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Snoop's Superb

Spelljammer Supplement

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Contents
The Seas of Spelljammer 3 Outfitting 16
Wildspace 3 Quarters 16
The Phlogiston 3 Helm's Compartment 16
Crystal sphere 4 Cargo Space 16
Quirks of Spelljammer 4 Galley and Mess 16
Ship Terminology 5 Place of Worship 17
Terminology 5 Arcane Ward 17
Lookout Station 17
Combat in space 6 Custom Ships 18
Conventional combat 6 Ship Design 18
Ship to ship 6 Auxiliary Equipment 18
Movement phase 6
Crew phase 6 Magic Items 19
Firing phase 6 Neverending Barrel of Grog 19
Critical Hits 6 Neverending Barrel of Salt Pork 19
Movement 7 Bell of Warning 19
Piloting 7 +1/2/3 Siege Weapon 19
Spelljamming Stress 7 +1/2/3 Ram 19
Jettison 7 Animated Siege Weapon 19
Sargasso 7 Box of Preservation 19
Lifeboats 7 Bellows of Air 20
Bosun's Whistle of Unseen Crew 20
Take-off and Landing 8 Knocker of Entering 20
Landing 8 Orbus ring +1/2/3 20
Take-off 8 Feats 21
Crash Landing 8 Siege expert 21
Crash Ramming 8 Space Legs 21
Ramming 8 Arcane Callus 21
Grapple 8 Dockmaster 21
Ship Maintenance 9 Experienced Helmsperson 21
Ship Repair 9 Wildspace Explorer 21
Cargo 9 Spells 22
Air 9 Create or Destroy Air 22
Moral 9 Portal Magic 22
Mutiny 9 Contact Home Power 22
Shore Leave 9 Softwood 23
Crew 10 Spark 23
The Crew 10 Create Helm 23
Sailor 10 Custom Crystal Sphere 24
Cook 10 Planet Types 24
Surgeon 11 Planet Size 24
Engineer 11 Planet Shape 24
Cannoneer 11 Number of Moons 24
Helmsperson 11 Unique Features 24
Spelljamming Helms 12 Civilizations 24
Furnace Helm 12 Optional Features 25
Minor Helm 12 Optional Civilization Features 25
Major Helm 12 Races of Wildspace 26
Lifejammer Helm 12 Giff 26
Gnomish Helm 12 Hadozee 26
Pump Helm 12 Dracon 27
Vehicles and Equipment 13 Dohwar 27
Spelljamming Ships 13 Xixchil 28
Siege Weapons 14 Hurwaeti 28
Ammunition 15 Beholder-Kin 29
Jettison Types 15 Illithid 29
Other Equipment 15 Misc 30
Ship Upgrades 15 Combat Flow-chart 30
Alternate Rules 30

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The Seas of Spelljammer

T
here are two areas of space necessary to A ship can speed up and slow down by penetrating deeper
understand when exploring Spelljammer; into or raising itself out of these phlogiston rivers, stellar
Wildspace and the Phlogiston, separated by distances can be covered quickly in such areas.
an object called a 'Crystal sphere'.
Further, the ship's speed is partially dependent on the
This section will go into depth as to what surface area it presents to the flow, so many ships carry
these areas are, but the quick and short of it sails to increase their speed in the interstellar ocean.
is that "Wildspace" can be thought of as "normal space"
while the Phlogiston is a chaotic area of space "outside" of Gravity works in Phlogiston the same way it does in
space. wildspace. Down is directed toward the central axis of the
ship.
Separating these two areas is a naturally occurring
formation of crystal that seems to be impervious to all Phlogiston is none of the recognized four elemental
known methods of harm. matters. It is neither air nor earth, fire nor water. It cannot
be reproduced or brought inside the bounds of a crystal
sphere.
Wildspace
All the celestial bodies within a crystal shell float in an If an attempt is made by physical or magical containment,
airless void called Wildspace. Conventional interplanetary the Phlogiston inexplicably dissipates, leaving no trace.
journeys around a solar system occur within wildspace. Phlogiston simply cannot exist within wildspace or on the
Wildspace is what comes to mind when we talk of "space" surface of a planet. Finally, Phlogiston is dangerously
It is the vast emptiness that lies between the planets and flammable, much like oil-soaked cotton, which poses its
the stars. own problems.

All space inside a crystal shell is wildspace. It is mostly a Any flame exposed to Phlogiston causes the surrounding
vacuum. (More correctly, most regions of wildspace are area (including the phlogiston-laden air envelope of the
vacuum. But the cosmos is a big place, and there are ship) to burst into flame. This flame expands immediately
exceptions to almost every rule, as shown later.) to three times its normal diameter and inflicts three times
its normal damage.
Wildspace is not truly a void, however, even though it is For this reason, fireballs, bombards, arquebuses, and any
often referred to that way. The simple fact that there is other weapons which rely on a spark or flame are not used
"space" rules out its being a true void. in the Phlogiston. The effects of various types of flame
Within wildspace are the celestial bodies: planets, suns, exposed to Phlogiston are as follows:
moons, asteroids, and a host of other items collectively
lumped together under the heading "planetoids." Source Effect

Most celestial bodies have an atmosphere of some sort, Match


Creates a 5ft ball of fire doing 2d8
although it is dangerous to assume that this is an inviolable damage
rule. Candle
Creates a 10ft ball of fire doing 3d8
damage
The Phlogiston Creates a 10ft ball of fire doing 4d8
Lantern
The Phlogiston, outside and between the crystal spheres, is damage
a turbulent, rainbow ocean of flammable ether. The Creates a 10ft ball of fire doing 5d8
Phlogiston is a multicoloured sea upon which float the Oil Flask
damage
various systems within their crystal shells.
Creates a 15ft ball of fire doing 6d8
Cooking Fire
The term phlogiston is applied equally to the multicoloured damage
medium and the entire region surrounding the crystal Creates a 20ft ball of fire doing x3
spheres. Using a Firearm damage of the firearm, centring on the
shooter
Phlogiston has varying thicknesses in space and forms
dense rivers between planet-sized objects (such as the Any Fire/Spark-
creates a minimum of a 10ft ball of fire
spheres themselves). Like Spell
doing x3 damage of the spell, centring
on the caster
Voyagers moving along these paths of concentrated
Phlogiston discover that the greater the density of the flow, Note: these effects occur immediately. For example,
the faster a ship can move. lighting a flask of oil to use as an incendiary weapon will
cause it to explode instantly.

3
Crystal sphere Quirks of Spelljammer
All wildspace is bounded by crystal shells or crystal Many things in Spelljammer do not mimic real-life physics
spheres. Inside the crystal sphere is the vacuum of or behave in a standardized fashion; things that might work
wildspace, the planets and stars. in Wildspace won't necessarily work in the Phlogiston and
vice-versa.
Outside the crystal sphere is the rainbow ocean of
Phlogiston and more crystal spheres. The size of a crystal Magic
sphere is determined by the size of the planetary system Spells and spell-like effects that require access to another
inside. plane of existence (e.g. spells like Summon Elementals or
Leomund's Secret Chest) or use a transitive plane to
Usually, a sphere has a radius at least twice as big as the function (e.g. Blink, Misty step, Teleport, or Demiplane) do
orbital radius of the outermost celestial body in the system not work in the Phlogiston.
(i.e., the distance from the shell to the outermost body of
the system is the same as the distance from that outermost This is because the Phlogiston is inaccessible to any other
body to the centre point of the system). Because of their planes of existence; there are no exceptions to this rule.
great size, the outside of a crystal sphere appears perfectly
flat. Even magic items that utilize extradimensional spaces
cease to function in the Phlogiston; things like a Bag of
The curvature is so gradual that it is completely Holding revert to a regular, nonmagical bag when they
undetectable to anyone close enough to see the crystal enter Phlogiston; its items being inaccessible until the bag
sphere through the obscuring Phlogiston. The spheres is returned to Wildspace.
consist of an unbreakable, dark ceramic material of
unknown origin. As a consequence of this behaviour, the Phlogiston can't be
teleported out of or into; this leaves spelljamming as the
Some legends state (and various theologians agree) that only practical method of transportation in the Phlogiston.
the smooth-surfaced shells were created and positioned by
the gods themselves to protect their worlds from the Divine-like Magic
ravages of the Phlogiston, which is held to be the prime Also of note, magic that requires the contact of higher
matter of the universe. powers or extradimensional beings is severely limited due
to the inability of such entities to transmit their power
Less charitable philosophers maintain that such shells outside a crystal sphere.
were placed by an even higher authority to keep gods and
men in and confine their activities. Whatever their origin, As such, spellcasters who rely on such entities (e.g. Clerics,
the crystal shells are uniform throughout space. Paladins, Warlocks, Druids, or Rangers) cannot regain
spell slots above 2nd level, with more powerful spells being
All appear as great, dark, featureless spheres of too difficult to regain in the Phlogiston with mere faith
unidentifiable matter. The crystal spheres are definitely alone.
solid. They have no gravity along their interior or exterior
sides (an exception to the rule that all large objects have Gravity
gravity). Gravity does not behave as one would expect in
spelljammer; the force that gravity pulls down towards an
No magic has been found that can damage or alter the object is constant, always earth-like. So a planet ten times
surface of a shell, except for those spells which cause as large as the earth has the same gravity as a planet one
portals to open. However, this is believed to be nothing 10th the size of the earth.
more than an artificial triggering of a natural phenomenon
since portals also occur naturally and seemingly at random. Most objects in Spelljammer have their own plane of
gravity, some even multiple; the plane of gravity runs across
They are apparently immune to the effects of wishes and whatever is seen as the most practical.
even the wills of the outer planar powers (though this does
not rule out the possibility that the outer planar powers For example, a spelljammers plane of gravity usually runs
created them, perhaps they were wise enough to prevent along its main deck, so the crew standing on the top deck
even their own tampering). The crystal shell is an face down while the crew on the lower decks face up.
impassable barrier to space voyagers unless they are
appropriately prepared or very fortunate. If two planes of gravity intersect, they combine into one
large plane, or the object with the larger mass overpowers
the smaller object, whichever makes the most sense.
This allows smaller fighter or escape craft to land and stay
secured to a larger vessel while also letting larger craft
board an enemy without worry that it may lose its gravity
plane.

4
Class A ships do not spend speed points to turn.
Ship Terminology Class F ships must move forward one hex at the start of
its turn before turning.
This section lists terms used later in this document's Class G ships spend a speed point to attempt a turn one
"Vehicles and Equipment" section. face. There is a 30% chance the turn is successful.
Beam Length This is the measurement of the widest part Otherwise, the point is wasted.
of the ship from port to starboard (left to right). Important
when dealing with gravity and the air pocket that surrounds Reaction Modifier (RM) This value represents the ship's
a ship. ability to dodge and avoid disasters. This number is used
when resolving ramming checks and is added to the rolled
Keel Length The ship's length from fore to aft (front to check as described in the sections below.
back). Important when dealing with gravity and the air
pocket that surrounds a ship. Note that ships that are unpowered, disabled, or otherwise
inoperable do not add their reaction modifier (unless
Crew Min/Max These two numbers indicate the minimum negative).
crew required to operate the ship and maximum occupancy
before air quality becomes an issue. The reaction mod is also used to resolve ship-to-ship
initiative and functions the same as dexterity does in
Damage Threshold (DT) An object with a damage player's initiative.
threshold has immunity to all damage unless it takes an
amount of damage from a single attack or effect equal to or Turn Allowance (TA) This represents the maximum
greater than its DT. number hex faces the ship can turn on a single hex. To
move any additional faces ship needs to move into another
Any damage that fails to meet or exceed the object's hex.
damage threshold is superficial and doesn't reduce the
object's hit points. All Ships and Siege Weapons are For instance, for a class C ship with a Turn Allowance of 2
immune to Poison and Psychic damage. and six speed points to turn right 4 faces it would need to
turn two faces, move forward one space, then turn again
Speed Point (SP) This is the total sum of movement two faces.
capabilities the ship has, it's a representation of both the
power of the Helm and the maneuverability of the ship. *Note class A ships do not spend a speed point to turn.
Maneuverability Class (MC) All ships come with a rating Tonnage (T) This is a measure of the physical
of A to G, with G being the most sluggish. A ship can only displacement that a spelljamming ship takes up. For each
have a class G rating from taking damage or modifications. ton, you can consider the ship taking up 300 cubic feet of
space. This displacement influences the amount of
Class F is typically reserved for large flagships or converted breathable air surrounding a ship in wildspace.
groundling ships, while fighters and escape craft are
usually Class A. Ships cannot be changed in any way to Lastly, tonnage is used to determine the ship's dimensions,
exceed the A-G classifications. Each category provides the crew size, and cargo limit. This is not a measure of the
following benefits: ship's weight. The actual dimensions of the ship are
Class Turn Allowance (TA) Reaction Modifier (RM)
unimportant.
A 3† +8 Landing (L) This describes whether a ship can land;
B 2 +6
usually, a ship can land on water, land, both or none. Some
ships are unique in that they can be submersible.
C 2 +4
D 1 +2
E 1 0
F 1† -2
G 0† -4

† denotes unique properties

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Roll Effect
Combat in space 1 Fire
There are two main types of combat in space, the first 2 Ship Shaken
being conventional and the other being ship to ship.
3 Hull Holed
Conventional combat 4 Speed Loss
Conventional combat occurs when you and the enemy are 5 Ship Weapon Damaged
within 100 yards; conventional combat functions identically
to regular combat. 6 Crew Damage
7 Fire
Ship to ship
8 Speed Loss
Ship to ship combat, however, is further broken down into
three phases; the movement, crew, and firing phase (in that 9 Hull Holed
order) that each ship takes on their turn. A ship to ship 10 Spelljammer Shock
combat round takes 1 minute instead of 6 seconds. A ships
uses its Reaction modifier modifier when rolling initiative.
(For an in-depth flowchart, got to page 30.) Fire- A fire starts somewhere in or on the ship; if a fire
cannot start (e.g. all lights are magical, the hull is made of
Movement phase stone, no sails, etc.), roll again. Fire may damage the sails,
During the movement phase, the helmsperson can position burn passengers and cargo, and cause chaos amongst the
and move the ship up to the ships speed points, or "SP". crew. Fires aboard a ship deal 1d6 Hit Points of fire
damage per ship to ship combat round; damage threshold
Movement in combat occurs on a hexagonal grid; a ship doesn't negate this damage.
can only move into the next hex if facing it, requiring one Hull Holed- The attack punches a sizable hole in the ship.
speed point to do so. DM decides location. If three holes are scored on any
Lastly, a ship ability to turn is dependent on its Turn vessel of 60 tonnes or less, its internal structure is
Allowance. A ship can turn multiple times during its destroyed, and the vessel starts to break apart. For vessels
Movement phase but only once per hex in a single round larger than 60 tonnes, the number of holes needed to break
(regardless of the size of the turn). apart a vessel is 1 per 20 tonnes of the ship, rounded down.
Crew phase Ship Shaken- All crew not otherwise secured
PC's can determine what they will do for this phase; (Helmsperson is considered secured) must make a DC 12
whether it's manning the weapons, facilitating an Dexterity saving throw or be knocked prone, or overboard
emergency repair, healing wounded crew, casting a spell, or if on an exposed deck.
any other such activities that would take a minute or less,
with the captain deciding which actions any NPC's onboard Crew Damage- One creature is struck and suffers either
will take. the same damage as the ship or 2d10, whichever is lower.
Choose the target randomly from all creatures. All
Firing phase creatures within 5ft (generally members of the same group)
During the firing phase, Any or all the siege weapons must make a DC 12 Dexterity saving throw or suffer the
onboard maybe fire if they are manned. A siege weapon can same damage.
only be fired once per ship to ship combat round unless
stated otherwise. Ship Weapon Damaged- One ship weapon (chosen
randomly) is damaged and inoperable until repaired. The
To determine the modifier for the siege weapon, add either duration of repair is 1d4 ship to ship rounds. Any crew on
the Strength or Dexterity modifier ( whichever is greatest) the weapon are unharmed. If no weapons exist onboard the
to the crew member's proficiency bonus. If there are ship, roll again.
multiple crew operating the siege weapon, choose the
member with the lowest total modifier. Speed Loss- The ships speed points are lowered by 1d8
for 1d4 ship to ship rounds (to a minimum of 1). If a ship is
already at Speed 1, then roll again.
Critical Hits
Crewed siege weapons often have a chance of inflicting a Spelljammer Shock- The spelljamming helmsperson
Critical Hit on enemy vessels on a roll of 20. Other events must make a Concentration Check. If no personal or ship
(Ramming, Spells or Crashing etc.) may also cause a damage was dealt to bring about a Critical Hit roll, the DC
Critical Hit. is 12. If the helmsperson fails this check, they cannot pilot
the ship for 1d4 ship to ship rounds, after which they are
When a vessel is reduced to 50% of its Hit Points, it suffers free to begin piloting again. In the case of multiple
a Critical Hit. When you score a critical hit, instead of helmspeople, they all must make the save. In the case of
doubling the damage dice, roll on the following table: helms that don't require a Helmsperson, the helm itself is
rendered nonfunctional for 1d4 days while being repaired.
If no replacement is available, the ship SP becomes 0.

6
Movement Jettison
Spelljammers face unique problems compared to their sea Jettison is a special type of catapult ammunition requiring a
fairing cousins when talking about movement. specific type of catapult to fire; when fired into a hex, that
hex becomes littered with jettison.
The vacuum of space and debris pose risks that aren't If a ship moves into or starts its turn in a hex with jettison,
present for most groundlings, as well as the matter of what all crew on exposed decks take damage according to the
happens when the ship "sinks". type of jettison used, each type of jettison has a unique
Piloting secondary effect listed in its statistics.
Each minor and major spelljammer helm allows the Jettison inflicts no damage to the ship unless stated
individual seated upon it to move a large mass through otherwise.
space by means of channelling spell energy directly into a
motive force. Sargasso
A minor helm converts such energy at a rate of 1 speed Sargasso are areas of the Phlogiston and Wildspace in
point for every three levels of the caster (minimum of one). which magic fails due to the presence of dead magic zones.

A major helm converts at a rate of +1 SP for every two Spells cast within these regions fail to work, magic items
levels of the caster (minimum of one). At low levels, the cease to function, including Spelljammer Helms.
difference between using a minor and major helm is slight. As Spelljammer ships approach these regions, magic
A third-level wizard will give his ship an SP of +1, seems to flicker and fade as they enter.
regardless of whether a minor or major helm is used. Any time a helmsperson tries to power the ship, they must
However, the higher the caster level, the more substantial roll a d100; on a 95+ they can power the ship for one
the difference between major and minor helms. minute before the sargasso overpowers the helm again. If
A tenth-level cleric, for example, can give their ship an SP they fail, they can try again in one minute.
of +5 with a major helm but only an SP of +3 with a minor Lifeboats
helm.
Lifeboats are hard-shelled vehicles designed for one
An individual seated upon a helm can talk and act normally. purpose: to bring the occupants relatively safely to the
The sensation of using the helm is akin to being immersed surface of a planet or rescue ship.
in warm water.
The lifeboat falls toward the nearest gravity well (using a
As a result of the magical nature of the helm, the lifeboat close to a star can have nasty results). The lifeboat
helmsperson using the helm can see things around the ship descends according to the rules listed for landing but may
as if he were standing on the deck. only land.
The ship becomes an extension of his body and responds Once landed, it will never fly again. A lifeboat takes up as
to his demands in movement and maneuverability. The much tonnage as one-half the number of people it can
maneuverability of a craft reflects both the helmspersons carry. A lifeboat that occupies 20 people takes 10 tons of
ability and the maneuverability class of the ship. cargo space (including equipment for launching).
Spelljamming Stress Collapsible versions shrink this requirement to 1 ton of
Using a spelljamming helm strains the user quite severely; storage, but collapsible lifeboats require 2d4 rounds of
whenever a creature pilots a spelljamming helm, they can't setup before they can be launched. Collapsible versions
cast any levelled spell until they finish a short or long rest. cost three times the normal price.
Normally, a lifeboat costs 1000gp with an additional cost of
500gp per person the craft can hold

7
Takeoff and Landing Weather Modifier
Weather Condition Time Multiplier
At some point, a ship might need to land with the intent of
taking off some time after. This rule covers landing and Becalmed 1x
taking off from a surface and does not apply to docking at a Light Breeze 1x
spaceport (a feat easily accomplished with movement so
long as the dock is large enough). Favorable 1x
Strong Winds 2x
All ships come with some indication of whether they can
handle water and/or land touchdown. Those that are Rain/Snow 2x
incapable usually have lifeboats or tow a dingy to handle Storm 4x
setting down the crew.
Gale 4x
Take-off Hurricane/Blizzard Landing/Take-off Impossible
This functions similar to landing in reverse. First, 1d8
minutes is rolled to determine how long it takes for the
helm to warm up and the ship to prepare for launch. Crash Landing
So long as the helm is operable, most ships can slow down
If a quick takeoff was anticipated, roll a d8 twice and take to suffer minimum damage when landing without proper
the lower value. The result is the number of minutes it gear. In these cases, the ship landing takes bludgeoning
takes for the ship to be ready to launch. If the helm never damage equal to their tonnage from the stress of setting
stopped operating between landing and takeoff, this time is down. Any armaments or objects mounted to a bottom
1 minute. Once prepared, the ship takes off and can travel deck are destroyed.
at tactical speed until the gravity well of the planetoid is
left. During warm-up, ships are considered unpowered. Crash Ramming
A ship that purposefully dives into another ship without a
The time in/out of the planetoid gravity well is determined proper ram or is magically shunted into another object
by two factors: the object's size class and current damages both objects. If the object being crashed into is
atmospheric weather. There are many possibilities for mobile and powered, resolve a grappling check using both
leaving a planetoid, ranging from 1 minute to up to a day. In ships reaction modifiers.
some conditions, takeoff might not even be possible. Planet
Size Time to Take Off Otherwise, in cases like a ship purposefully ramming into
an asteroid, the crash always occurs. Both objects involved
Take-off suffer bludgeoning damage equal to the tonnage of the
Planet Size Takeoff Time smaller object times the number of hexes moved in a
<A 1 Minute straight line before the crash. Both objects suffer the Ship
Shaken critical effect.
A 10 minutes
B 20 minutes
Ramming
A ship equipped with a ram can bring the full weight of its
C 20 minutes ship down on an enemy. To do so, the ramming ship must
D 30 minutes move into the same hex as the target ship, with the target
ship needing to make a Reaction saving throw vs 10 + your
E 40 minutes Reaction Modifier.
F 1 hour
On a successful hit, the ram inflicts damage to the target,
G 2 hours as listed in the rams statistics. Rams may also inflict a
H 4 hours number of critical hit effects based on the type.
I 8 hours Non-ram Grapple
J 16 hours Crew members may spend their crew phase throwing
grapple lines if another ship is in the same hex as them.
This prompts the ship being grappled to make a Reaction
Landing Save, with a DC of 10 + the number of crew taking the
All ships can land, though some do it better. To begin, the grapple action.
ship slows down as it approaches the planet's gravity well. If the opposing ship does not have a crew on its top decks,
In doing so, the ship must spend twice the takeoff time the check is rolled with advantage.
slowing to approach the planet's surface. Once it nears, the De-Grapple
ship may land on the surface, if it is capable of doing so, in Crew members may spend their action/crew phase cutting
1 minute. grapple lines.
A ship without the proper landing gear will need to make a This prompts the ship to make a Reaction check with a DC
Crash Landing. of 20, less the amount of crew taking the de-grappling
action.

8
After four months, the air becomes "fowled". Any creature
Ship Maintenance in fowled air suffers two levels of exhaustion while
breathing it; after an additional four months, the fowled air
To fly a Spelljammer effectively, you need to keep it becomes "deadly". Deadly air deals 1d6 poison damage per
maintained. This includes proper repair materials and round and will not sustain life.
items to support the crew, like food and water, medical
supplies, and air. Creatures that leave a spelljammers air bubble carry one
minute worth of air with them, fowling a minute after that,
Ship Repair and becomes deadly a minute after that.
Repairs to a damaged ship can be made while the vessel is
berthed; repairing one hit point of damage requires one Moral
hour and costs 20 gp for materials and labour.
A crew starts with a moral score of +4, and that score
However, repairs in space take twice as much time and varies over time, going as low as –10 and as high as +10.
materials to do correctly. In a pinch, however, the crew can
jury-rig a quick repair in under one minute. It decreases as a crew takes casualties, suffers hardship, or
endures poor health. It increases if the crew enjoys high
This repairs one HP per crew member working on the morale, has good health care, and receives clear, fair
repair and reduces the maximum HP of the ship by the leadership.
same amount. To restore the ships maximum HP, a crew
member must remove the jury-rigged repairs, taking one Mutiny
hour per HP. A poorly led or mistreated crew might turn against its
officers. Once per day, if a crew's morale score is lower
Cargo than 0, the captain must make a Charisma (Intimidation or
The amount of cargo a ship can hold in tonnes is equal to Persuasion) check modified by the crew's morale score.
half its tonnage; this space is used to hold items like food,
ammunition, spare weapons, repair materials and trade If the check total is between 1 and 9, the crew's quality
goods. score decreases by 1. If the check total is 0 or lower, the
crew mutinies.
Listed below are the "standard" prices of some basic cargo.
They become hostile to the officers and might attempt to
Basic Cargo kill them, imprison them, or throw them overboard. The
Item Cost Weight crew can be cowed into obedience through violence,
combat, or offers of treasure and other rewards.
Food (per person, per day) 5cp 5lbs
Water, clean (per person, per day) 5cp 8lbs When the DM ends the mutiny, the crew's moral score
increases by 1d4.
Medical supplies (one person) 5sp 0.3lbs
Single use grapple line 1gp 4lbs Shore Leave
Repair material (on board, per HP) 40gp 100lbs Life aboard a ship is a constant wear on the crew. Spending
time in port allows the crew to relax and regain its
composure.
der: ire,
l of or h em ist's F d wat
er
If a crew's morale score is three or lower, the score
Bil
s k o f Alc f f o od an
1 ca th o er increases by 1 for each day the crew spends in port or
y s wor alishite sil
k
y r unn
d a eS k
20 C
-Th
ashore.
lts of
70 bo
If a crew's morale score is 0 or lower, they may desert their
Air post due to poor treatment; when pulling up to port, for
every moral point below 1, 10% of the crew deserts.
One tonnage of a ship can hold enough air to support one
crew member for four months without replenishing the
ship's air bubble.

9
Crew Sailor, Trained
While abord a spelljamming vessel, each crew member is Any humanoid, any alignment
usually assigned a roll on board, ranging from more
practical rolls such as the engineer to more hospitable rolls
such as the chef. Armor Class 16 (Studded leather armor)
Hit Points 18 (4d6+6)
Speed 30ft.
The Crew
A good crew is the lifeblood of a sailing vessel. A ship STR DEX CON INT WIS CHA
cannot sail without a crew, and a crew cannot sail without a 15 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
ship; They are interlinked, cosmically.
Proficiency Bonus 4
The best crews will make voyages pleasant for you and Senses darkvision 60 ft., passive Perception 10
terrible for your enemies. Languages Common and one other
Usual Wage 5sp a day
A Spelljamming ship sailing without a crew will have its
speed points halved as it is unable to fully utilize its rigging. Trained. If the number of trained crew is more
than half the crew (not including PC's), all green
All spelljamming ships have two crew numbers - The sailors proficiency bonuses become 3.
minimum needed to run the ship effectively and the
maximum that the craft can hold without overloading its Actions
atmosphere.
Short Sword. Melee Weapon Attack: +2 to hit,
reach 5 ft, one target. Hit: 1d8+6 slashing
Sailor damage.
Sailors are the bread and butter of any spelljamming
vessel; they run the day to day maintenance of the ship,
work on repairs, and man the weapons during combat; Cook
there are two types of sailors; green and trained.
"An army marches on its stomach"
Green crew are fresh sailors, probably never stood foot on ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀-Napoleon Bonaparte
a ship in their life, while trained crew are experienced
spacefarers who have sailed for years. Any good Spelljamming ship needs a good cook to keep up
morale; sure, any old sailor can be a "cook" on board a
vessel, but only a trained cook can keep a ship's morale
high throughout difficult journeys.
Sailor, Green
Any humanoid, any alignment

Armor Class 13 (leather armor)


Cook
Any humanoid, any alignment
Hit Points 10 (2d6+4)
Speed 30ft.
Armor Class 10
Hit Points 10 (2d6+4)
STR DEX CON INT WIS CHA Speed 30ft.
12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Proficiency Bonus 2
Senses darkvision 60 ft., passive Perception 10 13 (+1) 14 (+2) 10 (+0) 12 (+1) 15 (+2) 12 (+1)
Languages Common and one other
Usual Wage 1sp a day Proficiency Bonus 4
Senses darkvision 60 ft., passive Perception 10
Languages Common and one other
Actions Usual Wage 1gp a day
Club. Melee Weapon Attack: +1 to hit, reach 5 ft,
one target. Hit: 1d6+3 bludgeoning damage. Cook By Trade. The cook has expertise in Cook's
Utensils and Brewer's Supplies.
Hearty Meals. If any cooks are on board, the crew
gains +1 morale every day, to a maximum of 4.

10
Surgeon Cannoneer
A sick ship is a sad ship; with the close-quarter living on a The best way to win a fight is not to get into one in the first
ship, disease is commonplace, having a dedicated surgeon place; the second-best is excessive and overwhelming force.
on board can mean the difference between a sick crew and If your prerogative is the latter, then a cannoneer might be
a dead crew. who you're looking for.

Surgeon Cannoneer
Any humanoid, any alignment Any humanoid, any alignment

Armor Class 10 Armor Class 16 (Studded lether armor)


Hit Points 10 (2d6+4) Hit Points 18 (3d6+6)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1)

Proficiency Bonus 4 Proficiency Bonus 4


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

Surgeon By Trade. The Surgeon has expertise with Crew Leader. While manning a siege weapon, the
Herbalism kits, Alchemist's supplies and also has cannoneer is considered to have the "lowest
expertise in medicine. bonus."

Preventive Medicine. While onboard, crew won't


get sick from normal, nonmagical disease.
Helmsperson
Without a helmsperson, a spelljammer is just an expensive
boat that won't move. While a helmsperson powers the
Engineer ship, they also act as its navigator, using star charts and
While you don't need to worry about a spelljammer sinking, landmarks to travel around wildspace.
maintaining and repairing the ship is still vital; having a
skilled engineer on board will ensure things run smoothly.
Helmsperson
Any humanoid, any alignment
Engineer
Any humanoid, any alignment Armor Class 10
Hit Points 10 (2d6+4)
Armor Class 10 Speed 30ft.
Hit Points 10 (2d6+4)
Speed 30ft. STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 12 (+1)
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 16 (+3) 16 (+3) 12 (+1) Proficiency Bonus 4
Senses darkvision 60 ft., passive Perception 10
Proficiency Bonus 4 Languages Common and one other
Usual Wage 5pp a day
Senses darkvision 60 ft., passive Perception 10
Languages Common and one other
Usual Wage 1pp a day Spellcasting. The Helmsperson is a 5th-level
spellcaster. Its spellcasting ability is Intelligence
Engineer By Trade. The Engineer is proficient with (spell save DC 16, +8 to hit with spell attacks). It
has the following wizard spells prepared:
Tinker's tools, Carpenter's tools and Glassblower's
tools. 1st level (4 slots): Magic Missile, Shield, Sleep
Maintenance. While on board, the engineer will 2nd level (3 slots): Portal Magic, Hold Person
repair one hp of hull damage every day for free;
3rd level (2 slots): Dispel Magic, Clairvoyance,
they also always succeed in extinguishing fires
Counter Spell
when tasked to do so.

11
Spelljamming Helms Lifejammer Helm
Helms are the primary method of powering vessels. Simply Cost: 75,000 gp
put, a helm is a magical device that channels magical Lifejammer helms are evil abominations that power ships
energy from some source into movement for the ship it's by drawing on the lifeforce of their victim. Any living
attached to. Some helms operate on slightly different creature can be used; each day, the victim is drained of 1d8
principles, but these are few and rarely seen in the Known hit points and must make a constitution save with a DC of 5
Spheres. or die.
There are several different types of helms of varying types Lifejammers function otherwise like minor helms,
and abilities. This is just a list of the most common types providing an SP equal to the victims level divided by three
within the Known spheres below and the "standard cost" and rounded down (minimum of +1 SP). A 3rd level victim
for such a helm in an active spelljammer port like the Rock would provide +1 SP, for instance, and one of 5th level +2
of Bral or Refuge. Note that in other places, the price SP. They will power vessels up to 100 tons in size.
quickly becomes what the market will bear and thus can
drop or rise considerably. Aside from the victim, the lifejammer requires a navigator,
Each of these helms provides at least +1 SP (Speed Point), who may be of any class and who does the actual piloting of
which measures the helm's power. the ship. Lifejammers are often used by neogi, mind
flayers, and the evil humanoid races.
Furnace Helm (Wildspace only) Gnomish Helm
Cost: 10,000 gp Cost: 50,000 gp
These Helms provide +2 SP and can support spelljamming These function just like minor helms but are made from all
for ships up to 100 tons in size. A magical item is placed manner of strange gizmos and whizbangs "crafted" by the
within the furnace, where it is then consumed in an arcane gnomes of krynnspace. When using a Gnomish Helm, roll a
fire (as such, furnace helms do not function in the d10 whenever you take the movement action during ship to
Phlogiston). ship combat; on a 1, the helm breaks and must be repaired
Anyone can then pilot the furnace helm. An item with a over the course of 1d4 turns. They will power vessels up to
common rarity provides one day worth of power while 50 tons in size.
every increase in rarity item provides ten times as long, Pump Helm
with artifacts providing an indefinite duration.
Cost: 500,000 gp
If two items are sacrificed simultaneously, the SP is
boosted to +3, but the helm has a chance to explode (25%). A pump helm is a spelljamming helm that must be fed
Some goblinoids are rumoured to power their furnaces material to create SP. The material placed in The Pump
with an incendiary, magical fuel. Some think this fuel might will determine the SP that this spelljamming engine
be related to smoke powder somehow, but reliable reports generates (see the following table).
are rare.
Simply stated, one pound of material can move a
Minor Helm spelljamming ship of up to 100 tons for one hour. After
Cost: 100,000 gp that, absolutely nothing is left of the material placed in the
helm.
These are the most common helms in space, drawing their Speed
power from the spell energy of their helmsperson Points Material

These helms provide an SP of +1 for every three levels of +1


Cloth, Liquids. Paper, Plant products, Rope,
the helmsperson, rounding down (minimum of +1 SP). Stone, Wood
They will power vessels up to 50 tons in size. +2 Copper, Glass, Greek fire, Metal
+3 Bone, Ivory, Silver
Major Helm
+4 Crystal, Electrum, Flesh, Leather
Cost: 250,000 gp
+5 Fine Ceramics, Gold
These function like minor helms but provide an SP equal +6 Platinum, Semi-Precious Gems
to the operators level divided by two and rounded down
(minimum of +1 SP). They will power vessels up to 100 +7 Precious Gems
tons in size. +8 Mithril
+9 Adamantite

12
Vehicles and Equipment
Below are listed various ship types found throughout Wildspace. This is not an exhaustive list of all ship types but a basic list
of various ships and their sizes.

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

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

14
Ammunition
Item Name Cost Notes
Alchemist's Fire (cask) 200gp per shot Used by Alchemist's Fire Projectors, Always flammable
Ballista Bolts 5sp per shot Fits any ballista. May be used as a Spear
Cannonball 5gp per shot May also be launched out of a Trebuchet
Sweeper rounds 4gp per shot Used by Gnomish Sweepers
Catapult Stones 3sp per shot Used by Trebuchets

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

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

15
Outfitting

A
ship needs certain equipment and amenities Cargo Space
to accommodate crew and tasks. From
quarters to a galley or even a place of Even non-merchant ships require areas to store supplies
worship, different types of crew expect and ammunition. Not all storage spaces a created equal; it's
different types of quarters and, depending on a compromise on ease-of-access, density, security, and cost.
what you want your ship to do, ships may be
outfitted with specialized equipment. Cargo Space Types
Space
Quarters Type Cost Efficency Notes
Below are a list of different types of living quarters; certain 50sp 30% to find any item
crew will expect better quarters depending on their Bulk Stores per 5 80% within a ship-to-ship
lifestyle. Green crew will sleep anywhere off the damp sq. ft round
while engineers and helmspersons will usually expect their 25gp Items are readily
own cabin. Repair
per 5 80% accessible, can only
Stores
sq. ft hold repair material
Quarter Types
Type Cost Upkeep Lifestyle Notes 25gp 80% to find any item
Regular
per 5 60% within a ship-to-ship
5gp Can hold Stores
sq. ft round
Open Floor per 5 - Up to poor one crew
sq. ft per 5 sq. ft 50gp Items are considered
Amunition
per 5 50% secured; items are
1gp per Stores
Tripple- 50gp Can hold sq. ft readily accesable
month
stack per 5 Up to poor two crew Items are considered
per 5 sq.
Hammocks sq. ft per 5 sq. ft 100gp secured; requires a key
ft Secure
per 5 20% to access, takes 1d4
1gp per Stores
50gp Can hold sq. ft minutes to open; items
Single month Up to are readily accesable
per one crew
Hammocks per 5 sq. Modest
foot per 5 sq. ft Items are considered
ft
secured; requires a key
5gp per Dangorous 500gp
100gp Can hold to access, takes 1d4
month Up to Goods per 5 10%
Bunks per 5 one crew minutes to open; items
per 5 sq. Comfortable Store sq. ft
sq. ft per 5 sq. ft are readily accessible;
ft immune to fires
1gp per Minimum of
250gp
Individual month Up to 10 sq. ft, Galley and Mess
per 5
Cabin per 5 sq. Wealthy can hold
sq. ft
ft one crew The galley is where food is prepared and served; the mess
is where the crew can sit, eat and socialize with other crew.
500gp
5gp per
Minimum of
15 sq. ft
Sailors and officers will usually have separate messes.
Officer month Up to
per 5 room, can Galley and Mess Types
Quarters per 5 sq. Aristocratic
sq. ft hold one
ft Type Cost Upkeep Notes
crew
50gp 5gp per 5
minimum of 5 square sq.
Galley per 5 sq. ft per
Helm's Compartment sq. ft month
ft per 5 crew served
Helms are usually fitted to their own room on a minimum of 5 square sq.
spelljammer and usually within the centre of the ship to Sailors
5gp 5sp per 5
ft per two crew-served, for
keep it safe from enemy attacks. Mess
per 5 sq. ft per
a crew of a lifestyle up to
sq. ft month
Comfortable
Helm's Compartment Types
Type Cost Notes minimum of 5 square sq.
50gp 2gp per 5
Officers ft per crew-served, for a
5gp per 5 per 5 sq. ft per
Standard Minimum size of 10 sq. ft Mess crew of a lifestyle up to Up
sq. ft sq. ft month
to Wealthy
500gp Minimum size of 10 sq. ft, attacks
Armored per 5 sq. aimed at this compartment have
ft disadvantage
500gp
Fire Minimum size of 10 sq. ft,
per 5 sq.
Retardant immune to fires
ft

16
Place of Worship Lookout Station
The crew on a ship may wish to have a place of worship to A lookout is either held up in the crow's nest or a
pray to their god. Some of your crew may require access to compartment with a window; if a crew member mans a
an extraplanar entity or power such as clerics, warlocks, lookout station during a ship-to-ship round, roll a d20, then
druids, and paladins. consult the table below; you learn that piece of information
of a ship in range (default three hexes).
If a place of worship is on board a ship (and is not
desecrated), it provides the same effect as the Contact Lookout Room Types
Home Power spell within the ship and only to one Type Cost Notes
entity/power. 50 gp per Must be on an outer deck or a
Lookout
5 sq. ft windowed compartment
Worship Types
Type Cost Upkeep Notes
Lookout Information
50gp 1gp per 5 Used by either clerics or d20 Infomation
Altar per 5 sq. sq. ft per paladins, minimum of 10
ft month sq. ft 1-5 Nothing
500gp 1gp per 5 6-10 Remaining Health
Idol per 5 sq. sq. ft per Used by warlocks
11-12 Remaining Crew
ft month
13-14 Weapons Onboard
Used by either druids or
250gp 10gp per
rangers, minimum of 10 15-16 AC or DT of ship
Santurary per 5 sq. 5 sq. ft per
sq. ft, provides air for one
ft month 17-18 SR or Class of ship
crew member per 5 sq. ft
19 Location of Helmsperson
Arcane Ward 20 Unique information, as per DM
Spelljamming ships face unique challenges regarding
arcane phenomena that normal seafaring vessels don't, Lookout Station Equipment
such as the need to find portals on a crystal shell or scan Equipment Cost Notes
the surface of a planet. Specticals 500gp +1 to range
As such, some ships may dedicate a compartment of the Telescope 1,000gp +3 to range
ship to dealing with such phenomena; the arcane ward. Scaning Roll an extra d20, choose
5,000gp
Device any d20. +3 to range
Arcane Ward Room Types
Type Cost Notes Crystal Orb 3,000gp Re-roll any roll of 1-5
Ward 100 gp per 5 sq. ft Minimum of 10 sq. ft Find any single piece of
Divination
2,500 gp information if used over
Bones
three ship-to-ship rounds
Arcane Ward Equipment
Equipment Cost Notes Find SR or Class of ship if
Architect's
50gp used over two ship-to-ship
Can cast Portal Magic at Compass
rounds
Portal Device 6,000gp 5th level once per 24
hours Find Remaining Crew if used
Mechanical
250gp over two ship-to-ship
Warns if a sargasso is Counter
Sargasso rounds
10,000gp within five hexes of the
Detector
ship. Find Location of
Dowsing Rod 400gp Helmsperson if used over
3,000gp + two ship-to-ship rounds
Facilitates telepathic
Horns of 250gp per
communication between
Comunication room Find the travel time to a
crew on the ship Sextant 500gp known object with an
connected
accuracy of 1d4 days
Premits one way
telepathic communication 200gp (per
Lists most planets in a
Flag of Hailing 2,000gp to all crew on another Star-chart crystal
crystal sphere
ship or object you can see sphere)
within 5,000 miles
Provides details about the
Looking Glass closest planet, such as
4,500gp
of Knowing type, size, atmosphere,
and climate

17
Custom Ships

S
ometimes a captain may commission a ship to Auxiliary Equipment
be built from the ground up for a specific task.
Custom designs are almost always more Auxiliary equipment includes helms and weapons, which
expensive than ships of the same rating, but the are not strictly required but highly recommended if you
added flexibility and function may be worth the want a useful spelljammer.
extra gold to some people.
Helm (SP)
Below is just a guide on pricing; custom ships may be more Helm SP Cost
or less expensive to build depending on what shipbuilding Furnace Helm see
port it is constructed at. (Wildspace Only) "Spelljamming Helms"
10,000gp

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


see
50,000gp
"Spelljamming Helms"
Ship Design see
Lifejammer Helm 80,000gp
Below are things that are affected by the design of the hull; "Spelljamming Helms"
realistically, this is not something that is chosen but rather see
is a consequence of the design itself. Minor Helm
"Spelljamming Helms"
100,000gp

Construction (AC and DT) Major Helm


see
250,000gp
Material AC / DT Cost per Tonnage "Spelljamming Helms"
Cloth, paper, Leather 11 5 10gp see
Pump Helm 600,000gp
"Spelljamming Helms"
Crystal, glass, ice 13 10 50gp
Wood, bone 15 15 200gp Landing Capability
Ceramic 16 20 500gp Landing Cost

Stone 17 25 600gp Water 10,000gp

Iron, steel 19 30 1,000gp Land 30,000gp

Mithral 21 35 10,000gp Both 50,000gp

Adamantine 23 40 100,000gp
Weapon Mounts
Required Tonnage
Size (Tonnage and HP) Size (per mount) Cost
Tonnage (Also Max Crew) HP Cost
1,000gp
less than 10 100 x1,000 tonnage M 5
(+500gp after the first)
10-15 100 10,000gp 5,000gp
L 10
16-20 200 25,00gp (+1500gp after the first)

21-30 300 50,000gp 1,000gp


R 0
(One per ship)
31-40 400 100,000gp
10,000gp
GB 20
more than 40 x10 x10,000 (One per ship)

Hull Design (SP and Class) Lifeboats


SP Class Final Cost Multiplier Boat
Type Cost Notes
+1 F x1
1000gp +
+2 E x1.5 Takes 1 tonn of storage to
Standard 500gp per crew
hold per 2 crew capacity
+3 D x4 held
+4 C x8 5000gp + Always takes 1 tonn of
Compact 500gp per crew storage to hold, takes 2d4
+5 B x16 held rounds to assemble

18
Magic Items
Neverending Barrel of Grog +1/2/3 Siege Weapon
Wondrous item, Rare Weapon, Uncommon/Rare/Very Rare
Often, the greatest worry ship captains have is maintaining A somewhat rare item, magically enhanced siege weapons
a healthy supply of clean liquids for the ship's crew to drink. are a highly desirable addition to any ship. When used, add
the modifier to the roll of all the crew operating the
One way this is accomplished is by using a neverending weapon.
barrel of grog. Grog, a watered-down version of cheap, rot-
gut rum, is not particularly good for the crew, but it will +1/2/3 Ram
keep them alive (and not complaining) almost indefinitely.
Weapon, Uncommon/Rare/Very Rare
The barrel has a magical dweomer but remains empty until A somewhat rare item, magically enhanced rams are a
it is tapped. When tapped, it needs to be set upright and highly desirable addition to any ship. When used, add the
lidded. modifier to the DC of the Reaction save vs your ram.
When the handle of the wooden tap is turned to either the Animated Siege Weapon
left or right, a dirty looking, foul-smelling fluid gurgles
forth, filling the cup (or mouth) lying beneath the spout. Weapon, Rare
The barrel will forever pour forth grog, without a daily Quite a rare item, animated siege weapons can fire and
limitation. reload themselves without the need of crew members to
operate them. The siege weapons attacks are considered
(After the fifth glass in an hour's time, an imbiber must roll magical and have a +8 to hit.
a Constitution check with each glass or pass out. If the
check fails, the character falls asleep for 2d8 hours, and Box of Preservation
cannot be awakened by nonmagical means).
Wondrous item, Rare
Neverending Barrel of Salt Pork These large boxes measure 100 cubic feet, having a hinged
lid on the box's top to allow easy access to the material it
Wondrous item, Very Rare contains.
Another worry that ship captains have is storing food safely
on their ships, especially on the long journeys between This box magically preserves whatever it contains
crystal spheres. indefinitely. The item permanently maintains its current
temperature, texture, ripeness, etc., for as long as it is
Food kept in the dark, often damp cargo holds has the within the box.
unsavoury habit of turning bad and spoiling quickly.
Therefore, other means to preserve food need to be found. Items placed inside the box don't interact with the
Salting meats and vegetables is a common practice. Phlogiston; this makes boxes of preservation a great place
to store items like smoke-powder and alchemist fire.
This curbs spoilage, but storing the bulk and the extra
weight of the meat and salt is a problem. The neverending The box of preservation has no limit to the amount of
barrel of salt pork allows the ship's cook to pull up to 100 weight it can hold. Its only limitation is its size.
pounds of salted pork each day (feeding about 50
crewmen). If a living creature is placed in the box and the lid closed,
the creature enters a state of suspended animation until
Bell of Warning removed. When removed, the creature must make a DC 15
Constitution saving throw. If it fails this roll, the creature
Wondrous item, Rare dies.
The bell of warning is a new arrival to the spelljamming
universe. It is designed to warn the crew when another
ship approaches within ten hexes.
Whether the approaching ship is friend or foe, whether
visible or invisible, spelljamming ship approaches. This
ringing continues for three rounds.
It does not react to creatures, even to those of gargantuan
size.

19
Bellows of Air Knocker of Entering
Wondrous item, Very Rare Wondrous item, Very Rare
This Large leather bellow sits atop an ornate brass box This round brass door knocker measures 3 inches in
with gold damascene depicting a tree and the alchemical diameter with a depiction of an ouroboros.
symbol for air.
Nothing happens when placed on a door until the knocker
By placing a magical item within the box under the bellows, is knocked for the first time to any pattern; then, the code is
the bellows slowly start pumping away, pulling in fowling set to that pattern. When knocked to the set pattern, the
air and pushing out fresh air. door opens to an empty 25-foot extradimensional cube
room with only one entry/exit. Knocking again reverts the
At this point, the magic is ripped from the item and can't be door to open to its original room.
restored.
The door can only occupy one door frame at a time; while
The bellows will output a certain amount of air depending set to one room, the door remains inaccessible to the other,
on the rarity of the magic item placed in the box. effectively trapping anyone inside unless there is another
exit.
The bellows will continue to pump out the air at a steady
rate until all the air it can output is released. Due to the 25-foot room being an extradimensional space,
the knocker will always be set to the original room when in
Rareity Tonnage of air the Phlogiston, making the said room inaccessible.
(halved if the item is consumable)
Common 2 Due to its large size and relative security, especially in the
flow, the Knocker of Entering is often used as a vault, cargo
Uncommon 16 bay, or a brig.
Rare 64
Very Rare 512
Orbus ring +1/2/3
Legendary Indefinite Wondrous item, Uncommon/Rare/Very
Rare, requires attunement
Bosun's Whistle of Unseen Crew This rare ring appears to be carved from ivory, with strands
of platinum twining around the band. The wearer of such a
Wondrous item, Very Rare, requires ring notes no magical effects unless they sit in a
attunement spelljamming helm.
When activated, this magical item summons an unseen Utilizing the remains of an orbus and some of its residual
crew that will increase the number of ship's crew by 5d20 magic, the ring increases a ship's SP by the ring's modifier.
for one hour.
The unseen crew are effectively unseen servants that Thus, a 6th-level spellcaster seated in a minor helm would
perform sailors tasks such as manning sail booms, working move the ship at +3 SP; with a +1 orbus ring, the ship
rudders, manning weapons, etc., depending upon the ship's moves with +4 SP.
design. These rings are highly prized by spelljamming mages and
The crew added by this item don't count towards the ships have been touted as a tremendous increase in
maximum crew, nor do the summoned crew breathe. spelljamming technology.

The whistle can't be activated in the Phlogiston and can't Actually, the secret of making orbus rings was lost for
be used more than once a day, recharging every dawn. nearly a century until a hidden cache was discovered on
the Rock of Bral.

20
Feats
Siege expert 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.
Prerequisite: Proficiency in at least one
martial weapon Experienced Helmsperson
You have mastered how to use siege equipment and
instruct others how to as well. You gain the following Prerequisite: Ability to cast a levelled
benefits: spell
Increase your Strength or Dexterity by 1, to a maximum You have become quite proficient in piloting Spelljammers.
of 20. As such, you gain the following benefits:
While manning a siege weapon, you are considered to When piloting a minor or major helm, you can expend a
have the "lowest bonus." spell slot to boost your ships SP by the spell slots
If a siege weapon you are manning makes a critical hit, expended level for one ship-to-ship round. A ship can
you can choose to fire the siege weapon again instead of only benefit from one boost at a time.
using the usual critical hit table.
Space Legs You can cast levelled spells even if you have recently
used a spelljamming helm. When you do, make a
concentration check with a DC of 10 + the level of spell
Prerequisite: Visited wildspace or the cast; on a success, the spell is cast normally. On a
phlogiston failure, you gain a level of exhaustion and waste the
On your journies throughout wildspace and the flow, you spell slot.
have found your space legs. You can now move through
these places with ease. You gain the following benefits: Wildspace Explorer
Increase your Constitution or Dexterity by 1, to a Prerequisite: Visited wildspace in a
maximum of 20. spelljamming vessel
While floating through wildspace or the Phlogiston and
not standing on a solid surface, you gain a flying speed On your journies throughout wildspace, you have become
equal to your walking speed familiar with the anomalies one can face in such an alien
you breathe air in your personal air bubble twice as environment. As such, you gain the following benefits:
slowly then normal. Increase your Wisdom, or Intelligence by 1, to a
Arcane Callus maximum of 20.
Just from observing a planet from afar, you can tell what
kind of world it is as well as if the atmosphere is
Prerequisite: Ability to cast a spell breathable and non-toxic
Due to your propensity to cast dangerous spells in You can see any sargasso from up to 2d4 hexes away. As
unsuitable conditions, you have created a method to reduce well as escape one on a roll of 80+ rather than 95+ if
the harm your spells inevitably cause to yourself and your you are also piloting the helm.
friends. As such, you gain the following benefits: You gain advantage on all passive perception checks to
Increase your Intelligence, Wisdom, or Charisma by 1, spot other spelljammers in wildspace
to a maximum of 20.
You and your allies gain resistance to all damage from
your spells. As well as advantage on saves vs. your
spells, if a successful save would cause half damage,
instead take none.
When you cast a spell, you can reduce its range, number
of targets, and area of effect.
Dockmaster
Prerequisite: Proficiency in Tinker's
tools, Carpenter's tools, or
Glassblower's tools.
You have mastered the fundamentals in shipbuilding and
quartermastering; you gain the following benefits:
Increase your Intelligence or Dexterity by 1, to a
maximum of 20.
Jury-rigged repairs done by you heal 5 HP per repair
while still only reducing the ship's max HP by one

21
Spells
Portal Magic
Class spell list
2nd level Divination (Ritual)
Spell Class Casting Time: 10 minutes
Range: Half a mile
Create or Destroy Artificer, Cleric, Druid, Paladin, Components: V, S, M (A conch shell)
Air Ranger Duration: 1 minute
Create Helm All Casting out to the very Crystal Shell itself, you can sense
Contact Home Cleric, Druid, Paladin, Ranger, the direction and distance (either in miles or in travel time)
Power Warlock of the nearest portal of egress through a Crystal Shell.
Portal Magic All In general, from any point on a Crystal Shell, naturally
Artificer, Druid, Ranger, Sorcerer, occurring portals for a ship are 2d10 days away. At DM's
Spark
Wizard discretion, there may be more, less, or no portals. This
spell may only be cast within half a mile of the surface of a
Softwood Bard, Cleric, Druid, Paladin, Ranger Crystal Shell.
At Higher Levels. When you cast this spell using a spell
Create or Destroy Air slot of 5th level or higher, you may draw a circle in the air
1st level Transmutation towards the Crystal Shell. A shimmering portal opens
within the circle you drew and remains open for five
Casting Time: 1 action minutes. The opening does not weaken the shell, and any
Range: 100 feet objects resting physically on the shell are unaffected by the
Components: V, S, M (A small, stoppered flask) portal.
Duration: 10 minutes
You either create or destroy air. Portals created by this spell are magical and temporary; as
such, they can be dispelled. If the portal is dispelled or
Create Air otherwise prematurely closed, roll 1d10, and determine the
You replace, replenish, and refresh the air in a personal air result the fate of the object(s) passing through the opening
envelope for 10 minutes for a creature within range, as it closes:
including air poisoned/tainted by spells such as Cloudkill 1-8 - Portal closes before the ship reaches the shell. The
and Stinking Cloud. This does not create a larger envelope ship must turn back or Crash into the shell.
in size but simply replenishes the air in the envelope that 9-10 - Portal closes after the ship passes through.
the creature drags with it.
Contact Home Power
If the air is fouled, the air turns fresh again, and the air 3rd level Conjuration (Ritual)
timer resets to 10 minutes. If used within a spell or effect Casting Time: 1 Action
that causes a cloud (similar to the Fog Cloud, Cloudkill and Range: Self (Inside a crystal sphere)
Stinking Cloud spells), the creature is allowed an Components: V, S, M (A small toy horn, to be blown)
immediate save against the spell's effects. Duration: One week, or until you leave the current Crystal
Destroy Air Shell
The air envelope of a target creature within range You mentally establish a tenuous link through the Astral
immediately is reduced to Fouled status, with all effects of Plane between your present location and the power you
Fouled status. If air is already Fouled status, this spell has receive guidance from. This link permits the Cleric, Druid,
no effect. Paladin, Ranger, and Warlock to regain spells above 3rd
level as if their divine link was revered in the Crystal
At Higher Levels. When you cast this spell using a spell Sphere they currently reside.
slot of 2nd level or higher, you may target one additional
creature for each slot above 1st. Distance has no effect upon the attempt to contact the
home power, but dimensional gates, anti-magic fields, and
dispel magic effects will prevent the use of the spell.
Additionally, the spell will not function in areas that power
has explicitly been banished from.
If power is forbidden, the caster will be informed through
the spell that such contact is forbidden, but not the reason
why. Passage into another plane or into the ethereal will
break the connection. While the spell is in effect, the caster
will react positively to a Detect Magic spell.

22
Softwood Spark
4th level Transmutation 4th level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a handful of tree bark) Components: S, M (Some flint and steel)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within By making a ranged spell attack and snapping your fingers
range into a soft, spongy lump of wood-like material, similar towards a creature or object, you create a spark of
to that of a rotting stump. electricity that materializes at its destination—dealing 4d4
lightning damage, stunning its target and setting flammable
The creature must make a Constitution saving throw. On a object alight if they aren't being worn or carried.
failed save, it is restrained as its flesh begins to grow mossy
and brown. On a successful save, the creature isn't affected. The creature must make a Constitution saving throw. On a
A creature restrained by this spell may make another failed save, it is stunned for 1d4 rounds as its nervous
Constitution saving throw at the end of each of its turns. system is overwhelmed. On a successful save, the creature
isn't stunned. A creature stunned by this spell can still take
If it successfully saves against this spell three times, the an action or reaction but not both in one round.
spell ends. If it fails its save three times, it is turned to
softwood and subjected to the petrified condition for the This spell is exempt from the general rule regarding
duration. The successes and failures don't need to be casting spells capable of ignition in the Phlogiston from
consecutive; keep track of both until the target collects centring on the caster when cast but still creates an
three of a kind. explosion dealing x3 the spell's damage where the spark
materializes.
A shapechanger automatically succeeds on this saving
throw. Create Helm
5th level Enchantment (Ritual)
The softwood lump is immune to all damage. A character Casting time: 1 minute
turned to softwood could fall to Earth, and the heat and Range: Touch
impact of the fall would be absorbed by the spell. Components: V, S, M (A chair, stool, or other seat-like
objects as well as valuable metals worth at least 100 gp,
If you maintain your concentration on this spell for the which the spell consumes)
entire possible duration, the creature is turned to softwood Duration: 8 hours
until the effect is removed. or until the target is brought into
contact with open air for 30 minutes, such as the air on a By casting this spell on an ordinary chair or other seats,
planetoid or ship. this spell transforms that chair or seat into a Spelljammer
Helm suitable for powering a Spelljamming ship. The helm
this spell creates provides Speed Points at a ratio of 1:3,
similar to a Minor Helm. If this helm is dispelled, the chair
or other seat used for the material component of this spell
is destroyed.
You can create a permanent Helm by casting this spell on
the same seat-like object once every week for one year. You
need not use the helm this spell creates when you cast the
spell this way.

23
Custom Crystal Sphere
Planet Types (3d4-1 per system) Unique Features (1d6-1 per planet)
d100 Type d100 Classification
01-40 Earth-like (e.g. Earth, Mars) 1-30 Humanoid civilization (roll on table below)
41-60 Fire-like (e.g. The Sun) 31-40 Non-humanoid civilization (roll on table below)
61-80 Water-like (e.g. Europa) 41-45 Planet 2d20°C warmer than normal
81-99 Air-like (e.g. Jupiter) 46-50 Planet 2d20°C cooler than normal
00 Living Planet (Treated as a colossal creature) 51-55 Ring (roll 1d4, 1 earth, 2 fire, 3 air, 4 ice)
56-60 No spin (no seasons)
Planet Size 61-70 No rotation (no day/night cycle)
d100 Classification
71-75 No orbit (stationary planet)
01-02 A (Less than 10km across)
76-80 Hollow planet (re-roll if belt or flat world)
03-05 B (10-100km across)
81-85 Non-water ocean (roll on alchemical jug table)
06-10 C (100-1,000km across)
86-90 Dead civilization (ruins)
11-20 D (1,000-4,000km across)
91-95 Non-air atmosphere
21-35 E (4,000-10,000km across)
96-99 Vacume
36-50 F (10,000-40,000km across)
00 Made of valuable material
51-70 G (40,000-100,000km across)
71-85 H (100,000-1,000,000km across) Civilizations (As needed)
86-95 I (1,000,000- 10,000,000km across) Huminoid
96-00 J (Greater than 10,000,000km across) d100 Race
01-30 Human
Planet Shape 31-40 Elvish
d100 Shape 41-50 Dwavish
01-05 Amorphous 51-60 Gnomish
05-15 Belt 61-70 Hafling
16-20 Cluster 71-80 Giff
21-65 Spherical 81-90 Illithd
66-70 Cubic 91-99 Beast-race
71-90 Flatworld 00 Unique alien race
91-95 Elliptical
95-99 Regular Non-humanoid
d100 Race
00 Irregular
01-30 Fey

Number of Moons 31-40 Undead

d100 # of Moons 41-50 Elemental

01-50 0 51-60 Construct

51-70 1 61-70 Monstrosity

71-80 2 71-80 Fiend

81-85 3 81-90 Aberration

86-89 4 91-99 Celestial

90-95 5 00 Ooze

96-99 1 (Size A planet, roll type, shape and features)


00 Space-port

24
Optional Features Optional Civilization Features
Orbit Shape Technological level
d100 Shape d100 Level
01-60 Elliptical 01-05 Pre-Neolithic
61-70 Circular 05-15 Neolithic
Wavy 16-20 Tribal
71-80 (add 1d20-10 days travel
21-65 Classical
to/from planet every trip)
66-70 Early medieval period
81-90 3d6 sided polygon
91-99 Polar with previous planet 71-90 Late medieval period
91-95 Renaissance
00 Non-geometric
95-99 Enlightenment
Climate 00 Industrial
d100 Type
01-20 Dry Spelljammer repair cost
21-40 Tropical d100 Level
01-05 Not available
41-60 Temperate
05-15 500% cost
61-80 Continental
81-00 Polar 16-20 200% cost
21-75 100% cost
Fire planet sub-type 76-80 80% cost
d100 Type
81-90 70% cost
01-80 Star
91-95 60% cost
81-90 Magma world
95-99 50% cost
91-99 White hot metallic world
00 No charge
00 Portal to the plane of fire
Form of Government
Air planet sub-type d100 Government
d100 Type
01-05 Anarchist
01-80 Sky island world
05-15 Communist
81-90 Lightning world
16-20 Totalitarian
91-99 Nebula
21-65 Monarchist
00 Portal to the plane of air
66-70 Republic
Water planet sub-type 71-90 Theocracy
d100 Type 91-95 Tribalism
01-80 Ocean world 95-99 Oligarchy
81-90 Salt-flats world 00 Fascist
91-99 Underground ocean world
00 Portal to the plane of water

Earth planet sub-type


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

25
Races of wildspace
Giff Hadozee
Giff are found throughout Wildspace, going wherever the In appearance, Hadozee are quite distinctive: large, roughly
mercenary work takes them and rarely forming permanent orangutan or chimpanzee-like, sapient apes with
colonies on any planet. pronounced patagia (limb-linking membranous "wings", ala
a flying squirrel).
Giff resemble humanoid hippopotami, who had a run-in
with the British empire while it was busy conquering half This allows "deck apes", as they are commonly called, to
the world. The giff are relatively unique in that their main glide and is quite handy in their preferred environment: the
weaponry is not that of sword and shield but of match and rigging of ships.
smoke powder.
Giff Traits Hadozee Traits
Giff share certain racial traits as a result of their military Hadozee share certain racial traits as a result of their
training . physical features.
Ability Score increase. your strength score increases by 2, Ability Score increase. your dexterity score increses by 2,
and your constitution by 1. and your constitution by 1.
Age. Giff mature at the same rate as humans do; they live Age. Hadozee mature at the same rate as humans do; they
to around 80 years. live to around 60 years.
Alignment. Due to their military upbringing, Giff are Alignment. Due to their spacefaring nature, Hadozee tend
almost always lawful and usually neutral. to be of a neutral aliment.
Size. Giff are usually between 7 to 8 feet tall and about 300 Size. Hadozee are usually between around 5 to 6 feet tall
pounds. Your size is Medium. and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Languages. You can speak, read, and write Common and
Giff. Hadozee.
Military Training. Due to your cultures strict military Superb Climbers. Hadozee have a natural gift for climbing
structure, you gain some benefits. and, as such, gain a climbing equal to your walking speed.
While you are climbing, you don't lose your ability to use
You gain proficiency with all firearms. your hands.
Firearms gain the finesse property when wielded by
you. Gliding. While you are falling, you can use your patagia to
When using bombs, there DC changes to your Strength glide. This negates all falling damage and lets you travel 20
modifier + your proficiency bonus + 8 (minimum of 12.) feet horizontally for every 5 feet of descent. For you to use
this feature, you must not be wearing heavy armour or any
Powerful Build. When determining your carrying capacity armour you are not proficient in
and the weight you can push, drag, or lift, you count as one
size larger.

26
Dracon Dohwar
The Dracons are a scalykind race that have recently The Dohwar are short, pudgy, flightless avians bearing a
appeared on the fringes of the Known Spheres; in passing resemblance to penguins. They are shameless
appearance, they are often likened to dragon or lizardfolk merchants, always looking for an opportunity to turn a
versions of centaurs profit. Since the arcane (otherwise known as "Our
Competitors") are considered the greatest merchants of
Dracons are herd creatures, and their lives are comprised wildspace, the Dohwar try harder to displace them.
of a series of formal rituals designed to allow them to
interact with the herd with no dissension. To humans, Though the dohwar speak Common and their own tongue,
dracon formality is seen as weak and snobbish; this is they rely heavily on telepathic powers for communication
superficially supported by the dracon's willingness to flee among themselves. In fact, dohwar have pairings called
or discuss a situation rather than fight. However, more than "mergers", wherein two dohwar stay in mental rapport,
one human has been surprised at how effective dragons are even to the point of finishing each other's sentences. This
once the herd has made up its mind. drives other races crazy.
Dracon Traits Dohwar Traits
Dracon share certain racial traits as a result of their herd- Dohwar share certain racial traits as a result of their
like nature. mercantile nature.
Ability Score increase. Your charisma score increases by Ability Score increase.
2 and your constitution score increases by 1. Your intelligence score increases by 2, and your charisma
by 1 .
Age. Dracon mature quicker than humans do and reach
adulthood by 15; they live to around 60 years. Age. Dohwar mature quicker than humans do and reach
adulthood by 8; they live to around 25 years.
Alignment. Due to there herded upbringing, Dracon are
usually lawful and good. Alignment. Due to their ruthless mercantilism, Dohwar
are usually chaotic neutral.
Size. Dracon are usually between 6 to 7 feet tall and about
320 pounds. Your size is Medium. Size. Dohwar are usually between 2 to 3 feet tall and about
50 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Speed. Your base walking speed is 25 feet; you also have a
Languages. You can speak, read, and write Common and swim speed of 40 feet.
Dracon.
Languages. You can speak, read, and write Common and
Quadruped. You count as one size larger when Dohwar.
determining your carrying capacity and the weight you can
push or drag. In addition, any climb that requires hands Telepathic. Dohwar can communicate telepathically with
and feet is arduous for you because of your legs. When you any creature it can see within 30 feet. If it understands at
make such a climb, each foot of movement costs you four least one language, it can respond to you telepathically.
extra feet instead of the normal one extra foot.
Cold Weather Acclimation. Dohwar are unharmed by
Herd Mentality. During a long rest, you visit each of your temperatures as low as -50 degrees Fahrenheit. They also
companions to build comradery. Choose up to 6 friendly have resistance to cold damage.
creatures you are spending the rest with within 30 feet or
the same inn, campsite, etc. Each creature gains temporary Extrasensory Perception Dohwar can heighten their
hit points equal to your half level + your Charisma modifier senses psionically when the need arises; the Dohwar can
(minimum of one). activate is ESP as an action and gain truesight out to 120
feet for 10 minutes, while the Dohwar has truesight from
this feature it can not be surprised. The Dohwar can use
this ability once per short rest.

27
Xixchil Hurwaeti
The Xixchil are a race of sentient, mostly-humanoid mantis- Hurwaeti, also known as Wiggles, are an amphibious
people. Hailing from some sort of Death World, they had to humanoid race. They look like a bizarre mixture of grippli
be smart and work together to survive, eventually taking (or bullywug) and gnome; they are supposedly distant
over the world when they figured out how to use surgery relatives of the sahuagin and the lizardfolk.
and alchemy to reshape their bodies.
Hurwaeti have thick, tough scales; these are very small,
They casually tinker with their own bodies all the time, hard, and shiny so that their dark olive-green hides look
from the aesthetic - surgically implanted gems and smooth and glossy (many observers mistake this gloss for
precious metal - to the functional, like implanted poison- dampness or slime). They have long, frog-like legs, webbed
needle-guns. fingers and toes, gnome-like faces with large ears, pointed
noses, and long, sharp chins.
Xixchil Traits Hurwaeti Traits
Xixchil share certain racial traits as a result of their Hurwaeti share certain racial traits as a result of their
mutable nature. shared nature.
Ability Score increase. your constitution score increses by Ability Score increase. your constitution score increses by
2, and your intelligence by 1 . 2, and your intelligence by 1 .
Age. Xixchil mature quicker than humans do and reach Age. Hurwaeti mature in less than one year and can live for
adulthood by 10; they live to around 30 years. 300 years.
Alignment. Due to there isolated upbringing, Xixchil are Alignment. Due to their upbringing, Hurwaeti are usually
usually chaotic. neutral good.
Size. Xixchil are usually between 6 to 7 feet tall and about Size. Hurwaeti are usually between 2 to 3 feet tall and
320 pounds. Your size is Medium. about 320 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet. Speed. Your base walking and swimming speed is 30 feet.
Languages. You can speak, read, and write Common and Languages. You can speak, read, and write Common and
Xixchil. Hurwaeti.
Armor Grafting. Xixchil can't wear conventional armour; Natural Armor. You have small flexible scales. When you
instead, they must graft armour plates onto their body. aren't wearing armour, your AC is 13 + your Dexterity
these grafts cost twice as much as their conventional modifier. You can use your natural armour to determine
armour equivalents of the same AC; however, they never your AC if the armour you wear would leave you with a
have a strength requirement nor pose a disadvantage on lower AC. A shield's benefits apply as normal while you use
stealth checks. your natural armour.
Installation of these grafts takes an hour and requires a Standing Leap. Your long jump is up to 25 feet, and your
successful DC15 medicine check to install successfully. high jump is up to 15 feet, with or without a running start.
Appendage Grafting. Both of your arms can be modified Fog Cloud. You can cast fog cloud as a 1st-level spell once
to incorporate items inside each of them; while these grafts with this trait and regain the ability to do so when you
are attached to your arms, you are always considered to be finish a short rest. When you reach the 5th level, you can
holding them; however, you still have your hands free to instead cast it as a 2nd level spell.
hold other items, this does not increase the number of
attacks you can make, however. Amphibious. You can breathe water as if it were air.
Installation of these grafts takes an hour and requires a
successful DC15 medicine check to install successfully.

28
Beholder-Kin Illithid
Beholder-Kin are a group of 5 eyed creatures related to Illithid, also known as Mind flayers, are sadistic aberrations
beholders. Beholder-Kin are rarely as strong or powerful as feared by sentient creatures on many worlds across the
their full-blooded counterparts; however, this doesn't mean multiverse due to their powerful psionic abilities.
they're anywhere near a pushover.
From their twisted lairs deep in other crystal spheres,
Beholder-Kin these alien entities sought to expand their dominion over
Beholder-Kin share certain racial traits as a result of their all other lifeforms, controlling their minds to use them as
relationship with true beholders. obedient thralls. They consumed their victims very
personality by extracting and devouring their brains while
Ability Score increase. Your intelligence score increses by they were still alive.
2, and your constitution by 1 . Illithid Traits
Age. Beholder-Kin mature slower than humans do and Illithids share certain racial traits as a result of their shared
reach adulthood by 30; they live to around 600 years. psionic link.
Alignment. Due to their xenophobic upbringing, Beholder- Ability Score increase. your intelligence score increses by
Kin are usually lawful evil. 2, and your constitution by 1 .
Size. Beholder-Kin are usually between 1 to 2 feet in Age. Illithids are born mature and can live for up to 500
diameter. Your size is Medium. years.
Speed. Your base walking speed is 0 feet. You have a hover Alignment. Due to their hivemind, Illithids are usually
speed of 30 feet, 3 feet off the ground. lawful evil, although some have been known to go
renegade.
Languages. You can speak, read, and write Common and
Beholder. Size. Illithids are usually between 6 to 7 feet tall and about
320 pounds. Your size is Medium.
Alien. Beholder-Kin are aberrations rather than
humanoids; you lack any hands and can't use conventional Speed. Your base walking speed is 30 feet.
weapons or armour.
Languages. You can speak, read, and write Common, Deep
Central Eye. Beholder-Kin have a large central eye which Speak and Illithid.
radiates a cone of anti-magic; at the start of your turn,
choose one creature or object that you can see; if that Illithid Psionics. You know the mage hand cantrip, the
creature/object targets you and only you with a spell, they hand is invisible when you cast the cantrip with this trait.
must beat you in an arcana skill contest, if they fail the spell When you reach 3rd level, you can cast Sleep once with
is wasted. this trait, and you regain the ability to do so when you finish
a long rest.
Eye Stalks. When you choose this race, you can pick any
combination of 4 eyes on your stalks from the ones listed When you reach 5th level, you can cast the Detect
below. These stalks will not function if you are blinded. The Thoughts spell once with this trait, and you regain the
DC of the save equals 8 + your proficiency bonus + your ability to do so when you finish a long rest.
Intelligence modifier.
Intelligence is your spellcasting ability for these spells.
Telekinetic Eye. You gain the mage hand cantrip; the When you cast them with this trait, they don't require
hand is invisible and can be used to activate magic components.
items and make attacks when you cast the cantrip with
this trait. Alien. Illithid are aberrations rather than humanoids.
Warding Eye. You can cast the shield spell at will using
this eye. Devour Brain. You can perform an unarmed melee attack
Disintegration Eye. As an action, you can make a which you are considered proficient with using your mouth,
ranged spell attack (120/240) doing 1d8 + your level in which does 3d4 piercing damage.
force damage.
Arcane Eye. This eye can be used as a spellcasting This attack is considered magical. If this would cause the
focus for any class. victim to be reduced to 0 or less hp, they are outright killed.
True Eye. This eye grants you +10ft of true sight.
Charming Eye You can force one creature within 120ft Telepathic. Illithid can communicate telepathically with
to make a wisdom saving throw or be charmed by you any creature it can see within 30 feet. If it understands at
for 1 minute or until the creature is harmed. least one language, it can respond to you telepathically.
Forceful Eye As an action, you can force one creature
within 120ft to make a dexterity saving throw or be
pushed 10ft towards or away from you.

29
Combat Flowchart

Optional Rules
Alternate Ship-to-ship combat: Alternate Siege Weapons: Flat
Advantageous Movement Bonuses
Instead of using the usual order of operations during a Instead of using the crew member with the lowest total
ship-to-ship round, with movement - crew - firing phases in modifier using the weapon, use this table to determine the
initiative order, you instead start with the ship with the attack modifier of the weapon.
lowest initiative and make them take their movement
phase. Flat Bonuses
Weapon Type Modifier
You then work your way up the list, with each ship Gnomish Sweeper +6
completing just their movement phase until you reach the
top of initiative; then in descending order, each ship takes Gnomish Catapult +8
its crew and firing phase as usual. Light Ballista +5
Repeat until combat ends, working your way up the Heavy Ballista +6
initiative order for movement and down the for crew and Light Trebuchet +5
firing phases, alternating between each.
Heavy Trebuchet +6
Light Cannon +5
Heavy Cannon +6
Light Jettison Launcher +5
Heavy Jettison Launcher +6
Alchemist's Fire Projector +5
Great Bombard +8

30
Adventures
In
Space
A fantasy campaign setting created for
Advanced Dungeons & Dragons (2nd Edition)
Spelljammer is a unique fantasy universe. A key
premise of the Spelljammer setting is that
magic allows ships to sail through space.
Spelljammer was created by TSR in 1989 and
is currently owned by Wizards of the Coast.

- Spelljammer Wiki

Heavy insperation: by Ubiquity

Image source: Midjourney AI

To-Do/Requests: link

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