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1
TABLE OF CONTENTS
Credits..................................................................................... 1
Table of Contents .................................................................. 2
Interstellar Ship Combat ...................................................... 3
Initiative ..........................................................................................3
Performing Ship Actions .............................................................3
Crew Actions .............................................................................3
Helm Actions ............................................................................3
Making Ship Ability Checks ....................................................... 4
Spelljamming Cost ....................................................................... 4
Maneuver Checks ......................................................................... 4
Sharp Turns.............................................................................. 4
Quick Stops ............................................................................... 4
Boarding ................................................................................... 4
Mishaps .......................................................................................... 5
Ship Repairs ................................................................................... 5
Crafting Custom Spelljammers ............................................ 6
Creating A Spelljammer .............................................................. 6
Size................................................................................................... 6
Spelljammer Class ........................................................................ 7
Ship Modifications ....................................................................... 7
Properties ................................................................................. 7
Ship Modifications ................................................................. 8
Premade Ships...................................................................... 11
Crew Roles ............................................................................16
Roles ........................................................................................ 16
2
INTERSTELLAR SHIP the Crew Actions. Additionally, if you chose to participate in
COMBAT
a solo task such as casting a spell or engaging in personal
combat, your actions do not count toward those of the Crew
Actions.
Masters Guide to determine surprise and other aspects of managing the spelljamming helm. They consist of your
the initiative. typical action, bonus action, and movement action. Your
Using this method of initiative individual players do not movement action may be used to maneuver the ship, for
get their own turn, instead operating as a group and free, up to the ship's movement. Your action and bonus
spending the ship's resources together. Although, an action may be used to perform any helm action detailed
individual player can choose to act on their own, casting a below or in the abilities your ship has.
CREW ACTIONS
requires a roll, the current pilot may modify the roll by
spending spell points. Increasing the roll by the number of
Crew Actions are determined at the beginning of every turn
spell points spent.
and have the possibility to change depending on the
surrounding battle. To determine the number of Crew
Actions a ship has, add up all the available crew who are
willing and able to accomplish tasks on board. The
spelljammer has 1 Crew Action for each of these crew
members. If for whatever reason a player or NPC has more
than one action the DM may reflect that in the number of
Crew Actions the ship receives. Note that while actively
engaging in flying a spelljammer, through the means of a
spelljamming helm, actions do not count towards those of
3
MAKING SHIP ABILITY CHECKS incomplete, however, if the task is failed by more than 5,
When your ship is required to make an ability check several your DM may ask for the ship to roll on the mishap table or
things may happen. When a mental skill is called upon (a give you another form of hindrance.
skill requiring Intelligence, Charisma, or Wisdom) the ship The DM may require a maneuver check for any number of
will rely on the skill bonuses and proficiencies of the current tasks related to moving the ship they wish. A list of example
pilot. When a physical skill is required (a skill requiring tasks has been laid out below, as well as corresponding
Dexterity or Strength) the pilot may roll a d20 as usual, but hindrances if failed miserably.
SPELLJAMMING COST
Maneuvering and performing actions in a spelljamming
helm is tiring and can take a toll on the user. At certain
points, the character attuned to the spelljamming helm will
be asked to spend spell points. A spell caster has a number
of spell points equal to 2 times their number of 1st-4th level
spell slots, they have an additional number of spell points
equal to 3 times their number of 5th-8th level spell slots,
and another 5 spell points for every ninth level spell slot
SHARP TURNS
Spelljammers are not nimble machines, and attempting to
they have.
zoom around as if they were can be dangerous. Successfully
Spell points are only spent during high-stress moments
attempting a maneuver check can allow you to do so,
like those presented during combat. At the end of combat or
however on a failure, you cause people trying to attack on
when the current attuned character steps out of the
your vessel to have disadvantage as they are thrown
spelljamming helm, whichever comes first, determine the
around.
cost the spelljammer takes on the character. To do this take
the number of spell points and convert them back into spell
QUICK STOPS
slots. Starting with first-level spell slots, remove a spell slot
Improperly slowing your vessel down can cause issues on
for every two spell points spent, then move on to 2nd, 3rd,
board, this is greatly exaggerated when done quickly.
and 4th. Next repeat the same process with 5th-8th level
Failing a maneuver check to do so will cause everyone on
spell slots, instead removing a spell slot for every three spell
the top deck of your vessel to make a Dexterity saving
points spent. Finally repeat this with 9th level spell slots,
throw. The DC is determined by the DM. With a success they
instead removing 1 spell slot for every 5 spell points
manage to hold on, but, on a failure, they are thrown from
spent. If at the end of combat, you have a spell slot that is
the vessel.
only partially spent, that spell slot counts as being totally
spent. BOARDING
MANEUVER CHECKS
Boarding requires your vessel to come within five feet of
your target, it can be difficult and strenuous to keep up with
When flying a spelljammer there may come times when a
the movements of your opponent. On a failed maneuver
maneuvering check is required. To do this have the current
check you may fall drastically behind your target, leaving
pilot helming the ship roll a flat d20. The pilot may then
your boarded compatriots alone, without an escape.
spend spell points to give a bonus to the roll equal to the
number of spell points spent, this must be done before the
result of the roll is determined. The result of the check is
then compared to the DC of the task that was attempted. A
failure of 5 or less will result in the task remaining
4
MISHAPS SHIP REPAIRS
Mishaps are hazards that have a chance of happening on a Your ship will receive damage over time as you go through
ship. Sometimes failure to complete a task properly will battles and overcome obstacles. To repair this damage, you
cause a mishap to occur, however, the main way mishaps require 15gp of materials, and 5gp of labor a day. This
arise is through damage. If your ship ever takes more than repairs your vessel at a rate of 1d8 of HP while in a port or
30 damage in one attack you must roll on the mishap table. 1d4 of HP while in Wild Space or the Astral Sea each day. A
Once a mishap has occurred it can be solved. As an action, single spellcaster, spending the majority of a working day
a crew member may make an Intelligence check using casting the Mending cantrip, will repair at the same rate as
tinker’s tools. The DC is at the DMs discretion. On a success, a non-magical team of repair personnel. This will
the mishap is fixed and goes away. On a failure the mishap eliminate material costs but increase labor costs by 5gp.
protists, on a failure of more than five you may cause Onboard weapons are repaired at the same rate, but with
another mishap to occur. only 5gp of materials and 3gp of labor.
5
CRAFTING CUSTOM have a maximum of 3 levels, and huge have a maximum of 4
SPELLJAMMERS
levels.
SMALL SPELLJAMMER
CREATING A SPELLJAMMER
Size: 20 ft. by 10 ft.
Number of Slots: 2
There are many types of spelljammers and many ways they
Base Cargo: 10 tons
can be used. This document attempts to put forward a
Standard/Max Crew: 3/5
simple and streamlined way to create your own
Base Cost: 10,000gp
spelljammers, either as a player or DM. Many things here
Damage Threshold: 10
have been hand waved or simplified for the sake of
gameplay and sanity. As an avid fan of Traveller, I wanted to MEDIUM SPELLJAMMER
avoid the bogginess of tracking a hundred numbers. With Size: 50 ft. by 20 ft.
that being said you'll still have to keep track of some things, Number of Slots: 10
so it's recommended you write it all down somewhere. Base Cargo: 30 tons
It is encouraged that you use the decisions made in this Standard/Max Crew: 10/20
section to determine what your ship would look like, Base Cost: 15,000gp
your base ship cost, and your ship's damage threshold. The Damage Threshold: 20
6
SPELLJAMMER CLASS Pirates Cheapness: Pirate ships have disadvantage when
Your spelljammers class refers to what the point of your rolling on the mishaps table.
SHIP MODIFICATIONS
vessel's construction was, although it's not necessarily
what your ship is required to do. Your ship's class will
The time has come to make your ship special, here you will
decide how fast your spelljammer is, how many hit points it
add all the bits and bobs that you'll use on your adventures.
has, as well as give it several abilities unique to it. All classes
To do this refer back to your ship's size, it will indicate a
of spelljammer have a base AC of 15 (wood.)
number of slots available to you. This represents the
EXPLORATION amount of weight and space that ship size has for such
Base Fly Speed: Exploration ships have a base fly speed of
modifications. Each modification will have a slot cost, and
40.
will take up a number of those slots. In the case of monetary
Base Hit Points: Exploration ships have a base HP of 100.
cost for modifications, most are cheap enough that their
Explores Aim: Exploration ships do not receive
price is insignificant when buying a ship outright. I would
disadvantage when firing ship modifications with the
recommend ignoring the cost of modifications with a gp
weapon property, that cost 5 or less slots, at long range.
cost of three digits or fewer, unless upgrading an existing
Explorers Haul: Exploration ships increase their allotted
ship or running an explicitly economic game.
slots by 5.
Some modifications also have a list of properties that
Explorers Exploit: Exploration ships decrease their AC by 2.
explain what can and can’t be done with them. Refer back to
MERCHANT
the Properties list when you come across these.
Base Fly Speed: Merchant ships have a base fly speed of 40.
Base Hit Points: Merchant ships have a base HP of 100.
PROPERTIES
Merchants Escape: Merchant ships may dash as a Helm AFFIXED
Bonus Action. An Affixed modification is permanently pointed in a
Merchants Cargo: Merchant ships automatically gain the single direction (normally straightforward) and may only
Tonnage Increase ship modification without spending any be aimed by re-positioning the ship.
slots.
Merchants Fallback: Merchant ships may not take any ship AIMABLE
modifications that have the weapon property and cost more A modification with the Aimable property has at least one
HELM
cost for the dash and dodge Helm Actions.
7
TARGET Ram: If a ship with this modification moves at least 20 ft. in
A modification with the Target property can be attacked a straight line toward a target, it may make a ram attack as a
separately from the rest of the ship. These modifications Helm Action. Melee Weapon Attack: +8 to hit, reach 5 ft.,
have an AC equal to 15, or 19 if they have the Large or one target. Hit: 10d10 bludgeoning damage. This inflicts no
CLAWS
SHIP MODIFICATIONS Slot Cost: 5
8
must be a willing participant in the binding of it and the Ammo: Energy Capsule (Only one is required for all shots
ship, but once bound it cannot be unbound. If the the cannon will ever fire)
spelljammer is ever destroyed then the Treant is destroyed Pinpoint Blast: Ranged Weapon Attack: +6 to hit, range
with it, however the Treant may be killed without 1,000/3,000 ft., one target, Hit: 7d10 radiant damage.
destroying the vessel.
Use the Treant statistics found in the Monster Manual (pg
LANDABLE
Slot Cost: 2
289) to represent the Treant. While the Treant may be
Properties: Large
targeted separate from the ship, ignore the other rules
Monetary Cost: 200gp
applied by the Target property. The Treant can take actions
Landing Gear: The ship may now safely be landed on the
and interact with the ship in some ways, but it cannot put
ground.
its actions towards the ships allotted Crew Actions.
Furthermore, the Treant cannot make a “Rock” attack MANGONEL (CATAPULT)
unless ammo such as a Large Stone (100gp) is provided. The Crew Actions: 5
Treant can however make mishap checks anywhere on the Slot Cost: 5
ship without the aid of tinkerers tools. Properties: Aimable, Target, Weapon
Monetary Cost: 500gp
GIANT CANNON Ammo: Large Stone (100gp)
Crew Actions: 5
Stone Toss: Ranged Weapon Attack: +5 to hit, range
Slot Cost: 10
200/800 ft., one target. Hit: 6d10 bludgeoning damage.
Properties: Affixed, Encompassing, Extra-Large, Target,
Weapon METAL HULL
Monetary Cost: 10,000gp Slot Cost: 5
Cannon Blast: Ranged Weapon Attack: +6 to hit, range Monetary Cost: 2,000gp
600/2,400 ft., one target. Hit: 16d10 bludgeoning damage. Reinforcement: The ship's AC is increased to 19 (metal.)
Monetary Cost: 500gp Spindly Legs: The ship may now move along the ground on
Grasping Maw: Grappling Jaws are initially fired with Crew legs. Gaining a walking speed equal to half its flying speed.
Actions and then controlled using Helm Actions. Ranged The ship may also land on the ground safely.
9
Monetary Cost: 100gp Properties: Large
Improved Thrown: The ship's speed is increased by 10 ft. Monetary Cost: 300gp
Turntables: All modifications with the Aimable property
SUBMERGIBLE have their Crew Action requirement decreased by one.
Slot Cost: 4
Properties: Large
WARDED VESSEL
Monetary Cost: 1,000gp Slot Cost: 4
Air Tight: The ship may now float on the water as if a sea- Properties: Large
faring vessel. Gaining a swim speed equal to its fly speed. Monetary Cost: 5,000gp
Additionally, the ship may be sealed and completely Magical Deflection: Increase the ship's damage threshold by
submerged underwater. While under water only 5.
modifications with the helm property may be operated. The
ship has also been outfitted with internal sealable doors, so
any damage sustained by the hull does not cause the entire
ship to flood.
TENTACLES
Slot Cost: 10
Properties: Affixed, Extra-Large, Helm, Weapon
Monetary Cost: 5,000gp
Grappling Tentacles: As a Helm Action the ship may make
the following attack. Melee Weapon Attack: +8 to hit, reach
30 ft., one Huge or Gargantuan creature, or one object. Hit:
4d10 bludgeoning damage, the target is grappled, and the
attacking ship’s speed becomes 0 until it releases the target
as a Helm Action. If the target can succeed a Strength
(athletics) check, opposed to a flat roll by the attacking
ship's helm to be released.
Teleport: As a Helm Action the ship may make the following
attack. Melee Spell Attack: +8 to hit, reach 30 ft., one
creature. Hit: The target must succeed a DC 15 Constitution
saving throw or be teleported to an unoccupied space on the
attacking vessel that can be seen by the current pilot.
TONNAGE INCREASE
Slot Cost: 5
Monetary Cost: 300gp
Expanded Cargo: Increase the ship’s cargo tonnage by 100
tons.
TREBUCHET
Crew Actions: 5
Slot Cost: 6
Properties: Aimable, Large, Target, Weapon
Monetary Cost: 500gp
Ammo: Large Stone (100gp)
Stone Throw: Ranged Weapon Attack: +5 to hit, range
300/1,200 ft., one target. Hit: 8d10 bludgeoning damage.
TURRET ROTATORS
Slot Cost: 2
10
PREMADE SHIPS
Medium, Exploration Spelljammer
Here you can find a list of premade ships that you may use
or modify if you don’t wish to create your own from Armor Class 13 (Wood)
Hit Points 200
scratch. They can also be used as statistics for enemy
Speed Fly 60 ft.
ships. Some of these ships are based upon those found in Damage Threshold 15
the Astral Adventures Guide. If you require a map, the Available/Max Slots 0/15
Standard/Max Crew 10/20
corresponding map in the AAG will suffice.
Cargo Tonnage 30 tons
Modifications Reinforced Hull, Speed Increase (x2), Turret
Rotators
Price 17,050gp
Large, Military Spelljammer
Explorers Aim. Exploration ships do not receive disadvantage
Armor Class 15 (Wood) when firing ship modifications with the weapon property, that cost
Hit Points 300 5 or less slots, at long range.
Speed Fly 40 ft.
Explorers Haul. Exploration ships increase their allotted slots by
Damage Threshold 20
5.
Available/Max Slots 0/20
Standard/Max Crew 20/30 Explorers Exploit. Exploration ships decrease their AC by 2.
Cargo Tonnage 60 tons
Modifications Reinforced Hull, Speed Increase, Warded Vessel
Price 36,200gp Ballista. 2 Crew Actions, Ranged Weapon Attack: +6 to hit, range
120/480 ft., one target. Hit: 3d10 piercing damage.
Militaries Advantage. Military ships have advantage on initiative Mangonel. 4 Crew Actions, Ranged Weapon Attack: +5 to hit,
checks. range 200/800 ft., one target. Hit: 6d10 bludgeoning damage.
Militaries Might. Military ships decrease the slot cost of ship
modifications with the weapon property by 1.
Militaries Endurance. Military ships double the spell point cost
for the dash and dodge Helm Actions.
11
Huge, Military Spelljammer Large, Pirate Spelljammer
Militaries Advantage. Military ships have advantage on initiative Pirate Swiftness. Pirate ships have advantage when making
checks. maneuver checks.
Militaries Might. Military ships decrease the slot cost of ship Pirates Tactics. Pirate ships automatically gain the Grappling
modifications with the weapon property by 1. Jaws ship modification without expending any slots.
Militaries Endurance. Military ships double the spell point cost Pirates Cheapness. Pirate ships have disadvantage when rolling
for the dash and dodge Helm Actions. on the mishaps table.
Ballista. 3 Crew Actions, Ranged Weapon Attack: +6 to hit, range Ballista (x4). 3 Crew Actions, Ranged Weapon Attack: +6 to hit,
120/480 ft., one target. Hit: 3d10 piercing damage. range 120/480 ft., one target. Hit: 3d10 piercing damage.
Mangonel (x2). 5 Crew Actions, Ranged Weapon Attack: +5 to hit, Grappling Jaws. 2 Crew Actions, Ranged Weapon Attack: +6 to
range 200/800 ft., one target. Hit: 6d10 bludgeoning damage. hit, range 100/250 ft., one target. Hit: 2d10 piercing damage. On a
hit the target is now affixed to the Lamprey Ship.
Militaries Advantage. Military ships have advantage on initiative Pirate Swiftness. Pirate ships have advantage when making
checks. maneuver checks.
Militaries Might. Military ships decrease the slot cost of ship Pirates Tactics. Pirate ships automatically gain the Grappling
modifications with the weapon property by 1. Jaws ship modification without expending any slots.
Militaries Endurance. Military ships double the spell point cost Pirates Cheapness Pirate ships have disadvantage when rolling
for the dash and dodge Helm Actions. on the mishaps table.
Ballista (x4). 2 Crew Actions, Ranged Weapon Attack: +6 to hit, Ballista (x4). 3 Crew Actions, Ranged Weapon Attack: +6 to hit,
range 120/480 ft., one target. Hit: 3d10 piercing damage. range 120/480 ft., one target. Hit: 3d10 piercing damage.
Grappling Jaws. 2 Crew Actions, Ranged Weapon Attack: +6 to
hit, range 100/250 ft., one target. Hit: 2d10 piercing damage. On a
Grappling Tentacles. As a Helm Action the Nautiloid may make hit the target is now affixed to the Lamprey Ship.
the following attack. Melee Weapon Attack: +8 to hit, reach 30 ft., Mangonel (x2). 5 Crew Actions, Ranged Weapon Attack: +5 to hit,
one Huge or Gargantuan creature, or one object. Hit: 4d10 range 200/800 ft., one target. Hit: 6d10 bludgeoning damage.
bludgeoning damage, the target is grappled, and the Nautiloid’s
speed becomes 0 until it releases the target as a Helm Action. If the
target can succeed a Strength (athletics) check, opposed to a flat
Grappling Jaws: The Lamprey Ship may use a Helm Action to pull
roll by the attacking ship's helm.
a grappled target up to 50 ft. closer. Once the target is within 5 ft.
Teleport. As a Helm Action the Nautiloid may make the following of the Lamprey Ship, it is grappled. The Lamprey Ship may move
attack. Melee Spell Attack: +8 to hit, reach 30 ft., one creature. Hit: at half speed, carrying the target along with it. As an action the
The target must succeed a DC 15 Constitution saving throw or be target may make an opposed Strength (athletics) check VS a flat
teleported to an unoccupied space on the Nautiloid that can be roll from the helm. On a success, it frees itself from the Grappling
seen by the current pilot. Jaws. (See Making Ship Ability Checks if the target is a
Dimensional Engine. As a Helm Action, the Nautiloid may be spelljammer.)
teleported to a different plane of existence envisioned by the
current pilot. The Nautiloid appears in a random place within the
chosen plane unless a specific destination is chosen, in which case
the spelljammer appears near that location. At the time of
teleportation, any creature or object in contact with the ship is
dragged through the gateway. Once this ability is used, 24 hours
must pass before it may be again.
13
Medium, Exploration Spelljammer Large, Merchant Spelljammer
14
Huge, Military Spelljammer
15
CREW ROLES does not play a notable role your DM may decide to give you
the same feature as the Captain.
players that are too overpowered for your game, leave them Skill Proficiencies: Arcana and Survival
at the door. If you do use them, I recommend working with Feature: You gain an extra 5 spell points. These spell points
your players to weave them into their backstories. Why is are separate from any others you have, and are not
this random person a better pilot than the next. Did they converted to spell slots, costing you nothing when spent.
ROLES
Tool Proficiency: Herbalism Kit
Feature: While you are on board creatures heal an additional
CAPTAIN amount equal to your proficiency bonus whenever they take
Skill Proficiencies: Intimidation and Persuasion
a short rest. Additionally, once a creature dropped to zero
Feature: While on board and not incapacitated, the vessel
hit points is stabilized you may make a Wisdom (medicine)
counts as having one additional Crew Action.
check, DC 15. On a success, they are restored to 1 hit point.
CHIEF ENGINEER
Skill Proficiency: Sleight of Hand
Tool Proficiency: Tinkers Tools
Feature: You have advantage when making checks to solve
mishaps. Additionally, the ship is repaired by an extra 1d4
when you are on board.
COOK
Skill Proficiencies: Performance and Nature
Tool Proficiency: Chefs Tools
Feature: While you are on the ship, creatures that take a
short or long rest will gain a number of temporary hit points
equal to your proficiency bonus.
FIRST MATE
Skill Proficiency: Perception
Language Proficiencies: Two of your choice
Feature: While on board crew members will sign on at half
the price as normal. If playing a game where economics
16