
with a casing time of I action or 1 bonus action
Take the Initiative. As an action, you choose a
willing creature within 60 feet of you that you can
see and swap positions with them in the initiative
order. If that creature has not taken a turn this,
round, they immediately take their turn after
yours. You do not take another turn until the next
round of combat.
Take Aim. As an action, you direct the crew's
firing, aiding in aiming one of the ship's weapons.
Select one of the ship's weapons that is within 10
feet of you. It gains advantage on the next attack
roll it makes within normal range before the end.
of the ship's next turn.
GENERIC OFFICER
Additional officers may be appointed or assigned
on a spelljammer ship who take an active part in
the leadership of the vessel but are not primarily,
responsible for any particular area. Characters,
serving in such capacities are simply referred to
as “Officers”.
During your turn and while aboard a friendly
spelljammer, you have access to the following
special options in addition to your normal
character options and abilities:
Take Aim. Asan action, you direct the crew's
firing, aiding in aiming one of the ship's weapons.
Select one of the ship’s weapons that is within 10
feet of you. It gains advantage on the next attack
roll it makes within normal range before the end.
of the ship's next turn.
ag esse?
Paver HANDOUT - OFFICER ROLES
This product also comes with a one-page player
handout for each of the detailed officer roles
above, included as a separate file. The handout
summarizes the primary responsibilities and the
additional special actions of each role for the
players to easily reference.
aCREATING ADDITIONAL OFFICERS
Posrrions & ACTIONS
‘As noted above, multiple characters can
simultaneously fill the same officer position.
Alternatively, any number of additional officer
positions can be created as desired. Consider
positions such as a Chaplin, Culinary Officer, or
Weapons Officer. It would also be appropriate to
ask the player what type of role they would like
their character fill if none of the options above are
not to their liking.
Additional officer actions can also be added
to the above officer position or to new officer
positions of your own making. Use the special
actions listed above as inspiration for your own
creative actions rather than a definitive listing,
You may also choose to move an option from one
officer to another to best tailor these to your game
and your player characters. In general, most
officers other than the Spelljammer can take the
“Take Aim” action, The DM determines additional
special actions tailed to each additional officer
position created.CREW
A ship requires a number of able-bodied sailors to
crew it. While player characters take the spotlight
and fill officer roles, crew members work
diligently in the background to keep a ship
running. While they may not be the focus of the
adventure, they are an important aspect of flying a
ship.
Crews IN COMBAT
Managing an entire crew on an individual basis
tends to be cumbersome and greatly slows down:
play during spelljammer combat encounters. To
simplify running erew in combat, the crew is
treated as an extension of the ship itself, rather
than individuals by using the following principles:
+ Instead of tracking the specific positions of
each crew member, assume that the erew is
evenly spread out on the ship's deck.
+ Crew members do not roll their own initiative.
+ Crew members do not take their own actions
outside of the ship's actions. Typically, the
crew is too busy running the ship and manning
the artillery to do anything else during combat.
+ Reducing a ship's crew reduces the number of
crew members available to operate the
artillery and reduces the number of attacks a
ship can make, making them a tempting target
in combat.
Crew Member Stat BLocKs
Because crew members do not take actions
themselves, we do not need a full stat block for
them. Instead, a crew member's stat block is
simplified to the following three components:
+ Armor Class. Armor Class represents how
well the crew avoids being wounded in battle.
+ Hit Points. Hit points represent a combination
of physical and mental durability, the will to
live, and luck. A crew hit points function the
same as for any regular creature. When a crew
member's hit points are reduced to zero, it
dies.
+ Roll Bonus. Crew members are given a static
rofl bonus that applies to any saving throw or
skill check the crew makes (such as one made
during a hazard, see below).
Typical crew members feature an assortment of
creatures of various races that use the commoner
stat block, which has an Armor Class of 10 and 4
Hit Points. Additionally, typical crew members
have a +4 roll bonus. Ships that are crewed by
creatures that exceptionally trained, highly
experienced, and better equipped, such as high
military vessels, may use a different stat block for
their crew members such as the guard, soldier, or
another stat block chosen by the DM (generally
only the Armor Class and Hit Points are relevant
for crew members). Alternatively, the crew
member's stats can be easily determined by using
the Crew Member Statistics Table under the
“Enemy Crew Members” section below.
‘TRACKING Crew Hit Points
Crew member hit points ean be tracked in one of
two ways:
+ Single Pool, All damage dealt to any crew
member is applied to a single one until it dies.
Any remaining damage is then applied to the
next crew member. For example, if four crew
members with 4 hit points each were subject
to an area of effect spell that dealt 3 damage to
each of them, three crew members would die
as the total damage dealt was 12.
+ Individually. Damage dealt to team members
are tracked individually. For example, if four
crew members with 4 hit points each were
subject to an area of effect spell that dealt 3
damage each of them, none of the crew
members would die.
ATTACKING THE CREW
The following sections include rules for resolving
different kinds of attacks made against crew
members.
Arracxk Rous
Resolve individual attacks rolls made against
crew members as normal by comparing the total
of the attack roll against the crew member's,
Armor Class.
‘Some ships may have railings and other parts
that may provide the crew with half cover at the
DW's discretionAREAS OF EFFECT
When targeted by a spell or other effect that deals
damage to an area, the spell or effect is assumed
to hit a number of crew members equal to the
number indicated on the table below based on the
size of the affected area. If player characters are
also affected by any AOE spell or effect, reduce
the number of crew members affected by the
number of player characters in the area of effect.
Based on specific circumstances, the DM may
rule that more or fewer crew members are
affected by the spell or effect than what is,
indicated on the table.
Ifthe spell or effect requires multiple crew
members within the area to make a saving throw,
roll one single combined saving throw for all of
them, applying the crew’s roll bonus to the
attempt,
CREW MEMBERS AFFECTED By AREAS OF EFFECT
Crew
Circle Cube Cone Line. Members
Radius Side Length Length Hit
Sf 10% 15f — 30ft. 1
loh 20% 30% 6 2
Ish. 30f. 45f%. 90ft. 3
20f 40ft. 60f. 120 ft 4
asf sof, 75f. - 5
30f. 60f 908. - 6
a5f. 70 10s 7
4of. soft. 120f, - 8
ADDITIONAL CREW RULES
Optionally, you may choose to make the
character's management of their crew a greater
part of your game. Some players may like the
increased complexity and realism of closing
managing their crew, while others may feel that
crew management is not a fun component of
fantasy that is worth simulating
Crew morale and quality: To simulate the
morale or quality of a crew, consider adopting
either the optional loyalty rule from chapter 4 of
the Dungeon Master's Guide or the crew quality
rules from Appendix A of Ghosts of Saltmarsh. If
doing so, the crew's loyalty or quality will impact
the crew’s roll bonus either positively or
negatively
Crew cost and upkeep. To simulate the
payment and upkeep of a crew, consider
implementing rules for the payment and general
upkeep of the crew. The details of how a crew is
paid and provided for may vary wildly based on
the nature and setting of your campaign. Your
crew may be bought and paid for by a common
patron, they may be pirates working for a cut of
your plunder, or they may be hired hands working
for a predetermined amount of pay. Chapter 5 of
the Player's Handbook suggested daily rates for a
skilled and unskilled hireling of 2 gp and 2 sp,
respectively.BUILDING ENEMY SPELLJAMMER ROSTERS
The section above focuses on the various parts,
and roles of a spelljamming crew from the player
character perspective. But of course, the
characters will need enemy spelljamming
to do battle against. This section focuses on
quickly building out rosters for enemy
spelljamming crews.
ENEMY OFFICERS
An enemy officer refers broadly to any NPC
officer of a spelljamming ship that the players
don't control. Enemy officers simply represent the
individual enemies that the player characters can
fight during combat ic. generally those that have
their own stat blocks, tokens, and turns during
combat). Any monster or creature can be
designated an “officer” for our purposes if itis on
board a spelljammer ship. The number, roles, and
abilities of these enemy officers may differ greatly
from the player character officers presented
above.
Designated a number of officers (generally
between 2 and 5) as individual actors provides for
combat that is both more manageable and
enjoyable than handling dozens of actors.
‘When designing an encounter, simply choose
the number and types of enemy creatures as you
normally would for another combat encounter.
Then designate these creatures as the “officers”
of the enemy ship. The difficulty of the encounter
can be altered by adjusting the number and CR of
creatures chosen. Don't worry about crew
members yet, we'll get to them below.
ASSIGNING ENEMY OFFICER ROLES
Generally, designating enemies as generic officers
without a specific role is perfectly sufficient.
Assigning specific enemy officer roles increases
the complexity and time commitment for the DM.
and generally won't matter for most encounters.
However, assigning enemy officers to specific
roles can add depth to your world and create a
more detailed enemy spelljammer crew, which
may be appropriate for the most important villains
in your game.
The officer roles on an enemy vessel may follow
the roles outlined above or may have varied and
unique officer roles. Consider the nature of the
crew and the nature of spelljamming vessel itself.
A regimented or military crew may have captains,
lieutenants, colonels, or commanders. A tribal
crew may chiefs, elders, and shaman. A chaotic
and disorganized crew may hardly have any
semblance of structured officer roles at all. All
spelljamming crews have at least one
Spelljammer.
The most common officer role for an enemy
spelljamming crew to have is a leader position of
one type or another (e.g. a captain, chief,
commander, etc.). Designating a leader of the
enemy crew helps the players identify who is the
most important or the greatest threat from the
enemy force.
When assigning enemy officers to specific roles,
itis also appropriate to consider assigning unique
officer actions to each of them (see more below).
ASSIGNING ENEMY OFFICER ACTIONS
After identifying our enemy officers, we can then
decide which special officer actions to assign to
the enemy officers, if any. Keep in mind that the
purpose of assigning officer actions to enemy
officers is to challenge the players in unique and
fun ways, not to create a timely administrative
burden on the DM. Generally, assigning the same
1 or 2 officer actions to the enemy officers is
sufficient to accomplish this goal.
The special officer actions of an enemy officer
may be consistent with the actions outlined above
or may be completely different. Consider what
makes this particular spelljammer crew and
officer unique or special. Use the special actions
listed above as inspiration for your own creative
actions to surprise and challenge your players.
ENEMY CREW MEMBERS
Unlike officers, crew members are not
individually managed or focused on. The crew
members manage the ship and man the ship's
artillery, but don't take turns or actions
themselves, As such, we generally don’t need a
stat block for them other than an Armor Class, Hit
Points, and roll bonus.To create a spelliammer crew, we first designate
the crew as whatever race or creature that
appropriate and then use the suggested crew
member stats from the table below, organized by
tier of play. These suggested crew member
statistics can also be adjusted for the unique
features such as higher AC if the crew is equipped
with armor. The number of crew members is
determined by the spelljammer ship's stat block.
CREW MEMBER STATISTICS TABLE
Tier of Play Armor Class Hit Points Roll Bonus
Tier 1 10 4 4
Tier 2 2 2 +4
Tier 3 5 25 +5
Tier 4 16 50 +6
EXaMpLe ENEMY SPELIJAMMER
ROSTERS
This section presents some examples of quickly
creating enemy spelljammer rosters including
officers and crew. To do so, we will utilize a
couple of examples from the Light of Xaryxis
adventure (minor spoilers ahead).
EXAMPLE 1
In chapter 2 of the Light of Xaryxis adventure, the
characters do battle with a Star Moth crewed by
three astral elf warriors, one astral elf star priest,
and nine hadozee shipmates. Using this
information, we can quickly create a ship roster
for use with the rules of this supplement.
We will take the three astral elf warriors and
assign them as officers, with one serving as the
leader consistent with the structure we would
expect from the Xaryxian military. The astral elf
star priest is the Spelljammer of course. We then
covert the nine hadozee shipmates into crew
members using the table able. With these
changes, our updated spelljammer roster is as
follows:
‘STAR MoTH ROSTER
Role Creature Qty CR
Leader Astral Elf Warriors 13
Spelljammer Astral Elf Star Priest os
Officers Astral Elf Warriors oe
Crew Hadozze (AC12/HP 9 n/a
12)
EXAMPLE 2
In chapter 8 of the Light of Xaryxis adventure, the
characters do battle with a Star Moth crewed by
one astral elf commander, one astral elf honor
guard, one astral elf star priest, and eleven astral
elf warriors. Using this information, we can
auickly create a ship roster for use with the rules
of this supplement.
We will assign the astral elf commander as the
Jeader consistent with the structure we would
expect from the Xaryxian military and make the
astral elf honor guard another officer. The astral
elf star priest is the Spelljammer of course. We'll
then flesh out the officer ranks a bit by adding a
few astral elf warriors to maintain the challenge
level of the encounter. We then covert the eleven
aster elf warriors into crew members using the
table able. With these changes, our updated
spelljammer roster is as follows:
STAR MoTH ROSTER
Role Creature Qty CR
Leader Astral Elf Commander. 1 7
Spelliammer Astral Elf Star Priest 1s
Officer Astral Elf Honor Guard 1 5
Officers Astral Elf Warriors 33
‘Crew Astral Elves (AC1S/HP 11 n/a
25)SPELLJAMMER COMBAT & HAZARDS
Surps IN COMBAT
This section provides advice and instructions on
how to run a combat encounter involving
‘spelljammer ships. These items focus only on the
specific topics of running combat that are unique
toa spelljammer setting.
Mar Set UP
Using these rules, a spelijammer combat
encounter is expected to take place on a gridded
map as normal. The player characters (with
possible exception for the Spelljammer who may
be below deck) are represented by tokens on top,
of their spelljamming vessel. When the
spelljamming vessel moves, all tokens aboard that
vessel also move. During their turn, a creature
can move and position itself around the deck just
as it would normally move around any other map.
A creature can also jump overboard or board
another vessel that’s close enough to reach.
Crew members are not depicted on the map.
Instead, we assume the crew is evenly spread-out,
‘out on top of the ship during battle as they
manage the ship and man the artillery.
STARTING DISTANCES
Artillery ranges can extend far beyond what is
feasible to represent on a single battlemap (such
aS. a mangonel that can reach up to 800 feet
which would require a 160 squares with a
arid).
Instead, start opposing ships as far apart on the
battlemap as reasonably possible. At the start of
combat, simulate the attacks that would have
taken place as the ships move closer to each other
by allowing each ship to make a number of
attacks against the other ship based on each
ship's available weapons and distances.
While you could calculate the number of attacks
as the fileable distance between the ships divided
by the combined speed of the ships (assuming
they're moving towards each other), I recommend
that you take a simpler approach and just pick a
number of attacks that makes sense for the
situation (typically between 2 and 4 are plenty),
Generally, these first attacks will be made at
disadvantage for being made at long range.
foot
Biocer Isn’T ALWAYS BETTER
Positioning multiple ships on a scale that allows
for individual character and creature tokens can
present a challenge. You will most likely need to
use larger battle maps than you normally do to
accommodate for the size of these ships. This
may become challenging if space is limited at your
table or if playing online with a smaller screen. If
the size and scale of running combat in this way
proves to be challenging of unfeasible, these rules
can still be adopted when running spelljammer
battles at the ship level rather than the individual
character level.
INITIATIVE
A spelljammer ship share its turn with its
Spelljammer, At the start of combat, the active
Spelljammer rolls their initiative as normal. On
their turn, the active Spelljammer directs the
ship’s movement and actions, in addition to their
own actions.
Each other player character rolls their own
initiative,
SPELLJAMMER SHIP ACTIONS
The character acting as the Spelljammer
determines the actions that the ship takes on its
turn, however these ship actions do not count as
the Spelljammer’s own actions.
During its turn, the spelljammer ship ean
perform all or any of the following actions:
+ Move up to its speed.
+ Turn up to its agility.
+ Attack with as many weapons that can be fully
manned by the current number of crew
members.
+ Take any special actions that are specified in
the ship's stat block‘TARGETS IN SPELLJAMMER COMBAT
TRACKING STATS
During a spelljammer battle, characters, ships,
and creatures can target any of the following with
attacks, spells, and other abilities (provided they
are within range to do s0):
+ A spelljammer ship itself
+ Anartillery weapon onboard a spelljammer
ship. Destroying another ship's artillery will
prevent future attacks.
+ The crew of a spelljammer ship. Depleting the
number of crew will decrease the number of
attacks a ship can make.
+ Creatures on board the spelljammer ship.
These are the officers and other creatures that
are individually depicted as tokens and
separately managed (including the player
characters). Defeating enemy officers will imit
the ship’s capabilities and eventually end the
combat.
DIRECTIONAL FIRING
To add increased ship maneuvering tactics to
‘your game, consider adding rules for directional
firing.
Some artillery, such as ballistae, are generally
assumed to be rotational and appropriately placed
allowing them to fire in any direction. Other
artillery, such as mangonels and side-mounted
cannons, are generally assumed to be fixed and
only able to fire in a specific direction. In such
cases, the artillery’s area of range is expressed as
a cone with a length equal to the weapon’s range,
following D&D’s normal rules for using and
measuring cones (see Chapter 10 of the Player's
Handbook or Chapter 2 of Xanathar’s Guide to
Everything). If needed, the DM has the final say
‘on what a particular weapon can target.
During combat, you will need to track various
stats for each ship, including hit points, crew
members, and hit points for each weapon. The
responsibility of tracking these stats can also be
given one of the players (such as the player acting
as the Spelljammer or the Bosun)
RAMMING OR CRASHING A SHIP
‘A spelljammer ship can attempt to ram another
ship, creature, or object by moving into the
target's space and making a special attack roll
(120 + the spelljammer’s proficiency bonus)
against the target's Armor Class. On a hit, both
the target and the ship take damage as shown in
the Crash Damage Table. Most spelljammer ships
are considered to have a gargantuan size.
nnces, the DM may
determine that a crash is unavoidable and that no
attack roll is required. If the target of the ramming
attack is at least two sizes smaller than the
spelljammer ship, the target is either moved or
destroyed.
If installed on a ship, special weapons called
“rams” may change the amount, or type, of
damage dealt or taken by a ramming spelljammer
ship.
Based on circums
CRASH DAMAGE TABLE
Size Bludgeoning Damage
‘Small 3 (Id6)
Medium 5 (1d10)
Large 22 (4d10)
Huge 44 (8d10)
Gargantuan 88 (16d10)BOARDING
Characters can move themselves from one ship
onto another by any means normally available to
them, including jumping, flying, teleporting,
running out a plank (as an action), or using a
rappling hook (as an action), provided the target
ship is within range for that method. If one ship is
within 5 feet of another ship, creatures are
presumed to be able move between ships safely
and without concern.
Characters preparing to board an enemy vessel
may want to take the Ready action to do so as the
spelljammer maneuvers the ship to be within
range.
Suir Repairs
The Astral Adventure’s Guide states that
spelljammer ships can be repair in two ways:
+ Spending 1 day and 20 gp for 1 hit point
+ Casting the Mending cantrip (Lx per hour) for
hit points equal to 1d8 + spellcasting modifier
(or around 168 hit points or more per day).
There are a couple of issues with both these
methods. With the first method, most ships could
take around a year or more to repair if they were
badly damaged. While having downtime in your
adventure is great, taking a year off after every
battle is probably too much. The second method
makes the first method functionally worthless. No
one would ever repair a ship manually when it
would be far quicker and significantly cheaper to
Just pay a spelicaster, and virtually every
Spelljammer would pick up the mending spell
Additionally, the Mending cantrip cannot repair
any break or tear that is larger than 1 foot, so it
would be unreasonable to assume that it could fix
more than a small amount of damage to a large
vessel at all.
Instead, consider adopting the following
methods of repairing spelljammer ships and
‘weapons:
+ Repairing 5 hit point of damage to a berthed
ship takes I hour and costs 10 gp for materials
and labor. Damage to shipboard weapons can
be repaired just as quickly and at the same
cost.
+ Casting mending on a damaged ship or
shipboard weapon restores 5 hit points to the
target. The target can regain up toa maximum
of 50 hit points in this way, after which it
cannot regain any more hit points from the
mending spell until it has first been fully
repaired and regained all its hit points.Hazarps
Travel in Wildspace or the Astral Sea is an
innately dangerous proposition. An infinite
number of unknown possibilities can threaten to
delay, damage, or destroy even the grandest of
spelljammer vessels. Other threats may aris
from within; caused by the ship or crew itself
Broadly speaking, a “hazard” could be used for
just about kind of non-combat encounter or other
action that the party may attempt involving a
spelljammer ship.
This section presents a template for running
hazards as group check skill challenges with a
few examples of some more common hazards
spelljammers are likely to face while they sail
among the stars,
Group CHECKS
When faced with a hazard encounter, the
‘spelljammer ship's officers and crew make a
special group check (see chapter 7 of the Player's
Handbook for how group checks work).
The description of a hazard presents suggested
actions and corresponding officer roles that each
player character can make. Generally, each option
can only be attempted once. These actions and
corresponding officer roles are suggestions only;
players are encouraged to be creative and think of
other actions their characters make take to
address the hazard regardless of role. The DM
adjudicates these suggestions and calls for an
appropriate roll
In addition to the officers, the crew members of
the ship make a single check, a d20 roll + 4 (see
the “Crew” section above for details). Each of
these individual ability check contributes to one
combined group check.
Hazarp OUTCOMES
Once all the checks related to the group check
have been rolled, the ship's success or failure is,
determined. Hazards typically offer four levels of
success or failure determined by the results of the
ship's group check:
+ Total Success. Every roll in the group check is,
a success. All negative impacts of the hazard
are avoided or prevented, and the party may be
able to use the hazard to their benefit in some.
way.
+ Success. A majority (at least 50%) of the rolls
the group check are a success. Impacts of
the hazard are minimal or none.
+ Failure. A majority (at least 50%) of the rolls in
the group check are a failure. The party is
negatively impacted by the hazard. The hazard
may not be resolved forcing another check.
+ Total Failure, Every roll in the group check is a
failure. The negative impact of the hazard is
intensified or additional drawbacks are added.
The hazard may not be resolved forcing
another check,
Hazarp DIFFICULTY
Determine the hazard’s difficulty elass based on
the nature and intensity of the hazard or roll
randomly on the Hazard DC table. Generally, the
intensity of the consequences for failing a hazard
check increase directionally with the Hazard DC,
Hazarp DC TABLE
420 Hazard DC Difficulty
19 10 Easy / Not Dangerous
1017 15 Moderate / Dangerous
1819 20 Hard / Deadly
20 25 Very Hard / Very Deadly
Descripinc Hazarps
The hazard name and suggested tasks provide an
idea of what the nature of the hazard is. The
selected DC provides an idea of how serious or
intense the hazard is.
DMs are encouraged to describe the initial
hazard situation and then continue to narrate how
the hazard develops by describing the successes
and failures of the individual party members.
+8 should also be encouraged to help narrate
individual successes and failures and how
they affect the ongoing hazardous situation.
Succeed or fail, a shared hazard narrative can
become a memorable encounter.EXAMPLE HAZARDS
Prot a Course (DC 12)
Role
Spelliammer
Navigator
Bosun
Any
Total Success
Success
Failure
Total Failure
Task Check
Navigate Intelligence (Arcana) or Wisdom (Survival)
Advise course Intelligence (Investigation) or Wisdom (Survival)
Man the ship Strength (Athletics) or Dexterity (Acrobatics)
Other TBD by OM
Gain 1 hour. Used the gravitational fields to your advantage.
Successfully plot a safe and effective course.
Lose 1 hour. Failed to account for gravitational fields of nearby systems.
Lose 2 hours. Repeat the hazard
Exgcrric Frecp (DC 12)
Role
‘Spelliammer
Any
Bosun
Medical
Any
Total Success
Success
Failure
Total Failure
Task Check
Evasive maneuvers Intelligence (Arcana) or Wisdom (Survival)
Avoid currents Dexterity (Acrobatics)
Manage energy levels, Intelligence (spelljammer)
‘Treat injury Wisdom (Medicine)
Other TBD by DM
‘Avoid taking any damage ot losing any time.
‘Avoid taking any damage or losing any time.
Lose 1 hour repowering the ship. 2 crew members are electrified and fall off the ship.
Lose 1 hour repowering the ship. 5 crew members are electrified and fall off the ship,
AsTEROID CLusTER (DC 15)
Role
Spelljammer
First Mate
Bosun
Any
Any
Total Success
Success
Failure
Total Failure
Task Check
Evasive maneuvers Intelligence (Arcana) or Wisdom (Perception)
Motivate crew Charisma (Persuasion)
Protect the ship Strength (any tools) or intelligence (spelljammer)
Man the ship. Strength (Athletics) or Dexterity (Acrobatics)
Other TBD by DM
Ship takes no damage.
Ship takes no damage but gets some scratch and dents.
Ship takes 75 damage
Ship takes 75 damage and is still stuck in the asteroid cluster. Repeat the hazard.Free On Boarp (DC 15)
Role Task Check
Spelljammer Determine cause/source Wisdom (Perception)
First Mate Charisma (Intimidation)
Bosun Protect the ship Strength (any tools) or Intelligence (spelljammer)
Medical Treat injury Wisdom (Medicine)
Any Other TBD by DM
Total The fire is successfully extinguished with only superficial damage.
Success
Success _The fre is extinguished after the ship takes 22 (4d10) fire damage.
Failure The fire is extinguished after the ship takes 44 (8d10) fire damage or one ofits weapons is
destroyed
Total Failure The fire is not extinguished, and the ship takes 44 (8d10) fire damage. Repeat the hazard.
Crew Conriict (DC 12)
Role Task Check
First Mate Restore order Charisma (Intimidation)
First Mate Deescalate Charisma (Persuasion)
Any Restrain Strength (Athletics)
Any Determine root cause Wisdom (Insight)
Any Other TBD by DM
Total The crew conflict is resolved and morale is raised. The crew's roll bonus is increased by 2 for the
Success _next 3 days.
Success The crew conflict is resolved.
Failure The crews roll bonus is decreased by 2 for the next 3 days.
Total The crew’s roll bonus is decreased by 5 for the next 3 days.
Failure
INTERSTELLAR Foc (DC 12)
Role Task Check
Spelljammer Proceed with caution Wisdom (Perception) or Wisdom (Survival)
Navigator Advise course Wisdom (Nature)
Any Calm the crew Charisma (Persuasion)
Any Other TBD by DM
Total Success The interstellar fog has no effect.
Success The interstellar fog has no effect.
Failure The ship is delayed by 11 (2410) hours.
Total Failure The ship is lost in the fog and delayed by one day. Repeat the hazard.EXAMPLE TYPICAL HAZARD CHECKS
The following table provides a variety of example
skill checks that may be relevant depending on
the hazard encountered.
EXAMPLE HAZARD CHECKS TABLE
Skill Check
Strength
(Athletics)
Strength (any
tool}
Dexterity
(Acrobatics)
Dexterity
(Acrobatics)
Dexterity
(Stealth)
Intelligence
(Arcana)
Intelligence
(investigation)
Intelligence
(spelljammer)
Example Uses
Man the ship and fulfil various
stations and functions.
To prevent or minimize damage to
the ship,
Man the ship and fulfil various
stations and functions.
Maneuver around obstacles that
would impact crew members more
than the ship itself.
To navigate and handle the ship to
minimize noise and attention.
Navigate or control the spelljammer
ship with precision.
To make logical deductions.
Use skill and knowledge of the ship
to handle the situation at hand
‘Skill Check
Wisdom
(insight)
Wisdom
(Medicine)
Wisdom
(Perception)
Wisdom
(Survival)
Wisdom
(Survival)
Charisma
(Intimidation)
Charisma
(Persuasion)
Example Uses
To determine a creature's true
intention, next move, or underlying
cause of an issue.
‘Treat or prevent an illness or injury.
Detect the presence obstacles or
other objects.
To plot a course or navigate through
difficult regions.
To guide and lead the ship and crew
through peril.
To forcefully motivate the crew into
immediate action.
To rally the crew and improve moral.SPELLJAMMER & WEAPON STAT BLOCKS
SPELLJAMMER STAT BLOCKS
This section provides a summary and explanation
of the basic components of a spelljammer ship's
stat blocks.
‘Some of these have been modified from the
official stat blocks provided in the Astral
Adventurer’s Guide. A modified statistics
summary table of each official spelljammer ship is
provided at the end of this section. These
modifications should be easy to change, switch
around, or apply to homebrew ships as needed.
SraT BLocxs COMPONENTS
A spelljammer ship's stat block is generally
comprised of the following components.
Single Component. Spelljammer ships are
considered “single component” ships, meaning
that the ship itself only has one set of stats and
pool of hit points. These stats include an Armor
Class, hit points, damage threshold, speed, agility,
crew members, immunities, and weapons,
Armor Class. The ship’s AC reflects the
materials used to construct it and any defensive
plating used to augment its toughness.
Hit Points. These represent the condition of the
ship. A ship's hit points function the same as for
any regular creature, When a ship's hit points are
reduced to zero, the ship is destroyed and no
longer functional, A spelljammer ship doesn't
have hit dice,
Damage Threshold. A ship's damage threshold
appears after its hit points. A ship has immunity to
all damage unless it takes an amount of damage
that equals or exceeds its threshold, in which case
it takes damage as normal. Damage that fails to
bypass the threshold is considered superficial and
doesn't reduce the ship's hit points.
Speed. The ship's speed indicates how far a
ship can move during its turn during combat (ex.
40 feet),
Agility. The ship's agility indicates how far a
ship can turn or rotate during its turn in combat
expressed in degrees (ex. 90°).
Crew Members. This represents the number of
crew members the ship has when fully manned.
During combat, crew members are assigned to
operate the ships weapons which determines the
number of attacks the ship can make on its turn,
Immunities, Although not specified in their stat
blocks, spelljammer ships are typically immune to
poison and psychic damage, as well as the
following conditions: blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, and
unconscious,
Weapons. Artillery and other weapons onboard
a spelliammer ship are considered to be separate
components with their own stats and hit points.
Each weapon requires a certain number of crew
members to man it, otherwise it cannot be fired. A
weapon cannot be fired more than once per turn.
Acrew member cannot man more than one
weapon during a single turn
‘VARIANT SPEED MECHANIC
To simulate the effects of damage taken by a
spelljammer ship, consider the following variant
speed rule:
Asa spelljammer ship is damaged, its ability to
function is impacted and its speed is reduced
When a spelljammer ship has fewer than 100
points remaining, its speed is cut in half. When a
spelljammer ship has fewer than 50 hit points
remaining, its speed is reduced to 0.
a SSsSsSsSseseF
AGILITY CONVERSION FOR HEX GRIDS
The rules and game mechanics in this supplement
are based on the assumption of playing on a
regular square grid with the ships themselves
taking up many spaces on the grid.
IF you're playing on a hex grid, whether the ships
‘occupy a single hex or multiple hexes, you will
probably want to covert the agility of the
spelliammer ships as shown on the following
table:
‘SHIP AGILITY CONVERSION TABLE
‘Square Grid Hex Grid
45° 60”
90° 120°
180° 180"
aSumMary OF SPELIJAMMER STATS.
The following table summarizes the basic
the spelljammer ships presented in the Astral
Adventurer’s Guide, with modifications where
needed to work with the rules and mechanics of
this supplement.
ats of
SPELLJAMMER SHIP STATISTICS SUMMARY TABLE
Name AC HP — Speed Agility Crew Cargo Typical Artillery
Bombard 15 300 (20) 35 45" 12150tons _Ballista (x2); Giant Cannon
Damselfly 19 200(15) 70 180° 9 Stons _Ballista (x1); Mangonel (x1)
Flying Fish 15 250(15) 40 90° 10 13tons _Ballista (x1); Mangonel (x1)
Hammerhead 15 400(15) 35 90" 15.30 tons _Ballista (x1); Mangonel (x2); Blunt Ram
Kindori Skeleton 17 250(10) 40 90° 8--10tons_Ballista (x2); Blunt Ram
Lamprey 15 250(15) 35 90°15. 6tons _Ballista (x4); Grappling Claws
Living Ship 15 250(15) 40 90° 510 tons —_Ballista (x1)
Nautiloid 15 400 (15) 40 90° 20-17 tons _Ballista (x4); Mangonel (x1); Tentacles
Nightspider 19 300(15) 40 90"_-25.SOtons _Ballsta (x4); Mangonel (x1)
Scorpion 19 250(15) 30 90° 12 ‘12tons _Ballista (x1); Mangonel (x1); Claws
Shrike 15 250(15) 70 180° 11 20tons _Ballista (x3); Piercing Ram
Space Galleon 15 400(15) 35 90°20 -20tons _Ballista (x2); Mangonel (x1)
Squid Ship 15 300(15) 30 90° 13. 20tons _Ballista (x2); Mangonel (x1); Piercing Ram
Star Moth 13 400(15) 50 90" 13.30 tons _Ballista (x2); Mangonel (x1)
Turtle Ship 19 300(15) 25 90° 16 30tons _Ballista (x3); Mangonel (x1)
‘Tyrant Ship 17 300 (20) 40 90° 10 20tons _Eyestalk Cannons
Wasp Ship 15 250(15) 50 180° 5 10 tons _Ballista (x1)‘WEAPON STAT BLOCKS
This section provides a summary and explanation
of the basic components ofa the stat blocks for
anillery weapons typically found on a spelljammer
ship. Such weapons are slow to load and fire.
Player characters are almost always better off
using their own weapons and spells in ship-to-ship
combat and leaving the artillery to be manned by
the ship’s crew.
ARTILLERY WEAPON STAT BLOCK
COMPONENTS
Below is a table summarizing the key stats of
common types of artillery weapons found on
spelljammer ships. For purposes of this summary
table, an artillery weapon's stat block is generally
comprised of the components listed below. Some
weapons may have special abilities or unique
features not included in the summary table below,
such as the mangonel being able to hit targets
behind cover.
‘Armor Class. The weapon's AC reflects the
materials used to construct it.
Hit Points. The weapon's hit points represent
how much damage it can take before it is
destroyed. A weapon's hit points funetion the
same as for any regular creature. When a
weapon's hit points are reduced to zero, it
destroyed and no longer functional. A weapon.
doesn’t have hit dice.
Attack. This reps
rolls made with the weapon.
nts the bonus to attack
Range. The weapon's range is expressed as two
numbers. The first is the weapon's normal range
in feet, and the second indicates the weapon's,
long range. When making an attack with the
weapon against a tanget beyond its normal range,
the attack roll has disadvantage. Targets beyond
the weapon's long range cannot be targeted.
Damage. This represents the amount of
damage the weapon deals to a target on a
successful hit,
Crew. Artillery weapons more complex and
cumbersome than traditional weapons, generally
requiring a series of actions load, aim, and fire the
weapon. This number represents the number of
crew members required to fire the weapon during
the ship's turn in combat, as they work together to
perform these actions concurrently. If there are
not sufficient available crew members to fulfill
these actions, the weapon cannot be fired that,
one weapon each turn.
SUMMARY OF SPELIJAMMER WEAPON
STaTs
The following table summarizes the basic stats of
the artillery weapons available to spelljammer
ships presented in the Astral Adventurer’s Guide,
with modifications where needed to work with the
rules and mechanics of this supplement.
‘SPELLAMMER ARTILLERY WEAPONS STATISTICS SUMMARY TABLE
Name AC HP Attack
Ballista 15 5046
Improved Ballista 5046
Mangonel 15 10045
Carronade 199 5046
Cannon 199 75 +6
Blunt Ram nfa na 48
Piercing Ram nfa fa 48
Range Damage Crew
120/480, 16 (3410) g
120/480, 22 (4d10) 3
200/800 (60 min) 27 (5410) 5*
30/120 33 (6d10) 3
1600/2400 44 (8d10) ef
o 88 (16410) na
0 88 (16410) nfa
*Ifinstalled on a turret rotator, a mangonel requires one fewer crew members than normal to fire.