Spelljammer's Logbook Ship Rules

by NikoDelphiki

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Spelljammer's Logbook (Abridged)

Welcome to the Spelljammer's Logbook

Well... kind of. This is a smaller excerpt of the full Spelljammer's Logbook that I gave to my players to start my spelljammer campaign that covers the entire solar system and setting for that campaign. I have trimmed this version down just to cover how I handle wildspace travel, ship movement and combat, and the roles of your players on those ships. I have also done my best to add in notes explaining why I made some of the decisions I did. Since the original document was intended for my own personal use with my group I almost certainly will miss something so feel free to reach out if you have any questions. In addition, since this was never intended to be a public document, none of the art is mine and none is properly cited, its just cool art I wanted to use; I also borrowed heavily in parts from other homebrew.

A second note should be addressed: I have only played with 5th Edition. I have no experience with the prior systems, ship combat systems, or spelljammer in general other than a bit of searching around online here and there. My players just wanted me to run a spelljammer campaign so I made this. I apologize in advance if my definitions or handling of things are off from what you expect. Now that I've gotten that all done with, I hope this serves as a good resource for you to use and bend to your own uses and I hope you enjoy D&D space exploration as much as my table has. Now all of that is out of the way, lets get into it.

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 stars. Where ships of wood, stone, and metal 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.

Notes to the GM/Player

I'll try and throw in notes to you as the GM or player in these little boxes. These notes mostly cover my reasoning for some of the decisions I have made as well as anything I have learned about certain topics while running the game using this system.
  I will make sure to preface any titles of these blurbs with (GM) if they are specific to running the game so that players reading over this can just brush past those.
  If there is enough difference between what players want to gain from this resource and what gamemasters want to gain from this resource, I can do my best to split those up and remove the clutter from what players will have to reference if you use this system. Just let me know if thats something you want and I'll try to separate the two of those out into separate documents.

Table of Contents

You can click on the things listed in the below table of contents to jump to that entry. Part titles can be clicked on to navigate back to this page. Major sections can be clicked on to navigate to the start of the part containing that major section.

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, many of the terms for wildspace and ship parts only come up if people are uniquely interested in them or there are specific in-game scenarios. Use this more as a reference than something to memorize. The actual combat rules and roles are far more important to keep track of.

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.
  • Whenever you are exposed to wildspace for a total of 8 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.
7 day long rests?

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.
  This makes encounter designing in wildspace far, far easier. If you are traveling for months on a spelljammer vessel this allows a GM to separate out combats over multiple days instead of having the crew always be fully rested or having to throw a bunch of encounters all at once.
  This alternative resting only applies while you are underway (traveling on a ship in wildspace) and is probably the single most important rule I have added that makes combat and spelljammer travel easy for me to interact with.

Why no magical teleportation?

When I was thinking up the solar system my spelljammer campaign is set in, I wanted things to more closely resemble sea travel with shipping lanes and piracy and sections of the map where tentacled monsters are drawn to warn the curious away.
  If teleportation to another planet in the system is as easy as knowing Teleportation Circle then there is far less incentive to deal with the dangers and time of crossing wildspace to transport people and goods, especially from one side of the system to another. Teleportation is still possible by creatures that can Plane Shift to another plane and then back to their destination in the material plane.
  Making the cultures of different planets rely on wildspace for major shipping and transportation for all but the ultra-powerful means that there will be sections of wilspace that are used as shipping lanes between planets during times when the planets' orbits make for a relatively short travel. Sections of wildspace used as shipping lanes means that there will be similar situations to ships on water: pirates and privateers will look to those lanes for victims, but there is also a higher chance of military vessels to protect and patrol those spaces. Traveling outside of the known areas of wilspace means there is a smaller likelihood of other vessels finding you, but in those vast spaces beyond, worse things than pirates lurk.
  Of course if you are running the game and don't want to use this ruling or make adjustments to make it less strict such as: Teleportation Circle doesn't work across wildspace, but other teleportation does. If a creature wants to risk a mishap across that vast of a distance using Teleport they can do so. etc. As I mentioned before, this is what I made up and works for my table. I encourage you to bend and break the rules I have made to make a fun game for your own table.

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
Part 1 | Definitions
  • 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.

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, 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-middle side of the ship
  • Starboard Beam: The right-middle 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.
(GM) Gems?

A Caeli Gem is simply the result of casting the spell Create Weather detailed below with the other spells I have added.
  Pondus and Vox Gems are created in the same way magical items are created, but pondus gems are created with attunement to a specific caeli gem or set of caeli gems, providing gravity in the atmosphere created by those gems.
  Gems of these types are overpowered by more powerful surroundings. E.g. a wildspace vessel with its own gravity that flies from wildspace to a planet upside down (so that the gravity of the ship and the vessel are opposed) will feel its own gravity be weakened as it gets closer until the planet's gravity completely overpowers it and things would fall from the vessel as normal with the gravity of the vessel becoming closer and close to being like the planet's gravity until the difference from being on the spelljammer vessel or off of it is negligible.
  Similarly a vessel's atmosphere will grow warmer or colder and the air thinner or denser based on the surrounding climate. Wildspace does not have this same effect and will neither cool nor thin the air provided by a Caeli Gem.
  If you really want to be cruel you can make it so such gems need to be recharged so that there is a risk of losing gravity or atmosphere while traveling, but I have found wildspace to be a cruel enough setting that such things are not necessary unless your table really wants to do a survival-focused game.

  • 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.
Part 1 | Definitions
  • 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.
(GM) Structural Damage

Structural damage is what happens when a ship takes enough damage over time or takes one large instance of damage. This represents a when something core to the ship's internal structure is damaged. This type of damage is something that is extremely difficult to repair and only the best ship's engineers can fix such damage while underway. Most will need to repair structural damage by paying experts to fix up their ship at a port.
  Taking too much structural damage will cause a ship to fall apart, destroying it. This is not necessarily a TPK, but in many cases will result in one. That much structural damage is something to be cognizant of while running the game and you should keep your players well aware of any major ship damage as well as the consequences of it.
  When making decisions for results on the structural damage table make sure to keep the entire ship in mind. 1d10 fire damage before spreading is not much as long as it is taken care of, but remember that almost all ships have lower decks where damage can happen and fires can start that will take time for creatures to reach. How a fire will spread depends on its location and size. A larger fire spreads faster. Perhaps a fire contained in a 5ft square will spread to a random (or most flammable) 5ft square beside it in one round, then after the fire has grown it will spread like that 1d4 times, and so on as the fire gets larger.
  Similarly for Elements Broken: this is not meant to be a 1 in 10 chance to lose a ship's Caeli Gem and atmosphere, though that is possible. Remember there are stairwells and hatches from one deck to another, passageways, and doorways that while are not among the listed Elements, they are great uses of this roll on the table which can cause havoc in other ways during battle.

  • 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 a star or other large source of light. 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 are specific to ships.

  • 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 do not count as constructs and cannot be healed by normal means.
  • Size: Ships have sizes similar to creatures, but with different dimensions. See the table on the next page.
  • 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)) as well as other structural portions of your ship 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 Min Dmg to Cause Structural Damage Speed in Combat Base Armor Class Initiative Turn Amount
Tiny 10ftx10ft d20 2 21 3 14/7 5 60ft 17 25 6
Small 50ftx50ft d20 4 42 6 28/14 11 50ft 16 20 5
Medium 100ftx100ft d20 8 84 11 56/28 21 40ft 15 15 4
Large 250ftx250ft d20 16 168 20 112/56 42 30ft 13 10 3
Huge 500ftx500ft d20 32 346 37 224/112 87 20ft 11 5 2
Gargantuan - d20 64 672 70 448/224 168 10ft 9 0 1

Clarification

Some things are easier to explain later during the parts where the helmsman can control and move the ship during combat (such as Turn Amount). Also, every ship is different: make ships with resistances, give helms minor enchantments, add hit die for additional structures built on a spelljammer vessel, and so on. Structural Damage Thresholds are based off of the ship's health.

The RNG

To help here is an example spelljammer vessel: The Raucous Nibbly Goblintown. The RNG is a small vessel that is home to a small village of goblins. This small vessel is formed by an approximately 40 foot wide and 40 foot long slab of stone that is 20 feet deep. Upon this stone, a helm and ship's elements have been attached, allowing it to fly as a spelljammer vessel.

Within the stone are small carved out caverns and a stilted village of small huts rise up nearly 40 feet above the surface of the stone. While this places The RNG nearly 10 feet outside of the 50ft by 50ft restrictions for a small ship, those places are few and far between so this vessel will use the base statistics for a small ship, but add one hit die for the extra mass.

Though the base of The RNG is made of stone, which would generally make it hard to hit, the rest of the stilted structure above is still a part of the ship and much easier to hit, due to this The RNG still uses the base AC for a small ship. If its residents ever decided to redo and outfit the upper structures with more stable and armored creations, they could achieve a higher AC.

The RNG has been outfitted with a number of slime slings, a signum device, an arboretal helm and a pondus gem.

  • Arboretal Helm: The helm fixed on top of the stone slab radiates warm, moist air to a distance of 120 feet from it while in wildspace. Once per day as an action the helmsman can cause rain to fall throughout this space. Any liquid that falls or flows out of the helm's atmosphere vanishes upon doing so. When using this ability the helmsman can choose to make the rain made of one of the following substances: water, putrid swamp water, moss slime, or mayonnaise.
  • Family Helm: It only takes an action to attune to The RNG's helm.
  • Pondus Gem: The pondus gem for The RNG is attuned to both the helm of the vessel as well as the stone slab the helm is fixed upon. So long as a creature makes contact with the stone slab, gravity will pull them towards the surface of the slab. Otherwise the area filled by the atmosphere of the helm pulls creatures down throughout that area.
  • Slime Covered: Thick slime and moss covers most surfaces of The RNG, providing protection against fire for the parts of the vessel that are not immune to fire. Whenever The RNG would take fire damage roll 1d4. On a 4 the vessel takes no damage. On a 1-3 the vessel is resistant to the damage.
  • Stone Strong: Whenever The RNG would take any damage roll 1d4. On a 4 the vessel doubles its Damage Threshold from 6 to 12 as the damage strikes the hard slab of stone.
Hitpoints 52
Number of Hit Dice 5
Damage Threshold 6
Structural Damage Thresholds 17/34
Minimum Damage Requires to Cause Structural Damage 13
Speed in Combat 50ft
Armor Class 16
Turn Amount 5

Slime Slings

A slime sling is a large, mounted slingshot that flings a variety of projectiles using a bucket. In order to use Goblin Sling a goblin must first use an action to climb into the bucket and cannot help with loading, aiming, or firing. Loading, aiming, and firing this rudimentary siege weapon can all be done by separate creatures.

  • Load: 1 Action
  • Aim: 1 Action or 1 Bonus Action
  • Fire: 1 Action
  • AC: 15
  • Hit Points: 28
  • Moss Sling. Ranged Weapon Attack: +4 to hit, range 120/200. Hit: 2d6+4 bludgeoning damage. A creature hit by this projectile must make a DC 10 Dexterity saving throw or have their movement speed reduced by 10ft from the slime clinging to them until they spend an action to scrape off the slime.
  • Swamp Sling. Ranged Weapon Attack: +8 to hit, range 60/120. Hit: All creatures within 5ft of the location where the swamp sling lands must make a DC 13 Constitution saving throw as they are splashed with putrid, poisoned water or take 1d6 poison damage and be stunned until the start of their next turn. They take half damage and are not stunned on a successful save.
  • Goblin Sling. Ranged Weapon Attack: +8 to hit, range 60/120. Hit: 2d6+4 bludgeoning damage. The goblin fired takes 1d6 bludgeoning damage on impact and has its speed reduced by 10 from the slime covering it.
Part 1 | Definitions
(GM) That... wasn't a ship

Correct, well probably not in the sense you were thinking. It was a slab of stone with a town of goblins living on and in it. While many envision spelljammer vessels as sleek, fancy airships that go into space, these vessels are unlike other vessels we are familiar with. There is no air in space, there is no need for aerodynamic vessels nor a deck for sails. As you saw above, you can just throw this magic on anything structurally sound to go explore the vast expanse. While its fun to have an old airship be turned into a flying vessel, don't feel the need to be confined by what you would expect a ship to be. Have your players come across an old mansion flying through the dark emptiness, a metal sphere with little portholes and doors all along it, an old tree that has been hollowed out, etc.
  I do not envision wildspace travel for only the most powerful and distinguished, instead it is a lawless wasteland where the weird and wacky show up alongside monsters from the great beyond alongside those same sleek ships you may have been envisioning. In the same way the party who saves the local royalty is often a mismatched group of dirty creatures from all across the lands, dressed in ridiculous armor and garments; wildspace travel is a mesmerizing and beautiful stroke of magic that will absolutely be filled with the most dangerous, ridiculous, and varied travelers. Don't be afraid to use your imagination.

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 and how spelljammer vessels operate.

Ship Movement

Spelljammer ships travel slower than standard airships while near large celestial bodies, other spelljammer ships, or living creatures outside of their influence; but quickly pick up to speed far beyond the capacity of standard airships once they move farther into wildspace. While a helmsman controls and drives the ship, this natural acceleration and deceleration will happen automatically without their control. 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 the standard 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.

Details of long distance travel

A spelljammer vessel accelerates to incredible speeds when not near anything else, but if that vague definition is not enough and you want intricate detail on how fast these ships travel here you are:

A spelljammer vessel reaches a speed of approximately 100,000 miles per hour when in transit and typically accelerates or decelerates at a rate that does not break .5g of force on it or the passengers aboard. For reference going at this speed would get you to Mars from Earth in just over 16 days when Earth and Mars are closest. Add on to that an extra day or two for each planet as the vessel would have to slowly leave the influence of the planet's gravity well and a spelljammer vessel could travel to Mars from Earth in around 20 days total. This means if your system looks something like our own, the shortest travel time a ship will have in wildspace is around 20 days and can get up to over a year when traveling from one side of a system to the other.

For ease of reference when trying to make charts or measure things across wildspace I have defined a stellar mile as a unit of measurement to measure distances in a solar system. The length of a stellar mile is not defined by a number of smaller distances combined together (e.g. 12 inches in a foot), but instead by measuring how far a spelljammer vessel travels in a set amount of time.

  • Stellar Mile: A stellar mile is the distance a spelljammer vessel travels in 15 days when going at full speed. This equates to 36 million miles.

For reference the distance from Earth to Mars when they are closest is a little over 1 stellar mile, the distance from Earth to Mars when they are furthest from each other is a little under 7 stellar miles. While direct travel at those distances makes no sense since the planets will be moving during transit, one could make out travel times when those would be approximately the distance traveled. For some reason if you need to transit directly across the system, add approximately 1 stellar mile to the travel time to safely skirt above the star or whatever is at the center of the solar system. Of course a crew could try and cut that down while braving the close proximity of a star at their own peril.

Remember, 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.

Catching a planet

Most planets orbit slower than a spelljammer vessel travels. In our system only the fastest orbiting planet, Mercury, orbits at a speed slightly greater than the speed of a spelljammer vessel in transit. Since the vessel will accelerate or decellerate to match the orbiting speed of the planet it approaches, there is almost never a case where a spelljammer vessel cannot reach its desired destination due to it traveling away faster than the ship can move towards the destination, though chasing a planet from behind can severely lengthen a trip in wildspace versus following a properly charted course.

Part 1 | Definitions

Part 2

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 every even level (2nd, 4th, 6th, 8th, etc.).

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 a meal you prepared can gain one of the following benefits: They gain the benefit of the spell Gift of Alacrity or they have advantage on Wisdom ability checks for the next 8 hours. You choose which of the two benefits come from the meal when you prepare it. 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. You choose which of the two benefits come from the meal when you prepare it. 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.

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 you can do so as a bonus action instead of an action.

Lightning Repair (at least Advanced 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 you can choose to use a free action to make the check instead of a bonus action.

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 critically strikes on a 19 or 20.

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 2 | 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 as a bonus action 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 long rest.

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 2 | 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.

Steady Shot (at least Intermediate in Lookout required): You gain a +1 bonus to attack rolls with ship's artillery whenever you have disadvantage on the attack.

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 double your proficiency 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 add either your Strength or your Dexterity modifier 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 increase the movement speed of your ship by 5ft. when you are the helmsman.

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 2 | 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 at least 10, +2 if your passive perception is at least 12, +3 if your passive perception is at least 14, +4 if your passive perception is at least 17, or +5 if your passive perception is at least 20.

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 and dim light 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 2 | 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 2 | Your Role

Ships in Combat

Ships have their own turn in combat. The different roles you fill allow you to act differently during your 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 action.

Your ship can only be moved by your helmsman during its turn as long as your helmsman is at the helm, concentrating on the helm as if concentrating on a spell, and attuned to 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 you have multiple of these types of DCs, choose one to use). 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 psychic damage from the strain.

You must be physically touching your helm, attuned to your helm, and must concentrate on your Helm as if concentrating on a spell while you take ship actions as a Helmsman.

Move: You can move the ship up to its speed.

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 1d8 psychic damage.

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

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

Advanced Tactical Movement: You can move the ship up to half of its speed plus 10 feet directly astern, forward, astarboard, aport, below, or above.

When you take this ship action you take 4d8 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 and concentrating on it when the attack roll happens in order to impose disadvantage.

Enhanced Dodge: You take no ship action. Instead use your reaction to choose a trigger. On that trigger you can take the Tactical Movement ship action. You must be at your helm 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 Xd12 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 Xd12 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.

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 options for crewmembers to take on their own turns in combat. Each turn a crewmember can choose only one action available to them from one of the roles they fill once per round, even if they are filling multiple roles.

Helmsman

The driving force behind the ship, the helmsman's main priority is being at their helm when it is time to move their ship.

Helm's Calling: You can teleport up to 30 feet towards a point you can see directly towards your helm as an action.

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

Part 2 | 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 as a bonus action. 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 as an action. You can only make a check like this within a minute of when the structural damage was taken and only once per day. The DC is 30.

Damage Control: Your movement speed is increased by 15 feet this turn as long as all of your movement is taken moving towards a broken element of your ship or fire aboard your ship.

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 as a bonus action once this turn. You can do this from a range of 30ft.

Lend a Hand: You can take the Help action as a bonus action.

I've Got You: You can immediately stabilize a single creature that is within 5ft. of you and is in contact with the ship as an action.

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 the start of 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 as a free action 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 as an action. 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. You can only take this crew action once per short or long rest.

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 as an action 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 you can use your bonus action to add an additional action of loading for that artillery.

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 as a bonus action. 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. You do not need a running start to make this leap.

Tactical Movement: You can move up to half of your movement speed while you are still aboard your ship as a bonus action.

After Them! You can move up to half of your movement speed towards any enemy boarders that are aboard your ship as a free action once this turn.

Steady! You can use your reaction to increase your AC by 1 until the beginning of your next turn.

Away: You can stow or sheathe any weapons you are currently wielding as a free action once this turn.

Re-equip: You can draw and equip any weapons on your person or within 5 feet of you as a free action 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 as a free action once this turn.

Spotter: If you make any perception checks this turn you can add your Lookout proficiency 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 as a free action 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 5 feet.

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

Additional Rules for Ships in Combat

Ship Movement

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 is thrust into wildspace. All elements (gravity, atmosphere, etc.) of the ship immediately dissipate and all creatures aboard the ship need to make a DC 15 Strength saving throw or 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 2 | Your Role

Part 3

Homebrew

General Rules

While all of this is homebrew, I wanted to offer some spells and suggested additional homebrew rules to use with this system. You are free to not use these at all and I do not own any of the new spelljammer books so it is possible there is some overlap between this and any additional spells or rules added for handling wildspace and ship travel.

Not all of the spells I added are directly connected to being on a spelljammer vessel, but many help with ship combat by moving creatures around, starting or putting out fires, or otherwise doing things that may be more impactful in ship combat.

Core Changes

The following are changes or additions to the main ruleset.

Fall Damage

Below is a more accurate 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. While the general rule is that a creature immediately falls 500 feet after beginning to fall, remember wildspace vessels only have gravity up to a certain distance (usually a 120 foot sphere). A creature that hits an object after falling from a spelljammer vessel will only take the fall damage for the distance it traveled within the gravity of the vessel.

Larger creatures may be subjected to a higher damage cap and the opposite for smaller creatures, but this chart is for the general case.

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. Each minute the creature can make the save again to attempt to end the blindness.

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.

Spells

Create Weather

6th-level transmutation


  • Casting Time: Action
  • 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 when this spell is cast.

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
Part 3 | Homebrew

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.

You can create a permanent effect of this spell centered on the gem use to cast it by casting this spell with the same peridot and same conditions 50 times in a row. This is often used as a Caeli Gem on a spelljammer vessel.

Desert

3rd-level transmutation


  • Casting Time: Action
  • 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 an action 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. This is often used as a place to store things that need to be kept cold on a spelljammer vessel.

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.

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
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. The area is filled with magical darkness
  2. No light is provided by this spell and light does not pass in or out of the spell's area
  3. No light is provided by this spell
  4. The area is filled with dim light
  5. The area is filled with bright light
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 wholly within the area, gravity pulls towards the nearest point of that surface
Strength of Gravity

Choose a strength between 0g and 2g

Gust and Gale

1st-level evocation


  • Casting Time: Action
  • 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.

Part 3 | Homebrew

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 1sp 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: Action
  • 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 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. Roll a d6 and subtract that from your assailant's ability check or attack roll. This does not work on creatures that cannot be blinded, do not need eyes to see, or are not within 5 feet of you. 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.

MacLerie's Sandstorm

5th level conjuration


  • Casting Time: Action
  • 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.

Protective Bubble

3rd-level transmutation (ritual)


  • Casting Time: Action
  • 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: Action
  • Range: 120ft
  • Components: V, S, M (a black sapphire worth at least 5,000gp)
  • Duration: Concentration, 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 15ft 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 7d12 force damage as they are crushed by the gravity there. On a successful save the creature takes half damage and is not pulled.

Part 3 | Homebrew

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.

Restorative Shield

1st level abjuration


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

You touch an ally with at least 1 hitpoint 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.

Searing Arc

2nd-level evocation


  • Casting Time: Action
  • Range: 30ft
  • Components: S, M (a candle wick)
  • 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 2d6 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. Flammable objects the tether passes through catch fire.

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, increase all damage dealt by this spell by 1d6.

Wet/Dry

2nd-level evocation


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

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. Small 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: whenever a creature within the area 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 the area 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.

Feats

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.
  • You can add your proficiency bonus to damage from attacks with siege weapons or ship's artillery.
  • You have +2 to your AC while you are manning a siege weapon or ship's artillery.

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.
  • You can don/doff a shield as a bonus action.

Wildspace Warrior

You have experience dealing with the material plane's most inhospitable environment:

  • Add 5 to any saves you make against changing pressure.
  • You cannot be poisoned by wildspace poison.
  • Whenever you finish a short rest while in wildspace you gain temporary hitpoints equal to your Constitution modifier (minimum 1).
  • 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.
Part 3 | Homebrew
 

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