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CREDITS

Designer: Goob The Goblin


Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: Goob The Goblin

ON THE COVER

Blonkanty the Marauder sails the Astral Sea in search of prey to


plunder. Her ship the Spelljammer Korzack strikes fear into the
hearts of many merchants, with its signature colors and
impressive sails.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Spelljammer, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other co untries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Gabriel Menzie and published under the Community Content Agreement for the Dungeon
Masters Guild.

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.

INITIATIVE On a spelljammers turn, the party will decide as a group


When the DM feels that it is time for combat between two how, when, and where to spend their Crew Actions. Many
ships to start, they may have the involved parties roll for duties on a ship will require more than one Crew Action to
initiative. To do this, have the current character attuned to complete. If there are two few Crew Actions to complete a
the spelljamming helm of each ship roll a d20, adding their task, that task may be partially completed and then finished
initiative modifier and any other bonuses. The spelljammers on the next subsequent turn.
then take turns, starting with the highest initiative and
ending with the lowest. Use the normal initiative rules HELM ACTIONS
presented within the Players Handbook and/or the Dungeon Helm actions are actions performed by whoever is

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.

spell or attacking alone. I personally tend to split the party


DODGE
into groups when I do any type of group combat in this way. As a Helm Action, you may spend up to 5 spell points (see
For a spelljammer crew, I would recommend separating Spelljamming Cost later in this section) to increase your
them into the player(s) operating the spelljamming helm spelljammers AC by the number of spell points spent until
and the on-deck players. Allowing the helm operators to the beginning of its next turn.
control Helm Actions and the on-deck players to control
Crew Actions (see Performing Ship Actions below.) This DASH
As a Helm Action, you may spend any number of spell
allows players to more easily interact with the combat
points to increase the speed of your spelljammer. Increase
without becoming confused or overwhelmed, while still
your ship's speed by the number of spell points spent in feet
providing opportunities for cooperation.
times five, this increase in speed lasts until the end of your

PERFORMING SHIP ACTIONS spelljammers turn.

While in ship-to-ship combat there are two types of actions


INTERACT WITH A SHIP COMPONENT
that may be taken; Crew Actions and Helm Actions. Each can Some ship components allow interaction with the
be used to accomplish different tasks and operate various spelljamming helm. In those cases, you may use a Helm
aspects of the ship. Action to interact with those devices. If a ship modification

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.

instead, adding any number of Crew Actions the ship wishes


to spend, representing the number of crew members that
have been assigned to the task. Wisdom (perception) checks
may also be done in this second way, but only be perceived
within 3 miles.

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

possibly drawing a map to determine where things like Damage Threshold: 15

weapons and such are located. Does your spelljammer have


LARGE SPELLJAMMER
wings or fins? Perhaps a series of masts? Does it have a hull Size: 100 ft. by 30 ft.
similar to that of a sea-faring vessel or one more akin to a Number of Slots: 20
whale? Base Cargo: 60 tons
To start creating your spelljammer you’ll have to pick a Standard/Max Crew: 20/30
size of ship, which mainly determines the amount of space Base Cost: 20,000gp
on your ship. Next, you will choose what class of vessel you Damage Threshold: 15
want, which gives you some special abilities as well as a
restriction. Then you can begin customizing your HUGE SPELLJAMMER
Size: 200 ft. by 50 ft.
spelljammer with ship modifications.
Number of Slots: 25

SIZE Base Cargo: 100 tons


Standard/Max Crew: 30/70
The size of your vessel will determine several things;
number of slots, base cargo space, standard and max crew, Base Cost: 25,000gp

your base ship cost, and your ship's damage threshold. The Damage Threshold: 20

number of slots you receive is related to the number of ship


modifications you can take on, which is further explained
later on. Your base cargo is the amount of weight your ship
may carry after all its slots have been filled with
modifications, this weight is labeled in tonnage. Your
standard crew is the normal amount of crew the vessel was
designed to carry, your max crew is the maximum number
of people your vessel can carry without over-stressing your
air envelope. Lastly, your damage threshold, an object is
immune to all damage that does equal or exceed its damage
threshold. See pg 247 of the DMG for more information.
Every size is labeled with a square footage (e.g., 20 ft.x10
ft.) this size only refers to the traversable space within your
ship per deck level, excluding things like masts, fins, or
wings. Every size of ship may have multiple deck levels;
small ships have a maximum of 2 levels, medium and large

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

than 5 slots. of its required Crew Actions dedicated to aiming the


device.
MILITARY
Base Fly Speed: Military ships have a base fly speed of 30. ENCOMPASSING
Base Hit Points: Military ships have a base HP of 200. Only ships of Large or bigger may take modifications with
Militaries Advantage: Military ships have advantage on this property.
initiative checks.
Militaries Might: Military ships decrease the slot cost of EXTRA-LARGE
Each ship may only take one modification with the Extra-
ship modifications with the weapon property by 1.
Large property.
Militaries Endurance: Military ships double the spell point

HELM
cost for the dash and dodge Helm Actions.

PIRATE Modifications with the Helm property interact with the


Base Fly Speed: Pirate ships have a base fly speed of 30. spelljamming helm, normally requiring the use of Helm
Base Hit Points: Pirate ships have a base HP of 200. Actions.
Pirates Swiftness: Pirate ships have advantage when
making maneuver checks.
LARGE
A modification with the large property may not be taken
Pirates Tactics: Pirate ships automatically gain the
more than once.
Grappling Jaws ship modification without expending any
slots.

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

Extra-Large property. Modifications with this property damage upon you.

can withstand a number of hits equal to their slot cost, if


the attack exceeds the ship's damage threshold. A
CANNON
Crew Actions: 3
modification that had been reduced to 0 cannot be used
Slot Cost: 4
and must be repaired a number of HP equal to its slot cost
Properties: Aimable, Target, Weapon
before it can be used again.
Monetary Cost: 100gp

WEAPON Ammo: Cannon-Ball (50gp)


Cannon-Ball: Ranged Weapon Attack: +6 to hit, range
Weapons are modifications that have a primary use of
600/2,400 ft., one target. Hit: 4d10 bludgeoning damage.
inflicting damage on another vessel, or creature.

CLAWS
SHIP MODIFICATIONS Slot Cost: 5

AQUATIC Properties: Helm, Weapon


Slot Cost: 2 Monetary Cost: 1,000gp
Properties: Large Snatch: As a Helm Action the ship may make the following
Monetary Cost: 300gp attack. Melee Weapon Attack: +3 to hit, reach 20 ft., one
Water Rich: The ship may now float on water, as if a sea- target. Hit: 2d10 slashing damage. If the target is a Huge or
faring vessel. The vessel cannot be submerged and gains a smaller creature it is grappled (escape DC 13.) Until the
swim speed equal to its flying speed -5. grapple ends the creature takes 2d10 bludgeoning damage
at the start of its turn.
BALLISTA If the attacking ship has more than one claw modification,
Crew Actions: 3
a Helm Bonus Action may be used to make a second Snatch
Slot Cost: 2
attack with the second modification. Alternatively, 5 Crew
Properties: Aimable, Target, Weapon
Actions may be spent to operate a single claw.
Monetary Cost: 50gp
Ammo: Bolt (5gp)
DIMENSIONAL ENGINE
Bolt: Ranged Weapon Attack: +6 to hit, range 120/480 ft., Slot Cost: 10
one target. Hit: 3d10 piercing damage. Properties: Helm, Large
Gateway: As a Helm Action, the ship may be teleported to a
BELCHER different plane of existence envisioned by the current pilot.
Slot Cost: 5
The ship appears in a random place within the chosen
Properties: Helm, Target, Weapon
plane unless a specific destination is chosen, in which case
Monetary Cost: 500gp
the spelljammer appears near that location. At the time of
Ammo: Spell Capsule (200gp)
teleportation, any creature or object in contact with the
Spell-Slinger: A Helm Action may be spent on the following
ship is dragged through the gateway. Once this ability is
attack. Ranged Spell Attack: Bonus to hit equal to the pilot’s
used, 24 hours must pass before it may be again.
spell attack modifier, range 75/100 ft., one target. Hit: The
weapon deals damage equal to the pilot's spell attack
ENT
modifier plus any number of spell points they wish to spend Slot Cost: 15
in force damage. Properties: Encompassing, Extra-Large, Target
Treant: The ship has been weaved into the roots of a living
BLUDGEONING RAM Treant. While the Treant is not incapacitated the air
Slot Cost: 10
envelope of the vessel cannot become deadly. Every time the
Properties: Affixed, Encompassing, Extra-Large, Helm,
Treant finishes a long rest the ship is repaired 4d12 hit
Weapon
points, and its air quality is increased one level. The Treant
Monetary Cost: 7,000gp

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

Ammo: Giant Cannon-Ball (1,000gp) Properties: Large

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.)

GRAPPLING JAWS MOVABLE


Crew Actions: 2 Slot Cost: 7

Slot Cost: 5 Properties: Large

Properties: Affixed, Helm, Large, Target Monetary Cost: 1,000gp

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.

Weapon Attack: +6 to hit, range 100/250 ft., one target. Hit:


PIERCING RAM
2d10 piercing damage. On a hit the target is now affixed to Slot Cost: 3
the attacking ship. The attacking ship may use a Helm Properties: Affixed, Extra-Large, Helm, Weapon
Action to pull the target up to 50 ft. closer. Once the target is Monetary Cost: 1,000gp
within 5 ft. of the attacking ship, it is grappled. The Ram: If a ship with this modification moves at least 10 ft. in
attacking ship may move at half speed, carrying the target a straight line toward a target, it may make a ram attack as a
along with it. As an action the target may make an opposed Helm Action. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Strength (athletics) check VS a flat roll from the attacking one target. Hit: 4d10 piercing damage. This inflicts no
ships helm. On a success, it frees itself from the Grappling damage upon you.
Jaws.
REINFORCED HULL
LASER CANNON (OPTIONAL) Slot Cost: 4
Crew Actions: 5 Monetary Cost: 1,000gp
Slot Cost: 5 Thick Walls: Increase the ships hit points by 100.
Properties: Aimable, Target, Weapon
Monetary Cost: 1,000gp SPEED INCREASE
Slot Cost: 1

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.

Large, Merchant Spelljammer


Ballista (x2). 3 Crew Actions, Ranged Weapon Attack: +6 to hit,
range 120/480 ft., one target. Hit: 3d10 piercing damage. Armor Class 15 (Wood)
Giant Cannon. 5 Crew Actions, Ranged Weapon Attack: +6 to hit, Hit Points 200
range 600/2,400 ft., one targe. Hit: 16d10 bludgeoning damage. Speed Fly 40 ft., Swim 35 ft.
Damage Threshold 15
Available/Max Slots 7/20
Standard/Max Crew 20/30
Cargo Tonnage 160 tons
Modifications Aquatic, Reinforced Hull, Tonnage Increase
Price 22,150gp

Merchants Escape. Merchant ships may dash as a Helm Bonus


Action.
Merchants Cargo. Merchant ships automatically gain the
Tonnage Increase ship modification without spending any slots.
Merchants Fallback. Merchant ships may not take any ship
modifications that have the weapon property and cost more than
5 slots.

Ballista. 3 Crew Actions, Ranged Weapon Attack: +6 to hit, range


120/480 ft., one target. Hit: 3d10 piercing damage.
Mangonel. 5 Crew Actions, Ranged Weapon Attack: +5 to hit,
range 200/800 ft., one target. Hit: 6d10 bludgeoning damage.

11
Huge, Military Spelljammer Large, Pirate Spelljammer

Armor Class 15 (Wood) Armor Class 15 (Wood)


Hit Points 200 Hit Points 200
Speed 30 ft. Speed Fly 30 ft., Swim 25 ft.
Damage Threshold 20 Damage Threshold 15
Available/Max Slots 0/25 Available/Max Slots 5/20
Standard/Max Crew 30/70 Standard/Max Crew 20/30
Cargo Tonnage 100 tons Cargo Tonnage 60 tons
Modifications Aquatic Modifications Aquatic
Price 33,350gp Price 21,000gp

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.

Ram. If the Hammerhead Ship moves at least 20 ft. in a straight


line toward a target, it may make a ram attack as a Helm Action. Grappling Jaws: The Lamprey Ship may use a Helm Action to pull
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10d10 a grappled target up to 50 ft. closer. Once the target is within 5 ft.
bludgeoning damage. This inflicts no damage upon you. of the Lamprey Ship, it is grappled. The Lamprey Ship may move
at half speed, carrying the target along with it. As an action the
target may make an opposed Strength (athletics) check VS a flat
roll from the helm. On a success, it frees itself from the Grappling
Jaws. (See Making Ship Ability Checks if the target is a
spelljammer.)
Large, Exploration Spelljammer

Armor Class 13 (Wood)


Hit Points 200
Speed 40 ft.
Damage Threshold 15
Available/Max Slots 4/25
Standard/Max Crew 20/30
Cargo Tonnage 60 tons
Modifications Ent, Reinforced Hull
Price 26,050gp

Explorers Aim. Exploration ships do not receive disadvantage


when firing ship modifications with the weapon property, that cost
5 or less slots, at long range.
Explorers Haul. Exploration ships increase their allotted slots by
5.
Explorers Exploit. Exploration ships decrease their AC by 2.
Treant. While the Treant is not incapacitated the air envelope of
the vessel cannot become deadly. Every time the Treant finishes a
long rest the ship is repaired 4d12 hit points, and its air quality is
increased one level. The Treant can also make mishap checks
anywhere on the ship without the aid of tinkerers tools.

Ballista. 3 Crew Actions, Ranged Weapon Attack: +6 to hit, range


120/480 ft., one target. Hit: 3d10 piercing damage.
12
Huge, Military Spelljammer Huge, Pirate Spelljammer

Armor Class 15 (Wood) Armor Class 19 (Metal)


Hit Points 200 Hit Points 300
Speed 30 ft. Speed Fly 40 ft.
Damage Threshold 20 Damage Threshold 20
Available/Max Slots 0/25 Available/Max Slots 7/25
Standard/Max Crew 30/70 Standard/Max Crew 30/70
Cargo Tonnage 100 tons Cargo Tonnage 100 tons
Modifications Turret Rotators Modifications Metal Hull, Reinforced Hull
Price Nautiloid ships are only built and flown by Mind Flayers Price 29,500gp

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

Armor Class 13 (Wood) Armor Class 15 (Wood)


Hit Points 100 Hit Points 200
Speed Fly 40 ft. Speed Fly 70 ft., Swim 35 ft.
Damage Threshold 15 Damage Threshold 15
Available/Max Slots 0/15 Available/Max Slots 0/20
Standard/Max Crew 10/20 Standard/Max Crew 20/30
Cargo Tonnage 30 tons Cargo Tonnage 160 tons
Modifications Landable Modifications Aquatic, Landable, Reinforced Hull, Speed Increase
Price 16,000gp (x3), Tonnage Increase
Price 23,200gp
Explorers Aim. Exploration ships do not receive disadvantage
when firing ship modifications with the weapon property, that cost Merchants Escape. Merchant ships may dash as a Helm Bonus
5 or less slots, at long range. Action.
Explorers Haul. Exploration ships increase their allotted slots by Merchants Cargo. Merchant ships automatically gain the
5. Tonnage Increase ship modification without spending any slots.
Explorers Exploit. Exploration ships decrease their AC by 2. Merchants Fallback. Merchant ships may not take any ship
modifications that have the weapon property and cost more than
5 slots.
Ballista. 2 Crew Actions, Ranged Weapon Attack: +6 to hit, range
120/480 ft., one target. Hit: 3d10 piercing damage.
Ballista (x3). 3 Crew Actions, Ranged Weapon Attack: +6 to hit,
range 120/480 ft., one target. Hit: 3d10 piercing damage.
Claw (x2). As a Helm Action the ship may make the following Helm Action
attack. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: Piercing Ram. If a ship with this modification moves at least 10 ft.
2d10 slashing damage. If the target is a Huge or smaller creature it in a straight line toward a target, it may make a ram attack as a
is grappled (escape DC 13.) Until the grapple ends the creature Helm Action. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
takes 2d10 bludgeoning damage at the start of its turn. Hit: 4d10 piercing damage. This inflicts no damage upon you.
If the attacking ship has more than one claw modification, a
Helm Bonus Action may be used to make a second Snatch attack
with the second modification. Alternatively, 5 Crew Actions may
be spent to operate a single claw.

14
Huge, Military Spelljammer

Armor Class 19 (Metal)


Hit Points 200
Speed 30 ft.
Damage Threshold 20
Available/Max Slots 0/25
Standard/Max Crew 30/70
Cargo Tonnage 100 tons
Modifications Metal Hull
Price Tyrant ships are only built and flown by Beholders

Militaries Advantage. Military ships have advantage on initiative


checks.
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.

Laser Cannon (x3). 5 Crew Actions, Ranged Weapon Attack: +6 to


hit, range 1,000/3,000 ft., one target, Hit: 7d10 radiant damage.

Belcher. A Helm Action may be spent on the following attack.


Ranged Spell Attack: Bonus to hit equal to the pilot’s spell attack
modifier, range 75/100 ft., one target. Hit: The weapon deals
damage equal to the pilot's spell attack modifier plus any number
of spell points they wish to spend in force damage.

15
CREW ROLES does not play a notable role your DM may decide to give you
the same feature as the Captain.

When a spelljammer is built or purchased, the player


GUNNER
characters controlling it may choose a role to fulfill on the Skill Proficiencies: Perception and Sleight of Hand
ship. These roles help them more cohesively function as a Feature: Once a short or long rest, while you are not
crew. They provide additional features and proficiencies incapacitated, your vessel may ignore the damage threshold
that can help create a more well-rounded ship. of another ship for one round.
Note that just because a player has chosen a certain role
on the ship does not mean they occupy that role in game. NAVIGATOR
Skill Proficiency: Survival
The Captain isn’t necessarily the person in charge, and the
Tool Proficiency: Navigators Tools
Spelljammer isn't always the pilot. Players can be allowed to
Feature: While you are assisting in navigating a vessel, it
double up on rolls, but I would recommend not letting too
cannot get lost while traveling through wild space and you
many characters occupy the same role. A ship made up of 5
have advantage on checks to navigate the Astral Sea.
Cooks won’t do anyone too much good.
These roles are not required for the rest of the systems SPELLJAMMER
presented here to function. If you feel using them will create Prerequisite: The ability to pilot a spelljamming helm

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.

study at a spelljammer academy? Maybe they were a


SURGEON
smuggler for a crime boss. Skill Proficiency: Medicine

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

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