Spelljammer's Logbook

by NikoDelphiki

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Spelljammer's Logbook

Welcome to the Spelljammer's Logbook

Welcome traveler to the land of D&D, but in a much wider scope. Most campaigns will start fairly small and expand out to a few kingdoms or continents. In Spelljammer you will start as world-traversing adventurers, traveling on a spelljammer helm through wildspace. A lot of this description and lore has been reappropriated from this document. I steal a good amount of lore and flavor text from that system, but the rules and things outlined in that document have been heavily changed by me in order to make a more interactive system.

Imagine a universe where square worlds spin around gemstone suns. Where planets lie cradled in the roots of an oak tree so vast its leaves twirl around brightly burning suns. Where ships of wood sail the void between worlds and do battle with catapult and ballista, spell and sword, where an asteroid may be a safe harbor, a slaver's den, or a hungry creature eager to devour any that pass by. Where daring swashbucklers and scoundrels race for fantastic treasures and literally touch the stars. Where terrifying beasts with the power to destroy whole planets roam. Welcome . . . to Spelljammer!

In this setting, the fantastic is possible and one is limited only by the depths of their imagination. Sailing ships, enwrapped in bubbles of air, travel empty wildspace, moved by the power of their mystic Helms. Gravity is a matter of convenience, where a crew of adventurers can tour the bottom of their ship, and worlds come in all shapes and sizes.

Whole solar systems are surrounded by colossal spheres made of an unbreakable, crystal-like substance to protect them from an ocean of swirling light and color, the flammable Phlogiston, which divides the void between stars.

  While this document is quite long, I opted to go more in-depth on things rather than try and fill in more detail over the course of the campaign. This means there are whole sections outlining different trade goods (as a large use of spelljammer ships is interplanetary trade) and factions as well as defining the homebrew rules I will be continuing to use through this next campaign. This means there is quite a bit of content you definitely don't need to read through at all or in full at first, but will serve as a good reference for later.

I would recommend reading in full the following sections: Definitions which outlines the terminology for the spelljammer setting as well as spelljammer ships, The Twili System which gives a broad overview of the celestial bodies in this campaign, Ship Roles which outlines the different roles on a spelljammer ship and are important to keep in mind when creating a character for this setting, and Ships in Combat which gives the different actions each ship role can take during combat as well as specific rules for how combat on a ship will be handled. Also Homebrew should be looked over in full as it entails the homebrew rules that I use while running the campaign. Immediately following this introduction is a table of contents that will allow you to to navigate to those sections and sub-sections below them. While this description gives a view of a fanciful world of planets in trees, I opted to go with a more traditional star system since we're all new to the idea of traveling from planet to planet.

As a final note, a number of civilizations and factions in this campaign draw ties to real world civilizations that either exist currently or existed in human history. French, Japanese, Latin, Māori, Scottish Gaelic, and Spanish all are used in different civilization's names, guilds, and culture. While your character has no need to follow these conventions, feel free to ask questions if you're interested.

Part 1

Definitions

Terms Every Spelljammer Should Know

From the Crystal Spheres housing isolated bits and pieces of the galaxy and the Phlogiston in which they float down to parts of the vessels you will be piloting through the wildspace within those spheres, there will be a stack of new terms that will look unfamiliar to you that are necessary to define and go over in order to play a whole campaign in this setting.

While what comes in the pages ahead may feel overwhelming as reading material just for a new campaign, hopefully future me has given you ample time to read this at your leisure and remember: you can always have this document as a reference as we move forwards.

Wildspace and Beyond

Below are the definitions of the space around you and how space fits into crystal spheres and beyond. The definitions go from micro to macro.

Wildspace

The airless void between planets that takes up most of the space within a crystal sphere, wildspace is the sea of nothing upon which spelljammer vessels travel.

While wildspace is empty and void, those who travel in it are subjected to Wildspace Poison. Any decent vessel has protections against Wildspace Poison, but even those protections do not completely guard against its effects:

  • It prevents magical teleportation across it, meaning teleportation from any celestial body to another is impossible, as is teleportation to or from a ship on a voyage through wildspace. Teleportation to and from other planes such as the outer planes or the ethereal plane are not effected, nor is teleportation within the encapsulated atmosphere of a spelljammer vessel.
  • It permeates most barriers, even the atmosphere of a spelljammer vessel. Whenever you are exposed to wildspace for a total of 6 hours or more you must make a DC 15 Constitution saving throw or have the poisoned condition until you finish a short or long rest.
  • It prevents proper rest and regeneration: While traveling in wildspace short rests take 8 hours and long rests take 7 days.
What the Fuck?

You might be thinking about right now: "Did I just read that right? We can't get a full rest until 7 days of downtime while underway? This is dumb and I already don't like it, guess we're all playing warlocks." But trust me on this one.
  In order for me to design encounters for when you guys travel, this alternative resting only applies while you are underway and allows me to make a number of easier encounters spread out instead of hard shit that assumes you will be fully rested after pretty much every fight.
  You don't need to base class or subclass options off of this. It will simply allow for a better balance of short rests and long rests unlike last campaign where short rests barely ever happened.

Crystal Spheres

  Also known as Crystal Shells, Great Spheres, Sky Orbs, and Wildspace's End, crystal spheres are massive shells of impenetrable crystal that act as the bounds of wildspace. Inside each shell within the vacuum of wildspace is where planets, star systems, black holes, and more float and orbit alike.

From the outside crystal spheres appear uniform as dark, opaque spheres floating along the Phlogiston, but the dimensions inside each sphere can vary wildly. Some crystal spheres contain half a dozen star systems while others only contain a cluster of planets.

From within a crystal sphere only a few things are important to note:

  • It is definitively solid and will shatter a ship that runs into it without the proper spells
  • It keeps the Wildspace in and the Phlogiston out
  • It always takes form as a perfect sphere, no matter the size
  • It does not have a gravitational pull
  • It contains a set of rules that the celestial bodies within it follow. Most crystal spheres have a center of gravity that other celestial bodies orbit around; however, some spheres may have planets float or spin idly without ever orbiting anything and even others have more whimsical rules: a thorned bush upon which the planets are its ripened berries, etc.

Phlogiston [flōjistôn]

  Almost always referred to as The Flow or just Flow because of its unwieldy pronunciation due to its Primordial roots, The Flow is what encompasses crystal spheres. Many accounts and teachings of The Flow describe it as a river on which crystal spheres bob and weave between one another. While this is an incomplete description of The Flow, it captures most of the important parts for any looking for general knowledge about The Flow:

Crystal spheres do seem to be only partially submerged in the flow and move somewhat erratically like a ball bobbing on the waves of a river. They also tend to stay generally near other crystal spheres like multiple balls carried on the same current.

Learned scholars who have devoted centuries to studying The Flow might have more theories on what lies beyond The Flow and how crystal spheres might be a part of larger patterns within The Flow beyond a simple description of a current, but that lies far beyond the scope of this definition.

While much remains a mystery about The Flow, a few things are known to great certainty:

  • It is highly flammable, but will not support sustained burning
  • It is viscous and has a higher viscosity when pressure is put upon it
  • It cannot exist inside of crystal spheres or other Planes. Any attempts to leave The Flow with some of its liquid succeed, but upon arrival The Flow that was captured will have disappeared.
  • It is a bright mixture of colors that constantly swirl around one another.
Part 1 | Definitions

Spelljammer Ships and Their Elements

Spelljammer ships require a number of accommodations to allow travel through the inhospitable nature of wildspace. This section delves into the types of spelljammer ships there are, how they are operated, their stats in combat, and defines the different elements that makes up a ship.

Ship Terms

The following terms cover both the terms used to tell parts and directions on the ship as well as the terms used for that stats of a ship in combat. Note that while traditional nautical terms are used as the first spelljammer sailors were sailors on ships of sail, but spelljammer ships are not restricted to the same dimensions as normal ships, allowing them to be all shapes and sizes. This means that in some circumstances the specifics of some definitions are used more generally than typical nautical definitions.

General sailing terms

  • Port: Left in relation to the ship's bow
  • Starboard: Right in relation to the ship's bow
  • Bow: The front of the ship
  • Stem: The extreme front of the ship
  • Port Bow: The front-left section of the ship
  • Starboard Bow: The front-right section of the ship
  • Beam: The widest part of the ship
  • Port Beam: The left side of the ship
  • Starboard Beam: The right side of the ship
  • Stern: The rear of the ship
  • Port Quarter: The back-left section of the ship
  • Starboard Quarter: The back-right section of the ship
  • Forwards: The direction of the ship's bow
  • Aft: The direction opposite of the ship's bow
  • Athwartships: Across the ship from side to side
  • Amidships: The center of a ship
  • Inboard: The direction towards the center of the ship
  • Outboard: The direction towards the sides of the ship
  • Astarboard: The direction towards the starboard side of the ship
  • Aport: The direction towards the port side of the ship
  • Astern: The direction towards the rear the ship
  • Forward: The direction towards the front of the ship
  • Above: The direction above the ship
  • Below: The direction below the ship

Locations on a ship

  • Deck: A "floor" on the ship
  • Main Deck: The largest deck on a ship, often exposed to the open air and extends from stem to stern
  • Forecastle Deck: A partial deck above the main deck at or near the bow of the ship, can simply be referred to as forecastle
  • Upper Deck: A partial deck above the main deck at or near amidships
  • Poop Deck: A partial deck above the main deck at or near the stern of the ship
  • Quarterdeck: A partial deck or portion of the main deck where the ship's Helm is
  • Lower Decks: Decks below the main deck. Each deck below the main deck is named "second deck" for the first deck below the main one, "third deck" for the deck below the second, and so on
  • Cathead: A small area of the ship that juts out, often on the bow of the ship, used to release and draw in the anchor
  • Bowspirit: A spar or small area extending on bow of a ship on which ropes from the sails are attached
  • Mizzen Mast: The aftmost mast
  • Main Mast: The principal mast on a ship, typically the second mast
  • Fore Mast: The foremost mast
  • Other Masts: While some spelljammer ships have solis sails, it is rare for them to have more than the three masts already mentioned

Ship's Elements

A spelljammer ship's elements are what makes it move, gives it breathable air, and a number of other necessary functions that allow ships to operate in wildspace.

Navis Gems

Navis Gems are a number of enchanted gems that provide communication, atmosphere, and gravity on a spelljamer ship.

  • Caeli Gem: A small gem that keeps fresh air around the ship. Large ships require more than one gem
  • Pondus Gem: A large, dark gem that gives the ship gravity within its localized atmosphere
  • Vox Gem: A specially enchanted gem that works like Sending Stones, but with multiple other recipients. The message is spoken aloud and only received by other nearby gems. Different versions of this gem allow communication either with all nearby gems or certain gems that are attuned to one another.

Helm

Also known as a spelljammer helm, this is the element that propels the ship. There are a number of different types of helms. Other than a few special cases, a helm needs a Helmsman to attune to it. A helmsman needs to be at their helm and concentrating to move the ship.

  • Arboretal Helm: A helm that has its Caeli Gem as a part of it, giving the Helmsman more control over it.
  • Archmage's Helm: A helm that does not require concentration while using it.
  • Artiforge: A helm that does not need a Helmsman to move, but instead uses a forge that requires constant fuel. Ships with artiforges move one-third slower than ships with normal helms.
  • Force Helm: A helm that has its Pondus Gem as a part of it, giving the Helmsman more control over it.
  • Lifejammer: A helm that drains the life of its Helmsman. This allows the Helmsman to have more control, but at the cost of their own lifeforce.
  • Sequence Helm: A special type of helm that allows multiple helms and Helmsmen. A sequence helm is less maneuverable, but does not have a single point of failure. Helmsmen using a sequence helm cannot take any ship actions that would deal psychic damage to themselves.
  • Other Helms: Like legendary items and artifacts for magic items, some helms have other minor enchantments and specific abilities only that ship uses.

Other elements

From communication devices to solis sails, there are a number of other elements that can aid a ship's passage

  • Anchor: Often a type of ballista, an anchor is a large bolt with rope or lightweight chain attached to it that allows a ship to fasten itself to an object. Alternatively, an anchor can be used to pull objects to the ship or anchor it to an enemy ship that is to be boarded.
  • Boarding Ladder: A magical ladder attached to the ship that can be dropped and will attach itself to whatever it lands on, used for sending sailors to enemy ships and providing entry and exit to a docked ship.
  • Siege Weapons: A number of different types of weaponry from ballista to cannons that allow the ship to attack others and defend itself.
  • Signum Device: A device with a short range that allows other devices to pick up signals it sends. These signals come across as an undulating piece of charcoal on a piece of parchment. The parchment needs to be replaced when it is full of these scribbles and only someone trained in using such a device can send signals or understand them. If any ability or other offered option would allow you to gain a tool proficiency, you take proficiency with this device instead should you choose.
  • Solis Sails: A series of large sails sometimes made from reflective material that provide additional speed when traveling away from Foreforge or The Void. Few ships use these sails due to how large and fragile the sails are as well as the additional crew necessary to raise and lower the sails.

Ship stats

Similar to creatures, ships have an armor class, hitpoints and a number of other stats that

  • Armor Class: Ships have an AC that works the same as usual.
  • Damage Threshold: Whenever a ship would take damage it reduces any damage taken by its damage threshold. Sometimes a ship will have exceptions to this rule such as fire damage bypassing the damage threshold on a wooden ship. You can think of this like hacking at the hull of a ship with a dagger: the damage might leave superficial scarring, but won't affect the ship's ability to function.
  • Hitpoints: Ships have hitpoints that work the same as usual. Ships cannot be healed by normal means.
  • Size: Ships have sizes similar to creatures, but with different sizes.
  • Structural Damage: When a ship drops below 2/3 of its maximum hitpoints, 1/3 of its maximum hitpoints, and when it takes a single instance of damage equal to or greater than 1/4 of its maximum hitpoints it takes an instance of structural damage. Certain other effects such as crashing can cause Structural Damage. When a ship reaches 5 instances of Structural Damage it is reduced to 0 hitpoints. When a ship takes an instance of Structural Damage, it must roll a d10 and be affected by the effects in the following table:

d10 Structural Damage Effect
1 Spelljammer Shock The Helmsman must make a Concentration Check based on the damage that triggered the Structural Damage as if they had taken that damage. The DC increases by 5 for each instance of Structural Damage the ship already has (not including the one that caused this roll). On a failed save they cannot pilot the ship for 1d4 + 1 turns.
2 Hull Holed. A large hole is made in the side of the ship, possibly exposing lower decks and losing crew or cargo there.
3 Debris! All creatures on the ship take the same amount of damage as whatever triggered the Structural Damage or Xd4 piercing damage, whichever is lower. X is the number of hit dice your ship has.
4-5 Fire! A fire starts somewhere on the ship. A standard fire deals 1d10 damage to the ship at the start of its turn, but the fire is more severe for larger ships, if it already has fires alight on board, or if it has more instances of Structural Damage.
6-7 Speed Loss. The ship's speed is halved for 1d4 + 1 turns. If the ship's speed is already lowered from this effect, reroll until you get a result other than this.
8-9 Elements Broken: A part of the ship becomes broken and cannot be used until repaired: the DM will roll among your Ship's Elements (e.g. Navis Gem(s), Siege Weapon(s), and Sail(s)) to determine which of those elements break.
10 Ship Shaken. The ship rocks violently. All creatures aboard must make a DC 15 Dexterity saving throw or be knocked prone. The DC increases by 5 for each instance of Structural Damage the ship already has (not including the one that caused this roll). Loose objects on or in the ship go flying.
Part 1 | Definitions
Ship Size Maximum Ship Dimensions Hit Die # of Hit Dice Avg. Health Damage Threshold Structural Damage Thresholds Damage Required to Cause Structural Damage Speed in Combat Base Armor Class Initiative Turn Amount
Tiny 10ftx10ft d20 2 21 3 14/7 5 100ft 17 25 6
Small 40ftx40ft d20 4 42 6 28/14 11 90ft 16 20 5
Medium 100ftx100ft d20 8 84 11 56/28 21 80ft 15 15 4
Large 220ftx220ft d20 16 168 20 112/56 42 70ft 13 10 3
Huge 460ftx460ft d20 32 346 37 224/112 87 60ft 11 5 2
Gargantuan 940ftx940ft d20 64 672 70 448/224 168 40ft 9 0 1

Celestial Navigation

Navigating through wildspace can be a daunting task without roads or even land to follow. You won't need to know the specifics of how charts are laid out for different areas of wildspace other than how long it will take you to get from one celestial body to another. Since some of this is specific to the star system this campaign is set in, you can refer to the next part of this document to learn more about the planets and other details mentioned about the twili system.

Ship Movement

Spelljammer ships travel slower than standard airships while near large celestial bodies or other spelljammer ships, but quickly pick up to speed far beyond the capacity of standard airships once they move farther into wildspace. Due to this natural adjustment for speed near any large source of gravity or other vessels, spelljammer ships can find themselves unintentionally slowing when approaching unseen celestial bodies or hidden ships waiting along their path. Ships accelerate and decelerate automatically at a comfortable pace. It takes a spelljammer ship 1-4 hours to get from your speed transiting through wildspace to the speed near a celestial body or vice versa.

Minor ship movement is unaffected by the above traveling speeds, but is instead restricted by the size of the ship. This speed is the one used in combat and for other detailed movement such as docking. If a helm loses its helmsman during transit, the ship will automatically slow to a stop at a comfortable pace.

Long distance travel

The Twili System has a standardized measure for traveling among the planets and other bodies in the system, established by the founders of Eiji and Inanusi scholars when spelljammer travel was first starting to become common:

  • Stellar Mile: A length of stellar mile is not defined by a number of smaller distances combined together (e.g. 12 inches in a foot), but instead by a division of the distance between the void and fornacem: There are 60 stellar miles separating the void from fornacem.
  • Standard Travel Time: A standard spelljammer ship takes 15 days to travel a stellar mile, not including any time to accelerate or decelerate from a celestial body or another ship. Below is a list of travel times from a given planet to Dusk as an example of standard times to travel across the system. The Twili System and its planets are laid out in the next part of this document: The Twili System.
Planet Distance in Stellar Miles Travel Time
Ordo 29sm 14 months, 15 days
Fingunt 28sm 14 months
Inanus 27sm 13 months, 15 days
Natare 26sm 13 months
Artis 27sm 12 months, 15 days
Juste 18sm 9 months

The above distances and times are given for when the planet in question is closest to Dusk in its orbit and gives a good example of the longer distances traveled in this system since most spelljammer travel from planet to planet only takes a few months or less. During the campaign I will provide the current planetary locations as well as travel times from one place to another.

Nearly all ships add a day or two to their expected travel due to the time required to travel through a celestial body's atmosphere, time docking, and dealing with local customs and regulations that deal with anchoring a spelljammer ship. This time is extended if the location on the planet is not well known or is dangerous.

Part 1 | Definitions

Celestial Bodies

From the burning kilns of the Fireforge system to the ùinemages studying the passage of time on Sans Bornes under the light of The Void's event horizon, The Twili System is a binary star system where a massive black hole named The Void circles an equally massive star named Fornacem in an endless dance through their crystal sphere. Directly between the two titans a small trading outpost sits on the knife edge in perfect equilibrium, constantly buzzing with activity and trade as goods from the Fireforge and The Void trade hands on their way to the other side of the system.

Other small asteroids and fields of rubble orbit each side of the system, causing periodic dangers and housing beastly abberations that have no need of breathable air and a vacuous hunger for things that may stray close.

The Void

The Void is a massive black hole with 4 planets orbiting it and two asteroids in irregular orbits. Those who live in The Void's gravity well sometimes refer to The Void as The Burning Void or Beatha. Its planets are listed in order from closest to The Void to the farthest.

Sans Bornes

In a dangerously close orbit, Sans Bornes is hard to reach and harder to leave. Known locally as Úine (yü-īn), Sans Bornes receives few visitors and most of the population lives below the surface or in well-protected observatories to guard against the intense heat and brightness given off by Beatha. Its close proximity to the black hole as all but stripped it of its atmosphere, forcing its inhabitants to provide their own.

Sans Bornes has a single moon named Proche that does not orbit, but is held magically so that it is always on the opposite side of Sans Bornes from The Void.

  Proche is said to be so close to Sans Bornes that you could reach out and touch it if you wanted. Both Sans Bornes and Proche are so rarely traveled that few know what races or kinds of creatures inhabit them.

Juste

Juste is the largest and most largely inhabited planet orbiting The Void. Locally known as Talamh (tȯl-əv), she and her three moons Leanabh (länȯf), Aàthair (mäher), and Athair (äher) are covered in a variety of civilizations, races, and monsters. Known as the home of the humans it is believed that throughout The Twili System all humans can trace their origins one way or another back to Juste.

In addition to humans; Wood Elves, Goliaths, Orcs, Dragonborn, and Halflings all have large footprints on the population of Juste. To a lesser extent Gnomes, Firbolgs, Dwarves, and Aasimar live in lesser known civilizations to themselves and out scattered among the larger civilizations.

Most creatures on Juste worship the gods of the Celtic Pantheon and the vast wilds of nature are equally respected and feared by the civlizations there.

Hypnos & Thanatos

Known simply as The Brothers or The Evil Twins, Hypnos and Thanatos have exteremely close orbits that shift over time as they draw near and pass one another. Thanatos has a slightly smaller orbit than Hypnos and is a large gas giant. Its atmosphere is said to be filled with winds that rival the inhospitable lands of Pandemonium. Hypnos is a large rocky planet primarily inhabited by Mindflayers. Little is known in detail beyond that it should be avoided and those who answer hails by ships from Hypnos should keep both eyes out for trouble.

Hypnos has a single moon, Dearmad (dir-məd), that the illithid's spelljammer ships regularly take off from.

Porte & Passerelle

Asteroids that have strange orbits taking them dangerously close the The Void, but also shooting them out beyond the reaches of Hypnos' orbit. None are known to live on these rocks, but they are sometimes used by the bold as a ferry into and out of the system as well as a (relatively) safe method of getting to and from Sans Bornes if timed correctly.

From time to time risky or secretive trades are conducted using one of these rocks as a meeting point. This drives a few extra eyes to be watching them, whether they belong to pirates keen on interrupting an illegal trade or mindflayers looking for isolated prey.

The Firecloak System

The Firecloak System is centered around a large star known as Fornacem, but Fornacem is better known by the contraption surrounding it and often both are simply referred to as Fireforge. The peoples living around Fireforge mostly worship gods from the Greek Pantheon.

Fireforge

A massive bronze structure that partially encases Fornacem, Fireforge holds the Firecloak System in order. Massive mechanical wonders spin and turn within the Fireforge and five immense bronze arms extend from it on the same plane as the planetary orbits around The Void. The shortest of these arms is near the bottom of Fireforge and swings around with the Firecloak System's innermost planet, Ordo, in tow. Two great spikes skewer Ordo at its poles, spinning the planet in place as it is hurled in a forced orbit by the arm extending from Fireforge.

Each of the 4 remaining planets are similarly swung by the remaining arms, each arm slightly higher than the last and swinging the next innermost planet around its orbit. Each of the five planets are all equally spaced from one another and Ordo is that same distance from the Fireforge itself.

Few mortals know what secrets Fireforge holds, but many believe its internal structure keeps The Firecloak System and The Void in perfect balance with one another.

The planets of The Firecloak System are listed below in order from the closest to Fireforge to the farthest.

Ordo

The smallest and hottest planet in The Firecloak System, Ordo is inhospitable to all who cannot resist the extreme heat of being so close to Fireforge. A collectio of bronze dragons are said to inhabit Ordo and look after Fireforge. Ordo is strictly off-limits to any but the dragons and those they explicitly invite. Even then travel to Ordo would be inherently dangerous as the heat threatens to burn or melt anything not strong enough or enchanted well enough to survive it.

Fingunt

From wildspace Fingunt looks just as hot and uninhabitable as Ordo as its surface seems to constantly burn and glow brightly, but about 40% of its surface is covered in large fungal growths. These fungi feed off of the heat and are hundreds of feet tall, their wide, reaching caps forming a protective barrier between the surface of Fingunt and the heat of Fireforge, providing space for civilization below.

Within these fungal forests is where most proper civilizations make their home above the surface, but both in and out of the forests fire giants, burning salamanders, and all manner of fire mephits and elementals wander as well. Wood elves, tieflings, gnomes, and fire genasi make their homes on the surface while drow, duergar, dwarves, goblins, kobolds, svirfneblin, and other creatures used to the eternal dark of the caves have made vast networks of tunnels throughout Fingunt's metal-rich mantle.

Inanus

Once a proud home to civilizations that prided themselves in their knowledge of magic made of high elves, cloud giants, and aarakocra; Inanus is now left a ruined wasteland. Over a thousand years ago two of the largest civilizations on Inanus found themselves at odds and the resulting war saw such powerful magic used that the planet itself destabilized.

Massive storms wreaked havoc upon the planet as it could no longer support its atmosphere and over the course of a century its peoples evacuated or died off. Now Inanus is left inhospitable and untouched where abberations and the undead inhabit the ruins of once-great civilizations on an airless planet.

Natare

With over ninety percent of its surface covered in water, Natare is sometimes called Posideon's Home. Some tabaxi, frixil, and aarakocra make their homes on the islands scattered throughout Natare's great ocean, but most civilizations live beneath the waves. Aquatic elves, triton, and merfolk have vast cities among the coral and sand on the sea floor. A few high elven civilizations are spread out in magical constructs beneath the waves alongside their water breathing brethren. With rare exception these civilizations live near land or on shallower areas of the ocean's floor where light still reaches.

Some areas of Natare's depths are safe, but kuo-toa, sahuagin, and merrow also live in the more shallow areas beneath the waves. Below that many other creatures haunt the dark places where Fireforge's light doesn't reach deep beneath Natare's surface. Elementals that are imperceptible in the water, great sharks and eels to rival a dragon turtle in size, and even larger, unknown horrors guard those depths.

Artis

The largest of Fireforge's five planets, Artis is mostly covered in land. A wide ribbon of ocean runs along its equator, covering nearly forty percent of the planet's surface and splitting the two caps of land from one another.

Artis' land is said to act as though the planet itself were alive: near its poles massive landscapes of mountains shift and move, sometimes flattening and other times pushing their peaks to the skies as they move around one another. Near the equatorial ocean the coastlines ebb and flow like the waves, sprouting a peninsula miles long one day and sinking it beneath the waves the next. Due to this, living on Artis is extremely dangerous and massive cities house most civilization on the planet in specific areas where the ground never moves.

Elves, dragonborn, drow, orcs, halflings, dwarves, and humans make up a majority of the populations of these cities and the cave systems that stretch below them, but all manner of creatures live on and in Artis.

Part 2 | The Twili System

Other Celestial Bodies

Dawn/Dusk

A small planetoid held perfectly at the barycenter of The Twili System, Dawn/Dusk is referred to as either Dawn or Dusk interchangeably. As a peaceful trade center that serves as a stop between The Void and The Firecloak System, Dawn is where the market prices are set throughout The Twili System. Here all manner of races and creatures from either side of the system intermingle as spelljammer ships dock for trade, travel, and refitting.

Measuring in at barely over 100 miles in diameter, Dusk is quite small in comparison to the planets throughout The Twili System. A single, sprawling city by the name of Eiji is where most people on Dusk live, but many other smaller ports and cities are spread across its surface.

A number of standards are set in Eiji. Here the standard of notches is set, a method of keeping time based on the rotation of the entire Twili System for people who don't have a celestial body to use as a standard for days and months. In addition a collection of emissaries from multiple planets and guilds oversee a marketplace where the standard prices for goods are set throughout the system.

The Traveler

The Traveler is an asteroid that makes a figure-eight orbit around the entirety of The Twili System. It swings around The Firecloak System before crossing past Dawn and passing around The Void before crossing again.

While The Traveler is quite small and does not take the most direct route to either side of the system, a number of spelljammer ships vie to dock on it as it leaves either system or passes by Dawn. Some of these captains are just looking for some respite for themselves and their crews while more daring ones set off with a skeleton crew, hoping to use The Traveler to cut down on paying for a larger crew to cross the vast expanses of wildspace between the two sides of the system.

The Outer Orbits

While not inhabited by civilized peoples who trade with the rest of The Twili System, there are a number of uncharted asteroids and objects that orbit The Void or The Firecloak System outside of the furthest orbits of their planets. Some of these are little more than obstacles to passing spelljammer ships while others are inhabited by things that may like to make a meal of the crew, or maybe even the ship.

A Closer Look at the System

By now you should have a general understanding of The Twili System, the celestial bodies within it, and the peoples that inhabit them. This section will take a closer look at the societies on those celestial bodies as well as what drives the imports and exports of spelljammer commerce to and from those planets, moons, and asteroids.

While I recommend reading the above section that covers the basics of The Twili System in full, here you can jump around at your leisure, looking into places that interest you or researching more on what and where you want your character's backstory to include.

Here are a few definitions for the below descriptions:

  • Orbital Period: How long it takes the celestial body to complete a single orbit around the object that it is orbiting (a "year").
  • Rotational Period: How long it takes the celestial body to make a single revolution around its axis (a "day").

For reference here are some statistics for our Earth and Moon:

  • Earth Orbital Period: 1 year

  • Earth Rotational Period: 1 day

  • Earth Surface Area: 169.9 million miles2

  • Earth Surface Gravity: 1g

  • Moon Orbital Period: 27 days

  • Moon Rotational Period: 27 days

  • Moon Surface Area: 14.6 million miles2

  • Moon Surface Gravity: .17g

Sans Bornes

Orbital Period: 58 days

Rotational Period: < 1 day

Surface Area: < 120 million miles2

Surface Gravity: Unknown

Other known names:

  • Úine
  • The Boundless One

Imports/Products/Exports/Races:

  • Unknown

General Information:

Sans Bornes is known as The Boundless One in old texts as it seems to escape the grasp of time. Due to its close proximity to the void, trips to Sans Bornes are not for the faint of heart. Even if you survive the perilous journey close to where The Void will consume all, your life will forever be changed since time passes so slowly on Sans Bornes.

Most that is known of Sans Bornes is from old mindflayer scripts recovered from Hypnos. They tell of a bleak planet smaller than Hypnos with no air and unrelenting light from The Void that gives no time for rest. Sans Bornes a place where a select few reside to seek solitude or to study the passage of time and The Void itself. The few travelers who made it to the surface and returned came back centuries after their departure to find all they knew washed away by the sands of time.

Mechanical Differences

Unknown. Your character cannot come from Sans Bornes.

Part 2 | The Twili System

Juste

Orbital Period: 1 year, 3 days

Rotational Period: 16 hours

Surface Area: 354 million miles2

Surface Gravity: 1.37 g

Other Known Names:

  • Talamh
  • Maison Gel

Imports:

  • Armor (metal)
  • Constructs of Artis
  • Fire Water
  • Incindisticks
  • Spices (uncommon)
  • Spices (rare)
  • Whale Oil

Products:

  • Armor Enchanting
  • Ironwood Creation

Exports:

  • Armor (leather)
  • Dark Gems
  • Ironwood
  • Mithral
  • Monster Parts
  • Wine

Common Races:

All manner of races live on Juste and its moons.

  • Aasimar
  • Dragonborn
  • Dwarves
  • Elves
  • Goblins
  • Goliaths
  • Firblogs
  • Gnomes
  • Halflings
  • Humans
  • Orcs

General Information

Juste is a large, cold planet covered in vast wildernesses. While most people live in tribes and small towns spread out among tangled forests and cold deserts, three major civilizations stand out that are large enough to trade with other planets: Tìr Fhlùraichean, Math-Shruth, and Bhiast. Those three are better known by the trade guilds which represent them in Dusk: The Association of Flowers, Followers of Math, and Guildmasters of the Beast.

Tìr Fhlùraichean

Tìr Fhlùraichean is mainly a feudalistic state where lesser local leaders pay taxes and offer soldiers to the Stronglead, a title reserved for men and women who oversee large areas of land and offer protection to the lesser leaders that offer them tributes. The state of flowers has an emperor who lives in Ròs, the capital of Tìr Fhlùraichean. This emperor is mostly a figurehead and a new one is chosen by the Stronglead whenever the current emperor dies.

Beautiful art and skilled artisans are valued by the upper classes of Tìr Fhlùraichean and it is well known as the place to go for poetry, portraits, detail work on armor, jewelry, and fine food and spirits. All creatures are viewed as equal under the laws here, but Halflings make up more of the upper class than other races.

Tìr Fhlùraichean's symbol is a peacock and its colors are purple, green, and gold; though purple is the most distinct and commonly used color of those. The gods Aphrodite, Oghma, and Belenus are most commonly worshiped here. All manner of creatures fall under the reach of Tìr Fhlùraichean's borders, but Elves, Gnomes, Halflings, Humans, and Dragonborn are more common here than other races.

Math-Shruth

Math-Shruth is a civilization known for its knowledge in magic and is a meritocracy where the Barons and Baronesses only keep their title through proving their use in office as well as showing knowledge and education they have gained that aid in their role. Here the intelligent rule and their laws and actions are less about what is important for the individual and more about what will keep Math-Shruth successful and thriving. Math-Shruth is where most Ironwood sold throughout The Twili System is created and the people have great respect for the land and nature.

Math-Shruth has a particular set of laws for different races. While all races are allowed within the civilization, even some shunned races like Orcs, Goblins, and the like, "lower" races such as humans and orcs have more limitations on them until they prove themselves trustworthy and an asset to the society as a whole instead of a detriment. Some look down on this practice, but its proponents point out that Math-Shruth is one of the few societies to enact different laws and punishments based on race to avoid situations like a human serving their life locked up for a minor crime in an elven civilization and other differences that are impossible to properly put into law without acknowledging race.

Math-Shruth's symbol is a twisted staff and its colors are black and dark green; though black is the most distinct and commonly used color of those. The god Math Mathonwy is mostly worshiped here, but Nuada is also worshiped by many drafted into Math-Shruth's armies. All manner of creatures hail from Math-Shruth, but Dwarves, Elves, Gnomes, Humans, and Goblins are the most common.

Bhiast

Bhiast is an oligarcy where a senate oversees the different tribes and states of Bhiast. Each of these senate members hold the title of emperor or empress as originally Bhiast was a group of tribes that banded together to defend themselves from the encroaching forces of Tìr Fhlùraichean and none of the tribe leaders wanted to give any others anything but the highest title lest the others take offense. Bhiast's people remain mostly independent, but all fly the same colors and symbols of Bhiast in addition to their own state or tribe; none offer tax or tribue on a regular basis, but the senate will proclaim a need for soldiers or resources when something is pressing enough to warrant it. The most well-made leather products throughout the system and most monster parts such as dragon scales and other pieces come from Bhiast.

There are few laws that cover all of Bhiast and the local tribes, customs, and traditions are important to know in order to keep oneself out of trouble.

Part 2 | The Twili System

Bhiast's symbol is a ram's head and its color is light green. The gods Silvanus, The Daghdha, Arawn, and Morrigan are all followed here among many, many others. All manner of creatures live in the tribes of Bhiast, but Humans, Goliaths, Orcs, and Halflings are the most common races here.

Mechanical Differences

Due to the extra pull of gravity on Juste those who travel long distances here feel its weight slowing them down: When traveling long distances on Juste you travel at a slower pace. If you would normally be traveling at a fast pace then you would travel at a normal pace, if you would normally be traveling at a normal pace then you would travel at a slow pace, if you would normally be traveling at a slow pace then you would travel only 12 miles a day.

You are immune to this effect if you character's background is from Juste. In addition you can travel at normal speeds and still be stealthy or fast speeds and still be perceptive on planets and other celestial bodies with a surface gravity close to 1g.

Leanabh

Orbital Period: 1 month, 12 days

Rotational Period: 3.2 days

Surface Area: 12.2 million miles2

Surface Gravity: .22 g

General Information

While it is the smallest of Juste's three moons, Leanabh is the by far the busiest of the three. This is due to its depths being rich in metals, the most notable of which is Mithral. While independent guilds operate on Leanabh, most people living here are part of a satrapy known as Tiodhlac, a colony ruled over by Math-Shruth. Most of civilization is grouped in small areas by the mines as Leanabh does not have any natural atmosphere so breathable air has to be created for its inhabitants.

While worship is mixed, Goibhniu and Hephaestus are worshiped more commonly here than other deities.

Mechanical Differences:

Your movement speed is increased by 5 feet and your jump distance is tripled while on Leanabh.

If your character's background is from Leanabh then you can choose one of the following to gain proficiency in: Smith's Tools, War Pick, or Dice.

Athair

Orbital Period: 24 days

Rotational Period: 26 hours

Surface Area: 22 million miles2

Surface Gravity: .69 g

General Information

Athair is a peaceful, flat moon covered mostly in farmland. Most trade on Athair is brought straight down to Juste where fresh produce is always welcome, though the whiskey made on Athair is known around the entire Twili System. Athair is governed by one large confederacy where each area governs themselves as they wish, but all contribute to the Confederacy of the Father that oversees the overall well being of Athair and represents its people in the tradehalls on Dusk.

While worship is mixed, Artemis, Demeter, The Dagdha, Brigantia, and Silvanus are all commonly worshiped here.

Mechanical Differences

Your movement speed is increased by 5 feet while on Athair.

If your character's background is from Athair then you can choose one of the following to gain proficiency in: Carpenter's Tools, Sickle, or Sling.

Aàthair

Orbital Period: 4 months, 13 days

Rotational Period: 31 days

Surface Area: 43 million miles 2

Surface Gravity: .63 g

General Information

Aàthair is a moon covered in water and ice. There are no larger organized civilizations, but a number of tribes scatter the lands here. Fish meat and skin as well as furs are traded with whichever tribes are prosperous at the time and it is an understood sign between the tribes and spelljammer ships that an outpost surrounded in red markings is ready and willing with goods to trade.

While worship is mixed, Manannan mac Lir, Arawn, Morrigan, Ares, and Hestia are all commonly worshiped here.

Mechanical Differences

If your character's background is from Aàthair then you are proficient in the Survival skill and you are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Masters Guide.

Thanatos

Orbital Period: 1.38 years

Rotational Period: 8 days

Surface Area: ~2.5 billion miles2

Surface Gravity: Unknown

Other Known Names:

  • Fuamhaire
  • The Brother of Death

Imports/Products/Exports/Races:

  • Unknown

General Information

A massive gas giant, Thanatos has largely gone unexplored. Some postulate that the mindflayers on Hypnos have been able to travel to Thanatos' surface, but others doubt if Thanatos has a surface at all.

Mechanical Differences:

Unknown. Your character cannot come from Thanatos.

Part 2 | The Twili System

Hypnos

Orbital Period: 1.59 years

Rotational Period: 1.6 years

Surface Area: 407.2 million miles2

Surface Gravity: 1.7 g

Other Known Names:

  • Uamhas
  • Càraid Bheag
  • The Brother of Sleep

Imports

  • Slaves
  • Metals
  • Wood
  • Monster Parts

Products

  • Unknown

Exports

  • Spelljammer ships
  • Spelljammer ship parts
  • Constructs

Common Races:

  • Mindflayers

General Information

A dark planet covered in mountains and caverns, little is known about things that go on at Hypnos. If the mindflayers who live there exterminated or enslaved other races there or if they were the only civilized inhabitants to begin with few know. Some texts have been traded for or taken over the years, but most are unwilling to risk their lives for more information on the planet.

Mechanical Differences

Your movement speed is reduced by 5 feet while on Hypnos.

Your character cannot come from Hypnos.

Dearmad

Orbital Period: 184 days

Rotational Period: 1.6 years

Surface Area: 8.2 million miles2

Surface Gravity: .09 g

General Information

Dearmad is a small moon used as an outpost for mindflayer ships and the few who trade with the illithid have often seen them leaving with courses charted to Dearmad. Similar to the planet it orbits, little is known of this moon.

Mechanical Differences

Dearmad is small enough that the gravity it creates is enough to hold creatures to it, but does not provide enough gravity for most creatures to balance properly. You expend two feet of movement for every foot traveled while moving on the surface of Dearmad. In addition saves made to keep concentration are made with disadvantage.

Ordo

Orbital Period: 18.2 days

Rotational Period: 1.51 hours

Surface Area: 40 million miles2

Surface Gravity: Unknown

Other Known Names:

  • Cubitum

Imports/Products/Exports/Races:

  • Unknown

General Information

Little is known about the happenings on the surface of Ordo. Many think there are large constructs that cover part of the planet or are integrated into the planet's crust due to how brightly it shines and reflects the light of Fireforge.

Mechanical Differences

Mostly unknown. It is common knowledge that traveling to Ordo without fire immunity or resistance is a death sentence.

Your character cannot come from Ordo.

Fingunt

Orbital Period: 50.5 days

Rotational Period: 18.6 days

Surface Area: 80 million miles2

Surface Gravity: 1 g

Other Known Names:

  • Emberbright
  • Teine Dhachaigh

Imports

  • Quillseed Balm
  • Quillseed Oil

Products

  • Metal Alloying
  • Metal Parts Manufacture
  • Fireproofing Ships

Exports

  • Armor (metal)
  • Cooleaf
  • Incindisticks
  • Metals
  • Spirits

Common Races

  • Drow
  • Duergar
  • Dwarves
  • Elves
  • Fire Genasi
  • Gnomes
  • Goblins
  • Kobolds
  • Svirfneblin
  • Tieflings
Part 2 | The Twili System

General Information

The fungal forests of Fingunt are a wonder to behold, but survive over time due to a relationship between a blue-leaved plant known as cooleaf and the tall fungi that cover a sizeable portion of the surface: Cooleaf grows on the wide caps of the fungi, spreading large leaves that catch most of the heat and light from Fireforge while they face it. When the planet rotates away from Fireforge's light the leaves drop dead and the Cooleaf plants begin growing new ones with the energy they stored from the last pass by the light. This constant cycle of creating dead and decaying leaves creates massive loads of food for the fungi that dissolve and consume the leaves. While it is important not to harvest too much Cooleaf, the plants will live for a few weeks and greedily pull heat and light from the air around them, working as temporary ways of cooling rooms.

Society on Fingunt is mostly split between those who live on the surface and those who live beneath it.

The Coalition of Garda Jor

Most of society beneath the surface of Fingunt revolves around trade and trade goods. The Coalition of Garda Jor is a large plutocracy that covers most of the underground civilizations. There the wealthy rule and the most successful guildmasters make laws and major decisions for the common people throughout a number of smaller civilizations, kingdoms, and states. This has lead to increasingly worse and worse working conditions over the years as the wealthy vie for power over one another at the expense of their workers. Some guilds take advantage of this and offer better conditions and pay for skilled workers to poach them from competitors.

The Coalition of Garda Jor gets most of its business in metals. Large orders for alloys or specially made parts with low tolerances like gears come in from Artis on a regular basis and Fingunt's metal-rich crust has lead it to be a major exporter of common metals like iron and copper. Here worship is mixed, but Zeus, Apollo, Hades, Hephaestus, Hermes, Tyche, and Goibhniu are all commonly worshiped beneath the surface.

Xylanis and The Burning Hand

Above the surface the fungal forests are ruled by Xylanis and The Burning Hand. Xylanis is a gerontocracy where elder elves and gnomes rule over the land and ensure that the balance of nature required to keep the fungal forests alive and protecting the surface is preserved. Here most worship Artemis, Hestia, or Pan.

The Burning Hand is a smaller society where most of the tieflings on Fingunt, and the system, make their homes. It is a republic where land-owning members vote on how to handle issues and was created as a safe haven from the predatory laws beneath the surface. Heavily militarized, The Burning Hand guards its borders cautiously and forces all members of society to learn how to carry a weapon. Here most worship Ares, Artemis, Hercules, or Nike.

Mechanical Differences

If your character's background is from Fingunt then you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Masters Guide.

If you are from beneath the surface you can choose one of the following: you are proficient in Smith's Tools, you can read, write, and speak Undercommon, or you are proficient with using a Whip.

If you are from the surface you have a climb speed equal to your walk speed.

Inanus

Orbital Period: 92.4 days

Rotational Period: 2.44 hours

Surface Area: 120 million miles2

Surface Gravity: 1 g

Other Known Names:

  • The Forgotten Planet
  • Gemma

Imports/Products/Exports/Races

  • Unknown

General Information

Inanus once was a magic rich and powerful planet, but war turned it into a wasteland. Although some tried to police entry to the dead planet to protect it, over the centuries it became a haven for all kinds of creatures that otherwise lived in the far recesses of space. Many powerful artifacts and great riches are said to remain on and below the surface of Inanus, but only the truly courageous (or stupid) dare brave the creatures and inhospitable environment there in order to try and retrieve such goods.

Mechanical Differences

Inanus has no atmosphere. You cannot come from Inanus.

Natare

Orbital Period: 141 days

Rotational Period: 8.13 days

Surface Area: 160 million miles2

Surface Gravity: 1 g

Other Known Names:

  • Posideon's Home
  • The Abyss

Imports

  • Quillseed oil
  • Alloys
  • Dark gems
  • Cooleaf

Products

  • Waterproofing
  • Quillseed oil products
  • Potions

Exports

  • Quillseed balm
  • Whale oil
  • Monster parts
  • Medenum (coolbalm)
  • Potions

Common Races

  • Elves (all, but aquatic and high are most common)
  • Aarakocra
  • Tabaxi
  • Frixil
  • Humans
  • Dwarves
Part 2 | The Twili System

General Information

The civilizations of Natare surround a massive chain of islands where most make their homes in the vast shallows still within the reach of Fireforge's light. While many of the islands are inhabited, most just bear small tribes and civilizations that pale in comparison to the cities beneath the surface. There are four major groups that interact with the spelljammer trade on Natare:

The Order of Alchemy

The Order of Alchemy is a democracy that bases its roots in a guild of the same name made of high elf refugees from Inanus. The Order spread its influence over the years and took over the tribal government that used to be in place. Now a number of water-breathing civilizations of Merfolk, aquatic elves, and even a small band of Kuo-Toa as well as the air-filled underwater city of Le Chef des Anges, Sauveurs de la Justice (called Anges almost exclusively). As its name suggests, The Order of Alchemy produces most of the potions used throughout the system and sustains itself mostly on spelljammer trade.

Abysskeepers

The other major underwater civilization on Natare, the Abysskeepers are a group that represent a number of smaller tribes and civilizations that mostly live on the outskirts of the shallows. Tribal leaders meet for major decisions, but The Order of Alchemy has a play in the power of the Abysskeepers as The Order and other civilization pay a regular tax to any tribes of their choice in the Abysskeepers in return for safety from the dangerous creatures of the deeps. Due to this different tribes vie for funding by making trade deals with other civilizations and many tribes form groups to share wealth equally among themselves to help free themselves of outside influence. Regular orders are made to the Abysskeepers for parts and corpses of the creatures found in the deep dark.

Huscoia

A large dwarven settlement covering a number of islands on the surface of Natare, Huscoia is the self-proclaimed land of the guildmaster Husco Copperbelly. Husco is the founder of Husco's Magnificent Wares, a group almost entirely supported by its dwarven beard balm made from quillseed oil and medenum that keeps out both water and extreme heat. While Huscoia has quite a large population compared to the other island nations, nearly half of that count are sellswords under Husco's pay to keep the original inhabitants of those islands from returning.

Katoa

Under the full name of Iwi o nga mea ora katoa, Katoa is a coalition of island nations that live on the surface. The different nations have their own customs and laws, only using Katoa as a way to trade with off-worlders and a promise that islanders will fight together in the case someone like Husco comes again to claim islands for themselves. While tribes still fight amonst one another, most share a general view of respect for the land and the creatures on it. Civilizations among these tribes largely work in the same way: the fit provide for all in the tribe and the elderly are cared for and turned to for wisdom in major decisions.

Mechanical Differences

If your character's background is from Natare you have a swim speed equal to your walk speed.

Artis

Orbital Period: 204 days

Rotational Period: 5.4 days

Surface Area: 200 million miles2

Surface Gravity: 1 g

Other Known Names:

  • Stonehaven

Imports

  • Metals
  • Alloys
  • Dark gems
  • Whale Oil

Products

  • Firearms
  • Enchanting
  • Mechanical construction

Exports

  • Quillseed oil
  • Weaponry

Common Races

  • Elves
  • Dragonborn
  • Drow
  • Dwarves
  • Orcs
  • Halflings
  • Humans

General Information

The great cities of Artis are wonders to behold as they stretch far higher in the air and far lower beneath the ground due to the limited solid ground people there have to live on. Tall, thin Quilltrees are farmed around and within the cities for their seeds which provide food, oils, and a number of other uses. Most spelljammer ship elements are enchanted in the cities of Artis and most parts and alloys ordered from Fingunt end up here for use in mechanical constructs. While by law all citizens are treated equally, most people who live in the vast caverns below the city are viewed as lesser in class by those who live on the surface and the law is often bent in the way of the surfacedwellers. Racism on both sides towards major races that live above and below the surface is commonplace. The four major cities of Artis all fall under and are represented by The Arcane Design.

The Arcane Design

The Arcane Design is a monarchy where the royal dragonborn family of Uddrinid rules over the wellbeing of the cities and four noble families chosen by the current king or queen rule each city. These cities (Jerym, Ravirom, Scitha, and Dithrith) are some of the most wealthy among the entire system as Artis is usually the first stop for any trade coming from The Void or Dusk alongside the high demand for quillseed oil, firearms, constructs, and spelljammer ship parts.

Mechanical Differences

If your character's background is from Artis choose one of the following cantrips to know: Dancing Lights, Mending, or Message.

Part 2 | The Twili System

A Cosmic Calendar

Many planets mean many calendars. I don't expect any of you to keep track of much of any of this and based on the almost-zero interaction or player knowledge of the simple calendar I created for last campaign I probably don't even need to tell you that. I am willing to bet this section will get little to no reading but I think its a helpful addition for use across the campaign and the ability to keep track of events, dates, and holidays across multiple planets as you travel throughout the system.

The Twili Calendar

The Twili calendar is what will be used the most to track time throughout the campaign based on the entire system. The Void and Fireforge dance around one another in a full orbit once every 10 of our Earth years. A notch is the equivalent of 1 Earth year and a cycle is 10 notches, denoting the time it takes for the entire system to finish one orbit. Each Notch is made up of 365 days based on the rotation of Dusk.

Notches

Just like we have names for months within the year, there are names for each of the 10 notches in a cycle. Each of those notches have significance to many as being more prosperous for certain gods or giving omens, both good and bad. At the start of each notch there is a celebration that changes based on the current notch in the first 5 days of the notch.

Notch 1, Heiwa

Known as the null or empty notch, Heiwa brings tidings of peace and calm. Gods of neutrality and healing such as Belenus, Diancecht, Hestia, Nike, and Tyche are given more heed during this notch as things settle and rest from the end of a cycle.

The customary day of celebration at the beginning of Heiwa is one of silence. Work is halted wherever possible and travel on anything other than by foot is frowned upon. Special fur pads are often bought to muffle footfalls for those who do plan on going out. It is common for many to gather in public areas to take in a world devoid of sound and there are traditional games where strangers try to communicate and play without making noise, writing, or touching one another.

Notch 2, Chie

Known as wise or elder notch, Chie brings a time of study and introspection. Gods of Knowledge, Wisdom, Learning, and Curiosity such as Math Mathonwy, Oghma, Athena and Hecate are given more heed during this notch as it is common for many to refresh studies and go back to pick up learning they may have given up on since Chie of last cycle.

The customary day of celebration at the beginning of Chie is one of study and lecture. Public forums are set up throughout the day at no cost where wise and learned craftsmen and artisans from all manner of life teach and speak to all. The day ends in a number of competitions of knowledge and feasts.

Notch 3, Sukiru

Known as the notch of crafts and skill, Sukiru brings tidings of good trade and successful business. Gods of specific crafts as well as gods of commerce such as Goibhniu, Lugh, Hephaestus, and Hermes are given more heed during this notch as many pray for success in trade and training.

The customary day of celebration at the beginning of Sukiru has whole cities and towns turned into sprawling markets. Traders, merchants, guildmasters, and craftsman alike line up and display the finest of their wares for people to buy. It is customary for children to make and sell small crafts to help their families and participate in the festival. The resturants and alehouses with the most profit from the day of sale in their area are chosen to be the main place to dine and hold festivities at the day's end.

Notches, not years.

A "year" will still be used planet to planet and will be subdivided into "months" and those subdivided into "days" on each planet based on the rotation and orbit of that planet.
  However, this means for a calendar that is simply based on Dawn and the orbits of Fornacem and The Void only "days" and "months" really suit this. So for most situations in the campaign the passage of a single one of our Earth years will be referred to as a Notch. Each Notch will have 365 days, each of those days are the same as an Earth day: 24 hours long. There are 12 months.
  As a final explanation: A cycle is when the Twili system finishes a single orbit where the star Fornacem and the black hole The Void both complete a full orbit. A cycle is divided into 10 notches. Each notch is the length of 1 Earth year with 365 days. Those days are based on the rotation of Dawn which are the same length as our Earth days.

Notch 4, Zeitaku

Known as the notch of mirth and merriness, Zeitaku brings tidings of happiness and indulgence. Gods of wine, beauty, and music such as Fand, Aphrodite, Apollo, and Dionysus are given more heed during this notch as many indulge themselves, often blaming the negative outcomes of their indulgences on the notch.

The customary day of celebration at the beginning of Zeitaku is one of mirth and music. Plays are put on for massive crowds while vineyards, breweries, and distilleries look to make a notch's worth of profit in a few weeks as most celebrations and avoidance of work continues beyond the normal celebratory days into the following week.

Notch 5, Sonzai

Known as the living notch, Sonzai is a celebration of life and brings tidings of success for children and childbirth. Gods of life, marriage, and motherhood such as Arawan, Artemis and Hera are given more heed during this notch as nearly a quarter of all births occur during late Zeitaku or sometime in Sonzai.

Part 2| The Twili System

The customary day of celebration at the beginning of Sonzai does not see any large public gatherings, but instead it is customary for families to gather and give thanks to those raising children. Many plan engagements and marriages for this day, some even waiting nearly a full cycle to marry for the good fortune of marrying on the day of Sonzai.

Notch 6, Nōgyō

Known as the farmer's notch, Nōgyō brings tidings of bountiful harvests and good hunting. Gods of the hunt, farming, and crops such as The Daghdha, Brigantia, Artemis, and Demeter are given more heed during this notch as many look for a prosperous and safe notch in the fields and while taming the wildernesses.

The customary day of celebration at the beginning of Nōgyō is a feast to surpass even the celebrations on the day of Zeitaku. Whole communities come together to cook, prepare, or provide for a meal meant to last days. Often leftovers are left for families and individuals that have come upon harder times and in some areas pickled vegetables and salted meats are brought to provide for those who aren't prosperous to help them get by beyond the few days after the festival.

Notch 7, Arashi

Known as the notch of storms, Arashi is a celebration of the untamed weather and nature. Gods of the different environments, chaos, and nature such as Dunatis, Manannan mac Lir, Silvanus, Zeus, Pan, and Poseidon are given more heed during this notch as many pray to stay safe from the unpredictability of the wilds.

The customary day of celebration at the beginning of Arashi sees the kickoff of multiple races: boats set off in races to get to neighboring ports, trackers set off on multi-day trips to see who can reach neighboring towns or catch someone who left the day previous before any of the others, and similar races via animals, on horseback, or with other vehicles all start on the day of Arashi. By the week's end most races have finished and the victor is loaded with prizes, food, and wine to return to their home with.

Notch 8, Yūki

Known as the adventurer's notch, Yūki brings tidings of conflict and action. Gods of courage, strength, and warriors such as Nuada and Hercules are given more heed during this notch as many pray for the success and safe return for those on the roads adventuring, exploring, and fighting.

  The customary day of celebration at the beginning of Yūki is one of contest. Great tournaments of mystical and physical prowess are set, often with the victor standing to win coin, titles, or stature from those in noble classes that are looking to promote their own champions or find fresh talent.

Notch 9, Tōsō

Known as the notch of war and pain, Tōsō is an acceptance and acknowledgement of war and its effects on people, communities, and the system as a whole. Gods of war and strife such as Morrigan and Ares are given more heed during this notch as many pray for the wellbeing of those off to fight or defend.

The customary day of celebration at the beginning of Tōsō is a display of strength. Handfuls of townsguard in the smallest villages and whole bastions of armies in reserve within large cities all march throughout and around their cities in full armor and weaponry. In some areas nobles and their guard will join the parades to show their own sigil to the crowds and with it their unspoken promise to defend the people of that area. It is customary for soldiers and guards to go eat well that night, often paid for by the townsfolk.

Notch 10, Shibō

Sometimes simply referred to as Shi, Shibō is known as the notch of death and honor. It is a celebration of those who have died and a memory of what they stood for so they are never forgotten. Gods of death such as Arawn and Hades are given more heed during this notch as people pray that the souls of the deceased rest easy and are unfettered of bindings or contracts that would prevent their natural passing.

The customary day of celebration at the beginning of Shibō sees many gather at resting grounds and graveyards as those places are often warded to prevent undeath. Stories of the deceased stretching back generations are passed around with liquor and wine as those who have passed are remembered and celebrated. Often the elderly will have people tell stories of them so that they can correct the stories told and tell stories of their own that may have been missed so when they pass there is more to remember them by.

Subdivision of a Notch: Days of Celebration and Months

Each notch is subdivided into 12 even months of 30 days. The first 5 days of a notch are not included in any month and are used for the celebration day of that notch. Some celebrations include 2 days of preparation, a day of celebration, and 2 days of recovery and teardown while other celebrations have races, tournaments, or events that span the 5 days. The days of celebration are listed as follows:

Days of Celebration

Notch Day 1 Day 2 Day 3 Day 4 Day 5
Heiwa preparation Day of Heiwa day of self day of relaxation day of meditation
Chie preparation/travel preparation/travel Day of Chie teardown/travel teardown/travel
Sukiru preparation/travel preparation/travel Day of Sukiru teardown/travel teardown/travel
Zeitaku Day of Zeitaku continued celebration continued celebration continued celebration continued celebration
Sonzai preparation/travel Day of Sonzai wedding receptions teardown/travel teardown/travel
Nōgyō preparation/travel Day of Nōgyō continued celebration continued celebration teardown/travel
Arashi Day of Arashi continued racing continued racing continued racing continued racing
Yūki preparation/travel day of Yūki continued tournaments continued tournaments teardown/travel
Tōsō preparation/drilling preparation/drilling preparation/drilling preparation/drilling day of Tōsō
Shibō travel day of mourning day of Shibō day of celebration travel

Following the days of celebration each month within a notch follows one after the other as normal. The names of the months are as follows:

  1. Nouveler
  2. Fumoy
  3. Akum
  4. Aman
  5. Ami
  6. Etowāru
  7. Grandirer
  8. Enflamier
  9. Inqui
  10. Yūgure
  11. Neby

Older texts show that for a long time there were no standard of months used, and multiple different systems of breaking up a notch based on the different months from the varying planets where trade came in from were used. Over time the above months were created and adopted to set a standard and avoid a number varying systems from competing with one another as well as to avoid the favoritism that would come with adopting a variation of any particular planet's calendar.

Common Holidays

While there are differing holidays throughout the system on the various planets, the Twili calendar has a set of ten holidays celebrated throughout the system.

Seijin no Hi (13th of Nouveler)

A celebration of those who are coming of age, Seijin no Hi celebrates all of those who reached the age of adulthood during the last notch.

Giant's Day (27th of Aman)

A celebration of Giants set up by the ancient cloud giant civilization on Inanus before its fall. This holiday still remains due to the tradition of sales that happen on this day.

Saor an Itheadair Inntinn (1st of Ami)

A holiday celebrating the victory against the mindflayers that looked to control Juste and its moons. Heavy drinking and song traditionally fill most of this day.

Day of Sacrifice (17th of Ami)

A day set aside to sacrifice an animal which is often used for a later feast. This holiday was set to group all of the lesser holidays in honor of sacrifices to deities as well as lesser powers to be appeased such as devils, demons, and fey.

Mystic's Day (9th of Etowāru)

A celebration of magic and the arcane, Mystic's Day sees massive displays of magic throughout major cities. In addition there are sales in many places where magic items and other enchantments are sold.

Eve of Zeus' Day (29th of Rū)

The day prior to Zeus' Day. Often this day is filled with preparation for Zeus' Day and ends in celebrations.

Zeus' Day (30th of Rū)

A day set aside in celebration of the King of Gods, Zeus. Feasts to rival the Day of Nōgyō are set up in his honor on this day.

Saheo (4th of Inqui)

Adapted from a traditional winter holiday on Juste, Saheo is a festival of darkness and the dead. The day of celebration is marked by dressing up as the dead and gathering around massive bonfires.

Day of Nàdur (19th of Yūgure)

A day set aside to respect and celebrate nature and the bounties it gives.

Day of Foundation (12th of Neby)

A holiday in celebration of the founding of Eiji as the capital of the neutral state of Dawn uncontrolled by specific beliefs and civilizations from any particular planets, gods, or races.

Part 2 | The Twili System

Calendars of differing celestial bodies

The Void

Sans Bornes

Unknown

Juste

A year on Juste is 1 year and 3 days on Earth, but its days are only 16 hours long. It is common to rest for 8 hours every 2 days with a shorter rest every other day.

There are 16 months made up of 35 days with the months of holiday containing 1 extra day each. The first month and every other month after that is a month of holiday that has a celebration at its start.

Yule & Duilasg

Yule has a holiday of the same name at its beginning. It is common for celebrations, feasts, and giftgiving during this celebration. The month of Duilasg follows Yule.

Imbolc & Fiùran

Imbolc has a holiday named Latha Brigid at its beginning during the first stirrings of spring. A breakfast gathering is traditional during this holiday. The month of Fiùran follows Imbolc.

Ostara & Gorm

Ostara has a holiday of the same name at its beginning. Songs, sacrifices, and masks hung on trees are tradition during this holiday. The month of Gorm follows Ostara.

Beltane & Eibhinn

Beltane has a holiday of the same name at its beginning. A celebration of the first day of summer, flower wreaths are made and presented while wine is drunk during a festival of dance. The month of Eibhinn follows Beltane.

Litha & Samhiunn

Litha has a holiday named Midsummer's Festival at its beginning. The brightness of The Void is celebrated and outdoors festivals and competitions are held throughout the festival. The month of Samhiunn follows Litha.

Lammas & Seac

Lammas has a holiday named Lughnasadh at its beginning. A harvest festival, Lughnasadh is celebrated with meals mostly composed of bread. The month of Seac follows Lammas.

Bodha & Mabon

Mabon has a holiday of the same name at its beginning. A secondary harvest festival, Mabon is celebrated with a meal for a giving of thanks. The month of Bodha follows Mabon.

Samhain & Flaiche

Samhain has a holiday of the same name at its beginning. The inspiration for Saheo, Samhain is a celebration of the dead and involves paying respect to those who have died in hopes they do not return in undeath. The month of Flaiche follows Samhain.

Leanabh

Leanabh follows the same calendar of Juste despite its own orbital and rotational periods.

Athair

As Athair only has 24 earth days in its orbit around Juste, it has no months and simply tracks the 26 hour days in a set of 22 while keeping track of the Justean calendar for larger passages of time.

Aàthair

Aàthair orbits every 4 months and 13 days on Earth, but tracks time by the 31 day rotational period. The time is split into two seasons of light and dark with celebrations at the start of each. The Justean calendar is commonly used here also.

Thanatos, Hypnos, and Dearmad

Unknown

The Firecloak System

Ordo

Unknown

Fingunt

Fingunt orbits Fireforge every 50.5 earth days, but most time is tracked in 2 part cycles that each last half of its 18.6 earth day long rotational period. The Cálido half of the cycle is when your part of the planet is facing Fireforge and the Fría half of the cycle is when your part of the planet is facing away from Fireforge. There are just under 3 cycles per orbit and each cycle sees a minor celebration in its middle at the start of the Fría half. Beyond that a number of differing calendars, including the Twili calendar, are used to better track the day to day cycle of wake and sleep.

Inanus

The Twili calendar was made in Dawn with the help of Inanusi scholars as a means to set the standard. With only a few hours per planetary rotation making Inanus a planet of constant change and twilight, the people of Inanus quickly adopted the Twili calendar and used it until the planet's fall.

Natare

A year on Natare is 141 days on earth and a day is a little over 8 earth days. The year is split into 6 months that contain 10 weeks each. Each week is a period of continuous light or continuous dark that lasts a little over 4 earth days apiece. Those 4 days are tracked as 24 hours via natural cycles or timekeeping devices. The months are named as are the dark weeks. Light weeks are not named and are a respite from the long, moonless nights. The first dark week of every month is known as Korekore-te-whiwhia: a bad day and the name of each night carries with it a good or ill omen.

Part 2 | The Twili System

Pipiri

A month when things contract and are cold. Dark weeks:

  • Korekore-te-whiwhia
  • Whiro
  • Tirea
  • Hoata
  • Ōuenuku

Here-turi-kōkā

A month when fire is seen on the knees of man. Dark weeks:

  • Korekore-te-whiwhia
  • Okoro
  • Tamatea-ngana
  • Tamatea-kai-ariki
  • Huna

Mahuru

A month when the land has acquired warmth. Dark weeks:

  • Korekore-te-whiwhia
  • Ari-roa
  • Maure
  • Māwharu
  • Ohua

Kohi-tātea

A month when the fruit ripens. Dark weeks:

  • Korekore-te-whiwhia
  • Hotu
  • Atua
  • Turu
  • Rākau-nui

Poutū-te-rangi

A month when the crops are harvested. Dark weeks:

  • Korekore-te-whiwhia
  • Rākau-matohi
  • Takirau
  • Oike
  • Korekore-te-rawea

Haratua

A month when crops are all stored, the tasks of man are finished. Dark weeks:

  • Korekore-te-whiwhia
  • Korekore-hahani
  • Tangaroa-ā-mua
  • Ōrongonui
  • Mauri

Artis

A year on Artis is 204 earth days and a day on Artis is 5.4 earth days. Long ago Artis had a calendar that tracked 38 seperately named days for each day in the year, but that calendar has been replaced by the Twili calendar.

The day/night cycle of the planet is mostly ignored as the major cities have methods of lighting and dimming major areas to keep equal with the days of Dawn regardless of the natural lightning. This allows for communication to go back and forth between all cities of Artis without worrying about time zones as well as communication between those cities and Dawn. This helps facilitate Artis as the main trading hub of Fireforge and its planets.

The noble dragonborn families still use the old day names for official documents.

Part 2 | The Twili System

Guilds and Factions

Despite the vast expanse of space between The Void and Fireforge, a unified system of trade still exists in most part due to the guilds and factions that are represented in Dawn. While many of these organizations ultimately make their home on different planets throughout The Twili System, most of the time creatures from all walks of life are welcome to join a guild or faction as long as they are willing to try and help that organization in its undertakings.

Your character does not need to belong to any faction or guild if you desire and the opportunity to join one will be open at many times in the campaign, but you are welcome to choose an organization to associate with when you create your character.

The Association of Flowers

Symbol: A Peacock

Colors: Purple and Gold

Saying: Only the finest

  The official trade guild repsesenting Tìr Fhlùraichean on Juste, The Association of Flowers deals with all manner of high class trade goods, most notably different manner of finery, jewelry, and exquisite spirits and wines.

Entry to this guild is open to all, but members not from Tìr Fhlùraichean have to wait a period of time in order to prove themselves loyal to the guild. Guild members are always on the lookout for new sources of fine products such as art, poetry, and jewelry.

The Association of Flowers officially represents Tìr Fhlùraichean in all matters and often butts heads with members from Bhiast due to their constant desire for expansion of Tìr Fhlùraichean and fairly strict laws compared to the tribes of Bhiast.

The Black Melders

Symbol: A crucible pouring molten metal

Colors: Black and Orange

Saying: Measure thrice

  The Black Melders is a guild representing a number of smaller organizations that fall under The Coalition of Garda Jor on Fingunt. The organizations represented by The Black Melders are known for allowing and manufacturing detailed pieces of metal with low tolerances from springs to cogs to parts that need to flex and expand in different ways under stress and heat.

Entry to this guild is open to all, but one must memorize large teachings on the different organizations within The Black Melders as well as general information about the alloying and metalworking done by those organizations before being accepted as a member. Guild members are on the lookout for sources of high-quality and rare metals as well as learning other's methods of alloying and smithing.

The Black Melders tend to side with major factions from Inanus on most matters as Inanus is the source of over seventy percent of the orders make to organizations within The Black Melders.

The Boquet

Symbol: A Boquet of Rosemary

Colors: Purple and Green

Saying: Decadence for the senses

  The Boquet is a guild that originated in Tìr Fhlùraichean on Juste, but works closely with the alchemists of Natare. What started as a guild for making fine instruments has branched out and also makes a number of expensive perfumes, oils, and lotions that are sold to upper classes around the system. They also act as a provider of materials for other smaller guilds in Tìr Fhlùraichean: fine marble for carving, dyes for dying, textiles for clothes, etc. in instances where it would otherwise be too expensive for the smaller guilds to get off-world materials.

Entry to this guild requires some skill or interest in the varying arts or the process of producing The Boquet's many products, in addition members are required to be well dressed and presentable or face termination from the guild. Members of The Boquet can often be found scouting out rare instruments or showing off the guild's products to high class individuals.

The Boquet often stays out of the public eye for political matters, but often will quietly back other major factions that their current sales are doing well in.

The Burning Hand

Symbol: A fist wreathed in flame

Colors: Orange and Gold

Saying: Fire cleanses

  A tight-knit group from the surface of Fingunt, The Burning Hand was founded by a group of Tieflings that were being targeted by unequal laws in The Coalition of Garda Jor. Grown large from support of other aboveground civilizations on Fingunt as well as a number of workers fleeing poor conditions beneath the surface, they have recently established themselves as an organization large enough to be recognized in Dawn much to the distaste of The Coalition of Garda Jor.

Highly militant and viewed as vigilante extremists by many in Garda Jor, they accept any into their ranks who fight for the cause of basic rights for all peoples.

The Burning Hand is vocal in keeping markets open to all and refuses to trade with great number of other guilds and factions due to the laws and backgrounds of the places those groups come from.

The Crimson Blade

Symbol: A Broken Blade

Colors: Crimson

Saying: Order

  One of the first factions created, members of The Crimson Blade are the protectors of Dusk and wildspace around it. Dusk is built upon a stance of neutrality, keeping itself free of influence from any particular faction, civilization, or celestial body.

Entry to The Crimson Blade is heavily restricted and those hopefuls need to make it through rigorous training in order to enter the lower levels of this faction.

Part 2 | The Twili System

  The Crimson Blade is the law in Dusk, enforcing peace there. Members sometimes accompany groups of The Silver Shield in dangerous territory. Flying a plain crimson banner is recognized in many places throughout the system and falsely flying such a banner is illegal or looked down upon throughout most of the system.

Followers of Math

Symbol: Thorns surrounding crossed staves

Colors: Black

Saying: draoidh adhraidh

  The organization that represents Math-Shruth in Dusk, Followers of Math are shrewd traders that value the wellbeing of Math-Shruth over all, including the wellbeing of the faction if necessary.

Entry to this guild is open only to citizens of Math-Shruth.

Part 2 | The Twili System

Followers of Math will continually try to use their influence to vie for changes that would benefit Math-Shruth and often the faction has to defend itself and the laws that govern Math-Shruth from freer nations. While not in any formal alliance, Followers of Math often find their views aligning with The Black Melders.

Four Families

Symbol: Four flags raised over a wall

Colors: White, Green, Black, and Blue

Saying: The families accept all for trade and coin

  A faction that was created and expanded over the years in order to represent the cities of Artis. This faction is the only allowed by the families on Artis in order for them to keep control of the trade to all of the cities.

Entry to this faction is allowed to any vetted and approved of royal members of the family, often given to guildmasters and others who represent trade across the planet.

Four Families will stand for those things that keep Artis and its cities healthy and wealthy as viewed by the families.

Guildmasters of the Beast

Symbol: A wolf's head on crossed spears

Colors: Gray and Light Green

Saying: You name it, we'll slay it

  Hailing from Bhiast on Juste, Guildmasters of the Beast is a large organization specializing in hunting creatures for their parts.

Entry to this guild is open to all, but one has to prove themselves by going on successful hunting missions in order to progress in rank and earn favor with the guild.

Guildmasters of the Beast often to not partake in political matters, but will stand against restrictions being put on their business such as limits in certain areas and creatures some deem shouldn't be hunted.

Les Libérateurs Ouverts

Symbol: A rainbow unicorn's head

Colors: Light Pink and Light Blue

Saying: Liberty for all, within all

  Les Libérateurs Ouverts, better known as The Liberators, is a newer faction in comparison to many that hold power. An organization made of those who fled to Dawn for a better life free from oppressive laws, The Liberators vie to undermine societies like Garda Jor that prey on their commoners.

Entry to this guild is open to all as long as a new member takes a lengthy oath to uphold the rights of the people. The Liberators are poorly organized and have a number of goals they strive for since so many flee from different plights and from different celestial bodies.

The Liberators often partake in political matters, but are not looked at as seriously as many of the other, larger factions.

The Mark

Symbol: A jade mere crossed over a trident

Colors: Jade and Dark Blue

Saying: Respect and be respected

  The Mark is a faction that represents the many tribes of the Abysskeepers as well as the islanders of Katoa on Natare. This faction is an extension of the tribal group it represents and mostly exists to provide the tribes a say in Dawn. However, in many places members of The Mark are called upon as experts to deal with problems at sea or monsters that invade deep waters.

  Entry to this faction is mostly filled with original members of the Abysskeepers or Katoa, but there are no strict restrictions for others to join. It is common for locals to be sworn in to The Mark when they aid in dealing with issues on shore or in the water.

The Mark often deals in political matters when it effects them and deals with the oppression of smaller groups.

The Order of Alchemy

Symbol: A flask of silver liquid

Colors: White and Silver

Saying: Create

  The Order of Alchemy is a continuation of one of the oldest factions in the system as it survives on through its post on Natare. This faction handles general trade on Natare and keeps a chokehold on alchemical dealings and trade.

Entry to this faction requires citizenship in Natare or alchemical or arcane knowledge.

The Order of Alchemy deals closely with both The Mark as well as factions on Artis.

Representatives of The Brothers

Symbol: Tentacles spiraling out from two orbs

Colors: Purple and Black

Saying: Knowledge and power

  Representatives of The Brothers is the sole representation of Hypnos, Thanatos, and Dearmad. Illithid of all factions and civilizations on their planet and moon keep the peace amongst themselves while on or near Dawn under the banner of the Representatives.

Entry is not an official thing, but illithid in Dawn are assumed to be under its banner and sometimes other races, often slaves of the mindflayers are sent since a number of peoples are put off by dealing with illithid directly.

Representatives of the Brothers often listen in on the politics in Dawn, but almost never interject or participate.

The Silver Shield

Symbol: A Broken Shield

Colors: Silver

Saying: Protect

  One of the first factions created, The Silver Shield is the sister faction of The Crimson Blade. Throughout the system The Silver Shield offers healing and aid to all, often members of this faction are sent to look over major conflicts.

Entry to The Silver Shield is fairly open to those who have abilities to heal, but almost always members will be sent somewhere far from their homes to avoid conflicts of interest. A portion of the The Silver Shield are trained fighters to help protect the healers when The Crimson Blade cannot offer soldiers to aid.

Flying a plain silver or gray banner is recognized in nearly all places throughout the system and falsely flying such a banner is illegal or looked down upon throughout all civilizations that deal in Dawn. While less common, in some places the natural lands and forests are protected by The Silver Shield in order to stop them from being destroyed by war or civilizations looking to expand and destroy them.

The Smiths of Fornacem

Symbol: A horned helmet

Colors: Gold and Silver

Saying: An even head and a steady hand

  The Armorsmiths of Fornacem is a smaller guild based in Fingunt. This guild falls under the laws of Xylanis as it uses the extreme heat from the upper levels of the fungal forest to fuel their forges. The Burning Hand is one of the guild's largest customers, but the guild officially stays neutral on nearly all matters between the other factions from Fingunt.

Entry to this guild is generally restricted to those trained in the arts of smithing or fighting, but exceptions are made. They are always looking for new customers and regularly will have guild members go to prospective customers to ensure they are not selling armor to warmongers.

The Armorsmiths of Fornacem aim to stay neutral on most political matters.

Part 2 | The Twili System

Economy and Trade

While Spelljammer ships are used for a variety of jobs such as defense and transporting people, the main use of spelljammers are for trade. This section lays out a number of tools, weapons, gear, and trade goods that are unique to this setting.

This section gives a good basis for the price of things as well as descriptions for the tools, gear, and trade goods. The weapons are listed here, but the descriptions and use of them are listed in Appendix A: Weapons where they are listed in detail alongside the weapons listed in the PHB for comparison.

Tools

There are no new tools listed here, but this section lists things you can do with your tools. Xanathar's has a section that elaborates on what you can do with tools, but I wanted to expand on that so that you guys can use your tools during your travels to make things should you wish. If the version in Xanathar's is good enough then it isn't listed here.

Alchemist's Supplies

This set of tools is fine by the description in XGE: you can make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap as long as you have materials worth up to half of what one of those things would normally cost. Feel free to ask about different things you can collect or scavenge during your adventures that may give a unique scent to soaps or perfumes or change the properties of the oil, acid, and other creations.

Brewer's Supplies

You can collect hops, malts, sugar, and yeast in addition to the supplies with your kit. You can use your supplies to bottle a brew over the course of 2 hours. After 2d4 weeks you will have 2 liters of beer and will need to refresh some of your supplies. You will be required to make a check in order to determine how your brew turns out.

Calligrapher's Supplies

Your calligrapher's supplies also includes a small magical filter for purifying ink. In addition to being able to create art and calligraphy, you can slowly filter your ink. You will remove debris over time, purifying the ink until it is suitable for use in copying magical magical scrolls and spells: a total of 8 hours of this filtering can produce 1 silver worth of this fine ink. Over time you can get better filters and better base ink to shorten this time and you will improve with practice.

Carpenter's Tools

As long as you have a suitable place to work and enough wood to work with you can create furniture or carve existing furniture. Let me know what you might want to build and I'll give you the price for materials as well as the time it would take to carve or make something.

Cartogrpaher's Tools

You can try and add detail to already existing maps or create your own map during your travels.

Gaming Set

You can practice sleight of hand tricks with certain sets.

Glassblower's Tools

You can make stuff out of glass. This will be difficult to do without being on an Artiforge.

Herbalism Kit

You can make antitoxin, healer's kit, and some other things for half of the price it would normally take.

Weapons

A small number of weapons have been added, including firearms. The following are the firearms. See Appendix A for stats.

Hand Cannon

A large, single-shot pistol, a hand cannon has a short range, but hits hard despite its size

Long Arm

A long-barreled weapon that requires a lensed or magical scope for seeing at longer ranges.

Musket

A single-shot firearm with low accuracy.

Pepperbox

A multi-barreled pistol that has 3 or more barrels that rotate, allowing each to be fired once before having to load.

Gear

The following gear is added for this campaign.

Gear Cost Weight
Animal Glue 3 sp 1 lb.
Astrolabe 300 gp 6 lb.
Atlatl Darts (10) 1 gp 1 lb.
Bullets (10) 3 gp 2 lb.
Cot 7 gp 27 lb.
Hammock 2 sp 2 lb.
Powder Horn 3 gp 3 lb.
Water Clock 450 gp 120 lb.
Wraith Arrows (20) 16 sp 1 lb.

Animal Glue

Glue that is often created from hooves or teeth of animals. This glue can be used to help in woodworking and other small tinkering.

Astrolabe

A device used to calculate location and distance based on the location and distance of stars and other distant celestial bodies. At its base it is a metal device that has a pivoted pointer on a disk that has a number of notches for degrees.

Atlatl Darts

Long, spear-like ammunition made specifically for throwing with an Atlatl. They are thin and easily broken, making them hard to use in melee without destroying them.

Part 3 | Economy and Trade

Bullets

Small metal ammunition for use in firearms.

Cot

A foldable bed that allows for setting up a proper resting place where the ground may be rough or not suited to a normal rest.

Hammock

A hammock. Hammocks are used often on ships of sail to save space.

Powder Horn

A container to carry the black powder necessary to shoot firearms.

Water Clock

A large apparatus that uses the slow dripping of water to keep track of time.

Wraith Arrows

Arrows that have been carved to make a high-pitched whistle as they fly.

Trade Goods

The following trade goods are used in trade across the different celestial bodies in the Twili System.

Cost Weight
2 cp 1 lb. of Quillseed Oil
4 cp 1 lb. of Quillseed Balm
3 sp 1 lb. of Fire Water
7 sp 1 lb. of Medenum
16 sp 1 lb. of Ironwood
14 gp 1 lb. of Incindisticks
180 gp 1 lb. of Cooleaf
800 gp 1 lb. of Dark gems

Quillseed Oil

Oil from tall qillseed trees farmed on Artis. This oil is used in similar fashions to the whale oil, but is also edible and is used in a number of other balms and creations. Quillseed oil is produced on Artis and the families on Artis have been able to make it illegal or highly taxed to grow quillseed trees elsewhere, giving Artis a stranglehold on most quillseed products.

Quillseed Balm

A creamy substance that is edible and has a number of other uses in medicinal mixtures. On its own it doesn't have much use, but is used in a number of different other products throughout the system. The process of creating this balm from quillseed oil is done in mass on Natare, but is also created on a smaller scale in other places throughout the system.

Fire Water

A thick, warm paste, fire water glows lightly and gives off a small amount of heat after being created so long as it is not exposed to the open air. Made almost exclusively on Natare, the light and warmth from this creation slowly fades over the course of 5 notches when it is kept in a sealed container.

After fading all that remains is a gray, edible paste. Fire water is popular on Juste where the cold climates and relatively scarce food in many places allow creatures to get full use out of the light, warmth, and later, sustenance from this product.

Medenum

A solid, waxy creation that repels heat, medenum is made from Cooleaf. This product can be used to help fireproof things and can be used in alchemical creations for soothing balms and rubs. Medenum does not fully protect from fire and is often used more to keep hair from singing or cloth from burning in hot places. After a short amount of time more medenum needs to be applied to keep something from catching fire. While mainly made from products originating on Fingunt and Artis, medenum is created by the alchemists of Natare.

Ironwood

Ironwood is wood that has been enchanted to make it as strong as most metals, but retain the light nature of the wood it was fromed from. Used as a lighter alternative to iron or steel in many cases, it has useful applications, but is about 4 times as costly as iron.

While the price is listed per pound, this is a bit misleading as ironwood is made by enchanting an existing creation made from wood: to get an ironwood shield you would not carve a shield from ironwood, instead you would make a wooden shield and enchant it. It can be expected that a weapon, set of armor, or other creation from ironwood will cost roughly 4 times as much as something equivalent in iron, but weighs a third of its iron counterpart's normal weight.

Ironwood is primarily made by the mages of Math-Shruth and exported from Juste.

Incindisticks

Rolled and dried skin from a mushroom native to Fingunt. They are both chewed on and smoked to get a small, numbing high and are highly addictive. While illegal in some places, that generally only increases the profitability of it and is commonly shipped throughout the system with almost all product stemming from Fingunt.

Cooleaf

A large, leafy plant that grows atop the fungal forests of Fingunt, cooleaf is required to keep the ecosystem of the fungal forests healthy. This plant protects the fungal caps from the heat of fireforge as it greedily sucks in heat and dies very quickly, creating a continual process of making fresh waste for other things below to feast upon and grow. Since it is so integral to the survival of the forests, the harvest of cooleaf for sale is highly regulated by Xylanis.

Cooleaf is used in a number of different products due to its natural ability to absorb heat, the most common of which is medenum.

Dark gems

Mined on Juste, dark gems are soft gemstones that bear a dark color which seems to fade from violet to a deep yellow and back again as one looks at them. These gems have been found to be able to far more easily take enchantments, allowing enchanters to take less time putting enchantments on them as well as giving them more flexibility with the enchantments made. Dark gems are wanted and used more on Artis than anywhere else in the system to aid in enchanted constructs and other mystical creations.

Part 3 | Economy and Trade

Part 3

Your Role

Ship Roles

Every ship has a number of roles necessary to be filled in order to successfully operate while underway and in battle. Some passive abilities will naturally make you better at certain roles on the ship and as you level up you will be able to allocate points towards proficiency in roles of your choosing.

There are five levels of proficiency you can have in each role: Green, Novice, Intermediate, Advanced, and Expert. Green means you have little to no on the job experience and sometimes you simply are good at skills used in that role. Novice means you have experience, but it is limited and you struggle with knowing how to handle situations that don't come up day to day. Intermediate means you have standard experience, but still lack expertise in harder tasks. Advanced means you are experienced in your role and few things can trip you up, even under pressure. Expert means you have ran into most problems that can come up in your role through experience and know all of the aspects of your role, inside and out.

You gain 1 role proficiency point that you can apply to any role of your choosing at level 1. You gain an additional 2 role proficiency points at 4th, 8th, 12th, 16th, and 19th level.

Cook

Every ship needs a cook since proper rations and balanced meals are necessary for any length of a voyage. Often cooks are among the more favored roles by others due to the fact that solid meals can be some of the only respite given during rough journeys.

Each ship normally has a single active cook, but others can fill in the role as needed. Often cooks assume other roles on the ship in addition to the cook role.

You gain +1 towards your Cook role proficiency if you have proficiency in Brewer's Supplies or Cook's Utensils.

1 (Green)

Ships Cook: When purchasing rations and supplies you can appropriately buy the necessary food to sustain the ships crew with a healthy and balanced diet. As long as you have adequate spices and flavorings you can make enjoyable meals out of magically created sustenance.

You can prepare a meal for the entire crew in 30 minutes. If you do 1 hour of preparation the next 3 meals you make within 24 hours only take 5 minutes to prepare. A creature that spends at least 10 minutes doing nothing but eating and enjoying a meal you prepared regains 1d10 hitpoints. A creature can only gain this benefit from your food once a day.

2 (Novice)

Restful Meal: A creature that spends at least 10 minutes doing nothing but eating and enjoying a meal you prepared gains the benefits of a short rest. A creature can only gain this benefit from your food once a day.

Pots and Pans (at least Novice in Gunner required): You are proficient with your cooking implements when using them as improvised weapons. Your utensils deal 1d6 damage and are considered light. The damage type can be bludgeoning, piercing, or slashing damage based on the utensil type.

A utensil can have other properties (finesse, thrown, etc.) depending on the utensil, ask your DM if you have an idea in mind.

3 (Intermediate)

Antitoxin: A creature that spends at least 10 minutes doing nothing but eating and enjoying a meal you prepared is cured of one poison affecting it. A creature can only gain this benefit from your food once a day.

Bottled Antitoxin (at least Green in Engineer required): You can create one dose of antitoxin during a long rest that can be drank to remove one poison affecting the creature. This dose remains potent until you create another dose this way.

Local Cuisine (at least Novice in Navigator required): You can prepare food similar to the local food at a destination if you know that place or places similar in culture.

4 (Advanced)

Hearty Meal: A creature that spends at least 10 minutes doing nothing but eating and enjoying you prepared can gain one of the following benefits: They gain the benefit of the spell Gift of Alacrity and gain 3d4+4 temporary hitpoints or they have advantage on Wisdom ablility checks and have their passive perception increased by 3 for the next 8 hours. A creature can only gain this benefit from your food once a day.

Consistent Cook: While your ship is out of supplies you can create enough food and water to keep your crew alive as if by the spell Create Food and Water. You can only do this once per day.

5 (Expert)

Fulfilling Meal: A creature that spends at least 10 minutes doing nothing but eating and enjoying a meal you prepared can increase their current and maximum hitpoints by 1d12 or regain a spent hit die. A creature who gains maximum hitpoints from this feature keeps that increase for the next 24 hours. A creature can only gain this benefit from your food once a day.

Part 3 | Your Role

Leader's Meal (Expert in First Mate required): Once a day when you prepare a meal with at least 750 gp in food and drink used in the meal you can serve the meal while giving a rousing speech to the crew. A creature that spends at least 1 hour doing nothing but listening to you, eating, and enjoying the meal gains the benefits of the spell Heroes' Feast. A creature can only gain this benefit from your food once a day.

Engineer

The Engineer takes care of the repair and fitting out of the vessel, and examines whether it is sufficiently provided with ropes, pulleys, supplies, and the other rigging that is necessary for a voyage. When fires erupt aboard and the ship has sustained heavy damage, the engineer is the one to turn to.

Each ship can have any number of engineers at a time. During combat Engineers sometimes help other roles and sometimes tend to the ship's status.

You gain +1 towards your Engineer role proficiency for knowing the cantrip mending. You gain +1 towards your Engineer role proficiency if you have proficiency in the skills Investigation or Survival.

1 (Green)

On-The-Go Repairs: You can spend time outside of combat to patch up the ship. For each hour you spend outside of combat repairing the ship it regains 1d4 temporary hitpoints. The ship keeps these temporary hitpoints as long as your repairs hold up (often repairs only last a few days to a few weeks without having to spend more time and materials to keep up the patchwork repairs).

Ship Status (at least Green in Helmsman required): You can accurately tell when your ship drops below three-quarters, half, and one-quarter of its maximum hitpoints.


2 (Novice)

Damage Control: When you make a Survival check during combat to attempt to fix a functional portion of the ship or put out a spreading fire you have advantage on the check.

Exact Status (at least Intermediate in Helmsman required): While attuned to the ship you know its exact hitpoints and statuses.

3 (Intermediate)

Repairman: Whenever you would give temporary hitpoints to the ship with On-The-Go Repairs you instead can properly repair the damage, restoring as many hitpoints as the temporary hitpoints you would have restored.

Hull Coating (at least Intermediate in Navigator required): You can refurbish the ship's hull to protect against the dangers of Wildspace Poison. When creatures are belowdecks they are not exposed to and do not need to save against Wildspace Poison.

Lookout Post (at least Intermediate in Lookout required): You can create a lookout post to aid in watches. Lookouts using your post add +3 to their passive perception.

Kitchen Overhaul (at least Intermediate in Cook required): You refurbish the ship's kitchen, allowing your cook more efficient and easier preparation of meals.

Your cook can prepare a meal for the entire crew in 15 minutes.

If your cook spends 1 hour of preparation, the next three meals they serve within the next 24 hours are fully prepared and you can they serve those meals directly to the crew when the time to eat comes up.

Comfortable Helm (at least Intermediate in Helmsman required): You add a few nice features to the Helm in order to make it easier to stand watch on. Helmsmen on watch can now stand for a full 16 hours instead of 8 before incurring exhaustion.

Mounted Artillery (at least Intermediate in Gunner required): You can adjust and increase the effectiveness of mounted artillery. All artillery you adjust gains +1 to all attack rolls with that artillery.

4 (Advanced)

Efficient Repair: When you make a Survival check to attempt to fix a functional portion of the ship or put out a spreading fire it only costs 1 AP instead of 2.

Lightning Repair (at least Intermediate in First Mate required): The first time you make a Survival check to attempt to fix a functional portion of the ship or put out a spreading fire on your turn it takes 0 AP.

Marksman (at least Intermediate in Gunner required): Your knowledge of ships and their workings increases your ability to disable them. Your attacks using a ship's artillery against another ship has their critical strike range increased by 1.

5 (Expert)

Boatswain: Whenever you perform or oversee On-The-Go Repairs for at least 8 hours in a single day you can repair one instance of Structural Damage. You can only repair one instance per day.

Whenever you restore hitpoints to the ship, double the total number of hitpoints restored.

Expert Marksman (Expert in Gunner required): Your knowledge of ships and their workings further increases your ability to disable them. Once per long rest when you make an attack using a ship's artillery against another ship, you can replace the damage of the artillery you are using with the damage and effects of the spell Disintegrate.

First Mate

The force of personality necessary to hold together an unruly bunch of scallywags, the First Mate handles the crew in the best of times and the worst of times. A First Mate's duties include overseeing the health and wellness of the crew, envoys, cargo, and passengers.

Each ship only has one First Mate. While in combat the First Mate helps command the crew and can help with other roles they know.

You gain +1 towards your First Mate role proficiency if you have proficiency in the Deception, Insight, Intimidation, Persuasion or Performance skill. You gain +1 towards your First Mate role proficiency if you have proficiency in any musical instrument.

1 (Green)

First Mate: You know and can accurately recall the crew, roles of each crew member, passengers, cargo, watches stood, crew members on each watch, reported damage to the ship, dimensions of the ship, artillery equipped on the ship, average ship speed underway, anchor chain length, and type and number of ship's elements.

Part 3 | Your Role

Artillery Stock (at least Novice in Gunner required): You know and can accurately recall the strengths and uses of the ship's equipped artillery, the amount of ammunition and types of ammunition, and the intended target of each equipped artillery type (personnel, hull, rigging, etc.).

2 (Novice)

Crew's Keeper: You can use the help action to aid a crew member or aid a crew member's attack against a target for 1 AP once per turn.

3 (Intermediate)

Mentor: You can cast the spell Ceremony as a ritual as long as the effect of the spell targets one of your crew members or the body of a crew member. You can replace the Coming of Age option with a ceremony for celebrating a new crew member joining the crew or a novice crew member becoming adept at their role. A crew member can only undergo this ceremony once per ship.

Protector of the Ship (at least Intermediate in Engineer required): You can cast the spell Warding Bond with your ship as the spell's target once per day.

4 (Advanced)

Protector of the Crew (at least Advanced in Cook required): Your knowledge of the cook's role allows you to aid in your cook's preparation. You can gather specific ingredients to give to your cook so that they can incorporate those ingredients into their meals. Once a day your cook can prepare a single meal with one of your special ingredients. A crew member that spends at least 10 minutes doing nothing but eating and enjoying that meal gains resistance to a damage type based on the ingredient used. This resistance lasts 1 hour.

  Ingredients are as follows: ground black dragon bones for acid, yeti flesh for cold, fire salamander skin for fire, behir tail for lightning, wolf spider flesh for poison, beholder flesh for necrotic, mind flayer tentacles for psychic, ground unicorn horn for radiant, and ground bronze dragon bones for thunder.

Protector of the Crew (at least Advanced in Engineer required): You can cast the spell Life Transference once per day targeting your ship or any of your crew. Once you target your ship or a crew member with this spell you cannot cast this spell on the same target again in this way until you finish a long rest.

Protector of the Crew (at least Advanced in Gunner required): Once per round when one of your crew misses an attack you can use a reaction to allow them to reroll that attack. They must use the new roll.

Protector of the Crew (at least Advanced in Helmsman required): Your helmsman can concentrate on a spell in addition to concentrating on controlling the helm.

Protector of the Crew (at least Advanced in Lookout required): The entirety of your ship is under the effect of the spell Alarm with the audible effect active. Your crew and passengers known to you do not set off the spell's effect.

Protector of the Crew (at least Advanced in Navigator required): Your knowledge of the surrounding areas allows you to keep your crew guarded against extra-planar foes. Your entire crew is under the effects of the spell Protection from Evil and Good, but you can only choose one of the creature types. You must maintain concentration to give your crew this benefit. If you lose concentration on the spell you cannot regain concentration on this effect again until you finish a short or long rest.

In addition you can change the chosen creature type once per week.

Part 3 | Your Role

5 (Expert)

Inspirational Leader: Whenever you spend a long rest with your crew you can give one of those crew members a point of inspiration. A point of inspiration allows that crew member to reroll an attack roll, ability check, or saving throw of their choice. After rerolling you have to take the new roll.

Ship's Keeper (at least Intermediate in Engineer required): Your ship is under the effect of the spell Death Ward. You can refresh this effect after a long rest on the ship.

Gunner

The Gunner is in charge of maintaining and firing the weapons systems aboard a ship. This includes ensuring that all weapons are kept in good repair. A knowledgeable Gunner is essential to the crew's effective use of the artillery aboard a spelljamming vessel and boarding enemy vessels. Both ships with and without artillery use Gunners to lead boarding missions and protect against enemy boarders.

A ship can have any number of Gunners and any number of active Gunners at a time. Often other crew also fill the role of a Gunner in addition to their other
roles.

You gain +1 towards your Gunner role
proficiency if you have proficiency in
martial weapons. You gain +1 towards
your Gunner role proficiency if you have
proficiency in Athletics or Acrobatics.

1 (Green)

Artillery Operator: You are proficient in using and loading ships' artillery. You can add your proficiency
bonus to your attack roll when attacking with ships' artillery.

Sniper (at least Intermediate in Lookout required): You gain a +1 bonus to attack rolls with ship's artillery.

2 (Novice)

Boarder: You have advantage on Athletics or Acrobatics checks involved in boarding another ship.

Burn 'em down (at least Novice in Cook required): You know and can cast the cantrip Create Bonfire. If you do not have a spell save DC your spell save DC for this cantrip is 8 + your CON modifier + your proficiency bonus.

3 (Intermediate)

Artillery Expert: You gain a +2 bonus to all damage dealt with ships' artillery.

Protective Guard (at least Novice in Helmsman required): You can cast the spell Shield. You cannot cast this spell again in this way until you finish a short or long rest.

4 (Advanced)

Boarding Expert: You have proficiency in your choice of Athletics or Acrobatics checks involved in boarding another ship. If you already have proficiency you have expertise for these checks.

Ship Breaker (at least Advanced in Engineer required): Choose a ship as your mark. Whenever you deal damage to that ship add an additional 1d6 damage of the same type of damage as your attack. You cannot mark a different ship in this manner until you finish a long rest.

5 (Expert)

Versatile Marksman: You can use both Strength and Dexterity modifiers to add to your attack and damage when you make an attack with ships' artillery.

In addition you can cast the spell Searing Smite once per day. You cannot cast this spell again in this way until you finish a short or long rest. You can cast this spell with any kind of weapon attack or attack with ships' artillery.

Ship's Guardian (at least Intermediate in First Mate required: You and your other crew members are under the effect of the spell Crusader's Mantle while they are on the ship or within a 30-foot radius of you.

Distance Boarding (at least Novice in Navigator required): Whenever you leap from your ship to board another, triple your jump distance.

Helmsman

                                 The Helmsman is in charge of                                             navigating the ship through                                      spaces unknown. This station is                              required for the ship to continue to travel                               as a Helmsman needs to continue to                                   concentrate on the Helm in order to                  keep the ship moving.                                                               A ship can have any number of Helmsmen,                       but (on all types of Helms except Sequence                          Helms) only a single Helmsman can control                              the ship at a time.

                             You gain +1 towards your Helmsman                                role proficiency if you can cast spells of                  level 1 or higher. You gain +1 towards your Helmsman role proficiency if you have proficiency in Arcana.

1 (Green)

Helm's Watch: You can attune to a small or smaller Helm in order to control it.

Accustomed Eye (at least Green in First Mate required): You can accurately guess the size and speed of another ship that you can see clearly.

2 (Novice)

Helm's Watch: You can attune to a medium or smaller Helm in order to control it.

Quick Maneuvers: You can turn the ship an additional 60 degrees during any ship actions that move the ship.

Guarded Helm (at least Intermediate in Gunner required): Add +2 to your AC while you are at the helm.

3 (Intermediate)

Helm's Watch: You can attune to a large or smaller Helm in order to control it.

Resistant Helmsman: You have resistance to any psychic damage you take from your Helm.

Quick Return (at least Intermediate in Navigator required): You can cast the spell Dimension Door as long as your destination is your Helm. You cannot cast this spell again in this way until you finish a short or long rest.

Part 3 | Your Role

4 (Advanced)

Helm's Watch: You can attune to a huge or smaller Helm in order to control it.

Battle-Hardened: You have advantage on saving throws against Helmsman's Shock.

5 (Expert)

Helm's Watch: You can attune to a gargantuan or smaller Helm in order to control it.

Flexible Control: You can control a Helm as long as you are physically touching the ship that Helm is attached to.

Controlled Destruction (at least Advanced in Engineer required): Halve the damage your ship takes while ramming or crashing.

Lookout

The lookout is a universal job on a ship and almost every crew member takes part in watch to make sure the ship stays on course and stays out of danger. Lookouts will keep watch for debris and ships, take bearings to help navigation and keep track of the the paths of other ships, and monitor the status of the different aspects of the ship.

Each ship can have any number of lookouts at a time and during combat the lookouts assume a separate role to help defend the ship or engage in attacks.

You gain +1 towards your Lookout role proficiency if your passive perception is 10 or greater, +2 if your passive perception is 12 or greater, +3 if your passive perception is 14 or greater, +4 if your passive perception is 17 or greater, or +5 if your passive perception is 20 or greater.

1 (Green)

Watchman: You can aptly stand watch and keep a proper lookout for a ship in transit.

Helmsman's Aid (at least Green in Helmsman required): You can tell the the status of the ship's helm and other important elements of the ship like atmosphere and gravity while you are aboard the ship.

2 (Novice)

Bearings: You can properly shoot a bearing to an object, determining its rough location (and sometimes distance) from the ship.

Navigator's Aid (at least Green in Navigator required): You can properly chart and keep a running bearing of the ship's location based on current bearing to major landmarks.

3 (Intermediate)

Accustomed Eyesight: The vast darkness of space doesn't impose disadvantage on your perception or investigation checks.

Engineer's Aid (at least Green in Engineer required): You can repair the ship while on watch: you can do On-The-Go Repairs while standing watch.

4 (Advanced)

Eagle Eyes: You have advantage on Perception checks while you are on watch.

Gunner's Aid (at least Green in Gunner required): You can gain advantage on an attack with ship's artillery. Once you use this ability you cant use it again until you finish a short or long rest.

5 (Expert)

Versatile Watchman: You can serve as a lookout while performing any other role on the ship.

First Mate's Aid (at least Green in First Mate required): You can inspire other creatures that stand watch with you. Each creature that stands watch with you and listens to your tales for at least an hour can add +1 to their ability checks for the next 24 hours. This effect does not stack.

Navigator

The Navigator keeps track of ship's charts and plots courses prior to a journey. A good Navigator can determine the location of a ship based on the charts available, knows when to change charts, and knows how to read a number of different charts and coordinate systems. Wildspace is massive and the difference between being a within a few miles and a few feet of your target is a good Navigator.

Each ship needs a Navigator. During combat the Navigator often will take over a separate role, but can offer insight to ship distances and movement options while in combat.

You gain +1 towards your Navigator role proficiency if you have proficiency in Cartographer's Tools. You gain +1 towards your Navigator role proficiency in your have proficiency in Navigator's Tools.

1 (Green)

Route Planning: You know how to accurately read a celestial chart and plot a course through Wildspace to a given destination.

You know how to use a sextant to calculate location based on known celestial objects. Depending on the accuracy of your charts and surroundings it can take you anywhere from 2 to 6 hours to properly calculate your location.

2 (Novice)

Semaphore: You know a system of flags and flashing lights in order to communicate over distance to other ships and watch stations.

You know and recognize a number of signal flags that ships use to display statues, warnings, and other information despite any language barrier.

Magical Semaphore (at least Novice in Helmsman required): You know and can cast the cantrip Dancing Lights.

3 (Intermediate)

Celestial Navigation: You can change your route on the fly if problems arise. It takes you up to an hour to determine the rough changes necessary to the route.

You can more accurately determine your location with a sextant. Depending on the accuracy of your charts and surroundings it can take you anywhere from 15 minutes to 1 hour to properly calculate your location.

Elegant Semaphore (at least Novice in First Mate required): When communicating via semaphore you know how to convey your point well despite your limited form of communication. You can make Intimidation and Persuasion checks via Semaphore communication.

Calculated Trajectory (at least Advanced in Gunner required): When attacking with the further distance when using ship's artillery you do not attack at disadvantage.

Part 3 | Your Role

Concealed Movement (at least Novice in Helmsman required): Your knowledge of locating other celestial objects helps you hide yours. While you are the Helmsman or you are standing watch with your helmsman your ship gains +3 to its passive Stealth.

4 (Advanced)

Careful Planning: When you plan a route with charts that don't exactly match up you can map your route with some accuracy in uncharted territory.

  You can better infer the safest route based on the information present on your charts allowing your ship safer passage.

Unhindered (at least Advanced in Engineer required): You can cast the spell Freedom of Movement. You cannot cast this spell again in this way until you finish a long rest.

5 (Expert)

Flow Charts: You can, as accurately as possible, plan routes from one Crystal Sphere to another.

Honing In (Expert in Lookout required): You know and can cast the spell Find the Path. When you cast the spell in this way you do not need any materials except the object from the location you wish to find. Once you cast this spell in this way you cannot cast it again for a week.

Deckhand

Deckhands are the standard crew on a ship: handling sails, anchoring, cleaning, doing maintenance, and moving ammunition and cargo.

While deckhands are the face of normal sailing vessels, they are less integral on a spelljammer. Smaller ships may have their crew carry out the responsibilities of a deckhand when necessary without having to fill the role. An exception to this are spelljammers with solis sails which require deckhands to properly handle.

You gain +1 towards your Deckhand role proficiency if you have proficiency in vehicles (water) or vehicles (air).

1 (Green)

Deckhand: You know the basics of how to ease and trim sails.

Shanties (at least Green in First Mate required): You gain proficiency in one musical instrument of your choice.

In addition you know a number of sea shanties used to pass the time on watch, keep time while rowing, and general enjoyment.

2 (Novice)

Pilot: You know the basics of maneuvering a ship in water or high winds and can properly plot and follow given bearings.

Boatswain's Mate (at least Novice in Engineer required): You know a number of knots that you can use in service sailing or for other needs like hobbling a horse, hooking a cart to a beast of burden, or tying up a prisoner.

3 (Intermediate)

Sailor: You know the basics of letting out an anchor, docking, hoisting sail, dead reckoning, piloting etiquette, tacking, and jibing.

Ships' Status (at least Green in Navigator required): You know and can recognize the status of Ships of Sail based on the flags and lights shown.

4 (Advanced)

Jack of All Trades: Add your proficiency bonus to any checks necessary for handling sails, piloting a ship in air or water, preparing and firing artillery, shooting bearings, standing watch, preparing food, or cleaning the ship.

Swashbuckler (at least Intermediate in Gunner required): Once per short or long rest when you make an attack against a creature, that creature cannot make attacks of opportunity against you for the rest of that turn.

5 (Expert)

Old Salt: You can fill any role on a ship in addition to any other crew members holding that role. You can do this even if that role is normally only held by a single crew member.

Captain

The captain of a Spelljamming vessel is less of a role and more of a title. A captain generally fills at least one functional role on the ship, but does not always. Cutthroat crews may choose the best Gunner as their captain while a merchant vessel may have their Navigator keep the title in order to keep the ship on course no matter the cost.

On a ship that is owned by an organization or individual the captain is often an experienced sailor chosen by the ship's owner to have final say over decisions. On a pirate vessel or other ship owned by the crew the captain can be voted in or is the strongest crew member. No matter how the captain is chosen, the captain is assumed to have the final say on major decisions.

It is up to each specific ship if the captain works side by side with her crew or keeps her distance. Either way the captain uses her First Mate to better interface with the crew as only small, tight-knit crews can stay cordial with such a disparity in authority.

A final option for crews that own their own ship is to forgo having a captain and vote on decisions together.

(Appointed Captain)

Leader or Tyrant: You can cast Command once per day targeting one of your crew members. Your target has disadvantage on their saving throw.

Role Clarification

Any crew member can perform the actions and gain the effects of a Gunner, Engineer, Deckhand, or Lookout if you have proficiency in that role. Only one crew member can fill the role of the Cook, First Mate, Helmsman. or Navigator at a given time. A single crew member can fill more than one role that can only be filled by one crew member. E.g. a single crew member can be both the Cook and the Helmsman as well as filling in as a Gunner.

You do not have to be filling a role in order to use your proficiency in that role to gain an effect. E.g. if you are a Navigator, but not the Helmsman you can still use the Magical Semaphore effect if you have at least Novice proficiency in both the Navigator and Helmsman roles.

Roles are not set in stone and different crew members can designate and swap roles out of combat. After swapping roles any lingering effects from a previous role that is no longer held ends immediately. It is necessary for Helmsmen to swap roles regularly to keep the ship moving at all times, but often a designated Helmsman takes command of the Helm in combat when possible.

Part 3 | Your Role

Ships in Combat

Ships have their own turn in combat. The different roles you fill allow you to act during your ship's turn firing artillery, moving the ship, and everything in between. The Helmsman role is more involved in the ship's turn than any other crew member, but all roles are necessary to keep a ship well defended and in good condition in combat.

Ships do not roll for initiative, but instead have a set initiative based their size:

Tiny: 25

Small: 20

Medium: 15

Large: 10

Huge: 5

Gargantuan: 0

Ship's turns

During your ship's turn you can take a single ship's action. You can choose from any of the actions available to you based on the role or roles you are currently filling.

Your ship can be moved by your helmsman during its turn as long as your helmsman is at the helm.

Ship Actions

The Helmsman commands the ship and its movement. The ship can only move in the direction it is facing unless otherwise stated. Ship turns are taken in 60 degree turns (ship combat and directions are kept on hex-based maps and a 60 degree turn is a single change in hex). When you turn you can turn the 60 degrees horizontally (yaw), vertically (pitch), or roll. However you cannot turn more than 120 degrees in any dimension during one turn.

Some actions as a Helmsman force other creatures to make saves against their effects. If you have a spell save DC or use a save DC as part of your class, use that as your Helmsman save DC. If not your Helmsman save DC is 8 + your Intelligence modifier + your Proficiency Bonus. Other actions are severe enough to strain your connection with your Helm, forcing you to take damage from the strain.

You must be physically touching your helm and must concentrate on your Helm while you take ship actions as a Helmsman.

Move: You can move the ship up to its speed and turn it up to the ship's turn amount during the move.

Turning Move: You can turn up to the ship's turn amount and then move up to half of the ship's speed.

Sharp Turn: You can turn up to the ship's turn amount and then move up to the ship's speed.

When you take this ship action you take 2d8 psychic damage.

Tactical Movement: You can move the ship up to half its speed directly astern, forward, astarboard, aport, below, or above.

Advanced Tactical Movement: You can move the ship up to its speed directly astern, forward, astarboard, aport, below, or above.

When you take this ship action you take 2d8 psychic damage.

Prepared Dodge: The ship takes no actions. Instead the first time another ship were to try and ram you before the start of your ship's next turn it has disadvantage on the attack roll. You must be at your helm when the attack roll happens in order to impose disadvantage.

Enhanced Dodge: You take no ship action. Instead choose a trigger. On that trigger you can take the Tactical Movement ship action. You must be at your help when the trigger happens in order to take the Tactical Movement action on that trigger.

When you take this ship action you take 3d8 psychic damage.

Ram: You can move the ship up to its speed, running into another ship. Without a ram attached the ship, running into another ship would have the effects of the Crash action. With a ram make a spell attack roll.

If you do not have a spell attack roll, simply roll a d20 and add your proficiency bonus to the roll. The other ship takes Xd10 damage where X is 1/4 of the number of hit dice your ship has. Your ship takes half of the damage the other ship does.

Crash: You can move the ship up to its speed, running into other ships, objects, or land. Upon crashing you must save against Spelljammer Shock, your ship immediately takes two instances of Structural Damage and takes Xd10 damage where X is 1/4 of the number of hit dice your ship has. If you crash into another ship it takes one instance of Structural Damage if it is one size larger than your ship or smaller and it takes the same amount of damage your ship does. The other ship takes an additional instance of Structural Damage for each size smaller than your ship it is. Resolve all die rolls on the Structural Damage table before any other actions are taken.

When you take this ship action you take 3d8 psychic damage.

Purge (you can only take this action on a ship with an Arboretal Helm): You lower your helm's protection against wildspace. At the start of your ship's next turn all air is gone and your ship is directly in wildspace.

When you take this ship action you take 1d8 psychic damage.

Change Gravity (you can only take this action on a ship with a Force Helm): You immediately change the direction of gravity. All creatures and objects not tied down move in the direction of the new of gravitational direction. Creatures that are not tied down can make a Dexterity saving throw against your Helmsman save DC.

Crew Actions

Filling a role on a spelljammer ship gives access to more actions crewmembers can take on their own turns in combat. Each turn a crewmember can choose one action from the following lists even if they are filling multiple roles. They can take this action like any other normal actions they would take on their turn.

Helmsman

Helm's Calling: You can teleport up to 30 feet directly towards your help for 1 AP once this turn.

You can choose to reduce the cost of this to 0 AP and take 1d8 psychic damage.

Standfast: You have advantage on saving throws you make while at your helm until the start of your next turn.

Part 3 | Your Role

Engineer

Engineers tend to the ship during battle and try to keep damage to a minimum when things are going well and try to keep the ship from falling apart when things are going poorly.

Quick Repairs: You can make a Survival check to attempt to fix a functional portion of the ship or put out a spreading fire for 0 AP once this turn. For fix attempts, the DC depends on the severity of damage and the part of the ship that is damaged. The DC for putting out a fire depends on the state of the fire.

Structural Repairs: You can make a Survival check to try and fix one instance of Structural Damage for 2 AP once this turn. The DC is 25.

Damage Control: You can move up to half of your movement speed towards a fire or damaged part of the ship for 0 AP once this turn.

Brace! You prepare the ship for impact. The first time your ship takes an instance of Structural Damage until the start of your next turn you can choose to reroll the die roll on the Structural Damage table if you do not like the outcome of the first roll. You must take the new roll.

Steady! The first time your Helmsman makes a Constitution saving throw to keep concentration or against Spelljammer Shock before the start of your next turn they have advantage on the save.

Hold! You help guard the ship from damage. Until the start of your ship's next turn your ship's Damage Threshold increases by your proficiency bonus. If multiple Engineers take this ship action only the highest bonus is added.

Head Down: Halve any damage you take from the effects rolled on the Structural Damage table in the next round.

First Mate

The first mate normally tends to other roles during combat, but have a number of other abilities to help their crew in dire times.

Hold On! You can make a medicine check to try and stabilize a creature that is in contact with the ship for 0 AP once this turn. You can do this from a range of 30ft.

Lend a Hand: You can take the Help action for 1 AP once this turn.

I've Got You: You can immediately stabilize a single creature that is within 5ft. of you and is in contact with the ship for 2 AP once this turn.

Marked Strike: The first time you make a successful attack against a target this turn, the next attack against that target made by one of your crewmembers before your next turn has advantage.

Check The Logs: You can sense the direction to an object's location as long as that object is within 1000 feet of you and owned by the ship, a crew member, or a passenger for 0 AP once this turn. You do not know the distance to this object other than if it is within range or not.

Deckhand

Deckhands can handle the sails during combat as well as handle themselves well when the ship is under duress.

Tend the Sails: You can tend to your sails, raising (letting them down) or lowering (bringing them up) as need be for 2 AP. Depending on the size of your ship and sails, multiple deckhands may need to take this ship action or it may take multiple turns to gain your desired effect.

Sea Legs: Before the start of your next turn you have advantage on checks and saves against effects that would knock you prone or move you against your will.

A Friend to the Grog: Before the start of your next turn you have advantage on saving throws against poison and you have resistance to poison damage.

Survivor: You regain hitpoints equal to your level whenever a fellow crewmember dies or is knocked unconscious before the start of your next turn.

Gunner

Gunners are the front line in protecting the ship from attacks and boarders as well as launching attacks against other ships.

Aim! You ready yourself with one of your ship's artillery for 2 AP this turn: the next time you make an attack roll with that artillery before the end of your next turn, you ignore any effect that would give you disadvantage on that attack.

Load! When you load one of your ship's artillery add 1 to the amount of AP counted towards loading that weapon.

Man The Rails! Creatures that board your ship before your ship's next turn have disadvantage on all attack rolls against you until the start of your next turn.

Boarding: You can leap from your ship towards another ship, making an Athletics or Acrobatics check (your choice) to successfully board the other ship for 1 AP. The distance you can cover depends on the boarding gear your ship is equipped with, but is, at minimum, the distance of your long jump.

Tactical Movement: You can move up to half of your movement speed while you are still aboard your ship for 1 AP once this turn.

After Them! You can move up to half of your movement speed towards any enemy boarders that are aboard your ship for 0 AP once this turn.

Steady! Your AC increases by 1 until the beginning of your ship's next turn.

Away: You can stow or sheathe any weapons or shields you are currently wielding for 0 AP once this turn.

Re-equip: You can draw and equip any weapons or shields on your person or within 5 feet of you for 0 AP once this turn.

Bloodlust: The next time you make a successful attack with artillery before your next turn you gain a number of temporary hitpoints equal to your Gunner proficiency.

Lookout

Lookouts mostly tend to other duties during combat, but the role has some uses.

Just Checking: You can make any ability check of your choice for 0 AP once this turn.

Spotter: If you make any perception checks this turn you can add your Intelligence modifier to the roll.

Steady Aim: The next ranged attack you take before your next turn does not have disadvantage for attacking at the long range listed if the weapon you are using has a normal range and a long range.

Spotting Trouble: You gain +1 to all Dexterity saving throws you make before the your next turn.

Over There: You can move up to 10 feet for 0 AP once this turn.

Navigator

Like Lookouts, the Navigator often tends to other roles in combat, but can give some aid to the Helmsman if needed by providing extra insight or messaging other ships.

This Way: You offer insight in the best path to take to your helmsman, the next time your ship moves it can move an additional 10 feet.

Combat Semaphore: You can send a short message of 5 words/signals or less via semaphore to a ship visible to you. You must be aboard your ship to take this action.

Additional Rules for Ships in Combat

Ship Movement

Whenever a ship and her crew move and act, the ship will always move and turn first and then any subsequent ship actions will happen. A ship that moves can move up to its speed and is not required to move its entire movement speed during a move. When a ship turns it can split up that turn across multiple axes. For example a ship that turns 120 degrees can decide to turn 60 degrees horizontally (yaw) and roll 60 degrees.

All ship turns are done in increments of 60 degrees (all ship movement will be on hex-based maps and 60 degrees is the equivalent of rotating to face a hex adjacent to the one you are facing).

A ship that rams or crashes resolves all damage to each ship as well as any other effects before any crewmembers from either ship take any actions.

Ship Initiative Ties

When two ships of the same size are in combat with one another each Helmsman rolls for initiative by rolling a d20 and adding their Intelligence modifier to the roll. Further ties are won by the Helmsman with the higher Intelligence ability score. When a creature and a ship tie for initiative, the creature always wins the tie.

Readying Ship Actions

You cannot ready ship actions or save them for a later time in the round unless the ship action you take specifically states it operates on a trigger.

Destroying Ships

When a ship is destroyed by having its hitpoints reduced to 0 it flies apart. All elements (gravity, atmosphere, etc.) of the ship immediately dissipate and all creatures aboard the ship need to roll 2d6 to determine a direction they are flung in as well as xd20 to determine how far they were flung (in feet) where x is 1 for a Tiny ship and goes up by 1 for each size above Tiny the ship is.

A creature going through the wreckage of a destroyed ship must make successful Investigation checks in order to determine what portion of the ship a piece of debris came from and to salvage any useful items or material from the wreckage.

The destroyed ship and its wreckage do not pose any issue to ships two sizes smaller than it and larger. The pieces of wreckage still pose a threat and can be crashed or rammed into by ships that are three sizes smaller than the destroyed ship and smaller.

Part 3 | Your Role

Part 4

Homebrew

General Rules

Over the course of the last campaign I compiled a few homebrew rules as well as standard rules that have been adjusted via sage advice or just normal rules that have come up as a niche situation before so we have those rules on hand. On top of that there are races, spells, subclasses, and items that I have made over the last years for the last campaign that I have decided to carry over to the current campaign should you guys want to use them.

The first section, Core Changes, covers changes to the ruleset that adds effects or changes the way some core rules work. The second section, General Terms, covers minor changes and clarifications. I would highly recommend reading the first section in full, the second section is more for specific cases that have come up.

Core Changes

The following are changes or additions to the main ruleset you should be aware of. This is a short list in comparison to General Terms and most of these changes are carried over from last campaign so I expect you guys to know these.

Fall Damage

I don't use the standard fall damage rules. Below is a chart for the fall damage I use that better takes into account longer fall distances as well as how an object approaches terminal velocity. Its friendlier at lower fall heights, but is more brutal during long falls with a higher damage cap.

Larger creatures may be subjected to a higher damage cap and the opposite for smaller creatures, but this chart will be used for the general case. Falling into water gives half damage up to 50ft, you may be allowed to make an Acrobatics check to help lower damage up to a 50ft fall.

Feet Fallen Damage Taken
10 1d6
20 2d6
30 3d6
40 4d6
50 5d6
60 6d6
70 7d6
80 8d6
90 9d6
100 10d6
125 11d6
150 12d6
175 13d6
200 14d6
233 15d6
267 16d6
300 17d6
333 18d6
Feet Fallen Damage Taken
367 19d6
400 20d6
450 21d6
500 22d6
550 23d6
600 24d6
650 25d6
700 26d6
750 27d6
800 28d6
900 29d6
1000 30d6
1100 31d6
1200 32d6
1300 33d6
1400 34d6
1500 35d6

Changing Pressure

Moving from extremely low pressure to extremely high pressure or vice versa very quickly is taxing on the body. This most often comes about when leaving a spelljammer ship's atmosphere and entering the vacuum of wildspace. Upon changing pressure, a creature takes 2d4+2 force damage and must make a constitution saving throw. If the save is 5 or lower the creature loses control of their bowels as everything is sucked out of them. If the save is 10 or lower air is pulled from the creature's lungs. If the save is 15 or lower the creature is blinded for 10 minutes.

Stuck In Wildspace

When a creature without protection is in wildspace they must make a DC 20 constitution saving throw each minute they are there. A creature takes 2d4+2 force damage on a failed save or half as much on a successful save. If a creature succeeds on 3 of these saves they no longer take damage from this effect until they leave and reenter wildspace.

Critical Strike Range

Instead of having an ability that increases your chance to critically strike explicitly state you crit on a 19-20, I will be using the term Critical Strike Range. All creatures have a natural critical strike range of 1, meaning you crit on a 20. A +1 bonus to this range would allow a crit on 19-20, a +2 bonus to this range would allow a crit on a 18-20, and so on. This allows easier combination of extended crit ranges for builds and items. In the same fashion Critical Miss Range is the same for missing on a nat 1 and can be extended via curses and the like.

Nat 1 Death Saving Throw or Stabilize

When someone attempts to stabilize a creature or a creature rolls a Death Saving Throw and they roll a nat 1, the creature immediately fails two death saving throws.

Nat 20 Death Saving Throw or Stabilize

When someone attempts to stabilize a creature or a creature rolls a Death Saving Throw and they roll a Nat 20, the creature immediately has 1 hp.

Shock

When an adventurer drops to 0 hitpoints they do not fall unconscious, instead they go into Shock. When in Shock a creature follows the normal 5e rules as if they were unconscious, making death saving throws at the start of each turn and suffering a failure when they take damage; however, instead of being unconscious and unable to do anything, they act as if under the effects of the spell Confusion until they die, stabilize, or gain at least 1 hitpoint (rolling the d10 for Confusion with disadvantage). At 3 death saving throw failures a creature dies and at 3 death saving throw successes the creature stabilizes and falls unconscious.

General Terms

The following are minor changes to the rules or are simply part of the standard rules and are easily looked over or forgotten. This also clarifies optional rules such as encumbrance that I do/don't use. Mostly this can be skimmed over until the situation comes up in the campaign.

Part 4 | Homebrew

Terms

Disengage

You cannot disengage if your current walking speed is half of your normal walking speed or less.

Encumberance

I do use the optional encumberance rules.

Expertise

Both Bards and Rogues have a class feature called Expertise that doubles your proficiency bonus on certain checks as a sort of upgrade to proficiency. I use the term Expertise simply to mean doubling your proficiency bonus on a skill check when making abilities, subclasses, and items.

Flanking

I do not use the optional flanking rules.

Leveling Up

You do not automatically gain the effects of a long rest when leveling up. You do get the new hp, abilities, spell slots, and known spells immediately upon gaining a new level without needing to rest or stop.

Long rest as an elf

You still have to take 8 hours to rest, but you are conscious and can keep watch or otherwise do minor activities for 4 hours while not in a trance.

Natural 1s and 20s

Natural 1s and 20s are only critical hits/misses on attack rolls, not saving throws or ability checks. I don't give any extra negative effects or bonuses from natural 1s or 20s on non attack rolls. Critical Strike Range acts in the same way: only attack rolls are affected.

Use an object action

You can't activate magic items with the Use an Object action.

Using items to cast spells

Unless otherwise stated, casting a spell via an item or a scroll is the same as casting it normally. This means it can be counterspelled, requires concentration if the spell requires concentration, and has the same limitations.

Using potions to gain spell effects

Some potions replicate spells and specifically ignore portions of the normal spell such as concentration. At times I will make potions cheaper and require those things.

Water Walking and Falling

Water walking does not make water like ground, you still splash beneath then float up.

Bards

Self-Inspiration

You cannot self-inspire without the 14th level ability that allows you to do so under the Lore College subclass.

Magical Inspiration

Inspiring does not directly count as magic and is unaffected by things such as an anti-magic field.

Initiative of All Trades

As Initiative is an ability check, Jack of All Trades effects Initiative rolls.

Monk

Versatile weapons

You can use them as monk weapons with two hands as long as it follows all of the other rules for being a monk weapon.

Wizard

Rituals and Arcane Ward

A spell cast by a ritual adds to the Arcane Ward.

Health and Consciousness

CON Modifier

Adjustments to CON automatically effect both your current and maximum hitpoints. As such a reduction in CON may bring a creature to 0 hitpoints. A creature brought to 0 hitpoints in this fashion is knocked unconscious and is stable. In the same fashion an increase in CON will bring a creature up from 0 hitpoints to consciousness. If an effect stops a creature from regaining hitpoints, increasing CON modifier still increases hitpoints.

Passive Modifier on Stabilization

When trying to stabilize someone in combat, if you make 3 checks to stabilize a creature within 3 rounds you can choose to use your passive modifier on the third check. When trying to stabilize someone out of combat, if you have a +5 passive modifier or higher you automatically succeed.

Stabilized then Injured

If you are stabilized at 0hp and are hit again you restart death saves.

Coming back to Consciousness

After a creature is stabilized and rests for an hour they come back to consciousness with 1hp and they are able to use 1 hit die if available to regain hitpoints as if they were using a hit die during a short rest.

Temporary Hitpoints

Temp HP doesn't stack, if two sources of Temp HP would both effect you at the same time you choose the one you want to take the benefits of. The other source(s) that you are not using goes away and is not available to you if you run out of the Temp HP you chose.

Rounding

Round down on damage, round up on healing or gaining temporary hitpoints.

Spell Clarifications

Aid

Aid works in similar ways to changes in CON modifier. Even if a creature cannot regain hitpoints aid still adds hitpoints to the creature's current and maximum hitpoints.

Bless and Inspiration

They stack. Same with Guidance and other similar spells.

Verbal Counterspell

Spells with only a Verbal component cannot be counterspelled.

Part 4 | Homebrew

Conditions and Polymorph

Conditions are unaffected by the spell Polymorph and other shapechanging effects. Your new form is effected by the conditions your old one was. An exception to this rule is changing size. If your new form is a different size it can help you escape grapples or similar situations.

Heroism Temporary Hitpoints

The Temp HP given by Heroism is refreshed reach round and does not stack.

Misty Step Orientation

When you teleport via Misty Step and similar teleportation spells you can change your orientation when teleporting (for example, prone to standing).

Reverse Gravity and Flying Creatures

If you have a fly speed and/or are currently flying when you enter the effect of the spell Reverse Gravity, you are still pulled upwards towards the top of the spell's area. When the spell ends you can use your flight to avoid falling.

Simulacrum Shenanigans

Constructs created by the spell Simulacrum cannot cast the spell Simulacrum.

General

Backgrounds

The list of backgrounds offered in the Player's Handbook can feel a bit short at times, if you have a particular background you may want for your character, let me know. I'll write one up for you.

Different Sources of AC

If one or more things offer an Armor Class such as wearing armor while having a Barbarian's Unarmored Defense, the two do not stack in any way and you can choose which source of AC you would like to use.

Drawing and Sheathing Weapons

You can draw/sheathe weapons at the ready for 0 AP, Tiring. It will take 2 AP to draw or stow weapons stowed in packs or on your back similar to drawing or stowing a shield. You can drop any items in your hands without using any actions, but weapons that are dropped can be picked up by others or can break if they are fragile.

Ranged Attacks in Melee

When an enemy is within 5ft of you, your ranged attacks have disadvantage against all targets, not just the creature within 5ft of you.

Poison Application

It takes 2 AP to apply poison to a weapon in combat. If you are proficient with a poisoners kit it only takes 1 AP.

Potion Drinking

Drinking a potion takes 1 AP, giving another creature a potion takes 2 AP.

Other Homebrew and UA

If you want to use homebrew from other sources or Unearthed Arcana, you'll need to run them by me first before using them. In the past I have approved some homebrew as is and I have also revised UA/Homebrew to balance it out for use in the campaign. I'm hesitant to add completely new classes and races, especially since Volo's offers a number of races for your PC out of things that already exist in the world.

Given some of the things that have come out in UA, I view homebrew and UA on pretty much the same level. Just because UA comes from an official source doesn't mean it isn't out of balance or busted.

Part 4 | Homebrew

Races

Frixil

ULA (SHORT FOR ULANNATHRANADARN) ADJUSTS his small vest embroidered in gold as he walks slowly up to the green dragon. Pulling his smoking kit out with a flourish, he casually packs and lights his pipe while curious emerald eyes examine his every move. His gem encrusted shoes glitter in the dim light as he walks right up to the dragon's claws. He takes a puff and combs his whiskers before bowing deeply, his composure impeccable. Smiling and trying to swallow down the lump of panic in his throat, he starts the pitch: "Madam Ellithia, ruler of Olanth and keeper of Alanti, I am honored. Let me introduce myself..."

  Frixil are creatures of desire, searching the continents for finery, clothing, and the best pipe weed gold can offer them. Smooth talkers and shrewd merchants, they use their pomp and and flashy words to talk down even the toughest hagglers in order to make their fortunes. They live wherever a beautiful view is on the horizon, eclipsed only by a sturdy bar. Frixil love shiny and beautiful things and will scour the earths for them, but once they are full on adventure they find someplace to smoke, drink, and relax as they glitter in the sunset. Frixil will often try to avoid confrontation, but if pushed to fight their lithe and nimble forms make them quite an adversary.

Quick and Tiny

The small frixil dart to and fro around most creature's legs in a crowd, protecting their tail from stepped on as they nimbly dodge between feet. A frixil is quick to move, but even quicker with her wit and sharp words. Living in small, well-adorned villages secluded from most civilizations, sometimes beauty is enough for a wandering frixil who looks to take her gift and charm out beyond the haze of pipe-smoke. They are slender even for their size and rest at around 35 to 45 pounds.

Frixil fur ranges from the bright orange of a burning sunset to ruddy brown, often with patches of white by its ears and along its underbelly. They have striking blue, green, or yellow eyes and often keep the claws on their paws neatly trimmed. They like to wear things of affluence, preferring silken vests with filigree of gold, silver, and gems over armor or wool cloth. Even without adornment of gem or shiny metal, frixil like to use the brightest pigments to wear across themselves.

Frixil's love for beauty can sometimes get them in trouble as they can rarely bring themselves to stow away valuables, preferring to put them on display for others to see.

Self-Interested Opportunists

While frixil generally mean no harm to other creatures, they generally value their own well being above the same of others, willing to cheat, steal, or lie in order to get their way or benefit in some small way. It is rare for a frixil to meet strangers on the road that they trust, but if this happens a frixil will follow, protect, and hold tight to close relationships with others

Frixil are quick to see their own benefit in a situation and will often help those who are hurt or pitied with the idea that they will be owed for their services later on.

Nimble Fishermen

In areas of the world where there is little mercantile business, frixil make their living fishing along the shoreline, their quick paws easily handling lashing sails and troublesome lines at sea.

Frixil Names

Frixil have a given name, often long enough and with a vowel pattern of their family. In some rare occasions frixil will be given a short family name along with their given name. Nevertheless, frixil will often shorten their name to a syllable for friends and add on extra titles to the length of their name for strangers. Frixil do not reserve names for one sex instead parents choose names solely off of their aesthetic value.

Part 4 | Homebrew

Given Names: Aaernarrutaou (Taou), Ganleerouralain (Rour), Moratoneralanui (Morat), Ranyanthulianth (Rany), Yethalanaruliadarn (Yetha)

Family Names Alat, Cuyth, Dowim, Duy, Ferdes, Halai, Seferat, Uhlah, Yer

Frixil Traits

Your frixil has a number of traits in common with all other frixil.

Ability Score Increase. Your Charisma score increases by 2.

Age. A frixil reaches adulthood at the age of 60 and generally lives into the end their third century/beginning of their fourth century.

Alignment. Most frixil are Chaotic Neutral. They will try to do the right thing unless they will profit personally from the wrong thing.

Size. Frixil average about 4 feet tall and weigh about 40 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Languages. You can speak, read, and write the main languages of trade: Common and Undercommon.

Natural Negotiators. You have proficiency in the Persuasion skill.

Precise Hunters. You have proficiency with blowguns and if you were hidden prior to attacking you stay hidden even after making an attack with a blowgun.

Subrace. Frixil are generally of two types: those descended from seafaring merchants and those descended from the frixil who searched inland for a living, choose one.

Dumanou

As a dumanou frixil you are naturally as quick with your body as you are with your tongue. Born of ancestors who have lived off of the sea, you embody the speed they held to catch fish with their bare paws.

Natural Fishermen. You know the cantrip Shape Water. You can fish without the need of fishing tackle.

Dumanou Nimbleness. You can move through the space of any creature that is at least a size larger than yours.

Ability Score Increase. Your Dexterity score increases by 1.

Helanth

As a helanth frixil you are as smart as you are wily. Born of ancestors who traveled away from the sea as nomads, having to study the ways of civilizations before entering their borders, you still hold some of the arcane knowledge they gained over the centuries.

Helanth Remembrance. You can read, write, and speak Sylvan.

Helanth Legacy. You know the cantrip Friends.

Ability Score Increase. Your Intelligence score increases by 1.

Classes and Subclasses

Ranger

A lot of people have tried to make sweeping changes to the Ranger class to make it more viable, including a UA for a ranger that doesn't use spells. While the Beast Master subclass is lackluster, I think as a whole the ranger class is pretty fun and has cool features, but is held back by its key features of Favored Enemy and Natural Explorer being situational at best. The following edits to the ranger class simply replaces those features with a new ones that have abilities at 1st, 6th, 10th, and 14th level to replace those given by Favored Enemy and Natural Explorer.

Experienced Traveler

Beginning at 1st level you have experience traveling the wilds, picking up skills and phrases from the myriad of faces you pass by in such a transient lifestyle.

You know 1 language of your choice and you become proficient in one instrument, skill, or set of tools of your choice.

Spirit of the Wilderness

In your travels you learn to attune yourself to the natural spirits of the world. At 1st, 6th, 10th, and 14th level you can choose one such spirit to draw essence from with your Spirit Essences options. Whichever type of spirit you embody the most gives you passive bonuses at 1st, 9th, and 18th level: you embody a spirit when that spirit makes up a majority of your Spirit Essences choices. If there are multiple options tied for majority you can choose which of those spirits you would like to embody. This choice remains until you gain another Spirit Essences option.

Spirit of the Hunter

While you embody the Spirit of the Hunter, attacking within 5ft of an enemy does not impose disadvantage on ranged attack rolls.

In addition when you reach 9th level in this class, any nonmagical ammunition you use as part of a ranged weapon attack gain +1 to hit and +1 to damage.

At 18th level your ranged attacks cannot critically miss.

Sprit of the Shade

While you embody the Spirit of the Shade, you can take the Disengage or Hide action for 1 AP.

In addition when you reach 9th level in this class, you gain proficiency in the Stealth skill. If you already have proficiency in Stealth you gain expertise in the skill.

At 18th level you can choose to teleport instead of moving normally during the Movement action. You use movement up to the distance traveled by your teleport and you can break up your move as normal even when moving in this fashion.

Spirit of the Warrior

While you embody the Spirit of the Warrior, you have proficiency in heavy armor.

In addition when you reach 9th level in this class, you reduce any damage you take by your Wisdom modifier.

At 18th level increase the reduced damage by 5.

Spirit of the Swift

While you embody the Spirit of the Swift your movement speed increases by 5ft.

In addition when you reach 9th level in this class, your movement speed increases by an additional 10ft. At 18th level your movement speed increases by an additional 10ft.

Part 4 | Homebrew

Spirit Essences

At 1st level you choose which spirit you would like to draw essence from. You choose additional Spirit Essences options at 6th, 10th, and 14th level.

At 1st level choose which of the following spirits you wish to draw essence from. While traveling for an hour or more your group can't become lost except by magical means. In addition you gain one of the following benefits from the spirit of your choosing when you are traveling for an hour or more.

Spirit of the Hunter

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Spirit of the Shade

If you are traveling alone you can move stealthily at a normal pace.

Spirit of the Warrior

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Spirit of the Swift

Difficult terrain doesn't slow your group's travel.


At 6th level choose which of the following spirits you wish to draw essence from. You gain a reaction that you can use a number of times equal to your Wisdom modifier (minimum of 1) until you finish a long rest.

Spirit of the Hunter

Rebuttle: When you are hit by a ranged attack you can make a ranged weapon attack against your attacker as a reaction.

Spirit of the Shade

Become Shadow: When you are hit by a melee attack you can teleport up to 15ft to a location you can see as a reaction.

Spirit of the Warrior

Parry: When you are targeted by a melee weapon attack you can add 3 to your AC for that attack as a reaction. You must be wielding a melee weapon to take this reaction.

Spirit of the Swift

Tuck and Roll: When you are within the area of a spell or effect that you can see such as a dragon's breath or the spell Fireball you can move up to half of your movement speed immediately as a reaction. Your movement finishes before the spell or effect goes off.


At 10th level choose which of the following spirits you wish to draw essence from. Increase one ability score of your choosing by 1. In addition you increase an ability score based on the spirit you choose.

Spirit of the Hunter

Increase your Dexterity or Wisdom ability score by 1.

Spirit of the Shade

Increase your Dexterity or Strength ability score by 1.

Spirit of the Warrior

Increase your Constitution or Strength ability score by 1.

Spirit of the Swift

Increase your Constitution or Wisdom ability score by 1.


At 14th level choose which of the following spirits you wish to draw essence from.

Spirit of the Hunter

You reroll 1s on your weapon's damage die for ranged weapon attacks.

Spirit of the Shade

Your Critical Strike Range increases by 1 when attacking a creature that you are hidden from.

Spirit of the Warrior

Whenever a creature hits you with a melee attack, that creature takes force damage equal to your Wisdom modifier (minumum of 1) if you are not incapacitated.

Spirit of the Swift

When you make a weapon attack on your turn in combat you can add +1 to your attack roll for a ranged attack or +1 to your damage for a melee attack for every 10 feet you are away from the location you started your turn (maximum of +3). If you have already attacked this turn then you instead add +1 to your roll or damage for every 10 feet you are away from the location you last made an attack.

Lore Master Wizard

The following is a subclass for the Wizard class.

Lore Master

Starting at 2nd level you become a compendium of knowledge on a vast array of topics. If you are proficient or ever gain proficiency in Arcana, History, Nature, or Religion you gain expertise in that skill instead.

In addition, your analytical abilities are so well-honed that you can use your skills of observation to aid in your combat readiness. When you roll initiative and are not surprised you choose if your Initiative is a Dexterity or Intelligence check.

Reworked Magic

At 2nd level you master the underlying basis of spells, giving you control over their fundamental nature.

When you cast a spell of 1st level or higher you can alter its damage to a similar type of damage:

If the spell deals bludgeoning, piercing, or slashing damage you can substitute any other damage type from that list when you cast it.

If the spell deals acid, cold, fire, lightning, poison, or thunder damage you can substitute any other damage type from that list when you cast it.

If the spell deals force, necrotic, or radiant damage you can substitute any other damage type from that list when you cast it.
Additionally, once per long rest, when you cast a spell of 1st level or higher that requires a saving throw you can alter its effects. You may change the save requirement, such as making a Strength save a Dexterity save, for similar abilities.

Part 4 | Homebrew

  If the spell requires a Constitution, Dexterity, or Strength saving throw you can change the required saving throw to any other save type from that list.

If the spell requires a Charisma, Intelligence, or Wisdom saving throw you can change the required saving throw to any other save type from that list.

Transfigured Casting

At 6th level you learn to augment your spells in a variety of ways. When you cast a spell using a spell slot you can choose to expend a second spell slot to augment the spell's effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect on your spell depends on the level of spell slot you expend:

An additional 1st level slot can increase a spell's range. If the spell you cast has a range of 5ft or greater then you double its range.

An additional 2nd level slot can increase a spell's raw damage. If you roll damage for the spell when you cast it, you treat the spell as if you had used a spell slot of 2 levels higher for the original casting. If the spell can deal damage on more than one turn, it deals this extra damage on only the turn it is cast.

An additional 3rd level slot increases a spell's potency. The DC for saving throws from your spell increases by 2 for any saves made on the round the spell is cast.

Prodigious Memory

At 10th level you have attained a greater mastery of spell preparation. For 1 AP you can replace one spell you have prepared with another from your spellbook. You can't use this feature again until you finish a short or long rest.

Acute Mastery

At 14th level you have mastered the intricacies of fundamental magic, letting you control low-level spells as well as, and in some cases better, than other mages can handle cantrips:

Whenever you finish a long rest, choose a first level spell from any class that has a range of Touch or Self, a duration longer than 1 round, and a casting time of 1 AP or 2 AP. If the spell is a touch spell you must use it to target yourself. This spell's effects do not require concentration. The effects of the chosen spell will only end after using this ability again, if you are incapacitated, or if the spell ends of its own accord.

The Shadekeeper

The following is an Otherworldly Patron option for the Warlock Class:

Your patron is The Shadekeeper, a creature shrouded in mystery that makes her home in the Shadowfell. Her motivation is to slowly separate races looked upon as lower or more barbaric from their old ways. Orcs, drow, goblins, and similar races fall under her care as she aims to bring them into a better light and whittle away the prejudice against them. She is an extremely cautious creature that values getting results over any qualms about the means used to make those results happen. She earned her name due to her habit of convoluted and unseen methods of achieving her goals, oftentimes making attempts to avoid any knowledge of her involvement.

  Some think she is sparkle of good for the civilizations that are so often looked down on, but others see her as an inherently evil force due to her disregard for the morals and bodies she is willing to leave behind in order to further her goals.

Expanded Spell List

The Shadekeeper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Shadekeer Expanded Spells
Spell Level Spells
1st Fog Cloud, Herosim
2nd Blindness/Deafness, Nystul's Magic Aura
3rd Blink, Nondetection
4th Mordenkainen's Private Sanctum, Shadekeeper's Guard
5th Mislead, Wall of Force

Shadekeeper's Protection

Starting at 1st level, when you gain temporary hitpoints from any source, add your Charisma modifier to the amount you gain.

In addition, while you have temporary hitpoints remaining you are immune to the charmed and paralyzed conditions. If you are under the effect of either of those conditions whenever you gain temporary hitpoints then you suppress those conditions for as long as the temporary hitpoints remain.

A Dark Blessing

Starting at 6th level, you can reach out to the Shadekeeper to retain your protection. Whenever any damage would reduce your temporary hitpoints to 0 you can use a reaction to instead reduce your remaining temporary hitpoints to 1. Any additional damage that would have surpassed your remaining temporary hitpoints does not reduce your normal hitpoints.

Once you use this feature, you can't use it again until you finish a short or long rest.

Unending Guard

Starting at 10th level you have resistance to damage from spells while you have temporary hitpoints remaining. In addition, whenever you roll for initiative and you do not have any temporary hitpoints, gain temporary hitpoints equal to your warlock level.

Shield of Mortality

Starting at 14th level you can pull from your own life force to protect yourself. For 2 AP you activate your Shield of Mortality for 1 minute: Your current hitpoints are reduced to 1 and you gain temporary hitpoints equal to your hitpoint maximum. For the duration you cannot regain hitpoints. The shield stays with you for the duration even while unconscious or dead. When the minute ends you regain hitpoints equal to the temporary hitpoints remaining from this feature and you gain 1 level of exhaustion.

Once you use this feature, you can't use it again until you finish a short or long rest.

Part 4 | Homebrew

Spells

A number of these spells are from last campaign coming from the eldritch spells from Malorie's patron, the abjuration spells for Lilia, and the spells each of you fabricated from The Thief.

Most of the remaining spells come from the Caelum Study: a group of Inanusi scholars who studied methods of controlling nature in order to counteract the inhospitable nature of wildspace and facilitate travel between celestial bodies. Beyond that there are is an old story that the Úinemages of Sans Bornes have made spells that warp space and time themselves which may be made available to you as the campaign progresses.

Arms of Darkness

2nd-level transmutation


  • Casting Time: 2 AP
  • Range: Self
  • Components: V, S, M (an octopus tentacle)
  • Duration: 10 minutes
  • Classes: Warlock

When you cast this spell choose one of your arms. That arm transforms into a 15 foot long black tentacle covered in thorn-like spikes. Whatever item that arm was holding (if any) is absorbed into the slimy flesh of the tentacle and cannot be used for the duration of this spell.

For 1 AP on each of your turns you can make a melee spell attack on a creature within 15 feet of you. On a hit the target must make a Strength saving throw or be grappled by the tentacle (escape DC is your spell save DC) and takes 1d8 + your spellcasting ability modifier bludgeoning damage. Until this grapple ends you cannot move more than 15 feet from the target. You release your grapple on a target if this spell ends or you attack again using the tentacle grappling them.

If you are already grappling a target in this way you can instead use 2 AP to squeeze your target, impaling them with the spikes of your tentacle, dealing 1d8 bludgeoning damage and 4d4 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or above the damage increases by 1d8 for each slot level above 2nd (this applies to both the damage for hitting an attack and the damage for squeezing a grappled target).

Beacon of Nope

3rd-level necromancy


  • Casting Time: 2 AP
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 10 minutes
  • Classes: Artificer, Cleric, Warlock, Wizard

Negating energy expands from you in a 30 foot radius. Any creature that starts its turn in this radius must make an Intelligence saving throw or be under this spell's effects until they leave the area of this spell or until the start of their next turn.

When you cast this spell choose two of the following effects for it to have:

  • Creatures cannot regain hitpoints
  • All attack rolls have disadvantage
  • All creatures ignore benefits caused by spells to attack rolls, ability checks, saving throws, or movement speed (this includes benefits to movement speed that give a new kind of movement such as flying or burrowing)
  • Any creature that attempts to cast a spell must roll a d20. On a 9 or lower the casting fails and the spell slot is consumed
  • Telepathic communication is impossible both in and out, including distant or extraplanar effects such as the spell Sending
  • Creatures are blinded
  • Creatures are deafened
  • Creatures cannot speak

At Higher Levels. When you cast this spell using a spell slot above 3rd you can choose more effects for the spell to have. You can choose up to 1 additional effect at 5th level, up to 3 additional effects at 7th level, and up to 5 additional effects at 9th level.

Part 4 | Homebrew

Compelled Duet

4th-level enchantment


  • Casting Time: 2 AP
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard

You attempt to charm a creature within range. The target must make a Wisdom saving throw or be charmed for the duration of the spell. While the target creature is charmed this way other creatures cannot be frightened by it and creatures already frightened by it have the frightened condition suppressed for the duration of this spell.

When you cast this spell and on subsequent turns while you are within 60 feet of your target you can, but are not required to, choose one of the following options:

Ballad: You sing to your target, forcing it to respond. Until the start of your next turn you and the targeted creature cannot communicate verbally or cast spells that require verbal components.

Dance: You challenge your target to a dance-off. Until the start of your next turn you and the targeted creature can only move up to half of your movements and have disadvantage on Dexterity saving throws.

Performance: You play an instrument, forcing your target to respond. Until the start of your next turn you and the targeted creature must use one hand to play and instrument or make a beat with that hand (if the targeted creature does not have a hand, it makes a beat with a limb or some other means). During this time both you and the targeted creature cannot wield a weapon with two hands or cast spells that require somatic components.

Finale: You bring the duet to an end: The targeted creature takes 5d6 psychic damage. When you choose this option the spell ends.

Grand Finale: You bring the duet to an end: you and the targeted creature must make contested Performance checks. The loser takes 10d6 psychic damage. When you choose this option the spell ends.

The targeted creature can make a Wisdom saving throw at the end of each of each of the turns it is forced to perform (via Ballad, Dance, or Performance) to end the charm.

Create Weather

6th-level transmutation


  • Casting Time: 2 AP
  • Range: Self
  • Components: V, S, M (A 500gp peridot)
  • Duration: 1 minute
  • Classes: Cleric, Druid, Wizard

You surround yourself with a sphere of breathable air. You choose the temperature, humidity, and pressure of the air created. Gases such as creatures in gaseous form and the poisonous fog created by Cloudkill are expelled from the area.

This spell cannot be dispelled by Dispel Magic.

Temperature
  1. Unbearable heat
  2. Hot
  3. Warm
  4. Cool
  5. Cold
  6. Arctic cold
Humidity
  1. Dry as a desert
  2. Arid
  3. Normal
  4. Sub-Tropical
  5. Tropical
Pressure
  1. Thin mountaintop air
  2. Thin air
  3. Sea-level air
  4. Dense air
  5. Unbearably dense air

The sphere has a radius of 120ft in a vacuum and 60ft at sea level in a normal planet's atmosphere. If underwater, the radius is 60ft at the surface and halves for every 30ft below the surface.

At Higher Levels. When you cast this spell using a slot of 8th level or above, the spell becomes permanent centered on the peridot.

Part 4 | Homebrew

Desert

3rd-level transmutation


  • Casting Time: 2 AP
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Bard, Druid, Sorcerer, Wizard

You turn an area into an inhospitable desert, you choose if it is hot or cold. A 10ft cube at a point you choose within range is sapped of moisture, causing water in that area to disappear and for things that are wet become dry. All living creatures within the area need to make a Constitution saving throw. They take 4d8 necrotic damage on a failed save or half damage on a successful save. The area remains dry and unbearably hot or cold for the duration, depending on which you chose. Nonmagical plants within the spell's area wither and die unless they are naturally well suited to the conditions made by the spell.

Hot: Flammable objects that are not being worn or carried are ignited, in addition a creature that ends its turn in the area is ignited. The target takes 1d10 fire damage at the start of each of their turns until a creature takes 2 AP to douse the fire.

Cold: The spell's are is considered difficult terrain. Creatures that start their turn in the area must make a Constitution saving throw or have their movement speed reduced to 0 until the start of their next turn.

If you cast this spell in the same place every day for 30 days it becomes permanent. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a slot of 5th or 6th level, the cube created by this spell can be up to 20ft. When you cast this spell using a slot of 7th level or above the cube created by this spell can be up to 40ft.

Eldritch Spirits

1st-level evocation


  • Casting Time: 2 AP
  • Range: Self
  • Components: V
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

You scream, expelling dark spirits from your mouth to infest all creatures in front of you. The spirits meld with each creature in a 40ft cone. Each creature must make a Charisma saving throw. On a failed save a creature takes 4d4 psychic damage and cannot regain hitpoints for the duration. Each creature then regains 1d12 hitpoints.

At Higher Levels. When you cast this spell using a spell slot of 2nd or above the damage increases by 1d4 and the duration increases by 1 round for each level above 1st.

Ending

4th-level necromancy


  • Casting Time: 2 AP
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Warlock

Make a melee spell attack. On a hit roll 7d6. If the target has fewer remaining hitpoints than the number you rolled, it dies outright.

When it dies it ignores the effects of spells and effects that trigger when dropping to 0 hitpoints such as spells prepared via contingency, the spell Death Ward, or a half-orc's relentless endurance.

At Higher Levels. When you cast this spell using a slot of 5th or above you roll an additional 1d6 for each level above 4th.

Extended Shield

2nd-level abjuration


  • Casting Time: 2 AP
  • Range: 30ft
  • Components: V, S, M (A small plate of reflective metal)
  • Duration: Concentration, 1 minute
  • Classes: Artificer, Cleric, Paladin

You give an ally you can see within range a moving guard. That ally gains +3 to their AC while the shield stays with them. At the end of each of your turns you can choose to move the shield to yourself or another ally you can see within range.

If the shield stays on one creature for longer than 1 round then this spell immediately ends.

Fabricate Climate

8th-level conjuration


  • Casting Time: 16 hours
  • Range: 1 mile
  • Components: V, S, M (3,000gp worth of emeralds and silk ribbon which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Wizard

You fill a 1000ft radius sphere or a 1600ft cube centered on a point within range with breathable air. You choose the strength and direction of gravity as well as temperature, humidity, pressure, wind, precipitation, and light within the area. Precipitation, creatures, and items fall in the direction of gravity chosen, if any. Creatures and items can be expelled from the area by gravity, but precipitation from this spell dissipates upon leaving the area. While you cast this spell a green light emanates from you towards the point you are centering the spell on that passes through solid objects. In addition all creatures that would be in the spell's area are aware of this spell being cast as well as the location of the point you are centering the spell on.

This spell cannot be dispelled by Dispel Magic.

Temperature
  1. Unbearable heat
  2. Hot
  3. Warm
  4. Cool
  5. Cold
  6. Arctic cold
Humidity
  1. Dry as a desert
  2. Arid
  3. Normal
  4. Sub-Tropical
  5. Tropical
Part 4 | Homebrew
Pressure
  1. Thin mountaintop air
  2. Thin air
  3. Sea-level
  4. Dense air
  5. Unbearably dense air
Wind
  1. Calm
  2. Moderate wind
  3. Strong wind
  4. Gale
  5. Storm
Precipitation
  1. Clear
  2. Light clouds
  3. Overcast or foggy
  4. Rain, hail, or snow
  5. Torrential rain, driving hail, or blizzard
Light
  1. No light is provided by this spell
  2. No light is provided by this spell and light does not pass in or out of the spell's area
  3. The area is filled with dim light
  4. The area is filled with bright light
  5. The area is filled with magical darkness
Direction of Gravity
  1. Choose a direction, gravity pulls in that direction
  2. Gravity pulls equally throughout the area towards the center
  3. Gravity pulls in the same direction as the nearest celestial body
  4. Gravity pulls equally throughout the area away from the center
  5. Choose one contiguous surface within the area, gravity pulls towards the nearest point of that surface
Strength of Gravity

Choose a strength between 0g and 2g

Gems

2nd-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (up to 10 stones that are consumed by the spell)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Wizard

You can convert up to 10 stones into semi-precious gemstones. Each stone can be no larger than the size of your fist. As you convert the stones you can choose the coloring, quality, haziness, general shape, and cut of the gems as long as each gem is of equal size or smaller than the stone it was created with. You cannot use this spell to engrave or otherwise shape the gems in intricate ways.

The gems created with this spell are semi-precious and are worth up to 1 copper apiece.

Gust and Gale

1st-level evocation


  • Casting Time: 2 AP
  • Range: 5ft
  • Components: V, M (glass beads of assorted colors)
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Sorcerer, Wizard

A burst of wind emanates from you. All creatures within range have to make a Strength saving throw or be pushed 10ft away from you. The wind then swirls around you, causing any creatures within range, not including yourself, to take 2d10 bludgeoning damage.

At Higher Levels. When you cast this spell using a slot above 1st the range increases. The range increases by 10ft for each level above 1st.

MacLerie's Dusting

1st-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (at least 10 metal coins that add up to a total of at least 1gp which the spell consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

Select a nonmagical piece of metal or gem that fits in a 1ft cube, at the end of the spell that item turns to powder or dust of the same material.

MacLerie's Pocket Sand

1st-level conjuration


  • Casting Time: 1 AP
  • Range: Self
  • Components: V, S, M (a pinch of pipe weed and some lint)
  • Duration: 8 hours
  • Classes: Artificer, Bard, Druid, Wizard

You fill a pocket or small pouch with magical sand this spell produces. You can use the sand as a reaction in the following ways:

Create: When you or an ally within 60ft of you makes an attack or casts a spell that requires stones or objects such as a Hill Giant's Rock attack, the Cantrip Magic Stone, loading a catapult, or the spell Animate Objects some of the remaining sand travels to them and transforms into the objects they need. The sand always takes the form of round stones of the required size. These stones disappear when the spell or attack that is using them ends. Once you take this reaction 3 times the spell ends.

Blind: When a creature tries to grapple you or targets you with a melee attack you can throw the remaining sand in your attacker's eyes, imposing disadvantage on the ability check or attack roll. This does not work on creatures that cannot be blinded or do not need eyes to see. You can choose to take this reaction after you know the outcome of the original ability check or attack roll. Once you take this reaction the spell ends.

Part 4 | Homebrew

MacLerie's Sandstorm

5th level conjuration


  • Casting Time: 2 AP
  • Range: 120ft
  • Components: V, S, M (a pair of earmuffs and a few pieces of blue-tinted glass)
  • Duration: Concentration, 1 minute
  • Classes: Druid, Ranger, Sorcerer, Wizard

Until the spell ends, whirling sand spins in a 60ft tall cylinder with a 40ft radius centered on a point you choose within range. There is an eye to the storm that is unaffected by this spell and its effects in a 60ft tall cylinder with a 5ft radius centered on the same point as the storm.

The strength of the storm keeps fog, smoke, and other gases at bay. The area is heavily obscured, and exposed flames in the area are doused. Small or smaller flying creatures or objects can’t pass through the storm. Loose, lightweight materials brought into the storm fly outwards, away from the center. Arrows, bolts, and other ordinary projectiles launched at targets within the storm or its eye are deflected away and automatically miss if they would pass through the storm. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through the storm.

The coarse sand and strong winds make the storm difficult terrain. When a creature enters the storm's area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it is lifted 10ft in the air, pushed 5ft towards the outside of the storm, and takes 2d6 bludgeoning damage. A creature that would be lifted above the storm's area from being lifted this way is instead lifted to the top of the storm's area. If a creature pushed this way is pushed out of the storm's area they are flung an additional 10ft from the outside of the storm, and are knocked prone. On a successful save the creature takes half damage, is not lifted or pushed by the storm, and descends 20ft if it is currently being lifted by the storm.

Magic Quill

Conjuration Cantrip


  • Casting Time: 2 AP
  • Range: 10 feet
  • Components: S, M (a feather quill)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Wizard

You create an ethereal writing quill at a point within range. You can dismiss this quill for 2 AP. When the quill writes, it writes on parchment or a suitable surface of your choosing. It writes with non-magical ink of a color of your choosing if it is not provided any, but can write with other ink if provided an inkwell. The quill vanishes if it is ever more than 60ft away from you or if you cast this spell again.

For 1 AP once per turn you can move the quill up to 10ft and give it a verbal command such as the following:

Document: The quill writes down your thoughts on a surface that you can see. You can have the quill write in any language you currently know.

Inscribe: Choose a creature that you can hear, the quill writes down everything you can understand that the creature says. You can have the quill write in any language you currently know.

Draw: The quill jots a crude sketch of a creature, object, or scene you can see. The quill takes a minute to finish one of these sketches and the sketch becomes inaccurate if you do not have line of sight of what is being sketched for the entire minute.

Copy: Choose an already written text you can see, the quill will make an exact copy of it. The quill copies a page a minute and includes all images and text included in the text. If the text is magical the quill will need to be provided with proper magical inks and parchment in order to copy anything, copies at the same speed you would, and cannot copy arcane things beyond your knowledge or comprehension.

Stick: The quill pricks a creature within 5ft of it. Make a melee spell attack, on a hit the creature takes 1d4 force damage and 1 poison damage.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Mental Poison

6th-level divination


  • Casting Time: 2 AP
  • Range: 30 feet
  • Components: V, S, M (a piece of parchment and a small vial of poison)
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard

The targeted creature must make an Intelligence saving throw. On a failed save it is afflicted for the duration of the spell. While afflicted in this way the targeted creature rolls a d8 at the start of its turn:

  1. The creature cannot cast spells or activate magic items until the start of its next turn
  2. The creature is vulnerable to psychic damage until the start of its next turn
  3. The creature's Intelligence ability score is reduced by 1d4
  4. The creature's Wisdom ability score is reduced by 1
  5. The creature's Charisma ability score is reduced by 1
  6. The creature takes 4d8 psychic damage
  7. The creature has disadvantage on Wisdom saving throws until the start of its next turn
  8. The creature automatically loses concentration on any spells or effects they may be concentrating on

You know the outcome of roll as long as the creature is on the same plane as you. Any reductions to the creature's ability scores from this spell dissipate when the spell ends.

One With Nature

3rd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Druid, Ranger

You touch a patch of unworked ground and transform into a nonmagical plant that is around the same size as yourself rooted at that point, melding yourself and all the equipment you carry with the plant's form for the duration. Nothing of your normal form remains visible or otherwise detectable by nonmagical senses. The plant can be one of your choosing, such as a sapling, large mushroom cap, or bush. The plant can be up to one size larger than you, but cannot be smaller than you. If you do not choose a type of plant, it becomes a plant native to the area you are in.

While in this form you have vulnerability to fire and necrotic damage, 30 hitpoints, and an AC of 11. You cannot see or speak while in this form, but can hear muffled sounds. You have disadvantage on (Wisdom) Perception checks to hear what is going on around you.

Part 4 | Homebrew

  Your movement speed is 0, you remain aware of the passage of time, and you can rest while in this form. While resting in this way you enter a trance-like state, but can still hear what is going on around you.

Your plant form's death, complete destruction, or uprooting/felling reverts you to your original form, causing you to fall prone and take 6d6 bludgeoning damage.

A creature can make an Nature or Investigation check against your spell save DC to determine the true nature of your form. If a creature's passive Nature is higher than your spell save DC then your plant form looks unnatural to them.

Protective Bubble

3rd-level transmutation (ritual)


  • Casting Time: 2 AP
  • Range: Self
  • Components: S, M (Intestines from a beast or humanoid)
  • Duration: 24 hours
  • Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard

Air surrounds you and protects you from suffocation. You can breathe normally even if your are underwater, underground or in wildspace. In addition you have advantage on any saving throws you make due to changing pressure.

At Higher Levels: When you cast this spell using a spell slot of 4th level or above, you can target up to five additional willing creatures for each level above 3rd.

The creatures must be within 30 feet of you when you cast the spell.

If you cast this spell at 6th level or above, the creatures affected by this spell are immune to damage from changing pressure.

Pocket of Wildspace

9th-level conjuration


  • Casting Time: 2 AP
  • Range: 120ft
  • Components: V, S, M (a black sapphire worth at least 5,000gp)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

You conjure the true essence of the vast unknown, for the duration all air is removed from a 20ft radius sphere centered on a point you choose within range as it is filled with the vacuum of wildspace. A strong gravitational force emanating wildspace poison pulls on creatures within the sphere. For every 1 foot a creature moves within the sphere, it must spend 4 feet of movement. Any teleportation that starts, ends, or passes through the sphere fails.

The first time a creature enters the sphere or starts its turn within the sphere it must make a Strength saving throw or be pulled towards the center of the sphere. On a failed save the creature is pulled to the unoccupied space closest to the center of the sphere and takes 12d12 force damage as they are crushed by the gravity there. On a successful save the creature takes half damage and is not pulled.

Whenever a creature ends its turn within the sphere it must make a Constitution saving throw. On a failed save all air is pulled from its lungs and it becomes poisoned. A creature poisoned in this way can make another saving throw at the end of a long rest, ending the poisoned condition on a successful save.

A creature that enters the sphere undergoes the effect of changing pressure unless this spell was cast in wildspace.

Poison Coating

Enchantment Cantrip


  • Casting Time: Variable
  • Range: Self
  • Components: S, M (A bit of saliva)
  • Duration: 1 round
  • Classes: Bard, Druid, Warlock, Wizard

You prepare a weapon for an attack. The next time you make an attack with that weapon before the start of your next turn you deal additional poison damage to your target if you hit. The additional damage you deal depends on the amount of AP used to cast the spell:

1 AP - 1d4 poison damage

2 AP - 2d4 poison damage

3 AP - 3d4 poison damage

4 AP - 4d4 poison damage

The Cantrip's damage die increases to a d6 when you reach 5th level, d8 at 11th level, and d10 at 17th level.

Portentous Displacement

2nd-level conjuration


  • Casting Time: 2 AP
  • Range: 60 ft
  • Components: S, M (a small blue gem and a silver wire)
  • Duration: Concentration, 1 round
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer

Choose a point within range. A poisonous mist emanates in a 5ft radius sphere from both you and that point, all creatures that end their turn in the mist or are within the mist when you cast the spell must make a Constitution saving throw or become poisoned until the end of their next turn. The area covered by the mist is heavily obscured. At the start of your next turn you disappear into the poisonous mist, arriving at the point you chose. If that space is occupied you arrive in the nearest unoccupied space. The mist darkens and swirls as it dissipates right after you leave and before you arrive:

Creatures within the mist must make a Constitution saving throw when it dissipates. They take 1d12 poison damage on a failure or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or above, increase the damage dealt by 1d12 for each level above 2nd.

Resolve

Necromancy Cantrip


  • Casting Time: Variable
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Warlock, Wizard

You drain your own life force to give yourself a protective shield. You take 1d4 necrotic damage and gain 2d4 temporary hitpoints. While these hitpoints remain you have resistance to a damage type of your choosing. The damage types you can choose from depend on the amount of AP used to cast the spell:

1 AP - Choose the damage type from: Bludgeoning, Piercing, or Slashing

2 AP - Choose the damage type from: Acid, Cold, Fire, Lightning, Poison, or Thunder

3 AP - Choose the damage type from: Force, Necrotic, or Radiant

Part 4 | Homebrew

  The Cantrip's damage increases by 1d4 and the temporary hitpoints you gain increase by 2d4 when you reach 5th level (2d4 and 4d4), 11th level (3d4 and 6d4), and 17th level (4d4 and 8d4).

Restorative Shield

1st level abjuration


  • Casting Time: 2 AP
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

You touch your target and give them a number of temporary hitpoints equal to 1d4 + your spellcasting ability modifier. At the start of your next turn any temporary hitpoints remaining from this spell dissipate as they are absorbed into the target creature, healing them for a number of hitpoints equal to the number of temporary hitpoints absorbed.

At Higher Levels. Increase the number of temporary hitpoints by 1d4 for each level above 1st.

Superior Restoration

9th-level abjuration


  • Casting Time: 2 AP
  • Range: Touch
  • Components: V, S, M (a pinch of salt mixed into 7,500gp worth of diamond dust which the spell consumes)
  • Duration: Concentration, 1 minute
  • Classes: Bard, Cleric, Druid

You touch a living creature and imbue it with vitality. The target creature is cured of any effect causing it to be blinded or deafened, reducing its hitpoint maximum, reducing its ability scores, reducing its walking speed, or causing either short term or long term madness. It is cured of all diseases and is unaffected by curses for the duration.

The charmed, frightened, incapacitated, petrified, paralyzed, poisoned, and stunned conditions are removed from it. All levels of exhaustion are removed and it is freed from any magical restraints containing it.

Counteracting powerful effects drains you: you gain one level of exhaustion for each short or long term madness you remove.

The target is then restored to its hitpoint maximum. For the duration the target's Constitution ability score increases by an amount equal to your spellcasting ability modifier to a maximum of 30; its hitpoint maximum, ability scores, and walking speed cannot be reduced; it cannot be restrained, grappled, or put to sleep by magical means; it cannot gain levels of exhaustion; and it is immune to the blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious conditions.

For the next 24 hours the creature is immune to necrotic damage, regains 1d6 hitpoints at the start of each of its turns if it has at least 1 hitpoint, and if it dies during those 24 hours its body is protected as if under the effects of the Gentle Repose spell.

This spell has no effect on undead or constructs.

Searing Arc

2nd-level evocation


  • Casting Time: 2 AP
  • Range: 30ft
  • Components: S, M (Two small copper wires)
  • Duration: Concentration, 1 minute
  • Classes: Sorcerer, Wizard

A string of fire extends from you to a target and attempts to tether it to you. Make a ranged spell attack. On a hit the targeted creature and all creatures within a 5ft line from you to your target take 1d6 fire damage. The target remains tethered to you as long as it stays within range. Whenever you or your target moves in a way that the tether between you would pass through or end in another creature's space then that creature must make a Dexterity saving throw. The creature takes 1d6 fire damage on a failed save or half as much on a successful save. A creature can only take damage in this way once per round.

The creature tethered to you takes 1d6 fire damage at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or above, you attempt to tether one additional target for each each level above 2nd. You must make a new ranged spell attack for each target.

Shadekeeper's Guard

4th-level abjuration


  • Casting Time: 2 AP
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Wizard

You surround a creature with protective energy. That creature gains a number of temporary hitpoints equal to 6d4 plus the creature's level (or CR rating if it has no levels). While the temporary hitpoints from this spell remain any critical hit against the creature becomes a normal hit. This benefit effects an attack even if the attack in question removes all remaining temporary hitpoints.

Part 4 | Homebrew

Thunder Shock

8th-level evocation


  • Casting Time: 1 minute
  • Range: 1000ft
  • Components: V, S, M (brimstone and a chunk of charcoal)
  • Duration: Concentration, 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You create discombobulating, thunderous storm in a 600ft cube centered on a point within range. The area is considered dim light for the duration. A creature that starts its turn within the spell's area is surrounded by loud booming accompanied by lightning strikes and must roll a d2:

On a 1: Lightning strikes the creature, they must make a Dexterity saving throw. On a failed save they take 3d10 lightning damage; they are blinded and have disadvantage on Constitution saving throws until the end of their next turn. On a successful save they take half damage. If a creature fails this save 3 times or more within 24 hours they need to make a Wisdom saving throw. On a failed save they become paralyzed for the duration. A creature paralyzed this way can make a Wisdom saving throw whenever they take damage. On a success they are no longer paralyzed.

On a 2: Thunder booms near the creature, they must make a Constitution saving throw. On a failed save they take 3d8 thunder damage; they are deafened and have disadvantage on Dexterity saving throws until the end of their next turn. If a creature fails this save 3 times or more within 24 hours they need to make an Intelligence saving throw. On a failed save they come under the effects of a long term madness. This madness effects how they rest: whenever a creature under the effects of this madness finishes a short or long rest they must roll a d10 as they are haunted by nightmares and images of feeling lost and in danger, bringing back memories and sounds of the storm this spell creates.

  1: The creature does not gain any benefits from the current rest.

2-3: If the creature is taking a long rest they gain the effects of a short rest. If the creature is taking a short rest they gain no benefit from the rest.

4-8: The creature finishes their rest, but regains half of the hitpoints they would normally regain.

9-10: The creature finishes their rest as normal.

Wet/Dry

2nd-level evocation


  • Casting Time: 2 AP
  • Range: 300ft
  • Components: V, S
  • Duration: Concentration, 10 minutes
  • Classes: Bard, Druid, Ranger, Sorcerer, Wizard

You alter how moist an area is. Create a 10ft tall cylinder with a 60ft radius at a point you can see within range.

Wet: The area becomes damp. Exposed flames in the area are doused and stealth checks have disadvantage within the area. In addition, creatures in the area take additional damage from certain elemental types of damage: whenver a creature within range takes Cold, Lightning, or Poison damage they take an additional 1d4 damage of that type.

Dry: The area becomes dry. Small puddles and objects that are damp become dry and survival checks have disadvantage within the area. In addition, creatures in the area take additional damage from certain elemental types of damage: whenever a creature within range takes Acid, Fire, or Thunder damage they take an additional 1d4 damage of that type.

At Higher Levels. Increase the additional damage dealt by 1d4 for each level above 2nd.

Part 4 | Homebrew

Feats

This section makes some minor changes to existing feats in an attempt to balance them out a bit: most changes to existing feats here try and bring up those feats to make them a bit better since there are a number of lackluster feats out there. However, there are also a few cases where existing feats are disallowed or changed a bit. I also added a few feats to try and add some more options.

Athlete

(Adjustment to an existing feat)
Add the following bullet points to the original feat:

  • When you move stealthily in combat you can move at full speed.

Charger

(Adjustment to an existing feat)
Change the existing feat to the following:

Once per turn when you move at least 15 feet in a straight line immediately before making a melee weapon attack you can either gain a +4 bonus to the attack's damage or push the target up to 10ft if you hit. If you try to push the target you must make a contested Strength (Athletics) check following the rules for shoving a creature.

Durable

(Adjustment to an existing feat)
Add the following bullet point to the original feat:

  • Whenever you finish a long rest, gain temporary hitpoints equal to twice your Constitution modifier (minimum 2) for 24 hours.

Firearm Prospect

Thanks to extensive practice with firearms, you gain the following benefits:

  • Choose one firearm with which you are proficient, you ignore the loading property with that type of firearm.
  • You have advantage on Intelligence checks made to fix a misfired firearm and you halve the cost of repairing a firearm when you are the one repairing it.
  • When you hit an attack with a hand cannon, you reroll 1s on any of that weapon's damage die. If you reroll and get another 1, continue to reroll until you get a different result.
  • When you make an attack with a long arm, increase your long range with that weapon by 10ft x your attack bonus with that weapon.
  • Once per turn when you make an attack with a musket and hit a creature that is Huge or smaller you cause that creature to make a Strength saving throw or be pushed back 5ft. Your DC for this save is 8 + your Dexterity modifier + your proficiency bonus.
  • When you use the Attack action to shoot a pepperbox you can use 1 AP to attack with it one more time.

Grappler

(Adjustment to an existing feat)
When you pin a creature you are not restrained along with the creature you pin (you are still grappled, however).

Lucky

(Removal of an existing feat)
Not an option, pretend it doesn't exist.

Powdermonkey

You have practice with using siege weapons and ship's artillery:

  • You are considered proficient when attacking with any siege weapon or ship's artillery.
  • Whenever you use AP to load a siege weapon or ship's artillery on your turn, add 1 to the amount of AP counted towards loading the weapon.
  • You can add your proficiency bonus to damage from attacks with siege weapons or ship's artillery.
  • You have +3 to your AC while you are manning a siege weapon or ship's artillery.

Sharpshooter

(Adjustment to an existing feat)
Replace the following bullet point in the original feat

  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

with the following bullet points

  • Attacking at short range with a weapon that bears the sniper trait does not impose disadvantage on your attack rolls.
  • Increase your Dexterity score by 1, to a maximum of 20.

Soldier

You have extensive practice maneuvering and surviving in rough conditions:

  • Increase your Constitution or Strength score by 1, to a maximum of 20.
  • Increase your walking speed by 5ft while you are wearing armor.
  • You reduce the Strength requirement to wear armor by 2.
  • Halve the time it takes to don/doff armor or a shield.
  • When you become exhausted you ignore the first level of exhaustion. The second level of exhaustion gives you the effects a normal creature would have from 1 level of exhaustion, the third level you gain gives you the effects a normal creature would have from 2 levels of exhaustion, and so on.

Savage Attacker

(Adjustment to an existing feat)
Instead of rolling one additional die, roll two additional die and take your choice of the three.

Tough

(Adjustment to an existing feat)
Add the following bullet point to the original feat:

  • You gain an additional death saving throw: you must fail 4 death saves in order to die outright.
Part 4 | Homebrew

Action Point System

Introduced partway through the last campaign, the Action Point System replaces combat actions with a point-buy system where actions cost points and you can use them more freely. The downside of this is some things are stronger in this system than the main one, but so far most of those things have been comparable to the imbalance inherent in the original system.

I am not worried about balance: any imbalance brought about by the system I feel comfortable fixing and adjusting as we go, but I also hope that as you make new characters with this system you don't actively look for things to exploit with the AP system to min/max your character build. The reason I hope this is twofold: First, you will be sorely disappointed when I adjust things so that they're not broken. Second, our previous campaign wasn't a wargame and neither is this one, all reasonable characters in 5e are inherently strong as time and levels progress, there is no need to try and break the system in your favor.

Action Points

When you start your turn in combat you have 4 AP (Action Points). You can use up to that many AP until the start of your next turn. When your turn starts your available AP refreshes to the maximum amount of AP. This maximum is 4 unless adjusted by a spell or other effect. You cannot go over the maximum amount of AP even if you had unused AP remaining from last turn.

Actions

With this system everything you can do is an Action that costs a certain amount of AP. There is no more movement, action, bonus action on your turn: there are actions for the things you may want to do on your turn that cost different amounts of AP.

Whenever you would see something that prompts or forces you to use your movement, instead that is replaced by taking the movement action.

Tiring

The one main caveat to the "your actions cost a set amount of AP now" is the Tiring modifier. If an action is Tiring it costs more each time you use it: A Tiring action costs 1 more AP for each time that particular action has been taken by you this turn. An action with the Tiring modifier is unaffected by the amount of times any other tiring actions have been used.

As an example the Movement action lets you move up to your movement speed, it costs 1 AP, and it is Tiring. On your turn you can spend 1 of your 4 AP to take the Movement action and move up to your movement speed. If you want to move beyond that you will have to take the Movement action again, but since it is Tiring, it now costs 2 AP. You can spend 2 of your 3 remaining AP to move up to your movement speed again. Since you only have 1 AP remaining and taking the Movement action again would cost 3 AP, you cannot take the Movement action again this turn. If you had another action that costs 1 AP you could take that to spend your last remaining AP, even if that action also has the Tiring modifier since the increased cost from Tiring only effects the action that has been taken.

Once Per Turn

If an action normally states it can be used once per turn you cannot break that rule even if you have AP remaining to take that action again.

This is the mechanic likely to be used most often on abilities and actions that otherwise would allow you to start breaking things in this system.

Translating normal rules to AP

If something is an action in the normal system, it costs 2 AP. If something is a bonus action in the normal system it costs 1 AP.

If a spell or effect has a lasting effect that you could control as an action or a bonus action in the normal system such as Spiritual Weapon, Bigby's Hand, or Call Lightning that action can only be used once per turn unless otherwise stated in the spell.

Reactions

In this system you can take multiple reactions if you have AP available to you. Reactions cost 0 AP and are Tiring. Reactions are an exception to the rule of "Tiring only affects the current action": All reactions you take, regardless of what they are or whether you take the same reaction multiple times or different reactions, are Tiring and increase in cost together.

If you cast a spell as a reaction you cannot cast that spell again as a reaction until the start of your next turn.

As an example you used 3 AP on your turn. Later in the round you cast Hellish Rebuke. You have 1 AP available to you, but since the base cost of a reaction is 0 AP you don't need any AP remaining to take this first reaction. Later in the round you want to cast Hellish Rebuke again, but since you have already cast that spell, you cannot. However, you can take an attack of opportunity or cast a different spell that triggers on a reaction such as Counterspell since your next reaction costs 1 due to tiring and you have 1 AP remaining from your turn. After taking this second reaction you could not take any more as your next reaction would cost 2 AP and you have 0 remaining.

Readying AP

You can ready any amount of AP available to you once per turn, including as many actions as necessary within those AP. The rules for readying a spell are the same as usual and you use one reaction to ready any number of AP. Your readied actions must take action on a single trigger.

As an example you cast a spell for 1 AP on your turn, an enemy attempts to Counterspell you, but you use your 0 AP reaction to Counterspell their Counterspell. You then want ready some AP: it costs 1 AP to Ready AP since you already used 1 reaction, leaving you with 2 AP remaining. When that enemy moves you want to move to a certain point taking the Movement action for 1 AP and then cast a spell that costs 1 AP. Since you already cast a spell this turn you cannot cast the spell you want to as part of your readied AP. Instead you choose to take the Second Wind action as part of your fighter class for 1 AP. You now have 0 AP remaining since you used 1 AP to cast a spell, used two reactions for 0 AP and 1 AP, and are readying 2 AP for when that enemy moves. Later in the round when that enemy moves you spend 1 AP to move, and 1 AP to take the Second Wind action with your readied AP.

Part 4 | Homebrew

Entering Combat and Surprise

A surprised creature can only take 1 reaction on the first round of combat and, as normal, can only do so after their turn passes. Otherwise a creature that enters combat can only take 1 reaction until they finish their first turn in combat.

AP Cost Reduction

Some abilities have been reworded in a way that the base AP cost of an action is reduced by one. This effect always reduces the AP cost by one and one only. It does not stack with abilities that are the same or similar, you can only reduce the cost of an action in this way once. In addition, tiring actions cannot be reduced below 0 AP and non-tiring actions cannot be reduced below 1 AP.

Actions

The following are standard combat action in the AP system:

  • Movement - 1 AP, Tiring: You can move up to your movement speed.
  • Attack - 2 AP, Tiring: Normal attack action.
  • Offhand Attack - 1 AP, Tiring: When you make the attack action with a light melee weapon that you're holding in one hand, you can take this action to attack with a light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • Disengage - 2 AP: Normal disengage action.
  • Dodge - 2 AP: Normal dodge action.
  • Hide - 2 AP: Normal hide action.
  • Help - 2 AP: Normal help action.
  • Make a skill check - 2 AP: Doing an action that requires making a skill check such as searching, investigating, stabilizing a creature, etc.
  • Equip/Stow - 2AP: Equip or stow a shield or other weapon that is stored on your back.
  • Draw/Sheathe - 0 AP, Tiring: Draw or sheathe a weapon that is easily accessible (a sheathe on your belt, a weapon on the ground, etc.).
  • Use an object - 0 AP, Tiring: Normal use an object action.
  • Cast a spell - Variable AP: Normal cast a spell action
  • Ready - Variable AP: Normal ready action, you can ready any amount of AP available to you. This action also uses a reaction.
  • Reactions - 0 AP, Tiring: All reactions you take, reguardless of what they are or whether you take the same reaction multiple times or different reactions, are Tiring and increase in cost together.

Class and Racial Abilities

Most abilities are summed up in the Translating Normal Rules to AP section, those that don't I have listed below. Let me know if you have any questions.

Barbarian

Berserker - Frenzy

The single melee attack costs 1 AP and can only be used once per turn.

Path of the Storm Herald - Storm Aura

Your storm aura can be activated on additional turns for 1 AP and is Tiring.

Bard

Bardic Inspiration

Giving another creature Bardic Inspiration costs 1 AP and is Tiring.

College of Valor - Battle Magic

When you spend 2 or more AP to cast a spell you can make one weapon attack for 1 AP.

College of Glamour - Mantle of Majesty

You can cast Command in this way for 1 AP once per turn.

Druid

Circle of Dreams - Balm of the Summer Court

This ability costs 1 AP and is Tiring.

Circle of Dreams - Hidden Paths

You can use 1 AP to teleport yourself, you can only do this once per turn. You can use 2 AP to teleport another creature, you can only do this once per turn.

Circle of the Shepherd - Sprit Totem

You can move and take actions with your spirit for 1 AP once per turn.

Fighter

Action Surge

You can take any action of your choosing for 0 AP. This action does not count towards Tiring, nor is it affected by the increased cost of Tiring.

Eldritch Knight - War Magic

When you spend 2 or more AP to cast a cantrip you can make one weapon attack for 1 AP.

Eldritch Knight - Improved War Magic

When you spend 2 or more AP to cast a spell you can make one weapon attack for 1 AP.

Arcane Archer - Curving Shot

You can spend 1 AP to reroll an attack once per attack.

Monk

Step of the Wind

You can spend 1 ki point to give yourself a special action this turn. This action costs 1 AP and allows you to either take the Disengage action or move up to your movement speed.

Way of Shadow - Shadow Step

You can take this action costs 1 AP and is Tiring.

Way of the Sun Soul - Searing Sunburst

This action costs 2 AP and is Tiring.

Ranger

Hide in Plain Sight

Reduce the cost of the Hide action by 1 AP.

Part 4 | Homebrew

Hunter - Multiattack

When you take the attack action on your turn you can replace the attacks you would normally do with Volley or Whirlwind Attack.

Rogue

Cunning Action

This action costs 1 AP and allows you to move up to your speed or take the Dash or Disengage action.

Sorcerer

Flexible Casting

The action to transform sorcery points into a spell slot (or spell slot to sorcery points) costs 1 AP. This action is Tiring.

Quickened Spell

You can reduce the cost of a spell that costs 2 AP to 1 AP.

Shadow Magic - Shadow Walk

This action costs 1 AP and is Tiring.

Warlock

One With Shadows

You can turn invisible until you move, take an action that costs 2 AP or more, or take a reaction.

Maddening Hex

This action costs 1 AP and is Tiring.

Relentless Hex

This action costs 1 AP and is Tiring.

The Celestial - Healing Light

This action costs 1 AP and is Tiring.

Spells

Most spells keep the same descriptions, but follow the rules listed above for standard adjustments to the AP system. Those that do not follow those rules or needed a bit of retuning are as follows. Let me know if you have any questions about a spell.

Confusion

Replace the table in that spell with the following:

d10 Behavior
1 The creature must roll 1d6 and use one full movement action to move in along the hexagonal direction specified by the d6 assuming 1 is the top of the map and the remaining numbers are the hexes clockwise around the creature. The creature does not use any additional AP this turn.
2-6 The creature does not use any AP this turn.
7-8 The creature uses the attack action to make a melee attack against a random creature within its reach. If there is no creature within its reach the creature does not use any AP this turn.
9-10 The creature can act normally this turn.

Haste

Replace the text of Haste with the following:

Choose a willing creature that you can see within range. Until the spell ends, the target’s max AP increases to 5 for the duration, it has a +2 bonus to AC, and Dexterity saving throws. The base AP for the Disengage, Hide, Move, and Use an Object actions are reduced by 1. A creature that casts spells can cast two leveled spells while affected by this spell as long as one of the spells cast is at a level of X or lower where X is that creature's total level divided by 4 (rounded down).

When the spell ends, the target can’t move or use AP until after its next turn, as a wave of lethargy sweeps over it.

Slow

Replace the text of Slow with the following:

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s max AP decreases to 3 for the duraction, its speed is reduced by 10ft, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Appendix A: Weapons

While there are a number of adventuring gear and weapons already available in the Player's Handbook, this section expands upon that list and allows for a bit more variation. The goal is to give more flavor and customization to your character and their gear, sometimes presenting a new weapon that has similar or the same stats as a weapon that already exists.

PHB Weapons
Name Cost Damage Weight Properties Range
Simple Melee Weapons
  Club 1 sp 1d4 bludgeoning 2 lb. Light
  Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown 20/60
  Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
  Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown 20/60
  Javelin 5 sp 1d6 piercing 2 lb. Thrown 30/120
  Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown 20/60
  Mace 5 gp 1d6 bludgeoning 4 lb.
  Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
  Sickle 1 gp 1d4 slashing 2 lb. Light
  Spear 1 gp 1d6 piercing 3 lb. Thrown, versatile (1d8) 20/60
Simple Ranged Weapons
  Crossbow, light 25 gp 1d8 piercing 5 lb. Ammo, loading, two-handed 80/320
  Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown 20/60
  Shortbow 25 gp 1d6 piercing 2 lb. Ammo, two-handed 80/320
  Sling 1 sp 1d4 bludgeoning Ammo 30/120
Martial Melee Weapons
  Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
  Flail 10 gp 1d8 bludgeoning 2 lb.
  Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
  Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
  Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
  Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
  Lance 10 gp 1d12 piercing 6 lb. Reach, special
  Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
  Maul 10 sp 2d6 bludgeoning 10 lb. Heavy, two-handed
  Morningstar 15 gp 1d8 piercing 4 lb.
  Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
  Rapier 25 gp 1d8 piercing 2 lb. Finesse
  Scimitar 25 cp 1d6 slashing 3 lb. Finesse, light
  Shortsword 10 gp 1d6 piercing 4 lb. Finesse, light
  Trident 5 gp 1d6 piercing 4 lb. Thrown, versatile (1d8) 20/60
  War Pick 5 gp 1d8 piercing 2 lb.
  Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
  Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Appendix A | Weapons
PHB Weapons
Name Cost Damage Weight Properties Range
Martial Ranged Weapons
  Blowgun 10 gp 1 piercing 1 lb. Ammo, loading 25/100
  Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammo, light, loading 30/120
  Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammo, heavy, loading, two-handed 100/400
  Longbow 50 gp 1d8 piercing 2 lb. Ammo, heavy, two-handed 150/600
  Net 1 gp 2 lb. Special, thrown 5/15
New Weapons
Name Cost Damage Weight Properties Range
Simple Melee Weapons
  Hoeroa 1 gp 1d6 piercing 2 lb. Special, thrown, versatile (1d8) 20/60
  Patu 4 sp 1d4 bludgeoning 4 lb. Light
Martial Melee Weapons
  Brick on a Rope 2 gp 2d4 bludgeoning 5 lb.
  Harpoon 2 gp 1d6 piercing 3 lb. Special, thrown, versatile (1d8) 30/—
  Kotiate 4 gp 1d6 bludgeoning 3 lb. Finesse, light
  Mere 8 gp 1d8 bludgeoning 6 lb.
  Taiaha 5 gp 1d6 bludgeoning 4 lb. Reach, special, two-handed
  Wahaika 1 gp 1d4 bludgeoning 2 lb. Light, special
Martial Ranged Weapons
  Arbalest 60 gp 1d10 piercing 20 lb. Ammo, heavy, loading, sniper, two-handed 300/600
  Atlatl 1 gp 1d8 piercing 1 lb. Ammo, loading, special, thrown 30/150
  Bolas 4 gp 1d4 bludgeoning 4 lb. Finesse, special, thrown 20/60
  Hand Cannon 300 gp 1d10 piercing 6 lb. Ammo, firearm, loading 30/120
  Long Arm 800 gp 2d6 piercing 12 lb. Ammo, firearm, loading, sniper, two-handed 400/800
  Musket 500 gp 1d12 piercing 8 lb. Ammo, firearm, loading, two-handed 40/150
  Pepperbox 650 gp 1d8 piercing 3 lb. Ammo, firearm, light, loading, special 60/200

Firearm

Firearms are special constructs that use small explosions to propel a bullet. Firearms cannot be used underwater.

When you make an attack roll with a firearm it has a chance to misfire: when you roll a 1 on the attack roll with a firearm it misfires. On a misfire the firearm becomes broken and cannot be used until a successful Intelligence check is made to get it into a functioning state. The DC starts at 5 and goes up by 5 each time this happens before it is properly repaired out of combat. It takes or 1 hour and 50 gold worth of materials to repair.

Sniper

Snipers are weapons designed for use at long range: attacks with this weapon have disadvantage when attacking creatures within its normal range and attack normally when attacking beyond its normal range and in its long range

(a weapon's normal range is the first number listed and its long range is the second number listed). All weapons that have the Sniper property also have the Heavy property.

Arbalest

A crossbow with modifications that add a mechanism for drawing back the string, allowing it to have a heavier draw weight and add distance to the shot.

Atlatl

A spear-throwing implement that consists of a handle at one end and a notch that hooks into the end of the spear to be thrown. While darts for this weapon are specially made with fletching and a lightweight shaft, you can still use it to throw normal spears or javelins as ammunition. When using it to throw a normal spear or javelin you have disadvantage on the attack roll.

The Atlatl itself is not thrown, but enhances the speed at which its ammunition can be thrown.

Appendix A | Weapons

Brick on a Rope

Spawned from an improvised weapon, use of this weapon on the battlefield has proved its worth as a deadly instrument. Despite its simple design it takes great skill to craft this weapon in a fashion that it is useful in battle: a poorly made or damaged Brick on a Rope will only deal 1d4 damage. It is unknown where this weapon originated.

Bolas

A set of weights attached to the ends of connected cords, a bolas is a thrown weapon used to try and trip up an enemy. A large or smaller creature hit by a bolas has its walking speed halved while the bolas it wrapped around it. A creature that attempts to move with a bolas wrapped around it must make a DC 13 Dexterity saving throw or fall prone. A creature can use 2 AP to make a DC 10 Strength check, freeing themselves from the bolas on a success. A creature that is Huge or larger or is formless is unaffected by the bolas, but still takes damage from it. The bolas originates from the surface-dwellers of Fingunt.

Harpoon

A barbed spear attached to a rope that loops around the wrist, a harpoon traditionally can be used to hunt underwater and does not have disadvantage when attacking underwater. If you hit a creature that is your size or smaller within 30ft when throwing this weapon you can make a contested (Strength) Athletics check against the creature to pull it 5ft towards you (this distance is increased to 20ft while your target is underwater or midair). After making the check the harpoon comes free.

If the rope is cut off or you try and throw the harpoon without keeping hold of the rope then the range for this weapon becomes 30/80. This weapon originated from Natare and is primarily used there, but has spread for use on other planets.

Hoeroa

A hoeroa is a long club, often made of bone, with a sharpened point, allowing it to be used to stab or bludgeon. When you make a melee attack with this weapon you can choose to deal bludgeoning damage instead of piercing damage. This weapon originates from the tribes of Katoa.

Kotiate

A traditional club with two lobed sections. Kotiate are made of wood or bone. This weapon originates from the tribes of Katoa.

Mere

A club with a broad head that narrows down to a single-handed handle. Mere are made of (greenstone) jade and take both strength and skill to strike with precision due to its weight. This weapon originates from the tribes of Katoa.

Patu

A patu is a carved wooden club used for short-range striking. This weapon originates from the tribes of Katoa.

Pepperbox

A multi-barreled pistol that has 3 or more barrels that rotate, allowing each to be fired once before having to load. You can ignore the loading property while barrels are still loaded. You can spend 1 AP to reload 2 barrels.

Taiaha

A long, striking club with a smaller spearhead near the held end. When you make the Attack action against a creature within 5ft of you with this weapon, you can spend an additional 1 AP to make a second attack with the spearhead against that creature. The weapon deals 1d6 piercing damage and you do not add your ability modifier to the damage when attacking in this fashion. This weapon originates from the tribes of Katoa.

Wahaika

A small, carved club with a hooked section made for catching other weapons. When you are targeted by a melee weapon attack you can use a reaction to try and catch the attack with your wahaika: make a (Strength) Athletics check, if your check is equal to or greater than the attack roll then add 2 to your AC. This weapon originates from the tribes of Katoa.

Appendix B: The Mercurial Deck

The Mercurial Deck is a less-gamebreaking item reminiscent of The Deck of Many Things.

        Balance                                                Disarray                                              The Heavens                                            The Hells

        The Sun                                               The Moon                                             The Hunter                                           The Hunted

    Dawnbringer                                        Dreamweaver                                           The Tide                                              The Depths

        Drake                                                     Storm                                                 The Hermit                                            The Inquisitor

Part 3 | Homebrew

        Esteem                                                   Villany                                                 The Guide                                             The Drifter

    Angel                                                       Devil

The Mercurial Deck

This deck is found in a metal case and always starts containing 22 cards. Before you draw a card you must roll 1d10 and declare how many cards you intend to draw up to the number rolled and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. When a draw would drop the deck below a total of 13 cards, any cards missing from the deck reappear in random locations within the deck before the draw.

Balance. Draw another card. You gain the effects of both the card drawn and its pair, regardless of whether or not its pair still resides in the deck. If this card is drawn from Disarray it sets order to your draw. Draw another card with the effects of this card instead.

Disarray. Draw another card. Both the card and its pair appear in front of you, regardless of whether or not its pair still resides in the deck. Based only on the card art and names choose one card to effect yourself and one card to effect a close ally. If this card is drawn from Balance it upends the harmony of your draw. Draw another card with the effects of this card instead.

The Heavens. An image of a young woman gazing up at the night sky greets you. You can feel the warm, gentle wind across your face as you gaze with her into the spinning, endless beauty that is the night sky. She looks at your briefly and smiles before returning to her reverie.

Playing Card Card
Ace of Diamonds Angel
King of Diamonds The Heavens
Queen of Diamonds The Sun
Jack of Diamonds The Hunter
Two of Diamonds Dawnbringer
Ace of Hearts The Tide
King of Hearts Drake
Queen of Hearts The Hermit
Jack of Hearts Esteem
Two of Hearts The Guide
Ace of Clubs Devil
King of Clubs The Hells
Queen of Clubs The Moon
Jack of Clubs The Hunted
Two of Clubs Dreamweaver
Ace of Spades The Depths
King of Spades Storm
Queen of Spades The Inquisitor
Jack of Spades Villany
Two of Spades The Drifter
Joker (with TM) Balance
Joker (without TM) Disarray

Whenever you roll a natural 1 you must roll again and take the new result. If ever you roll two natural 1s in a row, this blessing ends.

The Hells. The skull wreathed in flame before you cackles unnervingly, you drop the card and cover your ears, but the laughing doesn't stop, it continues to reverberate within your head. As it finally fades, you feel yourself changed by the experience.

Whenever you roll a natural 20 you must roll again and take the new result. If ever you roll two natural 20s in a row, this curse ends.

The Sun. The face of the sun smiles gently at you and you can feel an otherworldly warmth spread throughout your body in a light, tingling sensation.

Part 3 | Homebrew

  While you are in direct sunlight you are immune to the frightened condition and are unaffected by other creatures' attempts to intimidate you. In addition, if you spend at least 4 hours of a day in direct sunlight your body is replenished and you have no need to eat that day.

The Moon. You bask in the soft light of the moon as your eyes adjust to its soft glow in the darkened world. As you look away, your eyes fail to adjust back.

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

The Hunter. You feel the biting cold of a winter wind and hear the howl of a wolf against a torrent of rough winds. The howl is deep and long and makes you feel warm against the chilling winds. As the beast finishes its howl it gazes at you before trotting off into a sparse thicket of trees, as it does so you feel the urge to follow and find yourself taking a step forward before realizing you were walking at a card.

Gain two of the following effects (you can gain each effect from this card only once):

  • Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.
  • Keen Scent: You have advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce: You can charge a creature by moving 20ft in a straight line and making a melee attack against them. If the attack hits, the creature must make a STR saving throw or be knocked prone. The DC is 8 + your proficiency bonus + your STR modifier.
  • Sure-Footed: You have advantage on Strength or Dexterity saving throws made against effects that would knock you prone or move you against your will.
  • Amphibious: You can breathe both air and water.
  • Nimble: You have advantage on Dexterity (Stealth) checks that rely on moving silently.
  • Gain +1 to one physical ability score (STR, DEX, CON) to a maximum of 20.
  • Swift Swimmer: Your swim speed equals your normal movement speed.
  • Swift Climber: Your climbing speed equals your normal movement speed.

The Hunted. As you stare into the eye on the card a long moment passes before you sense the creature is staring back. The eye is unmoving, unblinking, but you know it sees you. Suddenly the creature prowls around out of your sight and as you move to see more of it you only find darkness, but you still feel the creature watching you, tracking you, hunting you.

You are cursed with lycanthropy as if you were a natural born lycanthrope. Roll a d6 to determine the type of lycanthrope:

  1. neutral good - werebear | STR becomes 19 if not already
  2. chaotic good - werepanther | DEX becomes 15 if not already
  3. neutral - weretiger | STR becomes 17 if not already
  4. neutral evil - wereboar | STR becomes 17 if not already
  5. lawful evil - wererat | DEX becomes 15 if not already
  6. chaotic evil - werewolf | STR becomes 15 if not already

There is a creature of appropriate challenge for your party summoned to hunt you somewhere within a mile of your current location. It will endlessly hunt you until it is killed or kills you.

Dawnbringer. The endless void of night chills you to the bone. In the distance you see a young girl stoop and grab the horizon, lifting the darkness away and basking you in warm light.

The light of the dawn becomes your ally. When dawn breaks over the ground where you are, or where the ground would be if you happen to be over or under that spot, you gain the one of the following benefits of your choice:

  • Any ongoing levels of exhaustion are reduced by one.
  • The effect of a single casting of a Lesser Restoration spell on yourself (no material components required).
  • The effect of a single casting of a Greater Restoration spell on yourself (no material components required).

Dreamweaver. You see a dreamcatcher drift in the wind. You watch as the peaceful scene starts to shift: dark shapes and tentacled nightmares drain from the dreamcatcher into your chest.

When you fall asleep you drop into a deep sleep of realistic dreams that are hard to discern from reality. During the time you are asleep your body is indistinguishable from a corpse as if under the Feign Death spell. When you sleep you are so enraptured in slumber that you cannot be woken unless you take at least 10 damage and you reliably wake up about 6 hours later. If you normally meditate rather than sleep this slumber replaces that meditation.

While you sleep dark, lucid dreams fill your mind: Whenever you sleep, roll a d100. On a 1 your night is filled with such horrid nightmares that you gain no benefit from your rest and take a level of exhaustion.

The Tide. A dark, starless night meets your gaze as you flit over surging seas. Your vision comes to rest on a small island in the middle of the seas where large waves break over it, sending huge sprays of water into the air. As you get close you see a mother holding her child on the stone, guarding it from the brunt of the waves. As your eyes meet hers your feel a strange warmth from her protective gaze.

While you are wholly wet or on a vessel in a body of water you are immune to the following conditions: blinded, deafened, paralyzed, and stunned.

The Depths. The creature you see in the cold, stormy seas stares at you blankly with black, lifeless eyes as screams reach your ears over the freezing winds you feel blowing mist in your face. You feel a chill as you can feel water surrounding you, muting everything else around. You struggle to swim up, but helplessly find yourself sinking towards your own demise.

While you are wholly wet or on a vessel in a body of water you have disadvantage on all ability checks and saving throws. In addition whenever you are in water you are drawn into the depths: while you are fully submerged in water you sink at a rate of 10ft per round.

Drake. A roaring dragon looks at you from the card, its scales constantly shifting in an array of chromatic colors. Roll a d6.

  1. black - acid
  2. blue - lightning
  3. green - poison
  4. red - fire
  5. white - cold
  6. shadow - necrotic

The dragon's scales settle into that color before opening its maw and exhaling a storm of fire/blast of acid/etc. and you feel your skin melting away. You jerk back as you recoil from the vision.

Part 3 | Homebrew

  You raise your hand to check your face and are relieved to feel your skin still there, but you feel something else as well. Light spiderwebs of scarring trace down your jaw to your chest to your arms and you feel a pulse of the energy from the dragon's breath residing within you. If you drew this card due to Balance or Disarray, reroll any 6s on the d6 and the effects of Storm will automatically use that die roll when it comes into effect.

Breath Weapon. You can use your action to exhale destructive energy.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Use the Dragonborn's breath weapon for the type of breath (line/cone) and how to calculate the save. Shadow is treated the same as fire would be.

Storm. You hear the rumbling of thunder as the figure on the card looks down at you with disdain. With a sneer, he hurls a bolt of elemental energy at you and you feel your body shaken to its core. Roll a d6.

  1. acid
  2. lightning
  3. poison
  4. fire
  5. cold
  6. thunder

You have permanent resistance to the type of damage rolled. Any spells cast that deal that type of damage while you are in range move their target to include you in its area of effect or targets you directly if the spell must target a creature. You also serve as an attractor for these types of damage in the natural world. For example, if you rolled a 2, you will attract lightning strikes in thunderstorms. If you drew this card due to Balance or Disarray, reroll any 6s on the d6 and the effects of Drake will automatically use that die roll when it comes into effect.

The Hermit. An old man stares out alone and distanced from the world. He looks at you with a smile and a gnarled hand reaches out to you and quickly withdraws before the old man scurries away into his abode. As you look down your realize you have something.

Choose one nonmagical item in your possession, it gains a commmon, uncommon, or rare enchantment. The kind and level of enchantment is of the DMs choosing. If drawn from Balance or Disarray, this card takes effect after The Inquisitor.

The Inquisitor. A small feline figure pads up close to your face, studying you. After a second, it seems pleased with what it finds and rubs itself across your cheek. As it pads away you look down and realize you are missing something.

One common, uncommon, or rare magic item that belongs to you or is on your person loses its enchantment. The item is of the DMs choosing. If you have no common, uncommon, or rare magic items that belong to you or are on your person then a nonmagical item that is precious to you of the DMs choosing is destroyed and disappears. If drawn from Balance or Disarray, this card takes effect before The Hermit.

Esteem. The smell of a sweet rose fills your nostrils and as you breathe in deeply the scent surrounds you and encompasses you.

Roll a d4. Whatever you roll, gain resistance to the damage type listed as well as the ability following it:

  1. Necrotic: you become filled with the essence dark energy. You can touch a creature and spend your action to cause it to wither. The targeted creature takes 6d6 necrotic damage and immediately ages 1d6x10 years. You cannot use this ability again for a year.
  2. Radiant: you become filled with energy of light: At any time you can cause your skin to glow faintly, giving off dim light for 15ft. You cannot be aged unnaturally and you do not age for the next 1d10x10 years.
  3. Psychic: you become filled with the essence of thought: Your INT score increases by 1 to a maximum of 21. You can spend an action to delve into another creature's mind within 15ft of you. For the next hour you can gain proficiency with one thing that creature is proficient with. This can include skills, weapons, tools, languages, and so on. You cannot use this ability again until after you finish a long rest.
  4. Force: you become filled with the very essence of magic: You have advantage on saves against disintegration and teleportation against your will such as from the Disintegrate and Banishment spells. As an action you can step into the ethereal plane from the material plane or vice verse. You cannot use this ability again until you finish a short or long rest.

Villany. The smell of a sweet rose fills your nostrils and as you breathe in deeply the smell turns foul. You are sent into a coughing fit as the form of a skull rises out of the rose.

You cannot be healed or regain hitpoints by healing magics. You are immune to necrotic damage and whenever you would take necrotic damage, instead heal for the amount of damage dealt to you.

The Guide. You find yourself traveling through the woods and as you look ahead through the trees you watch as a beam of sunlight moves ahead of you, leading you on.

You are aided towards achieving one of your goals or aspirations. The aid is of the DMs choosing and can take the form of information you need, the removal of a task you would otherwise have to complete, or some other effect of fitting assistance.

The Drifter. You watch a series of heavenly bodies float up and away from one another. Your perspective is stuck with one of them and as it floats away from the others you feel a panic as you are pulled farther and father from the others.

A roadblock appears between you and one of your goals or aspirations. The roadblock is of the DMs choosing and can take the form of an extra task you must accomplish, enemy you must defeat, or some other effect of fitting difficulty.

Angel. You find yourself falling into an endless abyss. Strong hands grab you and carry you up as you hear the soft beating of wings.

You gain ethereal wings along with a fly speed equal to your walking speed. If you are of a good alignment the wings are golden and feathered, if you are of a neutral alignment the wings are gray and leathery like a bat's, if you are of an evil alignment the wings are white and made of bone. The next time you die, immediately the wings dissipate, you lose your ability to fly, and you are brought back to life as if by the spell Revivify.

Devil. A creature of skin and bone rattles as it reaches out to you. Its stench is overwhelming as it draws its fingers across your lips.

You only need to fail two death saving throws to die outright and you cannot lie. These effects dissipate if you make a deal with a devil.

Part 3 | Homebrew

Appendix C: System Details

General History

The oldest records in the Twili system date back to over 7,000 years before the campaign starts when a race of creatures that have been lost to time first settled on Dawn, fleeing from their home planet of Hypnos. There have been 7 ages recognized between now and then, ending in the current Age of Scientia: an age marked mostly in peace and trade where spelljammer ships have become to be more widespread and knowledge from all corners of the system is starting to be learned and passed on through travel around the system.

Inhabitable Planets

Juste

Juste is a massive planet with multitudes of creatures and civilizations across it. Over time the three main civilizations mentioned earlier in this document grew, but it is unknown what or who else lives on vast expanses of the planet since the Deep Wood keeps out even airships.

Just like the abyssal depths on Natare, the Deep Wood is filled with dangerous creatures: birds that make a Roc seem average sized, plants that speak in twisting and dangerous tongues, and all manner of giant are supposedly inhabitants of those woods where trees grow as tall as the fungal forests of fingunt and as wide as a ship. There are a few known places on Juste where civilizations have built around the bones and carcasses of human-like creatures that had to have been hundreds of feet tall, but no record of these creatures have been seen alive.

Artis

While the four cities live in peace, it was not long ago that some of those cities were conquered: A few thousand years ago the area where Dithrith would be built was conquered and just a few hundered years ago the city of Jerym was forcefully taken from the drow civilization that built it. The cities of Artis all have their own peculiar qualities, but most feel more bustling and advanced than other places in the system due to the large amount of people forced to live in the cities due to the planet's inhospitable nature.

A few locations other than the cities are known to be safe: a small civilization of Tavich lives on a permanent island west of Ravirom and there is a range of steep mountains in an area known as Falais where few dwell. It is unknown if there are other stable locations on the planet large enough to be of note, but the four families are paying well to discover more places to settle.

While some areas are simply too random to be passable, there are sections of mountains, land, and sea that seem to follow certain patterns, allowing paths across the land from city to city as long as you have the proper guides to keep you from being crushed or swallowed by the land, both on the surface and through the cavernous network beneath Artis' surface.

Natare

Similar to Juste, only a small area of Natare is well known and explored due to the difficulty of finding other civilizations that may live beneath the surface and the dangers of venturing in unknown waters.

A band of ships is known to live permanently out beyond the protection of the Abysskeepers, but they do not stray too far nor have found other civilizations that they have spoken of.

Fingunt

Tensions on Fingunt have been on the rise as of late. The Burning Hand has been allowing more citizens into its fold and they have become more hostile to certain areas of The Coalition, claiming the working conditions there are little more than a guise for slavery.

The forests have been doing well as of late, but Xylanis has reported a civilization of fire giants settling too close for comfort to the edge of the forests.

Travel Times

The following are a list of times it takes a standard spelljammer vessel to reach Dawn from a planet at a given point in its rotation. Closest, Middle, and Farthest refers to points in orbit in relation to the distance to get to Dawn.

Distances to Port and Paserelle are for the location listed in the diagrams shown, but both of those have orbits that slowly move around the Void so the time to get to either of those will change over time. As with the other orbits, I will keep track of these orbits as time in the campaign progresses.

To Dawn

Ordo:

  • Closest: 14 months, 15 days
  • Middle: 15 months
  • Farthest 15 months, 23 days

Fingunt:

  • Closest: 14 months
  • Middle: 15 months, 1 day
  • Farthest 16 months, 5 days

Inanus:

  • Closest: 13 months, 15 days
  • Middle: 15 months, 2 days
  • Farthest 16 months, 18 days

Natare:

  • Closest: 13 months
  • Middle: 15 months, 4 days
  • Farthest 17 months, 2 days

Artis:

  • Closest: 12 months, 15 days
  • Middle: 15 months, 6 days
  • Farthest 17 months, 17 days

Juste:

  • Closest: 9 months
  • Middle: 15 months, 6 days
  • Farthest 22 months, 15 days

Porte:

  • Farthest from the Void in orbit: 13 months

Passerelle

  • Farthest from the Void in orbit: 18 months, 11 days
Appendix C | System Details

Appendix D: A Note to the Players

Sappy stuff

First, I want to thank you all. D&D has been a fun hobby that has helped me keep my mind off of other things while I invent worlds and NPCs, items and encounters. To keep with a group for this long it takes some sacrifice in order to fit this into your schedule, especially as we all have moved across the country and, in a few cases, across the world. You guys had commitment to stick with it even as I learned how to DM without prior experience and have helped teach me over the past 4-5 years through our first campaign to try and make a fun and interactive game for all of us.

So, I just wanted to say thanks and that as we move into this next campaign to keep coming to me with constructive criticism and other feedback, its always much appreciated.

Homebrew stuff

I tried to add some homebrew that will make the game fun, some of which hasn't been heavily tested. As with other homebrew in the past I will work with you to tweak it so that your character isn't too strong or too weak as we see it in action.

I added some spells, some are from last campaign, others are created specifically for this one, same goes for balancing those over time. I also tried to add a few more weapons that offer a bit of range, allowing normal "walk up and smack 'em" classes to have a few more options given the campaign theme of fighting from a ship.

Making a Character

A few ground rules for making a character (if you see these rules and go "but I realllly wanted to try this race or this thing I saw in Tashas or fill in the blank here, just run it by me and we might be able to work something out):

  • I would greatly prefer not to have races that have innate flying abilities. Something like the Protector Aasimar is fine where you activate an ability for a fly speed, but not a race that can fly all of the time.
  • I don't yet own Tasha's so if you want something from there talk to me about it first. I also hear there are additional class features in there, until I get the book I can't make a decision on if I'll use them or not. For now default to not using them.
  • You are free to use D&D beyond or roll20 to make a sheet. You can use paper if you really want to cough Paul cough. I will be using the recommended 5e sheet in roll20 this time which will hopefully not have the same issues we did with the sheets in the last campaign.
  • You can roll dice via the D&D beyond extension or through roll20. If you want to roll physical die, I'd like you to set up a dice cam for this campaign.
  • If you want to do homebrew, run it by me. I am fine reviewing subclasses or subraces and making tweaks to balance it out (or just saying no if its too far out of line), but no completely new classes or races though.
  • You can roll for stats or do point buy. If you do point buy and want a lower stat than usually allowed, talk to me. If you roll for stats and your stats are super out of balance (both too high or too low) I will take you aside and we will roll a d6 to determine a random stat and raise or lower that stat by 1 and then repeat that process until your stats are more balanced. "But whats the point of rolling if you're just gonna balance it out?" Rolling allows for a more random spread as well as higher maxes and lower mins than point buy, but at the end of the day we're all here to have fun and nobody likes to have a character that is way too strong or way too weak.
  • We should have already discussed this, but I plan on having a session -1 where I help you flesh out your backstory, giving you a more micro look at the area you want to come from, places you've traveled, local guilds and factions, etc. This can come from either a meeting in discord, or just messaging. Start with a simple backstory and we can work from there.
  • This document lays out the different celesital bodies your character can come from. In addition to those listed your character can come from Dusk as well. Before we have session -1 try to have an idea of which of these bodies you wish to come from and let me know so that I can do some more prep.
  • Normally you roll a d100 for a trinket when you make your character (trinket chart is in the Equipment section of the PHB). In order to make things a bit more interesting I've made some trinkets that have more of a tie in to the campaign. Either roll a d20 for one of the trinkets I made or let me know a trinket from the chart in the PHB (either by rolling for it or choosing it). I will make sure your trinket is a bit more interactive.
  • As with last campaign you guys are free to choose your alignment. We had a full spectrum from evil to good and chaotic to lawful in the last party and it still worked out. Alignment is a flawed system to begin with so it doesn't matter too much as long as you have a clear personality and goals as well as an inherent want/need to stick with the party and be out adventuring. It goes without saying that if your character is a dick who is hard to be around then its time to rethink your character.
  • Towards the beginning of last campaign I had rules that made resurrection not a sure thing, but early on they became somewhat useless due to Benezia and her goddess having that mechanic not make much sense. I will be bringing that mechanic back for this campaign. So you have an idea of what will be going on: When a character dies I will roll a d100, there is a small chance not to come back and a number of other effects all the way up to a small chance of having guaranteed resurrections for that character from then on. Before I roll my d100 the dead character will roll a d20, the outcome of that d20 puts a modifier on the d100 I roll (giving me advantage/disadvantage on the roll or forcing me to reroll if the result is above or below a certain number).
  • I will have you roll before making backstories and depending on the rolls may group a few of you together for shared backstories.

A final goodbye to Benezia, Dalek, Erwin, Jives, Lilia, Malorie, and Rocblood.

"So comes snow after fire, and even dragons have their ending."

It is time for us to begin another story to tell together, one with new characters that will give it life.

 

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