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Spelljammer - More Adventures in Space - 0.96.1
Spelljammer - More Adventures in Space - 0.96.1
Spelljammer - More Adventures in Space - 0.96.1
Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
INTRODUCTION 2 CHAPTER 5: SPELLJAMMER MECHANICS 40
What is Spelljammer? ................................................. 2 HELMS ......................................................... 40
CHAPTER 1: THE SETTING 3 SPEEDS ......................................................... 41
Celestial Bodies ............................................................. 3 Tactical Speed ..............................................................41
Wildspace ....................................................................... 3 Spelljamming Speed ..................................................41
Gravity ............................................................................ 3 Phlogiston Travel ........................................................41
Air .................................................................................... 4 Planetary Travel ..........................................................41
Aether Flows & Currents............................................. 4 Maneuverability..........................................................42
Crystal Spheres ............................................................. 5
The Phlogiston............................................................... 6 LIST OF HELMS ........................................... 43
The Astral Sea ................................................................ 7
SPELLJAMMER WEAPONS ........................... 44
FAITHS OF THE SPHERES ..............................8
Faiths of the Spheres.................................................... 8 CREW ........................................................... 46
FACTIONS ..................................................... 10 MODULES .................................................... 47
Military Factions.........................................................10 UPGRADES ................................................... 48
Miscellaneous Groups ...............................................11
HULLS .......................................................... 49
POINTS OF INTEREST .................................. 12
Realmspace ..................................................................12 LIST OF SPELLJAMMERS.............................. 51
Greyspace .....................................................................13 Blade ..............................................................................51
Krynnspace ..................................................................14 Battle Flitter .................................................................53
Clusterspace.................................................................15 Dragonfly......................................................................54
Ravenloft ......................................................................15 Threshership................................................................55
Shardspace ...................................................................15 Wasp ..............................................................................56
Magic the Gathering Settings...................................16 Cutter.............................................................................57
The Rock of Bral ..........................................................16 Tradesman....................................................................58
Galleon ..........................................................................59
CHAPTER 2: SPECIES OF SPELLJAMMER 18 Nautiloid.......................................................................60
Dohwar..........................................................................18 Mindspider...................................................................61
Dracon...........................................................................19 Turtle Ship....................................................................62
Giff .................................................................................20 Dragonship...................................................................63
Hadozee ........................................................................21 Squid Ship ....................................................................64
Mind Flayers ................................................................21 Hammership................................................................65
Scro ................................................................................23 Triop ..............................................................................66
Xixchil ...........................................................................23 Man-o-War...................................................................67
Octopus .........................................................................68
CHAPTER 3: CHARACTER OPTIONS 25 Battle Dolphin .............................................................69
Dreadnought................................................................70
CREATING YOUR CHARACTER .................... 25 Whaleship ....................................................................71
Clipper...........................................................................72
WEAPONS .................................................... 25 Cuttle Command.........................................................73
SUBCLASS OPTIONS .................................... 26 Armada .........................................................................74
Druid: Circle of the Chain .........................................26 Deathspider..................................................................75
Warlock: Pact of the Helm ........................................27 Tsunami ........................................................................76
A
doesn’t freeze. He doesn’t blow up. He doesn’t
float away. Everything that follows comes out of If you've ever been interested in Spelljammer and have
that one image... looked around, you'll find more than a couple
-Jeff Grubb adaptations of Spelljammer to D&D 5e. You might ask
why? Why make another Spelljammer supplement
when there are so many already? The answer for me is
simple: I'm not a fan of the vehicle combat system in
WHAT IS SPELLJAMMER? D&D. While D&D 5e has started to make some steps in
the right direction with Ghosts of Saltmarsh and
Imagine that you're standing on your favorite D&D
world. All around you, you may see forests, mountains, Descent Into Avernus, there are other tabletop role-
swamps, bogs,ruins, cities, or towns. Beneath you, you playing systems that have advanced vehicle mechanics
may find the labyrinthine Underdark, or perhaps the in cool ways. In this supplement, it is my goal to adapt
ruins of a long lost civilization. No matter what, you mechanics from those other systems for D&D 5e and
can move around and discover what's waiting for you use it in the Spelljammer universe.
in these places. So the most important thing to note right now is
What if you look up, though? Sure, you might see a this: If you're looking for a faithful adaptation of
flying city or a city on a cloud, and you can go there Spelljammer 2e to 5e, this supplement isn't that.
too, but look past that. Go beyond the sky. What if you In this document, what you'll find is a 5e-compatible
look up to the stars and you wonder what's up there? system for running vehicle combat based off of the
One does not simply walk there. You might try flying, ship combat system designed by Mage Hand Press for
but you don't make it far before the spell fails and their Dark Matter campaign setting. While I have
exhaustion takes over. Airships start to run into issue made many changes to their system to adapt it to
when air thins... Is this some insuperable barrier to Spelljammer, the system used here is ultimately
our exploration of fantasy worlds? derived from their system. I made use of this system
Spelljammer says no. because it makes vehicle combat mirror the D&D 5e
Spelljammer is a D&D campaign setting created by mechanics we are already familiar with from normal
Jeff Grubb and published by TSR, Inc. in 1989. The goal combat.Check out Mage Hand Press and Dark Matter
of the setting was to push D&D beyond vanilla fantasy for more!
by taking your adventures into the stars. It not only In addition to this different approach to vehicle
gives us a way to understand what's going on in space mechanics, this supplement includes homebrew lore
if we want to travel there, but it also gives us a way to in addition to much of the traditional Spelljammer
link various D&D settings together. Your characters lore. I have borrowed heavily from conversations with
from Toril (Forgotten Realms) could visit Oerth people on the Spelljammer Discord, the Spelljammer
(Greyhawk) or Exandria (Critical Role). subreddit, the Spelljammer board on The Piazza,
Often when we consider bringing our games to Beyond Two Moons, and from the Sages of
space, we reach for ideas from science fiction. While Spelljammer on Facebook to build this supplement
science fiction is wonderful, if your vanilla D&D out. Just be aware that some lore in here isn't from the
adventurers traveled up to the stars and found original Spelljammer books.
themselves significantly outclassed by everything
around them, that might make for a poor adventure USING THIS SUPPLEMENT
and a bad time for your players. This supplement is going to begin with a chapter going
over the universe of Spelljammer. I've described a bit
SPACE FANTASY already, but this chapter is going to dig in deeper. The
To deal with this issue, Spelljammer is sometimes goal is that by the end you will have a working idea of
called Space Fantasy. While science fiction will how the universe works.
generally have you in air-tight ships with blaster Chapter 2 is going to focus entirely on spelljammers
cannons using scanners,Spelljammer will have you on themselves, the ships that carry people through space.
open top ships with siege weaponry and gunpowder In any Spelljammer game, the spelljammer is almost
cannons, using a spyglass to look at others sailing like a party member. It's a combination of their home,
through space. You won't freeze, you won't blow up, their transportation, and their defense against beasts
you won't just float away. in space.This section will go over the different parts of
All of those laws of physics we know from the real a spelljammer, some customization you can do,
world? Put it to the side. Spelljammer gives us a example spelljammer stat blocks, and finally the rules
universe of magic, one that follows a different set of for ship combat.
rules than the real world. Instead of Star Wars or Star Chapter 3 will go briefly over divinity across the
Trek, we are talking Treasure Planet or Pirates of the planes.Since spelljammer unifies many settings, it put
Caribbean in space. You're sailors, except instead of in some rules to nullify conflict between gods of
sailing the ocean blue, fighting sea monsters, pirates, different settings.
and finding islands with buried treasure, you're sailing Chapters 4, 5, & 6 offer a variety of options for
through space, fighting off space monsters,pirates, building characters that fit in the Spelljammer
and finding asteroids with buried treasure. universe.
Finally, chapter 7 is an optional chapter where I'll
provide information that can be useful for DMs or
players that want to dig deeper into the aesthetic of
being sailors in space.
INTRODUCTION
2
CHAPTER 1: THE SETTING
pelljammer isn't a projection into the
WILDSPACE
S
future, but instead a love letter to the
aesthetic of the Age of Sail. The Age of Now let's say you decide you want to leave your planet.
Sail was a time from roughly the late- You decide you want to go “up there” and see what’s
1500s to the mid-1800s that is defined by going on. You want to go to the moon, to the sun, to the
the exploration of the world, the asteroids you can see, or potentially any other thing
dominance of naval warfare, gunpowder weapons, your DM has placed in that system. After you travel up
piracy, trading companies, and privateers. We didn't for long enough away from your planet, you’ll
know as much about the universe as we do today, eventually reach a threshold where air and gravity
which means we had a number of neat ideas that were stop. This is the boundary between a planet and what
ultimately debunked, but were nonetheless kind of we call wildspace.
interesting. Since Spelljammer is all about this Wildspace is probably easiest just to define as what
aesthetic, it makes these beliefs into truth. The goal is we normally think of as space. It's the empty black
to create a universe where traveling through space is void up there that stuff moves around in. It is the place
similar to people setting sail to the new world. that celestial bodies reside, the inky sea through which
As I go through this section explaining how the the spelljammers sail, and the lair of numerous beasts.
universe works, I'm going to be comparing things In my ongoing comparison, think of wildspace as the
against the locations a ship would be concerned with sea, and the celestial bodies within it like islands. This
during the Age of Sail.Hopefully this will help you see isn't exactly the ocean, instead think of wildspace like
how the aesthetic of Spelljammer is constantly the Caribbean Sea which hosts a wide variety of
referencing this age in history. islands and port cities. So when we look at the
Now, that said, I figure there are two ways one can wildspace of Forgotten Realms, it's like we're looking
explain the universe in an organized fashion. Either at a region of islands.
we start big and get small, or start small and get big. Now lets say you want to leave your planet (island)
I'm going to be going for the second approach here, and go sailing around wildspace (sea). How do you
starting with what a D&D character would be familiar leave your island?
with, and then zooming out until we've captured the
whole universe. GRAVITY
I’ll again emphasize this point: Real world physics The first challenge you face in leaving your planet
don't apply here. The universe is more of a magical (island) is gravity. Think of gravity kind of like a
construct that follows different rules than we know of powerful rip tide, pulling you back in whenever you try
in real life! to leave. Unlike in real life, gravity is an all-or-nothing
force. It's either on or it's off. When it is on, it pulls like
CELESTIAL BODIES earth-normal gravity, and when it is off, it doesn't pull
Lets say you're living on Toril, the planet of Forgotten at all. In other words, gravity doesn't get stronger or
Realms. One night, you leave the walls of Waterdeep weaker based on the source, it only goes out farther
and look up to the stars. You'd already likely be aware from the source. Anything that is at least 25 feet in a
of a few major things that exist high above. You'd know dimension is a source of gravity.
of the sun that warms and lights the day. You'd be Now you might ask, how does this never come up in
aware of Selune, the moon of Toril. You'd also be aware a normal game? The answer has to do with how gravity
of the glittering asteroids around Selune called fields overlap. When there are two sources in close
Selune's Tears. Lastly, you'd know there are stars. contact, the larger gravity field trumps the smaller
There's far more than this out there, such as the one. Since nothing on a planet, not even a Tarrasque, is
planet beneath your feet, other planets, ring worlds, bigger than the planet itself, the planet's gravity
floating cities on chunks of rock, and just about always wins. When in wildspace, gravity fields can
anything you can imagine. All of these count as being overlap, so long as their sources don't touch.
celestial bodies. An important thing to remember is Another odd feature about gravity is that it is
that these celestial bodies are crafted and sculpted, defined as always pulling in the direction most
rather than a byproduct of natural forces. convenient for the source. This usually results in a
I bring up this distinction because it means that single gravity source that pulls all things toward it. For
celestial bodies are not bound to the normal laws of example, a planet will always pull you toward the core.
physics in how they are shaped. You can have ring- A titanic sized giant would have a gravity field under
worlds that aren’t just futuristic technology, but made its feet, allowing it to walk through space as if there
of natural materials like any other planet. You can have were ground under its feet. Ships have a gravity plane
a ribbon of water flowing in and between asteroids in that pull crew members down to the deck. So long as
an asteroid belt. You can have a planet that is they don't get too close to a planet, they're fine!
completely hollow and people live on the inside This has some fun outcomes worth considering.
surface of the sphere. You can have square worlds. First, imagine a classic Age of Sail style ship, like from
Triangular worlds. Disc worlds. You are not bound to Pirates of the Caribbean. There's a main deck, sails,
how physics shaped celestial bodies in the real world, masts, and all of that. The gravity field runs
they were crafted by gods and the results of godswars horizontally along the main deck, meaning that when
long since forgotten. What is possible in space is you are standing on the top deck, you're pulled down to
limited only by your imagination. it. If you go inside the ship, the floor of the first floor
Comparing this against the experiences of a ship is the bottom side of the main deck! Luckily, most
during the Age of Sail, a celestial body is like a port or ships that go into space are designed to make the
an island. You can go there to resupply if it is a port, gravity field pull to the lowest deck, so this doesn't
you can make landfall if you need to bury some always come up.
treasure, or anything like that.
CHAPTER 1: THE SETTING
3
Another neat image of this is if you were to fall off sometimes be enough to sustain them for trips.
the side of a spelljammer, you'd fall down until you However, you do run the risk of using up all your air!
cross the gravity plane, but then your momentum Every spelljammer has a number of days it can sustain
would be flinging you up against gravity. You'd be people. When this period expires, the air becomes foul
pulled back up to the field and flung up a bit, before and gives all creatures that breath disadvantage on all
being pulled back down. So you'd bobble up and down checks. The second time it expires, the air becomes
at the gravity plane. This also means that when you go lethal and all creatures that breath gain a point of
below deck, you need to fall forward and up, so the exhaustion each minute they breath the lethal air.
first floor you’re on is the underside of the deck of the Luckily, getting new air isn’t too difficult! Whenever
ship. To go deeper into the ship, you have to climb two air envelopes come into contact, the air distributes
stairs or ladders. itself evenly between the overlapping envelopes. If
Groundlings never have to deal with this because a two equal sized air envelopes overlap, and one of them
planet is so large that its gravity field nullifies is completely fresh and the other just hit lethal, they
anything else that could ever create one short of both split the difference and become foul. This isn't the
magical means. best way to get new air.
The most common way to get new air is to bring a
AIR spelljammer close enough to a planet that the
The second challenge is air. How are you supposed to spelljammer's air envelope overlaps with the planet's
breath when you get up there? Won't we just suffocate? air envelope. The planet has so much air, the
Luckily not!In the Spelljammer universe, all creatures spelljammer's air bubble is replenished in full. It is also
and objects have an air bubble around them possible to replenish an air bubble from air pockets
proportional to their size. This is a lot like the gravity found around asteroids, though the air supply here is
field (and conveniently, they are always the same size), less plentiful than a planet.
except that all things have an air bubble while only
particularly large things have gravity. What this means AETHER FLOWS & CURRENTS
is that as soon as you find a way off of your planet’s Okay, we now know that planets have gravity that
gravity field, you're also going to be beyond the works against our efforts to leave and if we do leave,
planet's air envelope. we're going to be bringing just a small bit of air with
While in wildspace, you only have the air that you us. So how do we escape from the gravity of a planet
bring with you. Since spelljammers are so large, they and reach wildspace? The answer lies in the aether.
carry a sizable air bubble with them wherever they go. The idea of the aether comes from ancient times and
Similarly, massive creatures like dragons that fly survived through to the medieval era. As simply as it
through space carry their own air bubble that can can be stated, the idea is that there can't be a nothing,
CHAPTER 1: THE SETTING
4
so there must be a something. There is a substance to The idea of aether is not one originally present in
space, it isn't just void, and that substance is aether. As Spelljammer. In Spelljammer, simply having a Helm
recently as the 19th century, there were arguments with a spellcaster is sufficient to propel the
that aether as matter was necessary for light to travel spelljammer free of the gravity of a planet. I choose to
through space. This theory is dead in the water in incorporate this idea as I think it plays nicely with the
modern day, but that's the idea of aether. Age of Sail aesthetic.
Wildspace is fully comprised of an invisible
substance called aether. Previously I had described CRYSTAL SPHERES
wildspace as a sea with islands. In that comparison, Alright! You've escaped from your planet (island) and
aether would be the water that makes up the sea. Like you've sailed through the aether (water) all around
water, aether can have flows that help travel or storms wildspace (the sea). Eventually you wonder what lies
that hamper it. A Helmsman that is attuned to a Helm beyond this sea? Where is the ocean in this
can perceive the aether as a luminescent bluish comparison? You turn your spelljammer and set sail
substance that they sail on. away from the planets (islands) that you know.
This aether is important to us because it is the way Get ready, this is where things get weird.
we escape from our planet. Although a planet is You pick a star and you set sail toward it. You're
surrounded mostly by air, there are also aether traveling at top speed, enthusiastic and a bit terrified
currents that connect the sky to wildspace. These of what the future might hold. You have that same
currents go unnoticed by groundlings thanks to them anxious optimism as Truman Burbank sailing out
being invisible, but a Helmsman attuned to a Helm can across the water that had kept him trapped at home in
easily find them and sail out into space. The Truman Show (1998). Like Truman, you're in for a
If a planet is an island, wildspace is the sea, the big surprise when your spelljammer stops.
aether is the water that comprises the sea, then these You walk to the front of your spelljammer and reach
aether currents are like large rivers, bays, and inlets. out. You touch a barrier. That blackness you saw so long
These make navigating from an island to the sea ago when you were back on your planet is a wall, a
significantly easier. Just as different groups during the shell surrounding wildspace on every side. What you
Age of Sail looked to control port cities, bays, and river would be touching is called a crystal sphere.
ways, so too do factions in Spelljammer seek to control A crystal sphere is a construct so large it can
these points of entry into and out of a planet. envelope a solar system (or more!) within it. This idea
To bring that comparison even further, just like is based on the celestial spheres theory presented by
natural rivers, bays, and harbors, it is possible for a people such as Plato, Aristotle, Ptolemy, Eudoxus, and
catastrophe to occur that causes them to dry up and no Copernicus. The theory holds that our solar system is
longer provide any access to sailing ships! What if surrounded by a shell with stars affixed to its interior.
some major magical catastrophe befalls a planet and it Spelljammer makes use of crystal spheres as
causes the aether currents to get scrambled? Well, boundaries between D&D settings. When you leave a
that's going to cause a rush to control the new crystal sphere, you are leaving that setting and its rules
locations! Or worse, what if there are no ways to get behind. Even the power of the gods is limited by the
down to that planet anymore? barrier of a crystal sphere. No matter how strong a god
REALMSPACE KARPRI
As home to the Forgotten Realms campaign setting, as Our next planet is Karpri. It is a water planet, meaning
well as Oriental Adventures and Al-Qadim, that the entire globe is water, from the surface all the
Realmspace is a particularly lively and active sphere. way to the core. The poles of the planet have thick ice
The gods of Realmspace tend to be more interested in caps with arctic native creatures. Around the equator
their own politics than messing with spacefarers and is a dense thicket of seaweed and underwater plant
the groundlings are more or less unobtrusive. This has life. Between the equator and the ice caps is an area of
resulted in Realmspace being a popular spot for smooth sailing. There are no islands on Karpri and
traders, adventurers, and mercenaries. civilization is entirely underwater. A spelljammer that
The solar system of Realmspace is heliocentric and can land on land could attempt to land on the ice caps,
has eight planets. There are also a handful of other though that is risky at best. There are also some
smaller celestial bodies to check out, but I won't go into massive branches that grow out of the thicket that can
those in this supplement. For more details, look up also be landed on, but travelers are warned not to as
SJR2 Realmspace (1991), originally published by TSR, the thicket is the most dangerous place on the planet.
Inc.
CHAPTER 1: THE SETTING
12
CHANDOS GREYSPACE
Our next planet, Chandos, is also a water world. Unlike
Karpri though, this planet has a staggering number of Greyspace is the home to the Greyhawk campaign
islands. Imagine a water balloon filled with ball setting,which takes place on its first planet, Oerth.
bearings and water. That's what Chandos is like. Unlike Realmspace, Greyspace is geocentric, with its
Islands stack upon one another to form something like sun revolving around Oerth. Greyspace has a rich and
a surface, but it is constantly in flux around the diverse array of celestial bodies and gods that are all
currents of the planet. Most lifeforms that live on the too happy to stay out of space. Like Realmspace, this
surface of Chandos live nomadic lives as storms are means Greyspace is a favorite location for traders,
constantly shifting the position of islands and adventurers, and mercenaries.
potentially even destroying them. Any traveler For more detail on Greyspace, look up SJR6
descending into Chandos is advised to bring light, as Greyspace (1992), originally published by TSR, Inc.
the large amount of islands above cause the waters PRIMARY: OERTH
within to become quite dark and murky. Oerth is the main planet where the Greyhawk
If you ask me, there is no better place to put campaign setting takes place. It is situated at the center
anglerfish monstrosities in a D&D game than on of its view of the universe, and many adventurers and
Chandos. powerful figures have egos that believe much the same
GLYTH about themselves. As a result, Oerth doesn't tend to
Do not go to Glyth. These words cannot be emphasized care much about what's going on in spelljammer space.
more clearly to any traveler around the spheres. Glyth They are already the center of the universe, why care
is a perfect microcosm of what to expect of a universe about being anywhere else?
conquered by mind flayers. Beneath the surface of KULE / CELENE
Glyth reside countless colonies of mind flayers that The next planet out is Celene. Although every planet in
live in war with one another. In their minds, anyone this geocentric system is technically a moon to Oerth,
that lands upon the surface is fair game to enslave, as Celene can be distinguished in the sky of Oerth,
Glyth is their sovereign property. making it more of a moon than the other planets past.
When mind flayers need to deal with one another or Celene has no atmosphere and no active civilization.
with the outside world, they meet on Haven, the moon There are ruins there, but the difficulty in exploring a
of Glyth. This acts as a neutral ground for all of the planet without an atmosphere is substantial and not
mind flayers of Glyth and a relatively safe space for many have cared to try exploring it yet.
travelers.
GARDEN RAENEI / LUNA
Luna is the second planet that, like Celene, is often
Our next planet is Garden. Garden is a large collection thought of as a moon to Oerth because it can be
of asteroids floating within the same air envelope. A distinguished against the sky from Oerth. Unlike
plant connects each of these islands together like a Celene, Luna is not a dead planet,but one with a rich
world tree. Many of the asteroids in Garden have and diverse ecosystem extending all across the world.
towns and villages that make for a resupply point for What stands out about Luna is that there appear to be
travelers through Realmspace. That said, given the no more native intelligent species to the planet, only
dense number of islands and places to hide, pirates travelers who've settled down there. All native life on
love to prowl around here. Luna is monstrous.
H'CATHA LIGA (THE SUN).
Our last planet, H'Catha, is unlike all of the others so Liga is the third body out from Oerth and the star of
far in that it isn't a sphere. H'Catha is a massive disk of the Greyspace sphere. The sun burns a bright gold but
outward flowing water from a mountain at the center has tiny specks of blue within it.
called the Spindle. When the water gets a good
distance away from the Spindle, it falls off of the THE GRINDER
gravity plane and dissipates in wildspace. H'Catha is The Grinder is less of a planet and more of a massive
home to a variety of beholders, most of which are at asteroid field. It surrounds Oerth on all sides, not just
war with one another for control of the Spindle. in a disk orbit, so no matter what approach one uses,
they must contend with The Grinder. While some parts
A
the Flow, there are countless spheres Unusual Merchants. One might then think that
containing countless cultures and being a mercantilistic people, the dohwar must have a
civilizations. Invariably, many of these gift for persuasion, able to talk people into buying
end up finding a way to get off of their things at high prices. This is also not the case. The
homeworld and out into space. At that dohwar tend to forego social grace in favor of
point, it’s only a matter of time before they run into developing highly aggressive personality traits that is
other species and learn about just how vast the often off-putting. When the dohwar want to make a
universe can be. deal with someone, multiple dohwar usually show up
Spelljammer as a campaign setting provides us with and overwhelm a potential customer. Each merchant
the freedom to bring together whatever settings, will start reciting their list of products and the prices,
whatever source material, whatever random thing we as well as offering prices for anything the customer
think up into a single universe. As a result, has of value. A dohwar merchant doesn’t so much
Spelljammer lends itself to an incredible amount of haggle as keep screaming prices at people until a deal
diversity, not just in worlds, civilizations, religions, is struck. What’s even more odd is that this sales
and factions, but also in terms of species. There is no method seems to work.
presumption of humanity as the most common Deceptive Appearance. Dohwar are rarely found
species you’ll find in space. dressed up in fine clothing or trying to present
Furthermore, there is no presumption that a species themselves in a specific way for a client. They appear to
in Spelljammer will behave in a way consistent with favor function over form, wearing whatever is most
the lore of just one setting. The way mind flayers comfortable. This leads to most seeing the dohwar as a
behave in Forgotten Realms might be quite different mess and not worth viewing as a threat, but the truth is
from how they behave in Spelljammer… And in fact, that this is all a part of the dohwar’s strategy.
they do. Mind flayers in Spelljammer are far more Secretly Organized. Few know that the dohwar are a
metropolitan than their groundling counterparts. They telepathic species, able to quickly and efficiently
maintain the same tyrannical attitude toward other communicate with one another while they are
species, but being in the stars and maintaining the last screaming trade offers at a customer. They can even
of their once great fleet, they have learned to be more turn this telepathy outward and detect the thoughts of
open to cooperating with other species. So leave your the consumer to play their thought against them.
groundling expectations behind, but keep a weapon The dohwar use this telepathy and exploit the way
close at hand! other species underestimate them. However messy and
Spelljammer as a campaign setting is adaptable poorly organized the dohwar appear to be to outsiders,
enough to allow you to play just about any species you they are actually an incredibly well developed and
find in any fifth edition setting out there. A minotaur organized trade machine that thoroughly believes
of Theros, a goblin of Ravnica, an elf of Forgotten every other species out there is out to get them. This
Realms, a tinker gnome of Dragonlance, anything. high degree of paranoia and organization make the
That said, there are some species that are mostly dohwar surprisingly efficient and capable, though few
unique to Spelljammer. In this chapter, I’ll be outsiders are aware of it.
providing details about a variety of different species
that can be reasonably found in a Spelljammer game.
Ability Score Increase
This supplement’s species options were designed with the
Tasha’s Cauldron of Everything standard, allowing you to choose
a +2/+1 between two different ability scores, or +1/+1/+1 across
three different ability scores.
DOHWAR
Skillful. Adventurous. Graceful. These are words few
would ever use to describe the dohwar. These heavily
feathered and flightless birds resemble thinner and
more raggedy penguins. They are a species of
mercantilistic traders, traveling through the many
spheres in a great trade war against the Great Rival:
the Arcane. To date, the Arcane appear to be unaware
of the dohwar’s existence.
Clumsy Birds. At first glance, many might think a
dohwar would be dexterous like other avian creatures.
This is anything but the truth. The dohwar tend to be
incredibly clumsy and sluggish in their movements.
They have small bodies that seem to work against the
few of them that decide to live a life in martial combat.
These few that push beyond these limits often find
themselves becoming members of the ‘legendary’
Deathsqueeler Legion, an army of space swine riding
warrior dohwar with bravery that could be easily
XIXCHIL TRAITS
As a Xixchil, you have the following traits:
Creature Type. You are a humanoid (mantoid).
Age. Xixchil rapidly reach maturity in just their first
year. From then on, a xixchil could theoretically live
forever through modifications.
Alignment. Xixchil lean toward chaotic neutral. They
always do what is best for themselves.
Size. Xixchil are as tall as elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common,
Xixchil, and one other language of your choice.
Biology Experts. You have proficiency in the
Medicine skill.
Natural Armor. Your AC is 12 + Dexterity modifier.
You cannot wear armor and cannot benefit from
wearing a shield.
Natural Weapon. Your forelimbs are natural,
surgically-sharp blades. These count as melee weapons
that you are proficient with and have the finesse and
light property. Your scythes deal 1d4 + your Strength
modifier in slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Integrated Treasures. Xixchil relish enhancing their
chitin with the riches they accumulate. Over a long
rest, you may destroy a suit of armor, a weapon , or a
shield to integrate it into your chitin.
When you integrate armor or a shield this way, your At 5th level, you enhance your body further,
natural armor adopts the statistics of that armor. If developing a new characteristic. Choose one of the
the armor had a strength requirement or imposed options you didn’t take at 1st level, or one of the
disadvantage on stealth checks, the armor loses those following options:
properties. This armor cannot be removed from you Iridescent Carapace. You thicken your chitin, giving
unwillingly. If you remove this armor, it is destroyed you resistance to radiant damage.
and cannot be integrated again. Venom Gland. You add a venom gland that you can
A weapon integrated this way must be a melee use to inject poison in your enemies. As a bonus
weapon that doesn’t have the heavy, two-handed, or action, you can make a special attack with your
special properties. When you integrate a weapon this mandibles. These mandibles are treated as your
way, your natural weapon adopts the statistics of that natural weapon feature. If the attack hits, it deals
weapon. You cannot be disarmed while wielding this normal damage and the target is poisoned until the
weapon. If you remove this weapon, it is destroyed and start of your next turn, and you can’t use this trait
cannot be integrated again. again until you finish a short or long rest.
You can integrate only one suit of armor and two
weapons at a time. If you integrate a shield, you can Omnivision. With a variety of eyes now affixed to
your head, you can see in 360 degrees. You can no
only integrate one weapon. longer be surprised while conscious.
Surgical Enhancements. As a Xixchil, you’re able to
make surgical alterations to your body. You choose one
enhancement to make now and a second enhancement
at 5th level.
At 1st level, choose one of the following options:
Strengthen Limbs. By enhancing the strength of your
second set of forelimbs, you can use these arms to
interact with two objects or features of your
environment for free on your turn, either during
your movement or during your action.
Silk Spinneret. You add a silk gland to your body,
allowing you to fashion ropes, nets, even makeshift
clothing during a short or long rest.
Buzzing Wings. This pair of thin wings give you the
ability to fly for a short period of time. You gain a
flying speed of 20 feet while you aren’t in integrated
heavy armor. If you end your turn while airborne,
you fall to the ground.
I
about different character options available
to players who are preparing for a game in At first glance, many DMs shy away from using
Spelljammer. We’ve already talked about firearms in their games. It might be because it doesn’t
some of the species found in the fit the aesthetic of the game or because it feels too
Spelljammer campaign setting that you can under-powered or unrealistic when compared to other
play as, so this chapter is going to focus on some weapons. Nevertheless, Spelljammer is influenced by
campaign setting specific considerations, weapons, the Age of Sail and the Golden Age of Piracy, which
subclasses, and spells. In addition to last chapter and says to me that gunpowder should play a role.
this chapter, please also review Chapter 4. That chapter Some of you who are aware of the second edition
will introduce you to spelljammer combat and the lore may be scratching your head or getting ready to
character building options related to it. throw tomatoes at me for saying that. After all, in
second edition, gunpowder wasn’t used much. Instead,
CREATING YOUR CHARACTER they created a substance called smoke powder. It’s
worth considering the history here though.
Creating your first character for a Spelljammer According to Ed Greenwood, back when
campaign is not unlike building a character for any Spelljammer was being published, the executives of
other fifth edition game. Spelljammer is a space TSR Inc. didn’t want to promote firearms in the game.
fantasy game, meaning any character options you have The writers had already set their sights on creatures
from other settings should fairly easily fit into place. like the giff and separating out explosives and
Nevertheless, there are some things unique to firearms was a problem. To slip this past the
Spelljammer that are worth review before building executives, Jeff Grubb created smoke powder, an
your character. alchemical substance that is basically super
gunpowder. Since it is alchemical, it is rare and not
BACKGROUNDS something readily available. Additionally, since
In most games, backgrounds are built for traditional gunpowder doesn't work in the lore of some settings
ground-based adventures. When it comes to playing a (like Forgotten Realms), smoke powder offered
game of Spelljammer, you should consider how to Spelljammer a way to keep an explosive gunpowder-
adjust backgrounds to account for the setting. In like substance while remaining setting neutral.
particular, the following tool proficiencies are more I share this story to point out that a substance like
important in Spelljammer than in most games: gunpowder is such a big part of the Age of Sail
• Vehicles (Water). This tool proficiency represents a aesthetic that the creator went out of their way to get
character's ability to operate a ship on the water. something like that in the setting. You shouldn’t cut it
Since Spelljammers function similar to water out of your Spelljammer game!
ships, anyone who is going to be working the sails As of fifth edition, Wizards has published rules for
or taking the Helm should get this tool proficiency. firearms in the DMG and has also published lore on
• Carpenter's Tools. These tools are essential for the giff that establish their love for gunpowder. As
making repairs or alterations to your spelljammer. such, in this supplement, gunpowder is a big deal!
Anyone wanting to be a boatswain should have
this proficiency.
DMs should consider allowing players to use the
WEAPONS
Weapons in a Spelljammer game will generally range
Training rules in the Player's Handbook (page 187) or from your standard fifth edition simple and martial
Xanathar's Guide to Everything (page 134) to acquire weapons up to Renaissance era firearms. Although
these proficiencies as they play. DMs are free to add more futuristic weapons as they
Please note that the backgrounds from Ghosts of see fit (after all, you might end up in a science fiction
Saltmarsh (pg. 29-35) include features based on the sphere!), this supplement will focus on Renaissance
fifth edition vehicle combat system. This supplement era firearms as described in the DMG.
makes use of a different vehicle combat system. Please The DMG provides rules for two Renaissance era
consult with your DM to determine how to adjust those firearms, the pistol and the musket, on page 268. As
backgrounds to fit this supplement (assuming you’re these items are not in the SRD, I can’t reprint them
using this supplement for ship combat). here. The firearms I offer in this section are in addition
to those two presented in the DMG
Weapons
Name Cost Damage Weight Properties
Martial Weapons
Boarding Axe 10gp 1d8 slashing 5 lb. Climbing
Boarding Pike 5gp 1d8 piercing 4 lb. Thrown (10/30 ft.), versatile (reach)
Firearms
Pocket Pistol 150gp 1d6 piercing 1 lb. Ammunition (20/60 ft.), light, loading, special
Flintlock Pistol 200gp 1d10 piercing 3 lb. Ammunition (30/90 ft.), loading
Dragon 350gp 1d8 piercing 4 lb. Ammunition (20/60 ft.), loading, scatter (1d12), two-handed
Blunderbuss 400gp 1d10 piercing 6 lb. Ammunition (30/90 ft.), loading, scatter (2d6), two-handed
Musketoon 450gp 1d12 piercing 8 lb. Ammunition (30/90 ft.), loading, two-handed
ATTUNED MIND
Starting at 1st level, the influence of the First Helm
has granted you unique knowledge of spelljammers.
You gain tool proficiency with water vehicles.
In addition, while attuned to a Spelljammer Helm,
you can telepathically speak to any creature within
your spelljammer's air envelope. You don't need to
share a language with the creature for it to understand
your telepathic utterances, but the creature must be
able to understand at least one language.
MENTAL ADAPTABILITY
Starting at 6th level, you gain resistance to psychic
damage,and you have advantage on saving throws
against being charmed or frightened.
MEGA SPELLS
Mega spells are massive spells created to battle
spelljammers or mega creatures. These spells have no
effect if targeting creatures or objects not on mega
scale, or when cast on a planet or settlement. These
spells are not intended for use in ground combat. A
spellcaster can cast these spells on their turn instead
of taking an action from their bridge crew role.
While concentrating on a mega spell, you roll
concentration as normal if you take damage or if the
spelljammer you’re on takes hull damage. You do not
need to roll concentration for damage absorbed by
bulwark points. For determining the DC of a
concentration check, treat mega damage as if it were
regular damage.
If a mega spell has a range of Self, it encompasses
the spelljammer you are casting the spell from.
Some DMs may wish to allow some spellcasters with
a fixed number of known spells (sorcerers, warlocks)
to learn one mega spell for free every few levels to not
hamper their normal spell list.
S
and sizes, as well as have all sorts of reason, weapons and spells that deal mega damage are
crew. A good spelljammer has to be ready unable to target creatures and objects on ground scale
to defend itself against hostile or when within the presence of large gravity fields
spelljammers or mega creatures (such as a planet or settlement). Mega scale weaponry
encountered during voyages through is designed only for use in mega scale encounters.
wildspace. Spelljammers do this through the use of One thing that doesn’t scale up to mega scale is time.
specialized siege weaponry and cannons that can A single round of combat is still six seconds.
deliver powerful blows to the largest of creatures and
strongest of ships. GRID COMBAT
The vehicle combat system presented in this Part of the benefit of splitting up ground scale and
supplement are adapted from Mage Hand Press’ Dark mega scale is that it makes it easy to deal with combat.
Matter campaign setting. This system is incompatible Just as you control a character in ground scale combat,
with the way fifth edition has arranged vehicle combat you control a part of a spelljammer in mega scale
and siege weaponry so far. As a result, if you go to the combat. While a ground scale grid might have you
DMG or Ghosts of Saltmarsh and you look up siege move 30 feet across 5 foot by 5 foot squares, resulting
weaponry like those presented in this supplement, in you moving 6 squares, mega scale is arranged so you
they will work in fundamentally different ways. would move 3,000 feet across 500 foot by 500 foot
This supplement makes use of this system because I squares, resulting in moving 6 squares.
am of the opinion that it is simply better than what In other words, when dealing with things in mega
fifth edition offers at the moment. Although Ghosts of scale combat, the goal is for it to work as close to
Saltmarsh has made steps in the right direction, there ground scale combat as possible, just scaled up. You
are games out there like SW5e, Dark Matter, LANCER, still roll initiative and take your own turn, just as you
and Starfinder that have all make significant would in a ground scale combat.
improvements on vehicle mechanics. While Dark
Matter was the baseline for this supplement, I have
made significant changes to incorporate ideas from SHIP WEAPON ATTACKS
these other games. That said, the core is still Dark In a normal fifth edition game, we are used to seeing
Matter and much of what is in that book will translate melee weapon attacks, melee spell attacks, ranged
with this system. weapon attacks, and ranged spell attacks. Each of these
The combat system presented in this chapter will be convey a specific way in which the attack happen. In
surprisingly similar to the fifth edition combat you mega scale, we use a different type of attack called a
probably already know. Instead of using a ship’s stat Ship Weapon Attack.
block to make attacks, your character makes attacks On a character’s turn, when a character makes a ship
using their features and abilities. The goal of doing weapon attack, they roll a d20 and add either their
things this way is so you still feel like you’re playing Strength or Dexterity modifier (their choice) to the
your character in a spelljammer fight, rather than attack roll. Based on circumstances, the DM may call
playing a ship’s stat block. for this roll to be made at advantage (roll twice, take
the higher result) or disadvantage (roll twice, take the
MEGA SCALE lower result). The DM checks the total of the attack roll
against the target’s armor class to confirm if it is a hit
If you’ve been reading through this supplement in or not. On a hit, the character rolls the damage of the
order, you’ve probably noticed the word “mega” a lot. ship weapon, but does not add their modifier to the
In this system, there are two levels at which combat damage roll.
can occur: ground scale and mega scale. Ground scale Some classes have features that occur when the
is the the standard combat scale that you’re used to character makes an attack or when they hit with a
from other fifth edition settings. Mega scale is a new weapon attack, such as Extra Attack, Sneak Attack, or
system for dealing with combat between massive Divine Smite. Characters in the Gunner or Fighter
constructs and creatures. When it comes to using a Helmsman role both have access to features that allow
spelljammer to destroy a massive space kraken or these abilities to be used with ship weapon attacks.
krajen, a rogue moon, or another spelljammer, we’re
talking about mega scale encounters. MIXING MEGA & GROUND SCALE
Mega scale can best be understood by applying a rule From time to time, you may encounter situations
of thumb called the “Rule of 100”. At ground scale, a where ground scale combat is happening at the same
square is 5 feet by 5 feet. At mega scale, a square is 500 time as mega scale combat. Imagine two ships come
feet by 500 feet. At ground scale, we have damage and close to one another and a boarding party swings
hit points. At mega scale, we have mega damage and across to the enemy ship. The two ships may still be in
mega hit points, which are the same as the ground a side-by-side fight on mega scale while the boarding
scale equivalent, except multiplied by 100. party are in a ground scale encounter aboard the
The purpose of mega scale is to have a clear divide enemy ship.
between types of encounters. When you’re doing a Luckily this type of encounter isn’t too tricky! Since
ground encounter, player characters are using their a round is always 6 seconds regardless of scale, and
normal class features, weapons, and spells to destroy since everyone rolls their own initiative, those who are
enemies. When doing a mega encounter, player on ground scale act on their turns in ground scale, and
characters are using class features, mega weapons, and those who are fighting on mega scale act on their turns
mega spells to destroy their enemies. in mega scale. Those who board an enemy spelljammer
Now you might ask, “If I deal 5 mega damage, can seriously hamper the ability of that ship to fight
meaning I am doing 500 damage, wouldn’t that back on the mega scale side of the fight.
Boatswain
Helmsman
I
closer look at the ships the setting is named
for: spelljammers! Spelljammers come in a To make use of a helm, a Helmsman need only meet
wide variety of shapes and sizes, but they the requirements to attune to the helm as shown in the
are all made up of the same basic parts: a item’s description. Although this is an attunement,
Helm, ship weapons, modules & upgrades, attuning to a Spelljammer Helm or other kind of helm
and the hull itself. Each of these go into making a doesn’t take up one of a character’s attunement slots. It
spelljammer into a unique expression of the people does, however, take time to get attuned as usual.
who operate it. While a Helmsman is attuned to a Spelljammer
Helm, their body has limited ability to move. They are
HELMS considered to be paralyzed, although they can still
move their hands and mouth. A Helmsman cannot get
On traditional Age of Sail ships, a ship’s helm is that up from the helm until they break attunement with it.
large steering wheel. In Spelljammer, helms take on If someone were to yank a Helmsman off of the helm,
the appearance of large thrones that are conduits for attunement is broken immediately and it may cause
magical power. When a spellcaster sits on these severe damage to the Helmsman and/or the helm.
thrones, they can attune to the helm, allowing their Although the Helmsman loses a great deal of control
magic to seep into it and then throughout the ship over their own body, they gain control over the entire
itself. This causes the Helmsman’s senses to extend ship. Their senses extend across the entire ship and
across the ship and allow them to move it as if they they can move it as a simple act of will, similar to the
were moving their own bodies. Through this bond, a way a person would walk. While attuned to the helm, a
Helmsman is able to propel their ship at incredible Helmsman is also able to deploy their senses to any
speeds that allow them to sail across the vast distances spot on the spelljammer, as if they had an ethereal
of wildspace and the Flow. body to walk around with.
The type of helm I just described is known as a While attuned to the Helm, a Helmsman is unable to
Spelljammer Helm. It is the most common type of cast any spells that use spell slots and is helpless
helm found around the spheres thanks to the effort of against attack. As a result, most Helms are installed in
their main purveyors, the Arcane. Nevertheless, there defensible positions aboard the spelljammer where
are other helms out there. Mind flayers use a Pool stray fire won't hurt the Helmsman.
Helm, a type of brine pool filled with illithid slugs that If a spelljammer ever has to make a saving throw or
craw upon the psionic energy of the Helmsman. skill check, the Helmsman makes that roll with their
There’s the Orbus, a weakened and enslaved beholder own character’s statistics.
that is used by other beholders to propel their Tyrant A Helmsman can stay attuned for up to 12 hours a
Ships. Dwarves favor a helm called the Forge Helm, day before they start risking exhaustion, as per the
which when installed into the core of a mountain can Forced March rules (PHB, pg. 181). Attunement can be
create propulsion from the energy of their creations, ended at any time, though some helms may have a
resulting in flying mountains. The neogi favor a type backlash effect when you do.
of helm called a Lifejammer Helm, an iron maiden like
device that drains the blood and essence out of slaves The Arcane’s Monopoly
and converts it into propulsion.
A species of highly mercantilistic and secretive blue-skinned
Even these helms are only the tip of the iceberg.
While the Spelljammer Helm is the most popular due giants, the Arcane are the only known distributors of
to how easily accessible it is, there are countless Spelljammer Helms. Anyone who is aware of spelljammers and
designs out there, far too many for this supplement to wants to buy a Spelljammer Helm need only circulate around the
cover. There are even unique and legendary helms that rumor mill of a large city that they are looking for "The Arcane". In
exist only in legend for the right adventurers to find!
a short time, rarely more than a week, one of the Arcane will find
ACQUIRING A HELM the customer in question to strike a deal.
As eager as the Arcane are to make deals, they are just as
A species of blue skinned giants named the Arcane run
an incredibly powerful cartel that maintains control of protective of their status as the sole purveyors of Spelljammer
the distribution and sale of all Spelljammer Helms Helms. Just about everyone who sails through wildspace and the
across the spheres. It isn’t known whether they create Flow has heard a story of some captain trying to sell a
these Spelljammer Helms, just that they are the only Spelljammer Helm they looted secondhand. The stories always
game in town that sells them.
end with a gruesome death at the hands of Arcane enforcers. The
Luckily, getting into contact with the Arcane is
incredibly simple. They seem to have ears in every Arcane seem to have some type of ability to always know where
major city, as you need only ask around about “The their Spelljammer Helms are at any given time. Thanks to this
Arcane” and within a week, you’ll have a business combination of seeming omnipotent knowledge of the location
meeting scheduled. This means Spelljammer Helms of every helm and the severity of their enforcement, no black
are never hard to acquire, so long as you have the gold
market has ever emerged successfully.
and the knowledge of how to set up a meeting.
There are other helms beside Spelljammer Helms, If you do acquire a Spelljammer Helm from a wrecked
but they are less common to be found and often harder spelljammer, the Arcane are always glad to pay you 10% of the
to use. Often they are designed for specific ship types Spelljammer Helm's value in exchange for recovery.
or for the specific practices of a group, instead of for Alternatively, if you wish to keep the Spelljammer Helm as a
general usage. As a result, most go with the
backup for your current ship, the Arcane will transfer ownership
Spelljammer Helm.
of it to you for a modest fee of 10% of the Helm’s value.
MERCENARIES
Just as green crew eventually become veterans,
mercenaries are usually former veteran crew who
decide to focus on making extra money by selling their
combat prowess. They will work alongside the crew,
defend the ship, and join in boarding an enemy ship.
Use the Berserker (CR 2) from the Monster Manual (pg.
344) as a template.
GIFF MERCENARIES
Up until recently, the giff lacked any magical ability of
their own. As a result, they fell into mercenary work as
a means of traveling the stars. Luckily, mercenary
work fit them well! It allows them to indulge their
greatest passion: Gunpowder! Giff are never shy about
using gunpowder and have a childlike fascination with
explosions. Giff mercenaries will work alongside the
crew, defend the ship, and join in boarding parties.
The one major hitch is that giff refuse to combat
other giff in combat. If both sides of a fight have giff
mercenaries, the giff mercenaries don’t contribute to
MODEL VARIATIONS Customizable Design. This ship can be fitted with either one
There are countless Squid Ship variations thanks to its additional medium hardpoint or 6 extra tons of cargo storage.
versatile design and wide appeal. Here are just a few of Piercing Ram. This ship is designed to directly collide with
the ones you might find. another ship and survive (mostly) unscathed. When this
happens, the target ship takes 22 (4d10) mega piercing damage,
War Squid and this ship takes 10 (4d4) mega piercing damage.
This variation has the cargo hold reduced to 16 tons in
exchange for the two medium hardpoints becoming Example Weapons
large hardpoints, allowing for heavier weaponry. 24-Pounder Long Gun. Ship Weapon Attack: +7 to hit, range 6,000/
18,000 ft., Fixed front, one target. Hit: 16 (3d10) mega
Light Squid bludgeoning damage.
This variation was built for those captains that see
value in maneuverability over a thicker hull. In 2x 12-Pounder Long Gun. Ship Weapon Attack: +7 to hit, range
exchange for the ship's AC reducing to 15, its speed 6,000/18,000 ft., Fixed 1x front, 1x rear, one target. Hit: 13 (3d8)
increases to 2,500 ft. (135º). mega bludgeoning damage.
Heavy Squid
This variation was built for the opposite reason of the
Light Squid. By reducing the cargo hold to 17 tons and
thickening the hull substantially, its AC is increased to
17, making this Squid Ship better able to shrug off
attacks.
Grasping Squid
Among the rarest variations to be found, this Squid
Ship was designed to replace its distinctive ram with
the something akin to the tentacles on a Nautiloid. Due
to the scarcity of materials, this variant increases the
cost to 60,000gp. This variation loses the Piercing Ram
feature and gains the Grasping Tentacles feature.
Grasping Tentacles. This ship is designed with four large tentacles
that extend out ahead of it. As an action, the Helmsman can
attack with this weapon as an action. They are treated as
proficient with this weapon while they are attuned to the Helm.
On hit, this weapon deals 3d10 mega bludgeoning damage and
grapples the target (escape DC 13).
Armor Class 12
Hull Points 88
Bulwark Points 12
Speed 3,000 ft. (135º)
Crew (Min/Max) 4/20
Cargo Hold 15 tons
Days of Air 800 days
Landing Water
Cost 10,000gp
Hardpoints None
Merchantman
Groundling civilizations don't only build Clippers as
warships, but sometimes as cargo transport or
mercantile ships. This variation removes the forward
and aft medium hardpoint and every other hardpoint
along the main deck is slimmed to a medium
hardpoint. In exchange for this, the cargo storage of
the Clipper is increased to 40 tons without impacting
its defensive abilities to too great a degree.
CUTTLE COMMAND
Human Ship of the Line (4 x 4)
Armor Class 18
Hull Points 288
Bulwark Points 32
Speed 1,500 ft. (45º)
Crew (Min/Max) 30/100
Cargo Hold 50 tons
Days of Air 12,000 days
Landing Land
Cost 100,000gp
Hardpoints 7 large
I
variety of rules that can be helpful to DMs spelljammer in spelljamming speed and you've got
running a game in Spelljammer. This travel time!
section is entirely optional. Some DMs are Example: The earth orbits the Sun at a distance of
going to want to create more rules-heavy roughly 93 million miles. Mars orbits the Sun at a
variants for travel or put more emphasis on distance of roughly 154 million miles. So we do 154
random events. That's totally fine! This section is just a minus 93 and get 61 million miles. Lets say our
set of tools to get started. spelljammer has one Helmsman traveling50 million
miles a day. Divide 61 by 50 and we get 1.22 days of
TRAVEL RULES travel from earth to Mars.
Travel in Spelljammer can be handled in many ways, THE LONG METHOD
but the best is always going to be the one that you and This is basically the same as the last method, only
your group have the most fun with. Some groups may instead of assuming all planets are as close as they can
find they favor no rules to travel, simply moving past be, we assume they are as far as they can be. This time,
it, while others may enjoy adding some flare to travel. we add the orbital distances together, as if both
Whichever way you decide to go, just remember that planets were on opposite sides of the sun.
Spelljammer provides players with a lot of time Example: This time, we add the earth's 93 million to
between big events to work on projects and roleplay! Mars' 154 million to get 247 million miles to go. At the
same pace, that's just under 5 days of travel.
CHART NAVIGATION
Sailing between spheres can be dangerous. While a THE AVERAGE METHOD
Helmsman can sense flow rivers that they can take This one is more legwork because it involves you doing
between spheres, if you end up off course, you might both the Short Method and the Long Method and
end up being devoured by some hidden Lovecraftian finding the average between them.
monstrosity waiting to devour you. Example: In the short method, the distance was 61
One way to work around this is to add a pair of items million miles. In the long method, it was 247 million
to your shops: a Chart of the Stars and a Chart of the miles. If we add these together and divide by 2, we get
Flow. A Chart of the Stars will show locations known 154 million miles. At the same pace, that's just over 3
to exist in a given sphere. It helps the ship’s Captain days of travel.
navigate between locations with ease. A Chart of the
Flow serves a similar purpose, but it helps in THE STARCHARTER'S METHOD
navigating between spheres. This method is the most complex and only really
If you would like, you can always require your recommended for DMs that want to get into the
party’s Captain to make Intelligence (Navigator's mechanical complexity side of orbital motion. In this
Tools) check to set a course using one of these charts. method, the DM uses a Planetary Display map (like the
If a spelljammer ends up off course, not all is lost. one included in the Dropbox link with this
Travel through the phlogiston is primarily done supplement) and places tokens to represent the
through flow rivers. Flow rivers are simply currents in various planets. As the party moves their spelljammer
the phlogiston that aid travel. A Helmsman can feel from spot to spot, the DM moves the planets at regular
them and easily follow them through the flow. They time intervals so they revolve around the circle once
will always end up at a sphere, though if lost, maybe every planetary year.
not the one the party wanted! Use this as an This is by far the most accurate method, but it is also
opportunity for fun encounters and uncharted worlds! a lot of note-keeping! Those of you who use virtual
tabletops may find this easier to manage, but it still
TRAVELING BETWEEN PLANETS might be more upkeep than you want if you're
regularly going from sphere to sphere.
I get asked about this every so often. How do you For those of you familiar with Excel, you might find
calculate the travel time between planets? It’s a good this useful. Back in 2016, a member of The Piazza
question, but it does warrant some quick discussion. forum named Lord Torath shared a neat Excel sheet.
In a standard D&D game, do you feel the need to You put in planet names, sizes, orbit speeds, etc. Once
calculate exactly the distance between two towns and that's done, you override the equations in the "Starting
how long it will take? Some of you will say yes, some Position" column with the numbers that it randomly
of you will say no. If you don’t care about getting that generates. From that point on, you can change the time
detailed, you don’t need to be that detailed! elapsed number at the top of the page (cell F1) and it
That said, if you do want to work out travel times, will automatically move all planets and recalculate
there are four methods that the original Spelljammer relative distances. Using the travel calculator on the
material recommends. The first few are fairly basic right, you can find the amount of time it takes to get
while the fourth one includes a link to an Excel between any two points in the sphere.
spreadsheet that tracks planetary motion over time for
your worlds… If you’re an Excel geek like me, you
might love that fourth one, but I leave that up to you! BUILDING A SPHERE
Spelljammer as a campaign setting can be run many
THE SHORT METHOD different ways. You might run a game that takes place
This method of calculating travel time simply assumes entirely in a city like the Rock of Bral. You might run a
two planets are always the closest they can be to one game that focuses on a small cluster of worlds. You
another. Simply take the orbital distance of the farther might focus in on just one sphere. You might also like
out planet and subtract the orbital distance of the to have your players voyage across many spheres and
closer planet. The difference is how far the two are see different settings.
CHAPTER 6: DM RESOURCES
77
However you run your Spelljammer game, Are they friendly or hostile? How do they envision the
homebrew is in the lifeblood of this setting. You build world in their unique sphere?
your own ideas, your own worlds, your own villains, How big is the system?: The edge of the crystal
and so on. There is enough setting material that you sphere is always twice the distance of the primary to
can fly between Eberron, Wildemont, Forgotten the most distant planet in the system.
Realms, and so on, but you can also add in your own
setting material! The beauty of crystal spheres is that RANDOM SPHERE TABLES
you can reasonably put any setting you can imagine There are some tables out there worth checking out for
into your Spelljammer universe. randomizing your own crystal sphere. First, check out
In this section, I'm going to offer some guidelines on Spelljammer: Adventures in Space Boxed Set (1989),
designing your own crystal spheres. originally published by TSR, Inc. One of the books in
that set is called Concordance of Arcane Space. In
CREATING YOUR SETTING chapter 5 on page74, there is a section called
When building a crystal sphere, there are a few things Randomly Generated Systems. These tables are
you should think about that you might not normally fantastic for creating a template of a crystal sphere
consider when homebrewing a setting for a normal with just a few dice rolls.
D&D game. In addition to that, I'd also recommend checking out
Type of System: What kind of star system exists in Blog of Holding's "Building the One Page Spelljammer
this sphere? Is it a normal solar system? If so, is it Rules”. It is an excellent one-pager that helps build out
heliocentric or geocentric? If not, what's the unusual a sphere rather quickly, along with some interesting
arrangement within the sphere? Is it a flat plane and fun encounters!
sitting atop four huge elephants standing atop an
infinite stack of turtles all the way down? Or
something even crazier?
RANDOM PLOT HOOKS
The Primary: If you're doing a fairly standard Sometimes it can be tough thinking up interesting plot
sphere, what is the primary? Is it a sun? Two suns? hooks to run with for a game with as much freedom as
Three? Are any of those suns sentient? If so, they are Spelljammer. When you have total creative freedom
friendly or hostile? Maybe the primary is black hole? over the setting and the endless possibilities of space,
Or it could be another crystal sphere and inside of that choice paralysis is understandable.
crystal sphere is another system. Heck,maybe the Luckily, people like /u/AlternativeArrival create lists
primary of that system is another sphere, just as large. of various plot hooks that you can use for different
Remember, you don't need to obey the laws of physics! style campaigns. They have created a variety of useful
Celestial Bodies: How many planets are out there? lists of 50 plot hooks to work for characters from
Any asteroid belts? How do they orbit the primary, in a various backgrounds. Although these are meant to
circular pattern or some other way? Do they rotate at create a plot hook for characters of that background,
all and if so, in an odd way or not? For each planet, many of them can easily be the start to a campaign!
how big are they? Are they fire, earth, water, air, or life With /u/AlternativeArrival’s permission, this section
planets? Do they have moons or odd creatures living is going to include a slightly altered version of his 50
upon them? Plot Hooks for Sailors list. The alterations are mostly
People: Who in the sphere is aware of spelljamming? superfiscial, meant only to translate the seafaring plot
hook to a spelljammer one.
CHAPTER 6: DM RESOURCES
78
50 PLOT HOOKS
1. A legendary white Great Dreamer (space whale)
has been sighted near your starting town.
2. An extra-large Whaleship has become wedged in
the middle of a popular aether river through an
asteroid field. All attempts to move it, mundane and
magical, have so far failed.
3. The queen of the starting town has announced a
grand expedition to a far off sphere and is seeking
experienced adventurers and sailors to take part.
4. A newly formed government in the sphere has
begun to take issue with so many spelljammers
coming and going.
5. A literal Sea Fever has broken out throughout
wildspace, and the docks are now packed with people
desperate to sail out on the aether.
6. A sailor that served on the same ship as a PC has
come to them for aid guarding a shipment of spices.
7. A grand canal is being cleared through a
dangerous nebula, the likes of which have never
been seen before. Upon its completion, one of the
most important trading ports in the sphere will be
rendered irrelevant.
8. Long have aethermages worked to keep the aether
of wildspace stable in this sphere. As of late, the
aethermages have found their magic failing and
aether storms are on the rise throughout the sphere.
9. A group of radical druids have begun attacking
ships hunting delphinids (space dolphins) and great
dreamers (space whales).
10. Bloody Alice, the Scourge of the Sea of Night, has
finally been captured and is due to be hanged
publicly. A letter arrives from her jail to the PC,
asking for them to be at the hanging.
11. A man attempts to pay the PC with stolen treasure
from a far off sphere.
12. Two sailors in the middle of an argument over the
lyrics to a common sea shanty are on the verge of
starting a bar brawl.
13. A sister ship to a vessel lost in an infamous disaster
is about to set off on her maiden voyage.
14. An ornery space Dragon Turtle has planted itself
just outside the docks of a small port city, attacking
any spelljammer that comes near. The sailors claim
to have heard some kind of message coming from it,
but none of them know the creature’s language.
15. Following the end to the local Empire’s
protectionist trade policies, the docks of every
spelljammer port are flooded with ships from far off
lands, all eager to peddle their wares.
16. A captain in the Elven Imperial Navy, famed for
her daring tactics, has fled in one of the Navy’s
flagship Armadas, claiming a conspiracy that
implicates the entire Admiralty.
17. A blockade has been set up around a port city built
on an asteroid from a rival faction. The PCs are hired
to smuggle supplies into the city.
18. An old captain of a PC, now approaching the end
of his life, wants the PC’s help in completing a
perilous journey back to his homeworld.
19. Rumors are abound of a faction building a new
spelljammer meant to rival even the Tsunamis. The
PCs are tasked with investigating the faction’s ship
yard to discover if there is any truth to these rumors.
20. A ghost spelljammer has been sighted off the
coast, but unlike its other ethereal brethren, it
doesn’t appear to be a pirate ship or a navy vessel; it’s
a cruise liner, and it’s still taking on passengers.
21. The Prince of the Rock of Bral has been kidnapped
and is being held for ransom.
CHAPTER 6: DM RESOURCES
79
22. A sailor that a PC once sailed with, long thought aether. Sailors and citizens alike begin to run, fearful
dead, has returned and is eager for revenge against of an aether tsunami.
the PC, who they blame for the disaster. 42. A call has gone out amongst every seedy tavern
23. A new faction of pirates sailing under a blood red and smuggler’s cove: the pirate king is dead and the
flag have started to attack trading and naval contest to decide the next one has begun.
spelljammers. They are as hungry for blood as they 43. Slowly but surely, an aether storm has started
are for treasure. That’s right… They’re Vampirates! building in a previously inconspicuous area, larger
24. A legendary captain has died along with their crew than any seen before. At its center, an island has
at the hands of a siren who’s song is so potent, it can been glimpsed, where no island was before.
ensnare the will of those who read the lyrics of it or 44. Asteroids and planets no longer match star charts,
hear it sung by another creature. compasses spin aimlessly, and even the stars are
25. A PC receives a 25 word message from an old leading even the most experienced navigators astray.
shipmate who claims to be stranded on a distant 45. The aether has started to heat up, burning both
asteroid or planet not located on any star map. They animals and sailors that are unfortunate enough to
beg the PC for rescue. fall into it. Sailors start to flee from the system.
26. While planet-side, the party finds dozens and 46. An old companion of the PC seeks them out with a
dozens of dead skullbirds (space vultures). fragment of what they claim to be a map to a long
27. The rum is gone. A shortage across many of the lost stash of treasure.
spelljammer ports in the sphere has lead to sailors of 47. A long dead admiral, betrayed by their empire and
all sorts looking for a new steady supply. forsaken by their god, has arisen from his grave in
28. An arcane college claims to have discovered a way the cold of space and is starting to build a terrifying
to teleport massive amounts of cargo between armada of the damned, to bring about terrible
planets and crystal spheres, putting into question vengeance on the world of the living.
the necessity of trading spelljammers. 48. A PC comes across a message in a bottle, carried
29. The Knight Commander of the sphere’s Company through the void of space on the aether, that tells of
of the Chalice has begun a massive push to end a hidden island filled with treasure. The island
piracy, going as far as far as to attack ships with little appears on no map and it holds onto its treasure as
provocation and burn down trading ports though to jealously as it holds onto the people who show up.
harbor pirates from the law. 49. A local god has been found floating in wildspace,
30. A debate over mining rights to an asteroid field undeniably and impossibly dead.
between two factions threatens to become a war. 50. With the local system mapped entirely and the
31. An eccentric Radiant Dragon has taken it upon navies of various local empires, kingdoms, and
themselves to spelljammers sailing through ‘their republics increasingly intolerant of pirates, a small
territory’ by conducting surprise tests of combat group of them who feel the call of the sea have
readiness of both military and civilian vessels. When requested the PCs help in setting sail for a new
asked why, the dragon gives only cryptic warnings. ocean: The Astral Sea.
32. The lady of an increasingly important port town is
advertising a race around the sphere. The winner
will be prized with a strange magical artifact.
MEGA CREATURES
33. Aether storms have become more frequent and Throughout this supplement, I've mentioned mega
dangerous for those traveling through a nearby creatures, but I haven't said much about them. This
asteroid belt. Survivors have spoken of massive book doesn't have any mega creatures (other than the
aether elementals spotted in the storms. one that follows), but it is something a DM might want
34. A trading guild has been hiring more and more to add to their game. What's a ship sailing adventure
experienced sailors and officers in order to man their without a kraken, without Charybdis and Scylla,
ever growing fleet of ‘escort’ ships. without sharks circling and looking for a meal?
35. A captain of legendary fame is hosting a gala, All mega creatures are treated as creatures scaled up
attended by admirals and pirate lords alike, and the to mega scale. They are so massive that they are larger
PCs have been invited! than gargantuan. These mega creatures occupy at least
36. Wreckage from a great space battle has begun to a single 500 foot by 500 foot square on a mega scale
wash up on a port city from aether waves, but the grid. All mega creatures possess mega hit points
flotsam implies a previous unknown kind of instead of regular hit points Their movement and
spelljammer, and the bodies that follow don’t match senses are also scaled up. Mega creatures can't be
any species that the locals recognize. summoned by traditional magic and non-mega
37. The admiralty of the local government’s navy is creatures cannot transform into them by magic.
meeting to discuss a course of action in the face of a
parliament that they believe is weak willed. CHALLENGE RATING
38. A spelljammer has been found adrift, totally Unlike the normal creatures you see in fifth edition, I
empty and without any evidence of what caused it to will not be providing a challenge rating. Consider a
be deserted. level 10 party in a Threshership. Even though they are
39. A spelljammer that hunts down game in wildspace level 10 and will be able to draw upon more class
has started bringing back strange and unusual features and higher proficiency bonus for acting in
animals from a far off and rarely visited part of ship combat, they are acting through a Threshership,
space. Little do they know that they are starting to one of the cheaper ships out there. If you were to
encroach upon the territory of a great leviathan. throw them up against enemies with offensive
40. A wealthy arcanist and patron of adventurers capabilities to match the far more durable
wants the PC to join them on an expedition to the Hammership, the Threshership would get devoured.
elemental plane of water. As such, you need to balance your encounters to the
41. Waves of aether begin to recede from the docks of party and their spelljammer.
a town, evidenced by docked ships falling into the If you are a math person, you can feel free to dig into
asteroid as they are no longer supported on the balancing that way. If you prefer to just feel things out,
CHAPTER 6: DM RESOURCES
80
start simple! The sharchinid example is a nice easy
encounter to start with. Start easy and work up in SHARCHINID
difficulty from there as you get used to the system. Mega-medium monstrosity, unaligned
SHARCHINID
ASTEREATER These massive shark-like creatures spend much of
Mega-large aberration, lawful evil their time swimming through wildspace on the hunt
for delicious mega creatures and spelljammers. Their
Armor Class 16 (natural armor) favorite prey are delphinids, dolphin-like creatures
Hit Points 157 (14d20 + 10) that are slightly smaller. Since delphinids are seen as a
Speed fly 2,500 ft. sign of good luck among sailors, and since sharchinids
are particularly vicious, they are hunted on sight.
STR DEX CON INT WIS CHA Magic Gone Awry. In a long forgotten sphere, a
20 (+5) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 8 (-1) tyrannical ruler once sought a way to better hunt down
rogue spelljammers in his territory. He forced a wizard
Saving Throws Str +8, Con +4 with a talent for transmutation to flesh sculpt
Skills Perception +8, Stealth +12 delphinids into trainable spelljammer hunters. The
Senses Darkvision 12,000 ft., passive Perception 13 wizard transmuted these delphinids into monsters.
Languages Beholder, deep speech These delphinids were modified in a number of
ways. First, they were given rows of incredibly sharp
Mega Creature. This creature is far larger than gargantuan size. It
occupies an area 1,000 feet long by 1,000 feet wide. teeth with which they could rip apart a spelljammer.
Second, their senses were heightened and fine tuned,
Aggressive. As a bonus action, the astereater can move up to its allowing them to detect the presence of Spelljammer
speed toward a mega creature or spelljammer that it can see. Helms based on subtle vibrations in the aether. Lastly
False Appearance. While the astereater remains motionless, it is and perhaps most terrifying, they were altered to be
indistinguishable for an inanimate asteroid. able to link themselves to a Spelljammer Helm,
allowing them to follow a spelljammer into
Crunching Jaws. Once the astereater has a mega creature or spelljamming speeds.
spelljammer grappled, it loses the multiattack feature until the To the surprise of no one reading this entry, things
grapple ends, but has advantage on all attack rolls against the
grappled mega creature or spelljammer. didn’t go as planned. These creatures proved resilient
to training and their hunger was out of control. They
Stat Block Heading devoured everything, not just rogue spelljammers. It
Multiattack. The astereater makes two bite attacks. didn't take long for these creatures to start ripping the
tyrannical ruler's fleet to pieces for food and material
Bite. Melee Weapon Attack: +8 to hit, reach 500 ft., one target. Hit: to replicate. Before long, they had started to spread
21 (3d10 + 5) mega piercing damage. A mega creature or across the many spheres.
spelljammer of sloop size (mega medium) or smaller must
succeed on a DC 15 Strength saving throw or become grappled.
CHAPTER 6: DM RESOURCES
81
NOTES FROM THE AUTHOR MIXED SCALES
Howdy reader! Something I’ve noticed about a lot of In this supplement, I presented a scale of play called
these supplements is that there isn’t usually any time mega scale, which is as close to ground scale as
devoted to the author discussing things about the possible, just multiplied by 100. Every so often, I am
supplement. I’ve spoken to a lot of people over the past asked about how I deal with these scales crossing one
many months working on this, and it has only another. After all, if you have a ballista on a ship, why
reinforced my belief that I should add a page like this can’t you just turn it and target an individual person
for DMs. Just a time for me to talk about the design of on a ship 30 feet away from you?
this system in a non-formal way. I apologize, this isn’t Simply put, the difference in scale is here to create a
going to be particularly well organized. I’m more or clear line between the mechanics of ground and ship
less writing stream of consciousness here. combat. For the sake of making ship combat easy to
use, this scale difference allows us to eschew a great
RUNNING THE GAME deal of micromanagement that would otherwise bog
down a game. Imagine being in a ship fight and
Running a Spelljammer game can be rather needing to track the individual hit points of every
intimidating at first glance. It is quite possible to end single crew member of both ships.
up with a great deal of choice paralysis, where having Nevertheless, the party has a medium ballista that
so many options leaves one unsure of what to do. What deals 2d6 mega piercing damage. What do you do if
I’ve found by talking to different people who run they want to use that against a dragon? That 7 mega
Spelljammer is that they all tend to run things in damage is 700 hit points! That will kill Tiamat if it
different ways. I know one fellow that loves to pick a hits! Obviously, you don’t want to trivialize everything
single sphere and just focus in on what’s going on in by mixing these two scales. Instead, just use the DMG
that space. They love to use established lore to build rules for siege weapons (pg. 255) when ship weapons
into something cool. The more I run Spelljammer, the are turned on ground targets. Keep everything simple
more I love using the freedom it provides to create and clean. The party will probably favor just using
interesting and cool worlds that are fun for players to their own class features instead.
explore. I tend to like games that go from sphere to
sphere, where each sphere has its own unique traits
and qualities, much like how each planet in The Outer
THERE’S TOO MUCH LORE
Wilds was different and interesting. There are others I Every so often, I’ll talk to people who feel that there is
know who like to use their party’s spelljammer as a just too much Spelljammer lore for them to learn that
base of operations for a West Marches style game, they’d rather avoid the setting. To this, I offer the same
approaching Spelljammer like Star Trek: The Next advice as I would for using the lore of any setting: lore
Generation. Each short story is another “episode”. is a tool, use what is helpful and disregard what isn’t.
The point I am getting at is that because Spelljammer Ed Greenwood, the original creator of the Forgotten
offers you endless freedom, you have to choose your Realms, once wrote on twitter:
boundaries, the things you like to run and that which “Both [Lost Empires of Faerun] and the Grand History are written
helps the story you want to tell. The only wrong way to by unreliable narrators looking at the past from much later;
run a Spelljammer game is to run one you’re not everything in them is subject to the same distortions of history
having fun with. You don’t have to go through the that happen in the real world, when we moderns look back and
phlogiston. You don’t have to do crew management. misinterpret writings and artefacts of ancient civilizations from
You don’t even have to do ship combat. Everyone I’ve our modern points of view. This is absolutely key to
met who runs Spelljammer runs it in their own way. understanding the Realms: from my earliest writings about it,
long before it was a D&D world or D&D even existed, we were
When I’ve talked about this in the past with people, seeing the Realms through the eyes of unreliable narrators. The
I’ve heard from some that Spelljammer as a setting can published D&D Realms setting has always been ‘brought to us
seem limiting. Think of how weird gravity is in by’ Elminster (and Laeral, and Volo, and a few others)…”
Spelljammer. How do you add in more sci-fi when the
fundamental reality is so not scientific? Consider what I think this approach to lore is a great one. Lore isn’t
a crystal sphere really is and what it lets you do. It puts meant to be a constraint, it’s meant to give you ideas to
a discrete barrier on where the rules of one setting end jump off of, set pieces on the stage for you to write
and another begins. If you want to run something around. Maybe the things we thought happened in lore
more scientific based, just put it in a sphere! Maybe didn’t actually happen and were instead maligned by
your party happens upon a galactic sized crystal history. You can make it your own.
sphere that contains the entire Marvel Cinematic
Universe and One Above All is the overgod of that CONCLUSION
sphere, the way Ao is to Forgotten Realms and Boccob Alright, I think that’s it. For now anyway. I might
is to Greyhawk. Maybe another sphere contains the change this section as I think of more stuff I want to
Star Trek galaxy. How does your ship maintain gravity talk about. I hope you’ve found this supplement as fun
and air? Just say the helm manages it in spite of the as I found it to write and develop over this past year.
physics of the new setting. Boom, you’ve got yourself a Although I am still a newbie relative to many in the
setting crossover. Spelljammer community, I’ve just fallen in love with
This might seem a bit crazy, but remember that we’re the setting and the way it can both be incredibly dark
talking about D&D. The universe is crazy in D&D. and surprisingly silly. Hopefully this supplement has
There’s the Blood War, mind flayers, a new apocalypse helped at least a few people out there find a similar
every Tuesday in Forgotten Realms, there are figures passion for running D&D… iiinnn ssppaaaccceee!
that reshape reality using magic. The universe in D&D
is fantastical. Embrace it and shape it into something
you’re passionate about and will have fun with! If that
means sci-fi, add sci-fi. If that means steampunk,
make steampunk ships. Spelljammer gives you the
keys to the universe. Make it yours.
CHAPTER 6: DM RESOURCES
82
ADDITIONAL RESOURCES
as this supplement interested you in
VIDEOS TO WATCH!
H
Spelljammer? Maybe you want more lore
or less of my own interpretation! Check
out some of these links below, as I have AJ Pickett's multiple videos on Spelljammer lore:
found them to be invaluable resources for • Spelljammer
finding out new stuff about Spelljammer! • Spelljammer Ships and Space
• The Arcane
RESOURCES TO CHECK OUT • Argos
• Realmspace Planets
• DMsGuild has a PDF copy of every classic
spelljammer book available for sale. It's probably Jorphdan's eight videos on Spelljammer:
best to start with Spelljammer: Adventures in Space • What's the deal with SPELLJAMMER?
and The Complete Spacefarer's Handbook. • SPELLJAMMER and Wildspace
• Take some time and peruse spelljammer.org. This • Spelljammer Ship COMBAT
website has details on the old mechanics, adventure • SPELLJAMMER Friends and Foes!
ideas, monsters you can find in space, system • Mind Flayer Space Ships
descriptions and generators. There's so much in this • Realmspace, The Faerun Solar System
website even though it is from the late 90s and early • Playing SPELLJAMMER with D&D 5e
2000s. • SPELLJAMMER Expansions and Hint of the Future
• For resources, you can't go wrong with Laughing MrRhexx's three part series on Spelljammer:
Beholder. This website is a collection of deck
plans,tokens, ship maps, system maps, handouts, • Dungeons and Dragons in Space!
and other rule adaptations. The amount of cool stuff • Spelljammers - The Flying Ships
here is amazing. • Why do Gods Fear Space in Dungeons and Dragons
• If you want to plunder some old resources, you can
find an archive of all the old TSR materials here.
They are broken down by book source.
• If you want to chat with some other spelljammer
fans, come by www.reddit.com/r/spelljammer or
head on over to Sages of Spelljammer on Facebook.
• If you want a more faithful adaptation to 2e,
something that gets more technical than this
supplement, check out /u/Trickishwheat8's The
Updated Spacefarer's Guide.
ADDITIONAL RESOURCES
83
CREDITS & SOURCES
his supplement was put together for free • Page 22: Mind flayer and miniature giant space hamster
artwork was published in Dungeon of the Mad Mage
T
and I have not made or seek to make (2018) by Wizards of the Coast.
money off of it, nor should anyone else. • Page 23: The scro sailor is from the Forgotten Realms
I'm just a fan of this setting and want to Wikipedia page on the scro, here.
offer a way to play it in 5e! I don't own • Page 24: The xixchil artwork was done by Kitet and posted
Dungeons & Dragons and I don't own the on tumblr. It was a commission for cirnineball for their
rights to Spelljammer. Much of what is in this xixchil character, Zoomy.
supplement comes from information that can be • Page 27: The throne picture was found on Purius’
googled or original ideas by myself or others. In this Spelljammer for 5e conversion, here.
section, I'll be attempting to give thanks to everyone • Page 28: The explosion artwork is from the Magic the
Gathering card Day of Judgment, drawn by Vincent Proce.
that helped along the way. • Page 30: The wizard casting into the sky is from the Magic
First off, big thanks to Jeff Grubb and the other the Gathering card Pact of Negation, drawn by Jason Chan.
writers and designers on the Spelljammer team back at • Page 32: The wizard in a vortex of magic is from the Magic
TSR who helped bring this setting to life. Although the Gathering card Muse Vortex, drawn by Kieran Yanner.
Wizards of the Coast hasn't published much of • Page 33: The large black orb sucking up bodies is the Magic
Spelljammer since the original run, the fact that it the Gathering card Damnation, drawn by Kev Walker.
holds an esteemed position in the community speaks • Page 35: The image of the Halfling or gnome with a sword
volumes to how creative and great a setting it is. is called Bosun Blacknose, drawn by FStitz and posted on
Second, huge thanks for the Mage Hand Press team. their deviantart here.
• Page 36: The image of the rat humanoid is by Tamás Patkós
After spending months trying to find a way to make and posted on their artstation here.
ship combat feel fun, it was your combat system in • Page 38: The woman with a cannon on her shoulder is by
Dark Matter that inspired me the most to get this Alexandr Leskinen and posted on their artstation here.
project going and carry on with it so long. I'm looking • Page 39: The imagine of the stone throne is the Magic the
forward to getting my backer kit, and I recommend Gathering card Throne of Death, drawn by Jason A Engle.
everyone else who reads this far to go check out their • Page 41: The image of a ship sailing into space is from a
stuff, here. video made for Voyage of the Corvus Corrone. It was
Alright, now some specific thanks: uploaded to DeviantArt by artist redkidOne here.
• Page 42: I created the the "Diagrams: Cone of Movement"
ARTWORK using GIMP.
• Page 45: The image of a ballista bolt with a fiery dog head
• Cover Page: The Spelljammer logo was originally designed is from the Magic the Gathering card Open Fire, drawn by
by Doug Watson and the cover art behind it was done by Jason Kang.
Jeff Easley as the cover art for the original Adventures in • Page 46: The image of a giff with a gun resting on its
Space boxed set, originally published by TSR, Inc. in 1989. shoulder was found on the cover of “Giff, a New Playable
• Page 4: The Extent of the air envelope image was taken Race for D&D 5e” by Benjamin Huffman, and currently
from this page. No original source is cited but the design is available on DMsGuild for purchase.
based off of the image on page 7 of The Concordance of • Page 50: The picture of a Gith aboard a flying ship is the
Arcane Space (1989), published by TSR, Inc. cover of book 2 of the Blades of the Moonsea trilogy by
• Page 5: The artwork I use to represent the crystal spheres is Richard Baker, titled *Corsair*.
a colorized version of the Flammarion engraving (1888) • Page 52: Picture of The Spelljammer was done by Jeff
done by Robert Aulicino for the book *The Discoverers* by Easley and published in The Legend of Spelljammer (1991)
Daniel Boorstin, published by Random House in 1983. by TSR, Inc.
• Page 6: The artwork I use to represent the phlogiston is • Page 53: The image used to represent a Battle Flitter is
named *Sky Travel* by Bianca Morelos. You can find her called "Corsus Guardian" by Kyle Enochs, posted to his
artwork here and you can order prints of this image here. artstation. This creature was used as a boss in the game
• Page 7: The artwork of the Astral Sea is by Ari-Matti Remnant: From the Ashes, by Gunfire Games.
Toivonen, uploaded to his artstation site. • Pages 51-75: The art for the following ships all come from
• Page 8: The depiction of a dwarven cleric of Ptah was made images available on TSRarchive.com:
by joeshawcross for Kobold Press. Joeshawcross' Dragonfly, Wasp, Cutter, Tradesman, Galleon, Nautiloid, Mindspider,
DeviantArt is here and the version used by Kobold Press is Dragonship, Squid Ship, Hammership, Triop, Man-o-War, Octopus, Battle
here. Dolphin, Dreadnought, Whaleship, Clipper, Cuttle Command, & Deathspider.
• Page 9: The picture of the city is from the Magic the • Pages 55 & 62: Threshership & Turtle Ship artworks were
Gathering card Access Tunnels, drawn by Alayna Danner. created by Lauren Decker, who is both a talented artist and
• Page 10: The flag of the Elven Imperial Navy was created a fun person to have in a D&D game!
by John “Paladine” Baxter. • Page 74: Armada image came from lost.spelljammer.org
• Pages 13-15: The simple system maps for Realmspace, with a cutout done by me. Original author and copyright
Greyspace, and Krynnspace were created by me using information is on the image itself.
GIMP. Planetary assets are by Tiffany Munro. Her site is • Page 76: Tsunami comes from here. Artwork is by Diesel
here. (David S. LaForce) and copyright TSR, Inc. 1992.
• Page 17: The image of the Rock of Bral was found on the • Page 78: The giant star creature was drawn by Geoff Tice
Forgotten Realms wiki without a source. Another source and posted to reddit here.
credits Silverblade the Enchanter's DeviantArt, but I could • Page 79: The image of the demons and angels battling
not find this particular image on their shared images. between ribbons of earth is from this post on Reddit. One
• Page 18: Dohwar was drawn by John Terra and published user says its title is “God’s Creation”.
in Monstrous Compendium - Spelljammer Appendix II • Page 83: The image of Jace reviewing a book is the Magic
(1991) by TSR, Inc. the Gathering card Pore Over the Pages, drawn by Magali
• Page 19: Dracon was drawn by David O. Miller and Villeneuve.
published in The Complete Spacefarer's Handbook (1992) • Throughout: Affinity Producer Template by Nathanaël
by TSR, Inc. Roux - https://www.barkalotdesigns.com
• Page 20: Giff artwork was published in Mordenkainen's
Tome of Foes (2018), page 204, by Wizards of the Coast.
• Page 21: Hadozee artwork published in Stormwrack
(2005), page 152, by Wizards of the Coast.
AUTHOR
This supplement was put together by Sesserdrix (me!).
You can reach me on Discord at Sesserdrix#7270 if you
have any questions, concerns, or ideas.