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Spelljammer: More Adventures in Space is unofficial Fan Content permitted under the Fan Content Policy.

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

SPELLS ......................................................... 28 CHAPTER 6: DM RESOURCES 77


Mega Spells ..................................................................28 TRAVEL RULES ............................................ 77
Spell Descriptions.......................................................29 Chart Navigation.........................................................77
CHAPTER 4: SPELLJAMMER COMBAT 34 Traveling Between Planets........................................77

MEGA SCALE ............................................... 34 BUILDING A SPHERE ................................... 77


Grid Combat ................................................................34 Creating Your Setting.................................................78
Ship Weapon Attacks .................................................34 Random Sphere Tables ..............................................78

BRIDGE CREW ROLES ................................ 35 RANDOM PLOT HOOKS .............................. 78


ROLES DESCRIPTION .................................. 35 MEGA CREATURES ...................................... 80
Boatswain .....................................................................35 Example Mega Creatures ..........................................81
Captain..........................................................................36 NOTES FROM THE AUTHOR ........................ 82
Fighter Helmsman......................................................37
Gunner ..........................................................................37 ADDITIONAL RESOURCES 83
Helmsman ....................................................................38
CREDITS & SOURCES 84
INTRODUCTION
knight standing on the deck of a ship in space. He
WHY ANOTHER SUPPLEMENT?

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

CHAPTER 1: THE SETTING


5
might be in Forgotten Realms, that power doesn't That said, the phlogiston has some odd properties.
extend to Dragonlance or Exandria. First, if ignited, the fire always seems to backfire,
In the same way, it allows each setting to play by its resulting in many, many failed attempts to weaponize
own rules without interfering with other settings. It's it. Even if it was weaponized, the phlogiston dissipates
almost like each crystal sphere contains its own little in a matter of seconds when it crosses the threshold of
universe. Want a low magic setting? Maybe a sci-fi a crystal sphere. No one is sure why this happens, but
setting? Maybe one where people are slowly driven it is a good thing. If the phlogiston were ever to flow
insane due to an eldritch horror living in the sun? into a crystal sphere, it would quickly find its way to
Maybe you want a sphere that just has a bunch of the sun and destroy the entire solar system.
space turtles with worlds on their backs. All of this is Even more oddly, the phlogiston seems to block any
possible without influencing another setting by simply dimensional, planar, or conjuration magic. You may
containing it in a crystal sphere. have wondered why anyone would worry about food
Passing through a crystal sphere can be a bit of a when you can have a spellcaster conjure food & water.
chore for a new adventurer. Natural portals appear and This is why. Teleportation, plane shifting, conjuring
disappear seemingly at random along the crystal food, speaking to a planar being, even using a bag of
sphere. These portal scan be located with lower level holding all fail in the phlogiston (though the bag of
divination spells for the starting spelljammer crew, holding does resume functionality when back in
however with higher level magic or the right wildspace!) Simply put, while you're in the phlogiston,
equipment on the spelljammer, portals can be created you are completely blocked off from the outside world.
when required. As a result, even gods can't influence what goes on in
the phlogiston. While a cleric, paladin, warlock, or
THE PHLOGISTON anyone else who draws their power from a planar
Now lets say your spelljammer conveniently has access source is able to cast spells in the phlogiston, they don't
to a way of creating a portal through the crystal recover spell slots above2nd-level until they return to
sphere. In the same way a sailor leaves the waters of wildspace. Luckily, the threats faced in the Flow are
the Caribbean behind to set sail across the open ocean, few and far between, as the ocean is vast and
your spelljammer sets sail from wildspace into the encounters are rare.
rainbow ocean known as the phlogiston. The Word “Spelljammer”
Also called "the Flow", the phlogiston is a highly
You may have noticed that the word Spelljammer is used in
flammable rainbow substance that fills the space
between spheres. Picture a fish tank, infinite in size different ways. It can refer to both the campaign setting (when
and full of a rainbow substance. Floating around in capitalized) and to a spacefaring ship. Although a spelljammer is
that substance are golf balls that slowly drift around. really a ship that uses a Spelljammer Helm, people commonly
Within each of these golf balls exists a system, a D&D use the term to refer to any spacefaring ship.
setting. This is the universe of Spelljammer at its
highest point.

CHAPTER 1: THE SETTING


6
THE ASTRAL SEA THE INFINITE PLANES
We've now seen the entirety of the material plane from The Infinite Planes model holds that every plane that
the point of view of Spelljammer. We've envisioned the has ever been published or that the DM can imagine
fish tank full of rainbow substance with golf balls exists in the Astral Sea. These planes are completely
floating around inside of it, each one containing a independent of one another and the material plane
different campaign setting.This is the universe that until they are bound by thought, belief, and the faith of
Spelljammer focuses on, but this isn't the end of the people in a crystal sphere on the material plane. This
universe! Be warned, this section is entirely beyond means that the population of each sphere create links
original Spelljammer lore. to a subset of the infinite planes, which creates that
Beyond the material plane there is a place called the setting's planar cosmology. Even people who travel to
Astral Sea. This sea is a realm of other-dimensional that sphere are bound this way.
nothingness, unbounded and endless, a transitory step For example, lets say a crew from Faerun who believe
between any position on the material plane and the in the existence of Mount Celestia were to travel to
other planes of the D&D universe. There is no gravity Eberron where there is no Mount Celestia. Although
or air here other than that which you bring with you. those people know about Mount Celestia, a Plane Shift
As we are now beyond the material plane, we are now spell couldn't bring them there as Mount Celestia isn't
well past my comparison between sailing the ocean connected to that sphere through the Astral Sea. On
and sailing through space. the other hand, some planes are the same between
The Astral Sea contains gateways to and from settings, like Arvandor existing in both Greyhawk and
various worlds. The sea lanes that pass through this Forgotten Realms. In that case, you can get to and from
place between planes are rarely safe from pirates or Arvandor in both spheres.
planar threats. A trip through the Astral Sea is Given that there are infinite planes and the universe
dangerous, but it goes with sailing to the planes. is huge, you should never realistically run out of stuff
to explore!
PLANEJAMMER
If you do a cursory glance of various settings in D&D MAGIC TRANSPORTATION
5e, you'll see that many deal with planes in a different This brings up questions of how magical teleportation
way. Some settings are untouched by the planes. works. I use the following limits:
Others use the classic model, the Great Wheel. Yet • Teleport allows you to move between any two
others have their own planar model, like Eberron. points in your current crystal sphere or plane.
When we run a game of Spelljammer that allows • Plane Shift allows you to travel between your
characters from one setting to travel to another,we are current sphere and any linked plane, between any
directly confronted with an issue: How do we deal with linked planes, or from one of those planes back to
the fact that people from Eberron can only see and a linked sphere.
interact with planes in the Eberron source material • Dream of the Blue Veil allows you to move
when they go to a different setting? between two crystal spheres, but not within one
Planejammer is the name given to the homebrew
effort to merge Planescape and Spelljammer into a
single overarching setting. Since it is homebrew,
everyone ultimately has their own idea about how
these two fit together, but my interpretation is what I
call the Infinite Planes.

CHAPTER 1: THE SETTING


7
FAITHS OF THE SPHERES the spacefaring Temple of Ptah grant Ptah far greater
prestige than such a minor title. The Temple of Ptah
"Spelljammer was initially thought of as being AD&D in space believe that Ptah is the creator god of the spheres, the
(Sorry - Innnnn Sppaaaaace!), but soon became obvious as a one that first found a way to separate wildspace from
way to tie the existing campaigns together. One of the the phlogiston.
challenges of all the campaigns existing in the same reality, was Priests of Ptah are fanatics about converting people
that there are small differences like gods, for example, some of to their faith. They argue that since they can recover
which overflow into other campaigns and others which do not. spell slots in any sphere, it shows that they have found
And things like the constellations of Krynn moving around . the originator god from which all the spheres were
Crystal spheres, enclosing each solar system in its own forged. Opponents rightly point out that the Temple of
container, were the answer to that." Ptah is simply old enough and has such wide reach that
-Jeff Grubb they have worship in most spheres. Their access to
magic comes from them being widespread, not
Those who have tried to merge the settings together because Ptah has some special status.
have often run into little hiccups. Often, these hiccups In their zealotry, the priests of Ptah will often
are easy enough for a DM to handle by just ruling conflate Ptah with whatever god is at the top of a
things at their table. Want to stick to the Forgotten pantheon they run into to try to show that Ptah is the
Realms pantheon? The DM says it and it is so. A supreme ruler of all pantheons. This has gone so as far
campaign setting like Spelljammer isn't afforded that as to have the Priests of Ptah saying that Ao the
same luxury as it needs to exist within the models of Overgod of Realmspace is an aspect of Ptah. This
other campaign settings. stance often leads to others being hostile to them.
I concluded the last section talking about a Suggested Domains: Forge, Knowledge
homebrew way of bringing a Spelljammer game to the
planes. In this section,I'll be returning to Spelljammer
lore to talk about how the gods are kept from
overlapping between settings.

FAITHS OF THE SPHERES


How is it that one god has so much power in one
setting but not in another? In Spelljammer, the answer
is rather simple: No matter how strong a god is in one
sphere, that power doesn't translate to another sphere.
No matter how hegemonic their power may be in their
sphere, the sphere itself is a hard limit. If a god wishes
to have power in another sphere, they need expand
their religion and get followers in that sphere.
A consequence of this is that classes like cleric or
paladin that derive divine power from a deity end up
beyond the reach of their god. Luckily, there are two
divine spells included in this supplement that help
account for this: Contact Home Power and Detect
Powers. These spells allow the cleric or paladin to once
again regain spell slots while they are away from
home. Paladins that worship an ideal rather than a
specific god will still want to use Detect Powers, as it
links them up to the power of that ideal in the new
crystal sphere.
Warlocks are able to bypass this limitation because
their patrons are generally lesser planar beings that
don't have the same power as a god. Gods tend to only THE PATH AND THE WAY
get concerned about the intervention of other gods. Originating from the continent Kara'tur of Toril (the
If a cleric or paladin were to spend the time to spread Forgotten Realms campaign setting), the Path and the
the faith of their god in another sphere, they would Way is a general name that refers to the countless
start regaining spell slots as normal. Though be variations of belief in the celestial bureaucracy. This
warned, the gods of that sphere may take issue with a belief holds that the entirety of the universe and the
cleric or paladin coming along to proselytize the faith planes is all a well managed and organized
of an interloping deity. bureaucracy with specific powers taking on unique
Some gods already occupy multiple spheres, giving roles within that bureaucracy.
their clerics and paladins more freedom. Think of how Funny enough, there is great disagreement over
many different settings use Correlon and Lolth. which gods fill which roles at which time, resulting in
Worship of these gods can be found in multiple this faith splintering into countless factions with their
settings, and so the clerics and paladins of those faiths own interpretation. It doesn't appear to matter much,
have power in those settings. There are also a handful however. Paladins and clerics of the Path and the Way
of popular faiths in Spelljammer that are present are able to recover spell slots in spheres with any of the
almost everywhere. These faiths are the Temple of various factions of the Path and the Way, suggesting
Ptah, the Path and the Way, and the Celestians. that they are all correct and connected in some divine
way. As such, a cleric from Kara'tur in Realmspace that
THE TEMPLE OF PTAH sees the Overgod Ao as the head of the celestial
Ptah is among the oldest of the known gods to exist. bureaucracy is still able to recover spell slots if they
While groundling civilizations based off of Egyptian were to travel to Greyspace, where the followers of the
mythology see Ptah as a god of artisans and designers,

CHAPTER 1: THE SETTING


8
Path and the Way believe that Boccob resides at the
top of the celestial bureaucracy.
Although this faith is split into many factions,
the factions rarely war with one another in a
violent fashion. They work with one another
readily enough, even if they have different
interpretations. This has allowed the Path and the
Way to be a considerable power in the spheres. On
top of that, they have no overt enemies. Since the
followers of the Path and the Way believe that
everything has its place in the celestial
bureaucracy, they don't make enemies easily. Only
those who subvert their faith or attack their people
are enemies.
As you can probably guess, the only people they
have issue with are the followers of Ptah who
claim it is Ptah at the head of the celestial
bureaucracy. This dislike hasn't turned into
bloodshed, but tensions do grow with time.
Suggested Domains: Order, though all domains
have a place in the Celestial Bureaucracy.
THE CELESTIANS
The Celestians are a loosely knit group of religious
people that follow the god Celestian from
Greyspace. They build their temples exclusively in
space, out of the influence of planets. They believe
firmly in being a traveler, not settling down into
one place or another. It is their belief that a good
life is one spent traveling across as many spheres
as they can and seeing as much of this world as
possible. Some say that Celestian ranks his
followers in the afterlife based on how many places
they have visited.
Celestians have the ability to recover their spell
slots in any sphere so long as they are in wildspace.
Even if the faith of Celestian hasn't reached that
sphere, they are still able to recover spell slots
provided they are in wildspace. So while
recovering spell slots on a planet or other celestial
body requires worshipers in the sphere, wildspace
itself is the domain of Celestian and is always a
place that they can recover spells.
Celestians have allies of convenience. Since they
rarely get involved in war or conflict, Celestians
are only really valued for their wanderlust.
Worshipers of Celestian will often take long
voyages that other Helmsman would reject. Many
trading companies deal with the Celestians for this
reason. Their alliances have limits though.
Celestians will not fly warships or any ships that
carry slaves. They don't seek war or conquest, and
they won't aid others in doing so. They are allowed
to aid mercenaries, but only when the mercenary
work is defensive in nature.
Their best alliance is with the Seekers, with there
being substantial overlap between the two group's
memberships.
The Temple of Ptah has a deep seeded hatred for
the Celestians because of their ability to recover
spells in any sphere. The Temple of Ptah often
claims their ability to recover spell slots in any
sphere is proof of Ptah's supremacy.
Suggested Domains: Knowledge, Peace.

CHAPTER 1: THE SETTING


9
FACTIONS Both of these missions are coordinated through
their base of operations, Lionheart. Lionheart is the
Since Spelljammer incorporates other settings into name of a collection of Armadas that have been joined
it, Spelljammer is not just host to a variety of faiths, together into a base. This base has been blessed
but also factions. These factions are each seeking to directly by the Seldarine to make it into a mythal, one
achieve something out in the stars. The list in this capable of transporting the entire base from one
section is not exhaustive. Dms are free to create or sphere to another. This mobility has helped assure that
interpret these factions differently than I present. no matter how deadly a threat the elves face, they will
More information on these factions can be found in never have their main base of operations cornered.
CGR1 The Complete Spacefarers Handbook (1992), As a result of all of this, the Elven Imperial Navy has
originally published by TSR, Inc. become one of the largest military forces found in the
spheres. Although their arrogance is obvious to
MILITARY FACTIONS anyone who meets them, they are generally through of
Military factions are those who tend to get as a force of stability, which in turn drives trade.
involved in combat to pursue their THE COMPANY OF THE CHALICE
goals. These groups vary on their This organization is primarily made up of
approach and their goals, but each people devoted to protecting people
will fight to achieve their goals. against the dangerous threats found in
ELVEN IMPERIAL NAVY wildspace. With so many threats faced
Ever since the elves first from neogi, beholders, renegade
began to plan their illithids and the like, this
departure from the organization is devoted to
Feywild and going to the protecting people from them.
material plane, a small If a sphere has a branch of the
contingent of elves Company of the Chalice, that
were fearful of what branch is run by a single Knight
this could mean for Commander. There's never
their species. more than one branch to be
Separated across found in a single sphere. It is
various worlds, their the purview of this Knight
species could become Commander to choose how
more fractured than justice is to be enacted within
ever, and as a result, the sphere and which evils
become more should be hunted down.
vulnerable to their While enemies like the neogi
enemies. Rather than make for easily agreed upon
join the others on the enemies, sometimes different
various worlds, these Knight Commanders will
elves decided to disagree. Although the Knight
migrate to space to act Commander gets to choose for
as a cohesive force for their sphere, if they begin to
elf-kind. These elves use the Company of the Chalice
formed the Elven for selfish purposes or prideful
Imperial Navy. goals, they may find themselves
Through careful the target of another branch.
cultivation of the starfly THE PRAGMATIC ORDER OF
plant, a plant native to
wildspace, the original THOUGHT
members of the Elven The Pragmatic Order of Thought,
Imperial Navy managed to grow often referred to just as "Pots" is an
the first of the Armadas. These organization devoted to undermining
massive butterfly shaped slavery and assuring the promises of
spelljammers could host hundreds of freedom and liberty among the various
elves and carry them through space for species of wildspace. From the point of view of
an extended period of time. This is achieved the Pots, not enough is being done to counteract
through carefully cultivated gardens that regularly slavery in wildspace. Both the neogi and illithids are
replenish the air envelope. well known for taking humanoids as slaves, and while
Before long, the Elven Imperial Navy began to grow a it is true that slave trading is illegal with both the
smaller form of the Armada called the Man-o-War. Elven Imperial Navy and the Company of the Chalice,
Then they grew the Cutter and finally the Flitter. Each more needs to be done and it needs to be done now.
of these is a smaller version of the previous, and all This organization is highly decentralized, with
together they make up the backbone of the Elven various splinter cells each focused on a different task
Imperial Navy. without much coordination between cells. In places
Their primary mission is two-fold: First, they battle where slavery is illegal through another powerful
the enemies of elf-kind across the many spheres and faction, the Pots work as spies to root out underground
do so in support of groundling elven civilization. slave rings and bring them to justice. In spheres where
Second, they coordinate between all of elf-kind by slavery isn't illegal, whether it be due to anarchy or
performing an annual check up, dispatching a ship to despotism, Pots run safety shelters and help smuggle
check in on every major known settlement. slaves out of these spheres and work to undermine
slavery operations at every turn.

CHAPTER 1: THE SETTING


10
Some organizations that agree with the anti-slavery THE SINDIATH LINE
focus of the Pots feel that the Pots are losing focus on In the aftermath of the First Unhuman War, the defeat
the big picture and there is a way to effect greater of the goblinoid forces left the Elven Imperial Navy as
change at a higher level. Pots disagree with this the de facto hegemon around the Known Spheres. The
reasoning. If given the chance to save 10 slaves now or Elven Imperial Navy started to police trading lanes
leave them to save 10,000 slaves later, Pots will between planets and between spheres, seeing this as
generally choose to save the 10 slaves now. That said, if necessary to preserving elf-kind. As you might
both are possible, they'll definitely do both! imagine, many grew uncomfortable with constant
THE TENTH PIT elven military presence.
As the situation became more hostile, an elven
Freedom is secondary to security and peace. This is the admiral named Sindiath offered an alternative. He
central tenet held by The Tenth Pit, a small but highly would retire from the Elven Imperial Navy and take a
organized group that present themselves as a force for handful of the ships that were policing these lines.
stability, but ultimately seek to serve their own self- These ships would be rebranded as a private
interest through control. To those of The Tenth Pit, mercantile organization called The Sindiath Line.The
there is nothing wrong with being a tyrant, a despot, a Elven Imperial Navy would still control this group
cruel monarch, just so long as that restrains behind the scenes, but to the people of the spheres, it
lawlessness and brings stability to the lives of those in would appear as an independent trade and
wildspace. Those who support The Tenth Pit either join transportation organization. Should any of their ships
to lead and control others, or to benefit from them ever find a threat to elf-kind, they would immediately
when they get to power. report it back to the Elven Imperial Navy.
The Tenth Pit isn't large enough to single-handedly In modern times, The Sindiath Line has control of
control a sphere. Instead, they tend to find corrupt hundreds spelljammers, all of which travel between
leaders and work in support of them. So long as that the spheres, making money through trade and
leader turns a blind eye to smuggling, protection passenger transportation.
rackets, and all sorts of exploitation,that leader gets a
kickback and the support of the membership of The THE CHAINMEN
Tenth Pit. The Chainmen is a human operated slavery
THE TRADING COMPANY organization that actively seeks to acquire slaves and
sell them to whoever is looking to buy. As a result, The
This poorly named group isn't actually a mercantile Chainmen are hated and feared by most decent folks in
organization, it's a mercenary company. They sell the spheres, but regrettably they can be found in many
mercenary and full-scale military contracts to the port cities.
highest bidder without any concern for the morality or As a mercantile organization, The Chainmen avoids
goals of either side. All that matters is who pays the getting involved in taking slaves from other
most. The only lines for The Trading Company is that spelljamming civilizations. Though they are known to
they won't sell mercenary contracts to opposite sides swoop down and abduct groundling humanoids into
of the same conflict and once a contract is paid for, it is slavery, when it comes to wildspace, they work
guaranteed. A mercenary of The Trading Company is through other means. They will often set up contracts
loyal for the duration of their contract and will never with governments to get rid of unwanted prisoners in
break it. Perhaps most unusually, The Trading their dungeons. Another common practice is for The
Company will even offer military contracts to help Chainmen to offer bounties on criminals against the
groundling civilizations wage war. local government, usually at a higher price than the
Mercantile organizations are exactly what you local government would pay. Unfortunately for many,
expect: They are groups devoted to making profit by The Chainmen rarely concern themselves with making
trading goods between spheres or planets. Travel sure a bounty is legitimate, resulting in many being
between spheres can be rather difficult by magic, even put in chains on the claim that they're a criminal.
more so when you want to bring a lot of stuff along
with you. As a result, spelljammers hauling goods
between spheres is a common way of making money MISCELLANEOUS GROUPS
and paying for ship upkeep. There are a few other factions found in wildspace, but
they don't fit as either military or mercantile.
THE SMITHS' COSTER
This organization is devoted to the creation and sale of THE SEEKERS
weapons and armor. They focus on designing unusual This organization has a singular focus on learning
weaponry and innovative armor, and bringing that to more about space and the big questions that are still
spheres with people who don't have that kind of unanswered. For a long while now, academics have
equipment. The Smiths' Coster is largely responsible noted that the edge of a crystal sphere is always twice
for the spread of gunpowder weaponry through the the distance from the primary system body as the
spheres. If you need a gun, an exotic weapon, strangely farthest out planet. Every sphere seems to follow this
fitted armor, look no further. pattern. Why were they created this way? And by
whom? Is there some greater purpose behind this
GASPAR RECLAMATIONS oddity? These are the types of questions The Seekers
Gaspar Reclamations is a young organization founded like to investigate when traveling through the spheres.
by the mage Gaspar. This company sells many magic The only people they make their enemies are those
items and offers their services to track down magic that spread lies.
items that aren't often held in stock. They are rather
successful in acquiring just about any magic item you THE XENOS
could want, except for artifacts (and even that might be The Xenos are a group of human supremacists with a
possible!). deep hatred for non-human life. They actively seek to
destroy or subjugate any non-human species found
around the spheres. In the point of view of the Xenos,
CHAPTER 1: THE SETTING
11
the elves didn't just start leaving Faerun for Evermeet, PRIMARY: THE SUN
they were fleeing the Time of Troubles which they Realmspace has a large, fiery yellow colored sun. The
started. The elves could have wiped out the orcs once sun hosts portals to the Elemental Plane of Fire which
and for all at the end of the Unhuman Wars, but they keep it lit up in flame and is home to fiery creatures.
didn't because they wanted to keep the orcs around to
use against groundling humans and maintain their ANADIA
position of superiority. Both of these claims are false, Anadia is the closest planet to the Sun in Realmspace.
but the Xenos spread these kind of lies to bolster The vast majority of the planet is covered in umber
support for their cause. This has made them an enemy hulks, with the exception of the two poles. The two
of the Seekers. poles have a more reasonable climate, resulting in lush
and fertile earth. The north pole is ruled over by feudal
THE SHAPERS halflings beneath an emperor. The halflings here keep
This group is a coalition of various spellcasters found non-halflings in reservations or in guarded slums,
across the spheres who come together to share claiming it is for their own protection from clever
knowledge of magic between one another. They have a halflings. The south pole lacks a hierarchical structure,
strong interest in maintaining stability and order with halflings split into various family factions and
around them so that way they can focus on their clans, only trusting those they already know.
spellcraft. This has made the Shapers an ally of anyone
that promises to leave them alone to their Art while COLIAR
keeping the distractions to a minimum. The next planet from the sun is Coliar, a gas giant
If someone is ever looking for some sort of rare made up of breathable air with large chunks of earth
magic from some specialized school of magic, the making up islands that float around rapidly within.
Shapers will generally know someone who can help. There are three dominant lifeforms in this cluster:
lizardfolk, aarakocra this planet are lizardfolk,
POINTS OF INTEREST aarakocra, and dragons. While the lizardfolk and
aarakocra are in constant war with one another, the
In this section, I'll be going over a few major points of
interest established in the Spelljammer lore. This dragons play both sides off of one another, and neither
includes the solar system of Forgotten Realms side is willing to pick a fight with them. Aarakocra love
(Realmspace), Greyhawk(Greyspace), Dragonlance to fly the winds of Coliar while lizardfolk value how
(Krynnspace), and more. Finally, I'll talk about the close it is to the sun, believing that being close to the
Rock of Bral, an asteroid city that can snap into any sun makes their eggs hatch stronger offspring. All
sphere to start a game! three deal with spelljammer society.
The information in this section is going to be a bit TORIL
sparse,so that way I don't run afoul of the Wizards of The third planet from the sun is Toril, the one you are
the Coast fan content policy. For more information, likely most familiar with. The continent of Faerun is
check out the original Spelljammer: Adventures in the main setting for Forgotten Realms, while the
Space (1989) boxed set. Chapter 4 of the Lorebook of eastern continent Kara'tur is the setting of Oriental
the Void will go into more detail. Adventures. South of both of these is Zak'hara, where
the Al-Qadim setting takes place. Most civilizations in
TYPES OF CELESTIAL BODIES Faerun and Zak'hara are not aware of spelljammer
In Spelljammer, celestial bodies come in many shapes society and not many seem interested in introducing
and sizes. Remember that these celestial bodies didn't them to it. Toril is best known in the stars as the home
form through natural processes, but through for one of the main branches of the Elven Imperial
construction by gods and beings of substantial power. Navy in Evermeet, as well as for the nations of Shou
In the following sections, you'll see me refer planets Lung and Wa in Kara’tur. The Path and the Way has
as earth body or air body, etc. This is a categorization spread far from Shou Lung through voyages of their
system used in Spelljammer to define what kind of Treasure Fleet of Dragonships, plus the people of Wa
celestial body it is. There are five types: earth, air, are known throughout the spheres as the creators of
water, fire, and life. The type is determined by the the legendary Tsunami spelljammers, considered by
composition of the celestial body from surface to core. many to be among the greatest ships designed yet.
For example, earth is an earth body planet because it is Toril has a moon named Selune which is the home to
primarily earth from surface to core. A water planet an unknown race of pale humanoids. Most
would be water from surface to core, and a living spelljammer civilization lives in the Tears of Selune,
planet would be plant life from surface to core. an asteroid field which follows Selune.

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

CHAPTER 1: THE SETTING


13
of The Grinder support spelljammer civilization, other GREELA
parts are full of monstrous creatures and undead. Be Our next planet is really a collection of small
wary when traveling through The Grinder. planetoids called Greela. These planets are mostly
EDILL lush, becoming increasingly dense with plant life as
you get closer to the center of Greela. The primary
Edill is the first planet as we move out from The occupants of Greela are elves, though each planetoid
Grinder. It is an air planet with sporadic islands. Edill has its own ecosystem of predators.
is primarily occupied by dragons who use these
scattered islands to lay eggs and keep mobile treasure THE SPECTRE
hoards away from thieves. The final celestial body in Greyspace is the Spectre. It
GNIBILE is named this because it seems to blink in and out of
existence from the point of view of Oerth. In truth, the
Next out is the planet Gnibile. Gnibile is an air body Spectre is a disk world that spins on its orbital path,
world, but the air is completely unsuitable to life. The meaning that a viewer from Oerth might see one of its
planet seems to have strong connections to the two faces in full, or it may be flat and therefore
negative energy plane, resulting in the world being practically invisible to a viewer from Oerth.
occupied by undead. It is not uncommon to hear There is no natural animal life on The Spectre, even
stories of ghostly spelljammers sailing out from though the disk could easily support it. This has made
Gnible and taking to the stars. None of these stories The Spectre a favorite location for spelljammers to set
are confirmed, but it doesn’t stop the rumors. up outposts and cities for traveling ships.
CONATHA
The next planet out is Conatha. Conatha is a large KRYNNSPACE
oblong water planet with a pair of large chunks of Krynnspace is home to the Dragonlance campaign
earth at its core separated by a few thousand miles. As setting. Relative to Greyspace and Realmspace, the
these two large chunks of earth revolve around one gods of Krynnspace are few in number but
another at the core, the waters also move. This makes significantly more active and meddlesome in the
Conatha look almost like an ooze toppling over itself affairs of mortals. This makes travelers a bit wary of
repeatedly as it orbits Oerth.Conatha is full of this sphere.
sahuagin, whales, triton, and other aquatic creatures. For more detail on Krynnspace, look up SJR7
Due to its odd orbit pattern, there are no islands. Krynnspace (1993), originally published by TSR, Inc.
GINSEL PRIMARY: THE SUN
Our next planet is a crescent shaped planet called To date, no one has discovered anything unique about
Ginsel. Although it is a crescent world, it is probably the sun of Krynnspace.
better thought of as a spherical world with a giant bite
taken out of it. There are creatures all over the surface SIRION
and within the crescent. This heavy population has Sirion is the first planet out from the Sun. As one
resulted in not much wildlife being left on Ginsel would expect, it is a fire body planet. The surface is
outside of those creatures which are raised in ranches cool enough to allow a crust of basalt to form for fire
and on pastures by the primarily feudal societies. creatures like salamanders and efreet, but it remains
These societies regularly war with one another and all hot enough that the surface is constantly shifting. Only
are generally looking for ways to overcome their rivals. around the north and south pole is there any amount
of geological stability.
BORKA
Borka used to be a goblinoid stronghold before the REORX
Elven Imperial Navy had the planet destroyed during The next planet out is Reorx. It is an earth body planet,
the Unhuman Wars. All that remains of Borka are vast but unlike those we've talked about so far, Reorx is not
small chunks of sandstone connected by a shared air smooth. The entire surface is covered in ravines, tall
envelope. The goblinoids who survived this mountains, and deep chasms. It's almost like a ball of
destruction and still live on Borka attack anyone who clay that has been badly scratched all over the surface
gets close on sight. They can't afford word getting to by a cat. All bodies of water exist within these chasms,
the Elven Imperial Navy that there are still goblinoids sometimes reaching up to the top. They are not wide or
living on Borka.
CHAPTER 1: THE SETTING
14
circular, they are always in these long cuts across the Clusterspace is an easy sphere to get into, but
surface of the planet. difficult to escape. It has rivers leading to it from
The planet is inhabited by dwarves, Krynnish Krynnspace,Greyspace, and Realmspace, yet it is often
gnomes, and mind flayers. It also has a single moon avoided. Spelljammers find it easy to find portals to
called The Hammer. get in, but portals leading out are nearly non-existent
and inaccessible to normal spelljammers even when
KRYNN found. Only the living ships of the Elven Imperial
Krynn is the center of humanoid activity in Navy seem to be able to escape.
Krynnspace and the location of the Dragonlance As you might imagine from the name, most celestial
campaign setting. It is an earth-like planet covered in bodies in Clusterspace are clusters of small objects.
the ruins of an ancient advanced civilization that was There are numerous asteroid belts, a pair of suns, large
destroyed by a meteor strike (potentially from the nebulae made up of space debris and gas, and so on.
gods). Krynn has 3 moons named Nuitari, Lunitari, Most civilization you find in Clusterspace is going to
and Solitari. All are considered to be uninhabited, be made on clusters of asteroids that are connected by
though Krynnish gnomes have been seen exploring bridges and ladders.
them from time to time. Clusterspace has just about every species you've ever
imagined trapped there. The neogi and illithids make
CHISLEV for common enemies, but other people trying to
Our next planet is Chislev, an incredibly dense forest escape are just as dangerous.
world. Although it is technically an earth body planet, Although this makes it sound like Clusterspace is a
at this point it is called a 'living world' because plants blank slate, many of the destroyed planets that now
grow everywhere, including on and from other plants. make up the clusters of floating space debris hold
This means you're unlikely to ever find the ground ancient ruins that suggest Clusterspace is the origin
without a lot of hard work cutting down into thicket. sphere of the mind flayers.
Weather is always stormy and rainy on Chislev.
Traditional humanoids don't find Chislev to be a good
place to live. Instead, it is giants and dragons who
RAVENLOFT
primarily live on Chislev, hunting the monstrous and According to CGR1 The Complete Spacefarer's
gargantuan wildlife of the planet. Handbook (1992), Ravenloft as a setting exists in a
demiplane rather than in a crystal sphere. The main
ZIVILYN way a Ravenloft campaign begins is with an
The final planet in Krynnspace is Zivilyn, an air body adventuring party getting caught up in a random
world. There are continent sized boulders that fly appearance of the Mists of Ravenloft. The same can be
around within Zivilyn, but it isn't particularly true for a spelljammer crew! The Mists of Ravenloft
conducive to humanoid living. Even dragons don't can reach to anywhere in wildspace in any sphere. The
make their home in Zivilyn, likely due to the lack of only place a spelljammer crew would never run into
wildlife to hunt for food. The main living creatures in the Mists of Ravenloft is in the phlogiston.
Zivilyn are the crews of wrecked spelljammers or If a spelljammer ends up in Ravenloft, it functions as
miners left behind from abandoned expeditions. normal, except that if it travels too far away, the mists
Zivilyn has twelve moons just beyond its air envelope, bring it back to Barovia.
each of which is made of earth.
SHARDSPACE
CLUSTERSPACE Eberron was originally published in 2004 by Wizards
The Astromundi Cluster is a campaign setting created of the Coast, a decade after Spelljammer had stopped
for Spelljammer to occupy the sphere called being published. As a result, we never really got much
Clusterspace. This sphere is larger than any of the in how Eberron fits within Spelljammer's model of the
others discussed so far, so rather than go over an entire universe. This leaves it up to the DM to decide how
campaign setting, I'm going to review the broad ideas they wish to handle including Eberron in their game
presented in the original material. world. Perhaps it is in a parallel dimension, a pocket of
For more detail on Clusterspace, look up The the material plane, or simply so far away and the
Astromundi Cluster (1993), originally published by sphere is only accessible through a black hole.
TSR, Inc. However you choose to do it, Eberron was
intentionally segmented off from the rest of D&D.

CHAPTER 1: THE SETTING


15
many factions and embassies that struggle for power
MAGIC THE GATHERING SETTINGS over the Rock,as well as the constant threat to dangers
Many of the Magic the Gathering settings have been still lurking inside the Rock that has yet to be fully
getting published in D&D 5e, be it through full explored.
campaign settings like Guildmaster's Guide to Ravnica
(2018) or Mythic Odysseys of Theros (2020), or in the GRAVITY PLANE
Plane Shift series. So how do these fit in Spelljammer? The gravity plane of the Rock of Bral separates the
In terms of lore, they really don't. In classic Magic asteroid into an upper and lower part. The upper half
the Gathering lore, each world is its own universe and is the city proper, called the City of Bral. The lower
planeswalkers are the only ones who travel between half is reserved entirely for the Prince.
them. You couldn't simply fly up from Theros through
Nyx and eventually get to Ravnica, as the universe has THE CITY OF BRAL
a solid ending point (like hitting a crystal sphere!). The city is located on the upper half of the Rock. There
When it comes to using Magic the Gathering settings are two parts: The High City and the Low City. The
in a Spelljammer game, you simply need to relax the High City is on the more elevated part of the asteroid
rigidity of that part of the lore. Many of these settings and houses Prince Andru's castle. The Low City is the
already are established as planets or moons, it's just rest of the city. A wall separates these two parts from
that there's nothing if you sail out into space. So one another.
instead of saying it just ends, put the threshold of a
crystal sphere there. Some settings might do better as LAKE BRAL
a plane instead of a sphere, like Lorwyn. Lorwyn is full The Rock of Bral has a big hole going right through it.
of fairy tale creatures brutally killing one another over This hole is filled with water that gathers around the
and over. That would fit nicely in the Feywild, perhaps gravity plane running through the Rock. This means
demiplane of the Feywild. the lake has a top on both sides of the Rock. Various
creatures live in the water as a means to clean up filth
THE ROCK OF BRAL and waste.
The Rock of Bral is a vibrant city built upon a one mile THE EDGE
long asteroid with labyrinthine tunnels between the The Rock has an edge on both sides that fall off
two sides. It was originally created by the Spelljammer sharply.Guard posts are set up along the edge to watch
team as a hub city that can be put anywhere as the DM for anyone unfortunate enough to have fallen off.
wants for their game. Some spelljammer games take
place entirely on the Rock of Bral and never really go THE UNDERSIDE
sailing. Pirate ports have a lot of room for adventure! The underside is the lower part of the Rock. This area
For more details on the Rock of Bral, look up SJR5 is entirely the property of Prince Andru and it hosts a
Rock of Bral (1992), originally published by TSR, Inc. private fleet of spelljammers. Also visible from the
underside are the Vanes, large wing-like constructs
BRIEF HISTORY that extend out to allow some limited control of how
The Rock of Bral's history started about 150 years ago the Rock is drifting.
when pirates started making use of it for their bases. It
had been occupied before, but those occupants were THE DOCKS
long since gone.In a short time, a bandit king named The thinner portion of the Rock has a set of extensive
Cozar managed to bring all of the other pirates on the wooden docks to accept all travelers to the city. A
Rock under his sway. Over time and under his rule, the spelljammer that attempts to land in the city will likely
Rock started to become a more legitimate settlement find themselves under arrest quite quickly. Just off to
instead of just a pirate's den. As the city grew, Cozar the side of the wooden docks is a dry-dock for
eventually put out a public ban on piracy as a means to spelljammers that can land on land.
drive more trade through the Rock.
That said, piracy remains in the lifeblood of the THE CAVERNS
Rock. While committing piracy around the Rock is Inside of the asteroid between the upper and lower
responded to,everyone sort of looks the other way if half are the caverns. These labyrinthine caves are
you are a pirate looking to fence some goods you got largely the result of creatures that once lived on the
elsewhere. The worst crime is that which endangers Rock well before Cozar first took it over. These caverns
the Rock itself. Prisoners found guilty are gifted to the have not been fully explored though they are
illithid embassy. sometimes used for moving from one side of the Rock
Cozar's son, Frun, wasn't as efficient a leader as his to the other. Few seem particularly interested in
father. It was during this time that the ruling house stirring up whatever might be waiting deep within.
started to delegate more tasks to various factions on
the Rock. Many different factions and royalty started MARKETS
to arise. Much of the real estate of the Rock is devoted to
When Frun died, his eldest son Calar took over. markets. Given that many of the original founders of
Within a week, Calar was assassinated, passing the the Rock were pirates, there was a lot of stuff to sell off
throne on to Andru, the younger son. Unlike his elder and so many shops were created. There is a central
brother and father, Andru took after his grandfather. Great Market that resides toward the center of the Low
Within a week, Andru claimed to have found the City. On the other side of the Low City is the Lesser
assassins and had them executed. Yet, rumors go Market where shady dealings happen.
around that the alleged assassins were actually people
Andru owed money to and he conspired to kill his SPECIES DISTRICTS
older brother to get the throne and remove those he There are five major districts to the Rock of Bral set up
was indebted to. No one knows for sure. by species that grouped together early on in the
Whatever happened, Prince Andru of Bral is but one founding of the Rock. There is The Burrows for
player in the politics of the Rock of Bral. There are now halflings, the Dwarven District, the Dracon Enclave,

CHAPTER 1: THE SETTING


16
the Forest for elves, and Giff-Town for the Giff. Each of
these is run by factions focused on the interest of their
species on the Rock.
TEMPLE DISTRICT
There are temples to various gods on the Rock just near
Lake Bral. They include churches to The Path and the
Way and to the temple of Ptah.
THE GRAVEYARD
Not many can afford to be buried here. Most are
instead burned or set adrift in space.
THE DONJON
The Donjon is the name of the Crown's prison for
criminals judged too dangerous to be allowed to work
off their crime.
FESTIVAL GROUNDS
The Festival Grounds were built over the damage done
by a neogi controlled dwarven citadel crashing into the
Rock. Instead of rebuilding city, they put in grounds
for festivals and built an arena.
THE BARRACKS
Located in the High City, the barracks houses the
military of Prince Andru of Bral.

CHAPTER 1: THE SETTING


17
CHAPTER 2: SPECIES OF SPELLJAMMER
cross the seemingly infinite expanse of mistaken for insanity.

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

CHAPTER 2: SPECIES OF SPELLJAMMER


18
DOHWAR TRAITS
As a dohwar, you have the following traits:
Creature Type. You are a humanoid.
Age. Dohwar have lifespans similar to humans.
Alignment. Dohwar are generally indifferent to
moral circumstance and lean toward chaotic.
Size. Dohwar are short and stocky, reaching an
average height of 4ft. Your size is Small.
Speed. Your base walking speed is 25 feet and you
have a swimming speed equal to 50 feet.
Languages. You can speak, read, and write Common
and Dohwar.
Hold Breath. You can hold your breath for up to 15
minutes at a time.
Cold Adaptation. You are naturally adapted to cold
climates, as described in chapter 5 of the DMG. You
also have resistance to cold damage.
Merchant's Senses. Whenever you perform an
Intelligence (History) check, or use tools to determine
the origin and value of an object, you are considered
proficient in the check and can add double your
proficiency bonus.
When you reach 3rd level, you learn to cast Detect
Magic and Identify as a ritual, though you still require heterogeneity is foreign to them, but one they are open
material components to do so. to. Nevertheless, their lack of experience with species
Silent Speech. You can speak telepathically to any diversity has resulted in them having difficulty
creature within 30 feet of you. The creature remembering what defines different species. For
understands you only if the two of you share a example, they commonly mix up dwarves and elves.
language. You can speak telepathically in this way to
one creature at a time.
Mind Reading. You can cast the Detect Thoughts spell a
DRACON TRAITS
number of times per day equal to your proficiency As a dracon, you have the following traits:
modifier, but you can only pick up surface thoughts. If Creature Type. You are a humanoid.
a creature is aware of the dohwar's telepathy, they can Age. Dracon have lifespans similar to humans.
make an Intelligence saving throw to resist the effect. Alignment. Dracon are generally seen as neutral,
While reading a creature's surface thoughts, you have though they favor good acts and an orderly life.
advantage on social rolls against the target. Size. Dracon end up being similar in size to a centaur,
just bulkier. Your size is Medium.
Speed. Your base walking speed is 40 feet.
DRACON Languages. You can speak, read, and write Common
The dracon are a new species to the spheres that some and Draconic.
refer to as dragon centaurs. They have the body, tail, Aggressive Friendliness. You have proficiency in the
and flat feet of a brontosaur, the arms and torso of a Persuasion skill.
human, and finally the head of a dragon. Charge. If you move at least 30 feet straight toward a
Aggressively Friendly. No one in the known spheres target and then hit it with a melee weapon attack on
is fully aware of where the dracon have come from. the same turn, as a bonus action you can make one
They simply started showing up at the edges of the attack against the target using your natural weapon.
known spheres a century ago. What is known about Equine Build. You count as one size larger when
them is that from the first meeting, the dracon have determining your carrying capacity and the weight you
been rather friendly and open to working with the can push or drag.
people of other species found among the stars. In addition, any climb that requires hands and feet is
Herd Mentality. Dracon tend to be vegetarians with a especially difficult for you because of your legs. When
strong herd instinct with their own kind. They are you make such a climb, each foot of movement costs
rarely found alone and those that live alone by choice you 4 extra feet, instead of the normal 1 extra foot.
are often seen as unusual and strange to other dracon. Communal. During a long rest, you visit each of your
So strong is this herd instinct in the dracon that to be companions to build camaraderie. Choose up to 6
without a family unit can cause physical illness until friendly creatures you are spending the rest with at a
that family unit is replaced. Some adventurous dracon campsite, inn, etc. Each of these creatures gains
who seek to adventure will end up replacing their temporary hit points equal to your level + your
family unit with a group of newly made friends. Charisma modifier on the following day.
Complex Kinship. The leader of a herd of dracon is Natural Weapon. Your feet count as natural
known as a ‘kaba’. A kaba isn’t chosen for being the weapons, which you can use to make unarmed strikes.
strongest or the quickest or the wisest of the herd, but If you hit with them, you bludgeoning damage equal to
rather through a complex system of genealogy. This 1d4 + your Strength modifier instead of the normal
system has baffled wizards from across the spheres for damage for an unarmed strike.
its complexity, yet the dracon find it to be completely
natural. With just a handful of questions, multiple
herds can easily determine who the kaba should be.
Species Naive. Dracon come from a world where they
are the the only intelligent species. The idea of a lot of

CHAPTER 2: SPECIES OF SPELLJAMMER


19
GIFF there is one major exception. Giff will never fire upon
other giff. If a contract puts two different groups of
Elminster once wrote, “Ships that sail between the giff mercenaries in contention, the two will simply
stars? Next ye will spin tales of a talking refuse to fight. If the other crew continue fighting, the
hippopotamus that walks on two legs and carries a giff of the winning side rescue the giff of the losing
bow.” His skepticism is understandable, but he was side. Woe be to the captain that tries to stop them.
right about the walking hippopotami… Well, all except
for the bow part. GIFF TRAITS
Standing upwards of 8 to 9 feet tall, giff (sometimes As a giff, you have the following traits:
‘hippofolk’) are a large, bulky, and muscular race of Creature Type. You are a humanoid.
well-dressed and posh humanoid hippopotami. They Age. Giff have lifespans similar to humans.
have a well deserved reputation as mercenaries, Alignment. Giff are almost always lawful.
boasting strong military efficiency, bravery that some Size. Giff stand between 8 and 9 feet tall and weigh
might call suicidal, and loyalty to a fault, so long as the 300 pounds or more. Your size is Medium.
job pays well and in their currency: gunpowder. Speed. Your base walking speed is 30 feet.
Guns Are Their Religion. The giff have an unrivaled Languages. You can speak, read, and write Common,
passion for gunpowder and explosions. Although they Giff, and one other language of your choice.
handle firearms and explosives with expert efficiency, Gunpowder Training. You are proficient with and
they never outgrow that child-like glee at seeing ignore the loading property of gunpowder firearms.
something explode. The brighter the flash, the louder Being within 5 feet of a hostile creature doesn’t impose
the bang, the stronger the burst of flame, the happier disadvantage on your ranged attack rolls with
the giff. As a result, they have an odd kinship with firearms. The backfire score of any ship weapon you
gnomish artificers who look to develop new firearms. use is reduced by 1.
The giff love explosions and firearms so much, they Headfirst Charge. If you move at least 20 feet in a
generally will only accept gunpowder as currency in straight line that ends within 5 feet of a Large or
exchange for their services. Even giff bounty hunters smaller creature, you may attempt to shove that
who travel through the spheres tracking down foes for creature as a bonus action. Once you’ve used this trait,
money, they mainly work for gunpowder. your head is discombobulated and you can’t use it
Surprising Grace. Although giff tend to be stocky again until you complete a short or long rest
and muscular, their speed and grace often catch Magic Resistance. You have advantage on saving
opponents by surprise. A foe expects a giff to be a throws against spells and other magical effects.
lumbering and slow foe, but what they find is not just Powerful Build. You count as one size larger when
strength, but incredible speed to match. Working determining your carrying capacity and the
alone, a single giff is a fearsome warrior that weight you can push, drag, or lift.
many fear. When working as a unit, the elegance
and fluidity of their movements is often
compared to that of legendary elven bladesingers.
Reckless Reputation. Although the giff have a well
deserved reputation for their strength and their grace,
they aren’t generally thought of as being the wisest
folk. It isn’t just their love of destructive weapons and
sometimes reckless use of explosives, but they will
often favor doing things the hard way if it means
blowing more stuff up. A common story that
gets passed around from ship captain to ship
captain is that the giff ’s lost homeworld was
destroyed when the giff were given the chance
to blow it up. Although this story isn’t
confirmed, it’s hard not to see it as a
possibility, however silly it might be.
Difficulty with Magic. Up until recently,
the giff have been completely incapable of
making use of magic. No one is exactly sure
why, but for as long as even the oldest of
creatures can remember, the giff have simply
never been able to use spells. It doesn’t matter if it
was the learned magic of a wizard, the innate
magic of a sorcerer, or even the bestowed magic
of a warlock or cleric… Magic simply refused to
work for giff. However, as a silver lining, the giff
seemed to have an unnatural resistance to magic.
As of the past few decades, however, giff have
started to show the ability to use magic.
Although some giff look down upon magic, the
combination of the ability for giff to helm their
own ships and the explosive beauty of evocation
magic has resulted in rapid acceptance.
Loyalty. Giff are revered for their loyalty to a
contract holder, being willing to handle even
the most dangerous jobs so long as they are
fittingly paid in gunpowder for it. Nevertheless,

CHAPTER 2: SPECIES OF SPELLJAMMER


20
HADOZEE HADOZEE TRAITS
Hadozee, often referred to as "deck apes", are a species As a hadozee, you have the following traits:
of tall and slender ape-like creatures covered in Creature Type. You are a humanoid.
shaggy hair with a thick mane, a protruding snout, and Age. Hadozee reach maturity around the age of 20
a bat-like membrane between their arms and their and live to be upwards of 200 years old.
body. They are a nimble species used to climbing trees, Alignment. Hadozee tend toward neutrality. There's
jumping between branches, and extending out their not much they won't do for the right captain and coin.
arms to glide over long distances like a flying squirrel. Size. Hadozee are taller than humans on average, but
Born to Sail. Hadozee are most commonly found because they regularly slouch, they appear to be about
being raised on dense jungle worlds with lots of trees. a foot shorter. Young hadozee tend to be slender and
This type of environment is the perfect training they pick up weight and bulk the older they get. Your
ground for a young hadozee to learn how to climb size is Medium.
trees, run across branches, swing with vines, and glide Speed. Your base walking speed is 30 feet and you
using their bodies. Adult hadozee choose this have a climbing speed equal to your walking speed.
environment for their young because hadozee have a Languages. You can speak, read, and write Common
passion for working aboard ships. The skills that the and Hadozee. Hadozee is almost identical to Elven,
young hadozee learn moving around a jungle translate except it has vulgarity from every other language.
directly into the skills that a hadozee needs when they Prehensile Feet. You have prehensile feet capable of
take up their first job aboard a ship. working as either feet or hands. On any turn, you can
Fully Prehensile. Unlike most other humanoids, sacrifice half of your movement speed to gain either
hadozee are fully prehensile. They are able to grasp an additional object interaction or wield a weapon
and hold things perfectly with both of their hands and with the light property. This additional weapon doesn't
both of their feet. This has made them particularly grant an extra attack, but it does mean you can dual
great riggers, allowing them to climb with one set of wield while climbing on ropes, trees, or similar.
limbs and work with another. Monkey Fighting. While climbing, when you make a
Vulgar Sailors. Another unique feature of the melee weapon attack on your turn, you can increase
hadozee is their language. It is sometimes joked that the reach of a single attack by 5 feet. Additionally,
hadozee are so vulgar, they could make a sailor blush. when climbing you can take the disengage action as a
There is merit to the saying. The language Hadozee is bonus action.
primarily elvish, but with the vulgarity of every other Gliding Leap. You can use your membranes between
language that hadozee sailors have come across. your limbs as wings to slow your fall or allow you to
Hadozee use vulgarity commonly, not just when upset. glide. While you fall and aren't incapacitated or
Elven Favorites. The Elven Imperial Navy has a wearing heavy armor, you are considered under the
reputation for recruiting only elves. The hadozee are effects of Slow Fall, and for every 5feet you descend,
the only major exception. Due to their service during you can move 10 feet horizontally.
the Unhuman Wars, the elves have almost declared the
hadozee at large as elf-friends. While hadozee are still
not yet allowed to have rank in the Elven Imperial
MIND FLAYERS
Illithids, commonly referred to as mind flayers, are
Navy, they are the only major non-elven group that among the oldest and possibly most evil creatures in
regularly serve aboard elven ships in space. the universe. Their appearance is that of a humanoid
with a face that has squid-like features. Generally
speaking, mind flayers are smarter than they are
strong, but thanks to their psionic abilities, they rarely
need or give much credence to physical strength.
Future History. In the far future, at the end of the
universe, the mind flayer species had managed to
subjugate all other lifeforms as their cattle. With all of
their mortal worshipers brainwashed into nothing
more than cattle for the mind flayers, the gods
themselves ceased to exist. Stars began to die without
the gods around to sustain them. Life stopped growing
upon many worlds and the cattle of the mind flayers
started to die off. This would be the end of their kind.
But mind flayers are not ones to go into the void
quietly. With the gods no longer around to police time
travel, they developed a technique through which they
could send their fleets back in time. This time around,
they would rule the spheres from their beginning, not
from the end.
A Lost Empire. This great fleet of mind flayers
spread across the many spheres through the Astral
Sea. They conquered and enslaved thousands of
worlds, turning the people of those worlds into cattle.
Yet, their hubris would be the key to their downfall.
A slave species that would become known as the gith
began to plot a revolution. They conspired in secret,
spreading the techniques to bring down their slavers.
Through the united strength of the gith, the great
illithid empire was brought to its knees.

CHAPTER 2: SPECIES OF SPELLJAMMER


21
Precarious Alliances. Mind flayers now live in a Speed. Your base walking speed is 30 feet.
difficult position. The revolution destroyed many elder Languages. You can speak, read, and write
brains, resulting in the loss of much of their Common,Undercommon, & Deep Speech.
knowledge from the future. They no longer have the Darkvision. You can see in dim light within 60 feet of
ability to rebuild their once great fleet and they are you as if it were bright light, and in darkness as if it
hunted wherever they go. While the mind flayers who were dim light. You can't discern color in darkness,
have been stranded on planets and driven into caves only shades of gray.
have embraced cruelty, those who live in space and Telepathy. You can speak telepathically to any
cling to the last vestiges of their great fleet have creature within 30 feet of you. The creature
become more metropolitan. While they still seek slaves understands you only if the two of you share a
and see all other life as inferior, these mind flayers language. You can speak telepathically in this way to
defend the last of their empire, and that means they one creature at a time.
will work with other species when circumstances arise. Mind Blast. As an action, you can release a blast of
Taste of Freedom. Following the purge of so many psionic energy in a 15-foot cone. All creatures in that
elder brains, many mind flayers found themselves cone must make an Intelligence saving throw equal
independent of a colony for the first time. While some to 8 + your proficiency bonus + your intelligence
joined different colonies, others turned to different modifier. On a failed save, a creature takes 2d8 psychic
means of survival. These mind flayers are seen as damage. At 6th level, this damage increases to 3d8,
reprehensible to other mind flayers, but those who and at 11th level, the creature is stunned until the end
have tasted their freedom rarely look back. of your next turn.
You can use this trait a number of times equal to
MIND FLAYER TRAITS your proficiency bonus, and you regain all expended
As a mind flayer, you have the following traits: uses when you finish a long rest.
Creature Type. You are an aberration. Devour Brain. When you devour the brain of a
Age. Mind flayers are created through humanoid creature, you can acquire memories that
ceremorphosis fully matured. They live an average of the creature had in life. When you do, you gain
125 years, at which point their brain is reintegrated proficiency in a skill or tool that creature had in
with an elder brain. life. You keep this proficiency until you use this ability
Alignment. Mind flayers lean toward lawful evil. again. You lose this proficiency the next time you use
Size. Mind flayers tend to be thin and as tall as their this ability.
host. Your size is Medium. In addition, you can also gather information from
the creature's memory, subject to the DM's approval.

CHAPTER 2: SPECIES OF SPELLJAMMER


22
SCRO SCRO TRAITS
Scro appear almost identical to their orcish cousins, As a scro, you have the following traits:
though they tend to be more articulate and have better Creature Type. You are a humanoid.
posture. They retain their orcish strength in spite of Age. Scro reach adulthood at age 12 and live to be
having lost their more reckless aggression. This makes about 40. Scro may live longer, but most die in combat.
them appear far closer to soldiers in an army than Alignment. Scro appear as evil to those outside of
grunts in a ferocious horde. Scro society and are lawful to the hierarchy's demands.
A Lost War. About a thousand years ago, a large Size. Scro are taller than most orcs and stand
number of orcish tribes were banished from the upright. Your size is Medium.
known spheres by the Elven Imperial Navy following a Speed. Your base walking speed is 30 feet.
war known as the First Unhuman War. They were Languages. You can speak, read, and write Common,
forced out of their homes and sent out beyond the Orcish, and Elvish.
known spheres. For hundreds of years, they were Darkvision. Accustomed to life underground, you
unheard of and the Elven Imperial Navy just assumed have superior vision in dark and dim conditions. You
that they were gone for good. They were wrong. can see in dim light within 60 feet of you as if it were
New Purpose. While in exile, the visionary orcish bright light, and in darkness as if it were dim light. You
leader Dukagsh reasoned that his people lost the First can't discern color in darkness, only shades of gray.
Unhuman War because they had simply been too Pack Tactics. You have advantage on an attack roll
reckless. The fervor and fury that has been common against a creature if at least one of your allies is within
among orcs didn’t serve them well against the efficient 5 feet of the creature and the ally isn't incapacitated.
strategies of the Elven Imperial Navy. Spilling blood Glory Kill. Scro take pride in ripping their enemies
may win a battle, but it alone doesn’t win a war. throats out with their teeth. As a bonus action, you can
Dukagsh rallied the exiled orcs under his banner and make a special attack with your teeth. Your teeth count
began to teach them a new way. Using education he had as a weapon that you are proficient with. If the attack
picked up, Dukagsh encouraged all of his orcs to read hits, you deal 1d6 + Strength modifier in piercing
his books, study strategy, develop tactics. He gave them damage and you gain temporary hit points equal to
purpose, a hope that they would one day return and your Constitution modifier (minimum 1). After you’ve
reclaim their homes. used this trait, you can’t do so again until you finish a
As time went on, Dukagsh saw the fruit of the labor short or long rest.
of his people. They were no longer the brutal orcs that
had lost the First Unhuman War. They were disciplined
and organized. Instead of dueling with fists, they
XIXCHIL
Xixchil are six-limbed praying mantis-like mantoids.
began to play games of strategy to resolve differences. They have a bipedal species with a tough exoskeleton
Eventually Dukagsh was nearing the end of his life. made out of chitin. They have two pairs of forelimbs, a
He told his people of how proud he was of them and primary and a secondary set. The primary set extend
that they were no longer the orcs that they once were. out from their shoulders and take the form of large
They were now something new, a new people. He praying mantis shaped arms with bladed claws. The
named them Scro. secondary set extend out from the sides of their
A War Rekindled. Just recently, the scro have abdomen and take the form of smaller, easier to
returned to the known spheres. manipulate blades. None of their forelimbs have
They brought with them a fleet prehensile hands, simply blades.
of spelljammers ready for war Survival of the Fittest. The xixchil grew up on a living
and new technologies that the world with a large number of predators. As a result,
Elven Imperial Navy had never they have come to believe strongly in the survival of
fought before. Thus began the the fittest. This idea has pervaded their societies and
Second Unhuman War. cultures for countless generations. The majority of
Although it was a hard xixchil believe that it is important for all lifeforms to
fought war, the Elven attempt to improve themselves and become stronger.
Imperial Navy was Your Body is Like a Home. A large part of this view
ultimately triumphant, but that all creatures should be advancing is the belief that
not to the degree that they the body is a home. Like a home, creatures should
had hoped. By the time devote time to improving it, building it, making it
hostilities ended, the Elven beautiful and interesting, making it an expression of
Imperial Navy had lost much the one that lives within it. As such, telling xixchil
of its fleet and lacked the apart is surprisingly simple. Xixchil are constantly
strength to expel the scro. adding to their exoskeleton, integrating armor and
A New Future. The scro are weaponry, inlaying precious gems, lining with gold
here to stay. The Elven Imperial and other valuables. Every xixchil’s exoskeleton is a
Navy may have won the war, unique expression of the xixchil themselves.
but they didn’t get rid of their Born Surgeons. This passion for development and
enemy. The scro now make physical advancement has lead to the xixchil having an
their home among the stars, almost religious passion for surgery. While they do
earning money and building advance their own bodies and adorn it, they encourage
up strength for the next war others to do so as well. Their skill as surgeons allow
against their great enemy. them to aid other species in doing so. Many
They carry with them the adventurers have gone to see a xixchil surgeon just to
legacy of Dukagsh. Although have body parts replaced entirely with something new.
the war has stopped for now, For those familiar with the Ravnica campaign setting,
it will certainly resume, and xixchil would do very well in the Simic Combine.
when it does, they’ll be ready.

CHAPTER 2: SPECIES OF SPELLJAMMER


23
Expert Artisans. Although xixchil have a passion for
surgery work, many love to craft other items as well.
These other items could be trinkets to adorn their
chitin or magical items like weaponry and armor to
sell. Whatever passion strikes the particular xixchil,
they tend to become rather skilled at their craft.

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.

CHAPTER 2: SPECIES OF SPELLJAMMER


24
CHAPTER 3: CHARACTER OPTIONS
n this chapter, we’re going to be talking
GUNPOWDER

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

CHAPTER 3: CHARACTER OPTIONS


25
Although these practices originally arose among
WEAPON PROPERTIES some communal species to help them move out into
Most of the weapons table should be self-explanatory, the stars, they have since caught on as a valuable skill
but there are two properties worth note. set to adventuring groups and spelljammer crews.
Climbing. While you’re wielding a weapon with the
climbing property, you have advantage to climb CIRCLE SPELLS
surfaces made out of wood or other materials that the You gain access to some spells when you reach certain
weapon could reasonably puncture. levels in this class, as shown on the Circle of the Chain
Scatter. If you make an attack against a target that is Spells table.
within half of this weapon’s normal range, you may Once you gain access to one of these spells, you
roll the scatter damage dice instead of the weapon’s always have it prepared, and it doesn't count against
usual damage dice. the number of spells you can prepare each day. If you
gain access to a spell that doesn't appear on the druid
WEAPON DESCRIPTIONS spell list, the spell is nonetheless a druid spell for you.
These are just a few of the possible weapons that can
be found for the crew of a ship sailing through space. Circle of the Chain Spells
Boarding Axe. This axe is a heavier but more Druid Level Spells
compact version of the battleaxe. Due to its smaller 2nd cure wounds, inflict wounds
size, it can’t be wielded in two hands, but it does allow 3rd enhance ability, blindness/deafness
the wielder to use it to aid them in climbing aboard
enemy ships.
5th plant growth, vampiric touch
Boarding Pike. Much like a heavier spear, the 7th blight, death ward
boarding pike is a favorite among sailors. While it 9th mass cure wounds, enervation
doesn’t have the same throwing range as a spear, it is
far better at puncturing armor, carapace, and flesh. FORM CHAIN
When wielded with two hands, the boarding pike acts Starting at 2nd level, you learn how to bind the life
much like a glaive or a halberd, just marginally weaker. energy of a group of creatures into a collective called a
Pocket Pistol. This compact pistol is easy to slip away chain. As a bonus action, you can expend a use of your
and conceal. Not only are these pistols small enough to Wild Shape feature to link up to 6 willing creatures
effectively wield in both hands, but you can draw two within 60 feet of you into a chain, rather than
of them with a single object interaction. transforming into a beast.
Flintlock Pistol. The classic flintlock pistol is a Until the network ends, all creatures in the chain feel
muzzle-loaded gun that can deliver considerable a sense of connection each other creature in the chain,
damage at short range. as if they are all an extension of their own physical
Dragon. A dragon is really nothing more than a being. All creatures in the chain know the exact hit
shorter blunderbuss. Nevertheless, the shorter barrel points and conditions afflicting any other creature in
results in it being a shorter range weapon that can the chain at any time. The chain lasts for 10 minutes. It
pack quite the punch. ends early if you dismiss it (no action required), are
Blunderbuss. The classic blunderbuss is a roughly 3 incapacitated, die, or use this feature again. The chain
foot long gun with a barrel that flares out into a bell ends early on a creature if they are on a different plane
shape. It is able to deliver shot in a wide arc, of existence than you are.
devastating whoever is on the receiving end. Always Near. Whenever you expend a spell slot to
Musketoon. Much like the dragon is a shorter cast a spell that restores hit points to a creature in your
version of the blunderbuss, the musketoon is a shorter chain, you ignore any range limitations of that spell.
version of the musket. It packs all the same punch as a Recycle. Whenever you expend a spell slot to cast a
musket does, but it can’t fire quite as far. spell that deals necrotic damage to a creature not in
your chain or that restores hit points to a creature in
SUBCLASS OPTIONS your chain, you or another creature in your chain can
regain hit points equal to 1d8 + your Wisdom modifier.
This section offers a pair of subclasses based on lore
that can fit well into a Spelljammer game. ENHANCED CHAIN
Starting at 6th level, your ability to bind the life energy
DRUID: CIRCLE OF THE CHAIN of a chain grows stronger. While your chain is active,
Many scholars in wildspace have noted the tendency whenever you regain hit points, you may instead
for either community-oriented or imperial distribute any number of those hit points among other
civilizations to be the ones that make it out to the stars. creatures in your chain.
In a place like Faerun, the various nations are often too
busy fighting one another to ever focus on something EMPOWERED RECYCLING
as costly and risky as spelljammers. Whether it be the Starting at 10th level, your ability to recycle the life
colonies of illithids, herds of dracon, hives of thri- energy of other creatures into your chain is
kreen, waddles of dohwar, armies of giff, or empowered. Whenever you use your Recycle feature,
communities of elves, these species have a strong the 1d8 becomes a 2d8.
focus on unity and working together. Additionally, as an action you can redistribute
It is from these kinds of civilizations that arose the current hit points between any number of creatures in
Circle of the Chain. These druids specialize in binding your chain. The maximum number of hit points you
the life energy of a handful of creatures into a single can transfer is 5 times your Druid level. A creature
collective called a chain. These druids cultivate the life cannot be reduced below 50% its maximum hit points
of those in their chain both through their restorative this way. Once you have used this ability, you must
magics and through draining the life of other finish a short or long rest before you can use it again.
creatures into the chain.

CHAPTER 3: CHARACTER OPTIONS


26
UNBROKEN CHAIN In addition, as a bonus action on your turn, you can
Starting at 14th level, your chain has become strong temporarily learn a spell from the Warlock spell list
enough to even withstand a lethal attack. When a that you don't already know. For the next minute, you
creature in your chain other than you is reduced to 0 can cast this spell as if it was one of your known spells.
hit points, you can use your reaction to immediately Once you use this ability, you can't do so again until
redistribute hit points from your chain to that you finish a long rest.
creature. You restore twice the number of hit points INFINITE KNOWLEDGE
you remove from creatures in your chain, up to 50% of
their maximum hit points. Starting at 10th level, as an action you can call upon
Once you've used this ability, you can't use it again the power of the First Helm to spontaneously cast a
until you complete a long rest. spell you don't know from the Wizard, Sorcerer, or
Artificer spell list without expending a spell slot. This
spell must have a casting time of 1 action and must be
WARLOCK: PACT OF THE HELM 5th-level or lower. You still need to provide spell
It is said that when the spheres were young, two great components with a gold cost and perform verbal
creations were forged at the same time: The and/or somatic components when casting the spell.
Spelljammer and The First Helm. While The After you use this ability, you can't do so again until
Spelljammer is the first and oldest of all ships that sail you finish a long rest.
the rainbow sea, the First Helm is the artifact from In addition, your Mystic Arcanum class features
which all Spelljammer Helms are born. Each count as spell slots for Spell Surge and Hover Sailing.
Spelljammer Helm is connected to the First Helm,
constantly sending information back to it from the PERFECTLY ATTUNED
mind of an attuned Helmsman. The stories say that the Starting at 14th level, when you attune to a
First Helm is gathering knowledge for some Spelljammer Helm, you are no longer rendered
unspeakable horror to come. helpless. So long as you remain within the air envelope
Reasonable people recognize these stories as tall of your spelljammer, you can continue to control the
tales. Reasonable people know that countless wizards spelljammer as if you were sitting on the Helm.
have investigated that although they can't replicate During combat, you can act both as a Helmsman in
Spelljammer Helms, there is no sign at all of spelljammer combat and using your character abilities
information being extracted from a Helmsman. against boarding parties in ground combat.
Reasonable people don't put much stock in silly, In addition, you can Quick Attune to a Spelljammer
unsubstantiated rumors told by sailors with too much Helm without expending a spell slot.
time on their hands.
Reasonable people are wrong.
You know that the First Helm is real. You know that
the First Helm has had its hand in the mind of every
single spellcaster who has ever attuned to a
Spelljammer Helm. You have glimpsed the depths of
its accrued knowledge and recognize its power is
greater than even that of the gods. The only reasonable
thing to do is take its side.
EXPANDED SPELL LIST
The First Helm lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
First Helm Expanded Spells
Spell Level Spells
1st catapult, bane
2nd mind thrust, nystul’s magic aura
3rd stable gravity, intellect fortress
4th enhance/reduce maneuverability, confusion
5th modify memory, rary’s telepathic bond

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.

CHAPTER 3: CHARACTER OPTIONS


27
SPELLS
In this section, I will be going over some spells that
characters can take to aid their spelljammer in their
voyage across the stars. Remember that when sailing
through the phlogiston, there are some limits on
spellcasting:
• Paladins, clerics, warlocks, and any other character
that draws their power from a planar source don’t
replenish spell slots above 2nd-level when they
finish a long rest in the phlogiston.
• Any attempt to contact another plane of existence
while in the phlogiston automatically fails.
• Any attempt to teleport or move yourself to another
plane of existence automatically fails.
• All conjuration spells automatically fail.
Generally speaking, sailing through the phlogiston is
a time for downtime activities and roleplay. While
combat encounters can happen, they are like running
into another ship on the open ocean, a rarity rather
than the norm. Most traffic and encounters happen
where there is more local traffic, in a sea or
archipelago (that is, inside of a sphere).
At this point, I’d like to remind DMs that it generally
isn’t fun to have your class abilities hampered. While
being isolated from the planes in the phlogiston helps
build that feeling of isolation from a long ocean
voyage, if you throw combat encounters at characters
that rely on planar stuff for their power, they are going
to have a bad time. Use the phlogiston as a way to
convey the space between settings and the isolation of
long voyages, not to make your clerics, paladins, and
warlocks wish they played a different class.

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.

CHAPTER 3: CHARACTER OPTIONS


28
SPELL DESCRIPTIONS LOCATE WORLD
The spells are grouped by spell level and then 1st-level divination (ritual)
presented in alphabetical order. Casting Time: 1 action
Range: Self
AETHER CLOUD Components: V, S, M (a spyglass)
1st-level transmutation (mega) Duration: Concentration, up to 1 hour
Casting Time: 1 action This spell shows you the direction and distance to the
Range: 5,000 feet nearest planet, planetoid, moon, or other celestial
Components: V, S body in your current sphere. If you cast this spell while
Duration: Concentration, up to 1 hour on a celestial body, it points at you and then ends.
You stir up the aether in a 1,000-foot radius sphere, Classes: Artificer, Bard, Druid, Cleric, Wizard
causing it to become heavily obscured for the duration.
At Higher Levels. When you cast this spell using a TURBULENT AETHER
spell slot of 2nd level or higher, the radius of the cloud 1st-level evocation (mega)
increases by 1,000 feet for each spell slot above 1st. Casting Time: 1 action
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard. Range: 10,000 feet
Components: V, S
AUTOMATIC HELM Duration: Concentration, up to 1 minute
1st-level enchantment (ritual)
Choose a spelljammer you can see within range. The
Casting Time: 1 action target spelljammer's Helmsman must make a
Range: Touch Dexterity saving throw. On a failed save, the
Components: V, S, M. (a quartz crystal) spelljammer's speed is halved for the duration. The
Duration: 1 hour target spelljammer's Helmsman can repeat this save at
You touch a spelljammer Helm and grant it the limited the end of each of their turns, ending this effect on a
ability to fly without a Helmsman. For the duration, success.
the spelljammer flies in a straight line. If there are At Higher Levels. When you cast this spell using a
crew ready to work the sails, the spelljammer has 45º spell slot of 2nd level or higher, you can target one
maneuverability. If it encounters obstacles, it will do additional spelljammer or mega creature for each spell
its best to avoid the obstacle and then correct course. If level above 1st.
the spelljammer has to make an ability check or saving Classes: Bard, Cleric, Druid, Wizard
throw, it rolls a flat 1d20.
At Higher Levels. When you cast this spell using a ANCHOR HELM
spell slot of 3rd level or higher, the duration increases 2nd-level abjuration (mega)
to 8 hours. Casting Time: 1 action
Classes: All Spellcasters and Pact Casters Range: 5,000 feet
Components: V, S
CREATE AIR Duration: Concentration, up to 10 minute
1st-level conjuration
Choose a spelljammer you can see within range. The
Casting Time: 1 action target's Helmsman must make a Wisdom saving throw.
Range: 120 feet On a failed save, the target spelljammer loses any
Components: V, S progress it had to accelerating to spelljammer speed
Duration: Instantaneous and can't start accelerating to spelljamming speed for
You create a single breath worth of clean air for your the duration. The target's Helmsman can attempt the
target. If a creature is holding their breath, this allows saving throw again at the end of each of their turns,
them to reset their breath timer. If the creature is ending the effect on a success.
breathing lethal air, they don't gain the next point of Classes: Cleric, Warlock, Wizard
exhaustion as normal.
At Higher Levels. When you cast this spell using a BLURRY
spell slot of 2nd level or higher, you can target one 2nd-level illusion (mega)
additional creature to receive this breath of air. Casting Time: 1 action
Classes: Bard, Cleric, Druid, Wizard Range: Touch
Components: V
DISTRESS BEACON Duration: Concentration, up to 1 minute.
1st-level evocation (mega)
A spelljammer or mega creature you touch becomes
Casting Time: 1 minute blurry,appearing as a shifting and ever moving object
Range: Self in space. For the duration, any creature has
Components: S disadvantage on attack rolls against you. An attacker is
Duration: 24 hours immune to this effect if it doesn't rely on sight, as with
For the duration, your spelljammer sends out a pulse blindsight, or can see through illusions,as with
of energy every minute that can be perceived by the truesight.
Helmsman of other spelljammers. This pulse is Classes: Artificer, Sorcerer, Wizard
perceived as three short beeps, three long beeps, and
then three short beeps all in rapid succession. Any
Helmsman that perceives these sounds can easy follow
it back to its source.
Classes: Bard, Cleric, Druid, Wizard

CHAPTER 3: CHARACTER OPTIONS


29
CONTACT HOME POWER LOCATE HELM
2nd-level conjuration (ritual) 2nd-level divination (mega)
Casting Time: 1 hour Casting Time: 1 action
Range: Unlimited Range: Self
Components: V, S, M (a small horn) Components: V, S, M. (a forked twig of a starfly plant)
Duration: 1 week or until you leave your current Duration: Concentration, up to 24 hours
crystal sphere Your senses reach out and detect the presence of the
You blow a small horn and call to your deity. This nearest 5 Spelljammer Helms in the sphere. This spell
establishes a tenuous link through the astral plane doesn't tell you what kind of Helm, what kind of
between you and your deity or their seat of power. For spelljammer it is attached to, whether the spelljammer
the duration of this spell, you can regain spell slots as is hostile or friendly, only that it exists and where it
you normally would. When you complete this ritual, moves to over the duration.
you regain all spell slots of 3rd level or higher that you Classes: Artificer, Cleric, Sorcerer, Wizard
didn't regain on your last long rest.
If your deity has abandoned a sphere, either through LOCATE PORTAL
force or of their own choosing, this spell will fail. The 2nd-level divination (ritual)
caster will learn from the spell whether their god isn't
willing to return to this sphere or if another god is Casting Time: 1 action
blocking their return to this sphere. Repeated attempts Range: 600 feet
may call unwanted attention upon the caster. Components: V, S, M (a conch shell)
Duration: Instantaneous
Classes: Cleric, Paladin
You focus your arcane abilities and attune them to a
DETECT POWERS crystal sphere. You know instantly the nearest portal
2nd-level divination (ritual) through the shell, either in or out of the Flow. You
Casting Time: 1 action know the direction and distance of the portal. If no
Range: 600 feet active portals are available, you learn when and where
Components: V, S, M (a fistful of sand thrown at the it will open.
sphere) Classes: Cleric, Sorcerer, Wizard
Duration: Instantaneous
Casting this spell before entering a crystal sphere will
allow you to determine if there are compatible powers
(deities, ideals) that align with your faith and will allow
you to regain spell slots naturally.
Additionally, you learn the alignment of the new
deity if one exists. Accepting power from a god of
opposing alignment might cause tension between you
and your home deity.
Classes: Cleric, Paladin
JETTISON
2nd-level conjuration (mega)
Casting Time: 1 action
Range: 10,000 feet
Components: V, S, M (seven sharp asteroid pebbles)
Duration: Concentration, up to 10 minutes
You conjure up a massive globe of space debris that
expands outward in a 1,000 foot radius from a point in
range. This area becomes difficult terrain for the
duration. When a spelljammer or mega creature moves
into or within the area, it takes 2d4 mega piercing
damage for every 500 feet it travels.
Any ship attacks made that would pass through this
area treat the target as having half-cover.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d8 for each spell slot above 2nd.
Classes: Druid, Sorcerer, Wizard

CHAPTER 3: CHARACTER OPTIONS


30
AIRSPHERE MELF'S METEORS
3rd-level conjuration 3rd-level evocation (mega)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 10,000 feet
Components: V, S, M (a small crystal or glass sphere Components: V, S, M (niter, sulfur, and pine tar
with air in it) formed into a bead)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create a mobile 20-foot radius sphere of fresh, You hurl a cluster of meteors at a point you choose
breathable air identical to the air of your home world within range. Each mega creature and Helmsman of a
around you. For the duration, the air retains its spelljammer within a 1,000-foot radius sphere must
spherical shape and pushes back any air or liquid. make a Dexterity saving throw. A target takes 8d6
When this spell ends, the air continues to exist but it mega bludgeoning damage on a failed save, or half as
begins to follow natural laws again. much damage on a successful one.
While concentrating on the sphere, the caster can At Higher Levels. When you cast this spell using a
move the sphere up to 90 feet as a bonus action. When spell slot of 4th level or higher, the damage increases
you begin your turn with the sphere outside of the by 1d6 mega bludgeoning points for each spell slot
spell's range, concentration is broken and the air starts above 3rd.
to obey natural laws again. Classes: Sorcerer, Wizard
Classes: Bard, Cleric, Druid, Wizard
REPAIR HULL
CHILL FIRE 3rd-level transmutation (mega)
3rd-level transmutation
Casting Time: 10 minutes
Casting Time: 1 action Range: Touch
Range: 30 feet Components: V
Components: V, S, M (a sliver of glass or ice) Duration: Instantaneous
Duration: Concentration, up to 1 minute This spell repairs damage done directly to the hull of a
When cast while in the phlogiston, the flammable and spelljammer that you touch as you cast this spell. You
explosive properties of the phlogiston are repressed in repair the target spelljammer for 2d8 hull points.
a 30 foot radius sphere from a point you can see. Fire At Higher Levels. When you cast this spell using a
and explosions do normal damage while in this place spell slot of 4th level or higher, the amount of hull
and do not backlash upon the spellcaster any more points you repair is increased by 1d8 for each spell slot
than it would in wildspace. If any fire extends beyond above 3rd.
the range of this spell, it backlashes as normal. Classes: Artificer, Cleric, Druid, Wizard
Classes: Druid, Sorcerer, Wizard
STABLE GRAVITY
CONJURE BALLISTA 3rd-level transmutation (mega)
3rd-level conjuration (mega)
Casting Time: 1 action
Casting Time: 1 action Range: 500 feet
Range: Self Components: V, S, M (a small gyroscope)
Components: V, S, M (a miniature ballista bolt) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You create a stable bubble of gravity around a
You conjure up a magical ballista aboard your spelljammer or mega creature within range. For the
spelljammer. This ballista has the same damage and duration, that spelljammer or mega creature's gravity
properties of a Heavy Ballista, except that it deals field isn't nullified by that of a larger source. This spell
mega force damage instead of mega piercing and it is commonly used to escape from the gravity of larger
doesn’t require any crew to help operate it. You or any spelljammers or mega creatures.
Gunner can operate this as a normal ship weapon. Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
This spell doesn’t use up a hardpoint slot, abut a ship
can only have one conjured weapon aboard at a time. ENHANCE/REDUCE MANEUVERABILITY
Classes: Artificer, Sorcerer, Warlock, Wizard 4th-level transmutation (mega)
HOLD HELM Casting Time: 1 action
3rd-level enchantment (mega) Range: 2,500 feet
Components: V, S, M (a piece of rope tied into a knot)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 5,000 feet By manipulating the magic around the sails or body of
Components: V, S, M (a small, straight piece of thick a spelljammer or mega creature within range, you
wood) enhance or reduce its maneuverability by 1 step. If a
Duration: Concentration, up to 1 minute target is unwilling, they make a Constitution saving
Choose a spelljammer that you can see within range. throw. On a failure, the spell takes hold.
The target spelljammer's Helmsman must succeed on a Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
Wisdom saving throw or be paralyzed for the duration.
At the end of each of each of their turns, the target can
make another Wisdom saving throw. On a success, the
spell ends.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard

CHAPTER 3: CHARACTER OPTIONS


31
SOFTWOOD CREATE PORTAL
4th-level transmutation 5th-level transmutation (mega)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 3,000 feet
Components: V, S, M (a piece of bark) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You touch a willing or unconscious creature of Large You create a temporary portal on a crystal sphere
size or smaller and enwrap it in a cocoon of soft, centered on a point you choose within range. Until the
spongy wood.This material is a magical plant that end of this spell, that portal remains open and
inhabits the target's entire air bubble and sustains its navigable by any spelljammers or mega creatures. If
life at a lower-than-normal level. The individual inside this spell is ended early while a spelljammer or mega
is placed in suspended animation and is rendered creature is partially through the portal,that
unconscious. A creature at 0 hit points is stabilized by spelljammer or mega creature must make a DC 15
the spell, then regains consciousness and 1 hit point Dexterity saving throw. On a failure, the spelljammer
after 1d4 hours following the cocoon dissolving. or mega creature takes 10d10 mega force damage. On a
The softwood surrounding a creature is immune to success, they take no damage. In either case, the
extreme heat and cold environmental effects and is spelljammer or mega creature chooses which side of
immune to all damage unless another creature takes the sphere they end up on.
the time to break off the softwood. For example, Classes: Sorcerer, Wizard
someone cocooned in softwood could fall from
wildspace through an atmosphere and crash land on a CREATE MINOR HELM
planet's surface without damaging the person within. 6th-level enchantment
After being exposed to air for 30 minutes, the
softwood will dissolve and the creature inside will Casting Time: 1 hour
wake up. Range: Touch
At Higher Levels. When you cast this spell using a Components: V, S, M (a stool, chair, or suitable seat)
6thlevel spell slot or higher, you can target an Duration: 24 hours
additional creature for every 2 slots above 4th. You transform a normal chair or seat into a minor
Classes: Bard, Cleric, Druid, Ranger Spelljammer Helm suitable for use in powering a
spelljammer through space. The spell must be cast
again each day to stay active.
Classes: Bard, Sorcerer, Wizard

CHAPTER 3: CHARACTER OPTIONS


32
HOLD MEGA CREATURE BLACK HOLE
6th-level enchantment (mega) 9th-level transmutation (mega)
Casting Time: 1 action Casting Time: 1 action
Range: 5,000 feet Range: 6,000 feet
Components: V, S, M (a small piece of thick wood) Components: V, S, M (an obsidian marble)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Choose a mega creature that you can see within range. You bring your greatest arcane powers to bear and rip a
The mega creature must succeed on a Wisdom saving hole in space itself, creating a black hole at a point in
throw or be paralyzed for the duration. At the end of range. The black hole itself is incredibly small, but it
each of each of their turns, the target can make affects all spelljammers and mega creatures within
another Wisdom saving throw. On a success, the spell 1,500 feet of it. As soon as the black hole appears, all
ends on the target. spelljammers or mega creatures are moved 500 feet
Classes: Bard, Sorcerer, Wizard closer to the black hole if possible. For the duration,
any spelljammer or mega creature moving through
COLLAPSE PORTAL this area must spend 4 feet of movement for every 1
8th-level abjuration (mega) foot it moves.
When a spelljammer or mega creature enters the
Casting Time: 1 action area for the first time on a turn or starts its turn there,
Range: 3,000 feet it must make a Constitution saving throw. On a failed
Components: V, S, M (two smooth stones of any size, save, the spelljammer or mega creature takes 10d6 +
one diamond, and one obsidian) 40 mega force damage. On a successful save, the
Duration: Instantaneous spelljammer or mega creatures takes half damage.
This rare spell allows you to instantly close an active Classes: Sorcerer, Wizard
portal at the threshold of a crystal sphere. A mega
creature or spelljammer that is only partially through
the portal when it is collapsed must make a Dexterity
saving throw against your spell save DC. On a failure,
they take 10d10 mega force damage. On a successful
save, they take no damage. After the saving throw, the
spelljammer or mega creature chooses which side of
the sphere they end up on.
Classes: Bard, Sorcerer, Wizard

CHAPTER 3: CHARACTER OPTIONS


33
CHAPTER 4: SPELLJAMMER COMBAT
pelljammers come in all sorts of shapes trivialize ground combat?” Right you are! For this

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.

CHAPTER 4: SPELLJAMMER COMBAT


34
BRIDGE CREW ROLES BOATSWAIN
While in the Boatswain role, at the start of your turn,
Bridge crew roles provide player characters (and your spelljammer heals a number of bulwark points
sometimes friendly non-player characters) with equal to half its maximum, rounded up.
specific actions they can take on their turn in a mega
scale combat. A creature can only occupy a single BRACE FOR IMPACT
bridge crew role at a time. Some roles can only have As an action, you ready the crew for an attack. Choose
one occupant, such as the Captain, the Helmsman, and one 90º side of your ship. Until the start of your next
the Boatswain. Other roles can have as many as the turn, the first attack each turn that hits that side of
ship has capacity for, such as a Gunner or Fighter your ship is reduced by twice your proficiency bonus.
Helmsman. A creature can switch between roles as a
bonus action on their turn, but if the role is currently FIX IT UP
occupied, the occupant must agree to the swap. As an action, you repair a ship weapon, module, or sail
that has been disabled. When you do, make a DC 15
BRIDGE CREW PROFICIENCIES Intelligence (Carpenter's Tools) check. On a success,
As a character grows in power, they also gain new the ship weapon, module, or sail is repaired for 1 hull
abilities aboard their ship. Starting at 1st level, a point and resumes functioning as normal.
character gains 4 bridge crew proficiencies. They gain
an additional 2 bridge crew proficiencies at levels 5, 9, WORK THE SAILS
13, and 17. Each character starts at rank 0 in each As an action, you push the crew to work the sails. The
bridge crew role. By spending bridge crew first time your ship moves before the start of your next
proficiencies, a character can increase their rank. A turn, its maneuverability is increased by 45º, up to a
character can only buy a rank that they meet the level maximum of 135º.
requirement for. Ranks must be purchased in FIX IT UP
sequential order.
A character may reallocate their ranks by spending 1 As an action, you push the crew to work harder. Your
week of downtime per rank changed. ship's bulwark points are restored to full and any
Gunner that takes the Open Fire action before the start
of your next turn can make one additional attack. Once
ROLES DESCRIPTION you use this action, you can't use it again for 1 minute.
There are five roles included in this supplement:
The Boatswain. You lead the crew in repairing the EXPERT BOATSWAIN
spelljammer and working the sails. When you take the Brace for Impact action, you choose
The Captain: With a booming voice, the Captain a 180º side instead.
coordinates their crew and bolsters their abilities.
The Fighter Helmsman. You deploy in a small fighter HARD TURN
craft to harass enemy ships and mega creatures. As an action, you directly lead the crew in working the
The Gunner. You command a small team of crew sails. The first time your ship moves before the start of
members in operating one of the ship’s weapons. your next turn, its maneuverability is increased by 90º,
The Helmsman. You are the ship, controlling its up to a maximum of 180º.
every movement around a battlefield. MASTER BOATSWAIN
While in the Boatswain role, your spelljammer has a
BOATSWAIN number of extra bulwark points equal to your
As the Boatswain (also called the 'bosun'), your job proficiency bonus.
aboard a spelljammer includes maintaining and
managing the spelljammer's hull, masts, sails, and
rigging. You are also responsible for leading the crew
in operating the sails and repairing the spelljammer.
Your responsibilities include daily inspections of the
spelljammer's hull, masts, sails, rigging, and crew. You
provide daily reports to the Captain with the results of
your inspection and to keep them up to date with
ongoing maintenance and service needs of the
spelljammer and crew.

Boatswain

rank Level Req. Features


0 1 Boatswain, Brace for Impact
1 1 Fix It Up
2 1 Work the Sails
3 5 Hurry Up
4 9 Expert Boatswain
5 13 Hard Turn
6 17 Master Boatswain

CHAPTER 4: SPELLJAMMER COMBAT


35
CAPTAIN
As a captain, you decide what goes on and when. Captain
Through your work, you coordinate the different
groups aboard the spelljammer into the most efficient
path toward victory. rank Level Req. Features
Your responsibilities include being bold and decisive 0 1 Captain, Fire at Will
when issuing commands. You are responsible for the 1 1 Ship Grapple
safety of the spelljammer and its crew, as well as the 2 1 Boarding Party
success of the crew.Every captain sits with the axe of 3 5 Full Speed Ahead
mutiny over their neck, which means captains tend to
be those with the force of personality to keep people 4 9 Expert Captain
unified and understanding. 5 13 Barrage
6 17 Master Captain
CAPTAIN
While in the Captain role, all bridge crew members
take their turn at your initiative. The entire party acts
on that turn in the initiative order, and you can choose SHIP GRAPPLE
in which order the crew members take their turns. Any As an action, you ready the crew to throw grappling
effects that occur at the start of end of turn for one hooks and chains on another ship. The next time
bridge member occur at the start or end of the before the start of your next turn that your ship enters
collective turn. If you leave this role, bridge crew the same space as another ship, you may make a
members resume using their own initiative roll. Charisma (Water Vehicles) check contested by the
FIRE AT WILL opposing ship’s Captain. If the opposing ship has no
As an action, you call out an order to fire. One Gunner Captain, the DC to grapple is 10. On a success, both
of your choice may use their reaction to make one ship ships are tied up in a ship grapple.
weapon attack against a target in range. Alternatively, a DM may choose to have ship
grapples resolve between captains the same way a
normal grapple would resolve in ground combat.
While in a ship grapple, both ships move at half
speed and both move when the other moves. A ship
grapple ends when you take an action to end it or when
the Captain of the opposing ship uses their action to
repeat the contested check and succeeds.
BOARDING PARTY
While in a ship grapple with a ship that is schooner-
sized (1x1) or larger, you can use an action to call for a
boarding party. Choose any number of player
characters and eligible crew members that have not yet
used their action this turn to join you. Each creature
that chooses to join uses their action at the same time
to swing across to the other ship. Creatures in the
boarding party are removed from their bridge crew
role, if any, and begin to fight on the opposing ship at
their original initiative roll.
FULL SPEED AHEAD
As an action, you call out an order to the Helmsman.
The Helmsman may use their reaction to immediately
move up to half the ship's movement speed (rounded
down) within its cone of movement. The ship doesn't
turn after moving.
EXPERT CAPTAIN
When you take the Boarding Party action, members of
your boarding party (other than you) now only use a
bonus action to board the other ship, allowing them to
attack as soon as they swing over.
BARRAGE
When you use the Fire At Will action, you may choose
an additional Gunner to make an attack with their
reaction. Once you use this feature, you can't use it
again until you complete a short or long rest.
MASTER CAPTAIN
While in the Captain role, you have advantage on
Initiative rolls when entering combat.

CHAPTER 4: SPELLJAMMER COMBAT


36
FIGHTER HELMSMAN EMERGENCY REPAIR
A Fighter Helmsman acts as a fighter pilot for a As an action, you turn your attention to patching up
spelljammer. Unlike a Helmsman, they don't need spell damage on your fighter. Your fighter regains twice
slots because they are not using a Spelljammer Helm. your class level in hull points. Once you've used this
Instead, they make use of small fighter-sized ships ability, you can't use it again for 1 minute.
using alternate forms of propulsion. It might be a EXPERT FIGHTER HELMSMAN
Furnace Helm, a GravWood Hull, Wings of the Void, or All fighters you fly count as having the Quick Eject
countless other means of short distance propulsion. feature. If your fighter already has the Quick Eject
Fighters are generally too small to carry enough supply feature, you move at double speed.
or to carry powerful helms, resulting in them being In addition, your fighter gains 8 bulwark points
short ranged fighters for a larger spelljammer. while you are piloting it.
FIGHTER HELMSMAN DODGE & STRIKE
While in the Fighter Helmsman role, you can use your When a ship or mega creature hits you with an attack,
action to deploy a fighter-sized ship from your you may use your reaction to negate the attack, move
spelljammer. When you do, your token is placed up to half of your movement speed, and make a single
directly adjacent to the spelljammer. Until you return ship weapon attack against the creature. Once you use
to the same space as a friendly spelljammer with a this feature, you can't use it again until you complete a
fighter bay, you cannot change roles. Once per turn, short or long rest.
you may move like a Helmsman's move action,but
without spending an action. In addition, the crew MASTER FIGHTER HELMSMAN
requirement of ship mounted weapons is reduced by 1. When you take the Targeted Attack action, you don't
As a reaction to your fighter-sized ship being make your attack at disadvantage.
destroyed, you may use your reaction to eject. You In addition, your fighter now gains 16 bulwark
remain lingering in space until you either run out or points while you are piloting it.
air or are picked up by a ship or mega creature.
GUNNER
Fighter Helmsman Being a Gunner means being in command of the crew
managing one of the ship mounted weapons as you
fire at enemy spelljammers and mega creatures. Your
rank Level Req. Features responsibility is entirely on bringing swift destruction
0 1 Fighter Helmsman, Eject to enemies which threaten your spelljammer.
1 1 Attack
GUNNER
2 1 Targeted Attack While in the Gunner role, you command the crew of a
3 5 Emergency Repair single ship mounted weapon on your spelljammer.
4 9 Expert Fighter Helmsman During your turn, you can use a bonus action to switch
5 13 Dodge & Strike to another weapon that isn't currently being used by
6 17 Master Fighter Helmsman
another Gunner. You can do this between attacks with
the Open Fire action.
OPEN FIRE
ATTACK As an action, you attack with your ship mounted
As an action, you attack with your ship mounted weapon.When you make a ship weapon attack, you
weapon. When making a ship weapon attack, you may may add your Strength or Dexterity modifier (your
add your Strength or Dexterity modifier (your choice) choice) to the attack roll, but not to the damage roll.
to the attack roll, but not to the damage roll. Ship Ship weapon attacks can only target ships, mega
weapon attacks can only target ships, mega creatures, creatures, or other objects of mega scale.
or other objects at Mega Scale. If your fighter-sized
ship has the Frame feature, you instead make a melee
or ranged weapon attack using your ship's weapon.
You can use class features which apply to weapon
attacks (such as Extra Attack) while taking this action
with your ship's weapon.
Gunner
TARGETED ATTACK
While you are within range to attack a ship, you can
attempt to disable one of its ship weapons, modules, or rank Level Req. Features
sails. Make an attack at disadvantage. On hit, you first 0 1 Gunner, Open Fire
deal damage to the ship's bulwark points and then to 1 1 Trained Gunner
the ship weapon, module, or sail directly. If the ship 2 1 Readied Attack
weapon, module, or sail is reduced to 0 hull points, it is 3 5 Precise Shot
disabled. All damage dealt to ship weapons, modules,
or sails this way is also dealt to the ship's hull points. 4 9 Expert Gunner
If you use this feature to attack a mega creature, you 5 13 Distracting Shot
can target one of its natural weapons. On hit, the mega 6 17 Master Gunner
creature has disadvantage on attack rolls with that
natural weapon until the start of your next turn.

CHAPTER 4: SPELLJAMMER COMBAT


37
HELMSMAN
As the Helmsman, your awareness and perceptions
stretch out across the ship, allowing you to move the
spelljammer.
HELMSMAN
To occupy the role of Helmsman, you must meet all
requirements to attune to the Helm currently installed
on your spelljammer and be attuned to it. To switch out
of this role, you must break attunement. There may be
an Unattunement Backlash effect if you don't take your
time to do so, as listed in the Helm's description.
While you are in the Helmsman role, you gain control
over the spelljammer like it is an extension of your
body and can extend your senses to any spot aboard
the spelljammer (no action required).
Each spelljammer and mega creature faces a
particular direction in 45-degree intervals which can
be represented by the eight cardinal and intercardinal
directions. To give the feeling of momentum to
spelljammers, each spelljammer has a
maneuverability score that limits them to a cone of
movement. This cone extends forward and is as wide
as the maneuverability score of the spelljammer.

Helmsman

rank Level Req. Features


0 1 Helmsman, Move, Match Speed, Spelljamming
1 1 Evasive Maneuvers
2 1 Ram
3 5 Dogfighting
TRAINED GUNNER 4 9 Expert Helmsman
You can use class features which apply to weapon 5 13 Spell Surge
attacks (such as Extra Attack) while taking the Open 6 17 Master Helmsman
Fire action. Some class features (like Reckless Attack)
don’t translate well. Consult with your DM about
whether a feature is appropriate for use.
In addition, the backfire score of any ship mounted MOVE
weapon you attack with is reduced by 1. As an action, you move your ship up to its speed within
its cone of movement. Once you have finished moving,
READIED ATTACK you can turn your ship up to its maneuverability.
As an action, you ready to Open Fire. Until the start of
your next turn, when the criteria for your readied MATCH SPEED
action is met, you can use your reaction to Open Fire. As an action, you attempt to match speed with another
ship. Until the start of your next turn, when the target
PRECISE SHOT ship would move, you mimic their movements and
Once per turn when you hit with a ship weapon attack, maintain the same distance as when you took this
you add extra mega damage equal to your Strength or action. If the other ship moves in a way your ship can't,
Dexterity modifier (your choice). this effect ends.
EXPERT GUNNER SPELLJAMMING
While in the Gunner role, the crew requirement and As a bonus action, you start charging your ship's Helm
backfire score of ship mounted weapons you use is to accelerate to spelljamming speed. Charging the
reduced by 1. Helm takes 1 minute. If you start your turn in the same
space as another ship, mega creature, or object at Mega
DISTRACTING SHOT Scale, the charging is paused until your next turn.
When you hit with a ship weapon attack, you can
create an opportunity for another attacker. Add your EVASIVE MANEUVERS
proficiency bonus to the damage of the attack roll and If your ship is Frigate-size (2x2) or smaller, as an
the next attack made against the target is made with action you perform evasive maneuvers instead of
advantage. Once you use this feature, you can't use it moving. Until the start of your next turn, you add your
again until you complete a short or long rest. Dexterity modifier to your ship's AC and have
advantage on Dexterity saving throws made on behalf
MASTER GUNNER of the ship.
While in the Gunner role, your Precise Shot feature
applies to all ship weapon attacks you make.

CHAPTER 4: SPELLJAMMER COMBAT


38
RAM SPELL SURGE
If your ship is Heavy Frigate-sized (3x3) or smaller, as As an action, you may expend a spell slot of any level
an action you can move up to your speed in a straight up to your proficiency bonus. When you do, you move
line toward a ship, mega creature, or other object at in a straight line up to the ship's movement speed plus
Mega Scale. If you move at least 1,000 feet, your ship 500 feet per level of the expended spell slot. Once you
and the target both take 2d10 mega bludgeoning use this feature, you can't use it again until you
damage. Larger ships deal and take more damage. complete a short or long rest.
Sloops (1x1) deal 3d10 and Frigates and Heavy Frigates
deal 4d10 mega bludgeoning damage instead. MASTER HELMSMAN
While you are in the Helmsman role, your
DOGFIGHTING spelljammer has 500 feet of additional movement.
If your ship is Frigate-size (2x2) or smaller and a ship
of your size or smaller is behind you within 1,000 feet,
as an action you can perform a complex maneuver.
Make a Dexterity(Water Vehicles) check contested by
the Helmsman of the other ship. On a success,
following several tight turns, you switch places with
that ship. The direction that each ship is facing doesn’t
change after their places are switched.
EXPERT HELMSMAN
You can use the Evasive Maneuvers and Dogfighting
actions with Heavy Frigate-size (3x3) ships.

CHAPTER 4: SPELLJAMMER COMBAT


39
CHAPTER 5: SPELLJAMMER MECHANICS
n this chapter, we're going to take a much
USING A HELM

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.

CHAPTER 5: SPELLJAMMER MECHANICS


40
SPEEDS While in spelljamming speed, small debris is easily
ignored. It’s only when encountering an object on
There are two speeds we deal with in Spelljammer: mega scale that spelljamming speeds fail. Should a
tactical and spelljamming. spelljammer be traveling and get close to a mega
creature, spelljammer, celestial body, or some other
TACTICAL SPEED large object on mega scale, the spelljammer
When moving at tactical speed, a Helmsman and crew immediately slows to tactical speed. This sudden loss
have considerable control over a spelljammer's of speed isn't a detriment to anyone aboard, but it does
movement. At this speed, the spelljammer could mean the spelljammer has to maneuver around the
maneuver the ship up to a dock, near another obstacle and spend another minute charging the helm
spelljammer, approach a space anomaly, or engage in to accelerate back to spelljamming speeds.
spelljammer combat. It is comparable to a creature's
movement speed in combat. PHLOGISTON TRAVEL
Unlike in traditional Spelljammer, in this system For the most part, traveling through the phlogiston is
tactical speed is based on the spelljammer itself. the same as traveling through wildspace: tactical for
Smaller spelljammers tend to move quicker and close range encounters and spelljamming for long
particularly heavy spelljammers tend to have lower distance. The main difference is that the phlogiston
speeds and require stronger helms to move them has what are called flow rivers. These flow rivers help
guide spelljammers from one sphere to the next and
SPELLJAMMING SPEED speed them up beyond normal spelljamming speeds. A
Tactical speed is useful when we are trying to Helmsman is able to see these flow rivers and sail upon
maneuver or turn, but not so much when we want to them from sphere to sphere.
cover vast distances like those in space. To handle long
distance travel, spelljammers can accelerate to PLANETARY TRAVEL
spelljamming speed by channeling magic in the helm From time to time, a spelljammer might want to take
for a minute. A spelljammer can't accelerate to an aether current and travel down to a planet. On
spelljamming speed while in the gravity field of average, sailing ships tend to travel at about 4 miles
another mega scale object or mega creature. per hour over water and air ships at 9 miles per hour
When moving at spelljamming speed, the through the air. Spelljammers can easily mimic these
spelljammer always moves in a straight line and speeds to blend in, or they can use Hover Sailing to go
always at a speed of just over 4 million miles per hour. faster. When hover sailing, a spelljammer can sail or
This means in a standard 12 hour traveling day for a fly a maximum number of miles per hour equal to five
Helmsman, the spelljammer can travel 50 million times the Helmsman's highest unexpended spell slot.
miles That’s a little over half the distance from earth to Although this method of travel is expedient, it isn't at
the Sun. With two Helmsman trading off shifts, they all inconspicuous. If you happen to catch the eye of
travel 100 million miles per day, a bit over the distance locals, they may decide to try and steal your ship.
from earth to the Sun.

CHAPTER 5: SPELLJAMMER MECHANICS


41
For those of you who play gridless or use hexes, use
MANEUVERABILITY whatever works at your table! Just adjust these rules to
The mechanics of spelljammer combat I’ve discussed take account of it. Hex play will probably be the
so far are all fairly simple. In the combat section, I toughest as this system is designed around grid or
talked about how mega scale encounters attempt to gridless to match up with normal fifth edition combat.
mimic ground scale combat as closely as possible. It's also worth noting that while a spelljammer is
Sadly, there is one mechanic that needs to be added sailing at spelljammer speed, the crew do not need to
that has no ground scale equivalent: maneuverability. actively work the sails because a spelljammer can't
Generally speaking, maneuverability is the degree to turn while at that speed. Crew still need to be standing
which the spelljammer can turn while in motion. In by at the ready in case they get pulled out of
ground scale combat, we're used to being able to move spelljamming speed by something!
in any direction up to our speed. While controlling a
ship in a mega scale encounter, we are limited in how INTERACTION WITH THE CREW
much we can turn. Although the propulsion of a spelljammer is primarily
Picture a ship sailing on the sea. If they wanted to the result of the Helmsman, it is the crew working the
turn around, could they pivot on the spot? Not really. sails that give the spelljammer its maneuverability.
They could try doing some fancy maneuvers, but Every spelljammer has a minimum number of crew
turning a large ship generally takes a bit of time and required, and a major part of that requirement is
an arc in the path they sail. having enough people to work the sails.When your
To deal with this mechanically, every spelljammer spelljammer has fewer than the minimum, your
has a maneuverability score. This score can be 360º, spelljammer suffers from a reduction in
180º, 135º, 90º, 45º, and 0º. When a spelljammer maneuverability. See the chart below.
moves, they can move up to their speed within a cone
of movement equal to that maneuverability score. Crew Deficit
After they move, they can then turn up to that many % Under Minimum 360º 180º 135º 90º 45º
degrees left or right from the direction they are facing. -1% to -25% 180º 135º 90º 45º 0º
For grid play, spelljammers can face up to 8 -26% to -50% 135º 90º 45º 45º 0º
directions, corresponding with the four cardinal
-51% to -75% 90º 45º 45º 0º 0º
directions and four intercardinal directions: N, NE, E,
SE, S, SW, W, & NW. Each of these is 45º. For example, -76% to -99% 45º 45º 0º 0º 0º
if your ship’s speed is 3,000 ft. (90º) and it is facing
north, it can move 3,000 feet in a 90º cone, and then
can turn up to 90º left or right, from north to east or
from north to west.

CHAPTER 5: SPELLJAMMER MECHANICS


42
LIST OF HELMS FURNACE HELM
Wondrous item, artifact (requires attunement), 20,000gp or
The helms in this section are presented in alphabetical 50,000gp
order. A helm’s description gives its name, value, any
prerequisites to attune to it, and its properties. Only
spelljammers of schooner size (mega small) or larger This helm takes the form of a furnace that is situated at
can have a helm installed unless the spelljammer’s the center of a ship. Magic items can be burned in the
description says otherwise. furnace to create propulsion. For every 1,000gp of
value burned this way, the furnace generates one
ARTIFURNACE week's worth of propulsion. Since the Furnace Helm
Wondrous item, artifact (requires attunement), Priceless depend upon fire, they are never used in the Flow.
The minor variant of this helm can only be used on
fighters (mega tiny) or schooner (mega small) size
This helm is a modernized version of the Furnace spelljammers, as it doesn’t produce enough power to
Helm. Like the Furnace Helm, the Artifurnace is move a larger spelljammer.
designed to burn magical items and convert their The major variant of this helm can be situated on a
power into propulsion. However, the Artifurnace is spelljammer ranging from schooner (mega small) size
designed to draw power from an artifact tier magic to frigate (mega large) size. When hover sailing, every
item, which are known to be indestructible. As a result, 1,000gp burned corresponds to one spell slot level
the Artifurnace is an endless source of propulsion. (maximum of 5). To use Spell Surge, you burn additional
This Helm counts as an 11th level spellcaster for Spell items. Every 1,000gp corresponds to one spell slot
Surge and Hover Sailing, though a Helmsman is still level (maximum of 5), though each of these items have
required to control the helm. a 25% chance of causing an explosion that deals 10d10
If a sentient magic item is used as the artifact in the mega fire damage to your spelljammer.
Artifurnace, that sentient magic item becomes the
Helmsman of the spelljammer. SERIES HELM
CROWN OF STARS Wondrous item, artifact (requires attunement by a creature with
spellcasting or pact magic),75,000gp per link
Wondrous item, artifact (requires attunement by a creature with
spellcasting or pact magic), Priceless
This rare Helm is a series of specialized Spelljammer
Helms. Each link can be attuned to by a different
This helm functions exactly the same as a Spelljammer creature, but only one attuned creature can be the
Helm (minor), except that it takes the form of a crown. Helmsman at a time. The role of Helmsman can be
While wearing this helm, a Helmsman does not transferred as an action instead of a bonus action.
become helpless while attuned. They can act both in When the Helmsman uses Spell Surge or hover sailing,
mega scale combat as a Helmsman and in ground scale each creature can add up to 3 spell slots worth of levels
combat aboard their ship. If the Helmsman leaves the to amplify the power of the helm, up to a maximum of
air envelope of the spelljammer, attunement to this 9 levels.
helm immediately ends. Quick Attunement. Functions identically to a minor
DEATH HELM Spelljammer Helm.
Wondrous item, artifact (requires attunement by a creature with Unattunement Backlash. Functions identically to a
spellcasting or pact magic), 50,000gp minor Spelljammer Helm.
SPELLJAMMER HELM
This helm is identical to a Spelljammer Helm (major), Wondrous item, artifact (requires attunement by a creature with
except it also has the following properties. spellcasting or pact magic), Minor:100,000gp | Major: 250,000gp
Cursed Item. When a creature attunes to this helm,
the creature must make a DC 20 Wisdom saving throw This ornamental throne covered in Arcane runes
or be charmed by the helm. While charmed, the comes in two varieties: minor and major. The minor
creature finds themselves deeply enjoying being variant can be installed into any spelljammer ranging
attuned to the helm. Each day that the creature attunes from schooner (mega small) size to frigate (mega large)
to the helm, the helm drains more and more of their size. The major variant is required for heavy frigates
life away, resulting in a point of exhaustion that (mega huge) or ships of the line (mega gargantuan).
doesn’t go away with a long rest. Quick Attunement. A spellcaster can immediately
In addition, each day the helmsman uses the Death attune to this Helm instead of taking an hour by
Helm, they must make a special death saving throw. expending a 2ndlevel spell slot (minor) or 5th-level
These saving throws don’t reset on a long rest and they spell slot (major).
are not cleared when the creature reaches three Unattunement Backlash. When a Helmsman
successes. The death saving throws are made until unattunes from this helm, the Helmsman is unable to
attunement is broken or the creature has three failures cast spells using spell slots for 1d4 rounds (minor) or
and dies. 2d4 rounds (major).
An attuned spellcaster that succeeds on their save
immediately realizes that something is wrong with the
helm and can choose to break attunement before it
settles in.
Unattunement Backlash. When a Helmsman
unattunes from this helm, the Helmsman suffers a
point of exhaustion and must make a special death
saving throw that accumulates with the cursed item
effect. Once unattuned, the creature can recover from
the lost exhaustion and death saves.

CHAPTER 5: SPELLJAMMER MECHANICS


43
Ship Mounted Weapons
Weapon Type Size Cost Damage Properties
Ballistae
Light Ballista Small 1,000gp 2d4 mega piercing Ammunition (2,500/7,500 ft.), crew 1
Medium Ballista Medium 2,000gp 2d6 mega piercing Ammunition (3,000/9,000 ft.), crew 2
Heavy Ballista Large 4,000gp 2d8 mega piercing Ammunition (3,500/10,500 ft.), crew 3
Catapults
Light Catapult Small 1,000gp 3d4 mega bludgeoning Ammunition (3,500/10,500 ft.), fixed, crew 1
Medium Catapult Medium 2,000gp 3d6 mega bludgeoning Ammunition (4,000/12,000 ft.), fixed, crew 3
Heavy Catapult Large 4,000gp 3d8 mega bludgeoning Ammunition (4,500/13,500 ft.), fixed, crew 5
Cannons
Carronade Small 2,000gp 3d6 mega bludgeoning Ammunition (2,500/7,500 ft.), fixed, loading, backfire 1, crew 2
12-Pounder Long Gun Medium 4,000gp 3d8 mega bludgeoning Ammunition (5,000/15,000 ft.), fixed, loading, backfire 2, crew 4
24-Pounder Long Gun Large 6,000gp 3d10 mega bludgeoning Ammunition (6,000/18,000 ft.), fixed, loading, backfire 3, crew 6
36-Pounder Long Gun Large 10,000gp 4d20 mega bludgeoning Ammunition (6,000/18,000 ft.), fixed, overheat, backfire 4, crew 8
Dual Ballistae
Light Dual Ballista Small 1,500gp 2d4 mega piercing Ammunition (2,500/7,500 ft.), automatic, crew 2
Medium Dual Ballista Medium 3,000gp 2d6 mega piercing Ammunition (3,000/9,000 ft.), automatic, crew 3
Heavy Dual Ballista Large 6,000gp 2d8 mega piercing Ammunition (3,500/10,500 ft.), automatic, crew 4
Special
Fire Projector Small 2,000gp 3d4 mega fire Ammunition (1,000/3,000 ft.), fixed, special, crew 1
Grappling Ballista Small 2,000gp 1d4 mega piercing Ammunition (1,500/4,500 ft.), special, crew 2
Matick’s Cannon Medium 5,000gp 2d4+2 mega force Ammunition (2,500/7,500 ft.), automatic, special, crew 1
smoothbore design rather than any rifling, resulting in
SPELLJAMMER WEAPONS them being shorter ranged than other cannons.
Nevertheless, its efficiency at short range has resulted
Ship mounted weaponry generally consists of siege in the carronade still having a place in the market.
weapons and cannons. These weapons were designed 12 & 24-Pounder Long Gun. These cannons are the
for use in space, packing enough power to deal damage most common type found in space. With long barrels
to other spelljammers and mega creatures. with rifling, their range and power is a force to be
A creature proficient with martial weapons is reckoned with. Nevertheless, gunpowder carries
considered proficient with ship weapons. To use a ship danger to those sailing in the Phlogiston and always
weapon, a creature usually needs to be in the Gunner has a chance to backfire.
bridge crew role (see Chapter 3). 36-Pounder Long Gun. This ridiculously oversized
Ship weapons, like ship sails and modules, have 10 cannon is a favorite of the gunpowder obsessed giff.
hull points each. The large amount of gunpowder used per shot results
Attacks made with ship mounted weapons are ship in the weapon overheating each time it is fired.
weapon attacks, not melee or ranged weapon attacks. Dual Ballistae. A dual ballista is a specialized ballista
Ship weapon attacks use a creature's Strength or crafted to have two flight grooves for loading and
Dexterity modifier (their choice) for the attack roll, but firing two bolts at the same time. However, doing so
don’t add any modifier to the damage roll. Ship throws off the weapon’s aim considerably.
weapon attacks can only target ships, mega creatures, Fire Projector. This small cannon consists of a series
or other objects at mega scale. of tubes that pump a special chemical compound that
ignites into flame when it touches air.
WEAPON DESCRIPTIONS Unlike splintered wood and broken hull, damage
These are the most common weapons you will find from a fire projector is not as easy to quickly patch. As
available at ports in wildspace. a result, this weapon deals double damage to bulwark
Ballistae. These top loaded siege weapons look much point, more easily breaking it and dealing lasting
like a large crossbow. Unlike some models of ballista damage to a ship’s hull.
which are anchored to the ground at two points, the Grappling Ballista. A grappling ballista is
spelljammer variants have a central reinforced beam specifically designed for firing ballista bolts that are
on a pivot. The Heavy Ballista makes use of a two- anchored by ship rope. This puts a serious drag on the
point anchor, but it rests on manually rotating fired projectile and reduces the damage it can deal. In
platform that supporting crew can turn to help aim. exchange, it gains significant perks in helping with
Catapult. A classic siege weapon that uses stored up starting a ship grapple.
tension in a single limb to release some projectile at When this weapon deals damage to the hull points
high speeds toward a target. Many traditional of another ship, the bolt is embedded in the side of
catapults have lockable wheels so they can be moved that ship. While embedded, the Captain has advantage
and fired, but the spelljammer variant is built into the on the grapple check when using the Ship Grapple
hardpoint itself. Although cannons tend to have action. The ropes are broken if the other ship moves
greater damage and range, the catapult remains in the more than 1,500 feet away from your ship.
market for spelljammers that don't want to risk Matick’s Cannon. Not to be confused with the Arcane
cannon backfire. Cannon, Matick’s Cannon is a specialized weapon
Carronade. These short barreled cannons were designed for use by spellcasters. This weapon uses the
among the first gunpowder based cannons to be built magic of a spellcaster to create and propel large bolts
for spelljammer use. These cannons have a of magical force that look like large Magic Missiles.

CHAPTER 5: SPELLJAMMER MECHANICS


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To use this ship weapon, a Gunner must have the Backfire. When you make an attack with this
spellcasting or pact magic feature. When using this weapon, if the unmodified die roll is equal or less than
weapon to make ship weapon attacks, the Gunner uses the backfire value, the weapon is reduced to 0 hull
their spellcasting ability modifier instead of Strength points and becomes disabled.
or Dexterity for the attack roll. Additionally, if the If the backfire score of a weapon is reduced to 0,
spellcaster doesn’t have the Extra Attack feature but there is no chance of a backfire. Backfire can be
does have access to 3rd level spell slots, they are reduced by having a trained or expert Gunner
considered to have the Extra Attack feature for attacks operating it, by the Gunner being a Giff, or having Giff
with this ship weapon. mercenaries act as crew for that ship mounted weapon.
Crew. Crew represents how many crew members a
WEAPON PROPERTIES Gunner requires to help them properly use this
These are the properties found on ship weapons. weapon. A crew member helping operate a weapon
Automatic. When you make an attack with this doesn't count toward the minimum necessary crew for
weapon on your turn, you can choose to make two the spelljammer to operate.
attacks with disadvantage instead. These attacks
always have disadvantage, regardless of circumstance. AMMUNITION
Ammunition. You can use a weapon that has the Weapons that have the Ammunition property
ammunition property to make a ranged attack only if generally require you to get a hold of ammunition that
you have ammunition to fire from the weapon. Each it can use in the attack. Most commonly, adventurers
time you make an attack with the weapon, you expend will be familiar with buying arrows for their bow or
one piece of ammunition. Drawing the ammunition bolts for their crossbow. Just as an archer character is
from where it is stored is a part of the attack. going to regularly restock on arrows or bolts when
Fixed. When mounted, this weapon is affixed to face they get to town, so too should a spelljammer be
a certain direction. It can only make attacks against replenishing their supply of ammunition.
targets within a 90-degree cone in the direction it is A single ship weapon can carry 20 of its ammunition
facing based on the direction the ship is facing. without requiring cargo space. Ammunition in surplus
Loading. Because of the time required to load this of this amount takes up cargo storage.
weapon, you can fire only one piece of ammunition
from it when you use an action, bonus action, or Ammunition Costs
reaction to fire it, regardless of the number of attacks Weapon Cost (x1 / x20) Weight
you can normally make. Fire Projector Cartridge N/A / 100gp 0.1 tons
Overheat. Once you make an attack with this Ballista Bolts 5gp / 100gp 0.1 tons
weapon, it can't be used again to make an attack until Catapult Stones 10gp / 200gp 0.5 tons
the end of your next turn.
Cannonballs 20gp / 400gp 0.5 tons

CHAPTER 5: SPELLJAMMER MECHANICS


45
CREW the fight in any way. If the ships continue to fight
without them, the giff aboard the winning ship will
What kind of sailing adventure is it with no crew? Not rescue the giff aboard the losing ship and drop them
only are they needed to handle the sails, but they are off at the next port.
also necessary for operating ship mounted weapons. Gunpowder Experts. When a weapon is crewed by a
Dealing with crew can add a fun element of resource giff, that weapon's backfire chance, if any, is reduced
management, or it can be a tedious and dull by 1. When a weapon is entirely crewed by giff, that
experience. Speak with your group to decide how weapon's backfire chance, if any, is reduced by 2. This
detailed you want to be in managing the crew. reduction can bring the backfire chance down to 0,
I tend to favor light guidelines rather than Sims level nullifying the chance of a backfire.
micromanagement, so the method offered in this Use the Giff (CR 3) from Mordenkainen's Tome of
supplement is simple. There are a few options for crew, Foes (pg. 204) as a template.
each of which uses a creature template from the
Monster Manual or Mordenkainen’s Tome of Foes. The HURWAETI MERCENARIES
cost for the crew included in the Crew Costs table is The hurwaeti are a race of ancient humanoids that
inclusive of everything they require, including income seem to be distantly related to lizardfolk. It is said their
and the cost of food and water for the voyage. As a once great empire was a benevolent expansionist
result, the extent of crew management is knowing how society that brought peace and prosperity wherever it
much the PCs have to pay the crew each month. Feel went, but the days of that empire ended following a
free to go into more detail if your table will enjoy it! war with aberrations. The hurwaeti are now a scattered
Crew Costs species, working their way through space and finding
Weapon Cost per 1 (Day/Month)
vengeance on aberrations when they can.
Hurwaeti mercenaries are not easy to find as they
Green Crew 1.5gp / 45gp are highly sought after. On the work side, they have
Veteran Crew 3gp / 90gp incredible jumping abilities and a strong work ethic
Mercenaries 5gp / 150gp which makes them a joy to work with. They stand out
Giff Mercenaries 6.5gp / 195gp most to spelljammer captains for their natural ability
Hurwaeti Mercenaries 8gp / 240gp to purify air around them.
Air Replenishment. When calculating the amount of
air available in a spelljammer's air bubble, for each
GREEN & VETERAN CREW hurwaeti aboard the ship, reduce the crew count by 2.
Green crew are new sailors getting their footing. They For example, if your ship has 40 crew and 10 are
are not combat ready and basically just do their job to hurwaeti, calculate air as if you had only 20 crew
keep the ship moving. In combat, they will act purely members aboard.
in self-defense, seeking to flee and only fight if they Use the Lizardfolk Render (CR 3) as a template from
are backed into a corner. A party can’t depend upon Ghosts of Saltmarsh, but treat them as medium sized.
green crew to help in a fight! Use the Bandit (CR 1/8)
from the Monster Manual (pg. 343) as a template.
After at least a year sailing the Sea of Night, green
crew become veteran crew. These crew members have
been sailing for a bit and they have a good bit more
experience under their belt. Unlike green crew, they
won’t flee from combat, but they will only aid in
defending the ship. A party can’t depend upon veteran
crew members to join them in boarding another ship,
but they can depend upon veterans to defend the ship
while they’re away. Use the Thug (CR 1/2) from the
Monster Manual (pg. 350) as a template.

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

CHAPTER 5: SPELLJAMMER MECHANICS


46
MODULES their spells and have them magnified to Mega Scale as
mega spells.
In addition to weaponry, you may want to customize To use an arcane cannon, a spellcaster must first be
your spelljammer by adding modules to it. These in the Gunner role. The spellcaster uses their action to
modules give your spelljammer unique benefits that charge the cannon for one round. On the following
can drastically change how your spelljammer works. round, the spellcaster expends a spell slot to cast a
Just like a ship’s weapons and sails, each module has spell through it. If the spellcaster doesn't cast a spell
10 hull points. If a Fighter Helmsman makes an attack through it on the following round, the charge in the
against one of these modules and reduces its hull arcane cannon disperses harmlessly.
points to 0, the module is disabled until repaired by If you use your action to cast an evocation spell into
the Boatswain. the charged arcane cannon, you can choose a
Installing a module on a spelljammer takes up cargo spelljammer instead of just a creature. The spell must
space, as well as gold to get it installed. If you find a have a duration of Instantaneous and a range of at
trade port that has a shipwright, you can seek them least 5 feet. The DM decides if a spell is inappropriate
out to have upgrades added. A module takes a week to for use with the arcane cannon.
install. Once installed, the spelljammer’s cargo storage The arcane cannon transforms the spell into a mega
is reduced by the cargo usage of that module until that spell, scaling it up into mega scale. Its range and the
module is removed from the ship by another dimensions of its spell effects are multiplied by 100, to
shipwright. It takes a week to remove a module. a maximum range of 10,000 feet. Also, the spell deals
mega damage instead of normal damage.
Modules Table
Module Name Cargo Usage Cost ASTROLABE
Altar 3 tons 3,000gp This large device is affixed to the inside of a dark room.
Anchor 1 ton 1,000gp When activated within a crystal sphere, it generates an
Arcane Cannon 0 tons 10,000gp illusory image of all major celestial bodies and their
orbital path, scaled down to the side of the room.
Astrolabe 1 ton 2,000gp
Brig 3 tons 3,000gp BRIG
Fighter Bay 4 tons 4,000gp Captains who have to deal with the transportation of
Lifeboats 1 ton 1,000gp creatures might look to invest in a dedicated brig. This
Passage Device 5 tons 12,000gp room allows for the containment of up to 5 medium
Plane Shift Drive 10 tons 40,000gp creatures with reasonable assurance. The details of
Portal Locator 1 ton 1,000gp this room, and how secure it is, is decided at
construction.
Sick Bay 2 tons 5,000gp
Workshop 4 tons 4,000gp FIGHTER BAY
This fighter bay can store one fighter class spelljammer
ALTAR for use by a Fighter Helmsman.
An altar is a room built in a spelljammer designed for
worship of a particular deity or deities. The design of LIFEBOATS
each altar changes from god to god, much like temples. These hard-shelled vessels are designed to fall toward
Altars aboard spelljammers allow a paladin or cleric to the largest nearby gravity field. This is intended to land
remain connected to their god for regaining spell slots occupants on nearby planets, but be wary of using
even when in a sphere that their god has no worship. lifeboats close to suns and gas giants. The lifeboats
In addition, altars act like divine batteries. When in prevent most damage from outside sources, but they
wildspace where a paladin or cleric’s god has worship, cannot handle the stress of a Spelljammer Helm or
the altar is filled with divine power. This allows a traveling at spelljamming speed. Once they land,
paladin or cleric to do their daily rituals to regain spell lifeboats cease to be a reasonable way to travel.
slots, even when they are in the phlogiston and out of Each lifeboat takes up 1 ton of cargo space and can
reach of the planes. carry 5 medium creatures to safety.
An altar holds enough divine power to allow a
paladin or cleric to restore all of their spell slots a total PASSAGE DEVICE
of 7 times before it must be recharged. Larger altars
exist that can hold even more power, but they are rare This device was created by the Arcane to make it easier
to find on the market due to their size and the limited for ships to sail through crystal spheres and the flow.
space aboard many ships. By leeching a small amount of magic off of the
Helmsman through use on the ship, the passage device
builds up a charge that can be used by the Helmsman
ANCHOR to create a portal in a crystal sphere, much like casting
Shaped exactly like its seafaring counterpart, this the Create Portal spell without expending a spell slot.
anchor can be lowered down from a ship to land,
creating a magical field to keep the spelljammer afloat PLANE SHIFT DRIVE
even if a Helmsman isn’t at the helm powering it.
This large device is built to store up residual energy
over time that can be used to Plane Shift the
ARCANE CANNON spelljammer and every creature in the air envelope.
The arcane cannon is a unique spelljammer module, in Any creature at the edge of the air envelope can choose
that it must be installed in a medium or large whether it plane shifts as well. This device can store up
hardpoint rather than using cargo space. In place of to two charges and charges are restored after a month.
that weapon, this cannon allows a spellcaster to cast Only one charge can be recharged at a time.

CHAPTER 5: SPELLJAMMER MECHANICS


47
feature. When the Gunner makes a ship weapon attack
PORTAL LOCATOR using this ship weapon, they use their spellcasting
This device was created by the Arcane to make it easier ability modifier instead of their Strength or Dexterity
on spelljammers to locate portals to get in and out of modifier for the attack roll. Additionally, if the Gunner
crystal spheres. It functions the same as casting the lacks the Extra Attack feature but has access to 3rd level
Locate Portal spell but does not require a spellcaster. spell slots, they are considered to have Extra Attack
when using this ship weapon/
SICKBAY
Illness and injury are bound to happen when traveling ASSAULT PORT
the stars, and without a dedicated healer onboard, a A Fighter Helmsman can deploy from Fighter Bays as a
sickbay is a critical facility. The system has a pool of 6 bonus action instead of as an action.
medical dice, which are 1d8s. Each of these dice Your spelljammer must be of Frigate size or larger to
recharge in 24 hours after being used. You can spend 1 accept this upgrade.
minute in a sickbay and expend one or more of these
dice to cause you or another creature in the sickbay to
regain hit points equal to the value rolled.
ENHANCED WEAPON
Alternatively, you can expend 3 medical dice to cure This enchantment upgrades a ship weapon so that
yourself of any disease or poison afflicting you or ammunition fired from it actively seeks to home in on
another creature in the sickbay. helms or mega creatures. This weapon has a +1 bonus
to attack rolls and has its normal range increased by
500 feet. This bonus can be increased up to +3, but such
WORKSHOP magic is not readily available on the market.
Whether the workshop is a fully functioning forge, a
room full of tools and lumber for a carpenter, or bolts
of cloth and threads for a tailor, this room provides
GUNPOWDER STATION
anything an artisan would need. Someone with an One of your spelljammer's hardpoints has a
artisan tool proficiency can make use of this workshop gunpowder station built for it. Cannons mounted on
to work on projects during travel. Each workshop is this hardpoint can ignore the Loading property. You
built to fit a single tool proficiency. can choose this upgrade more than once, applying it to
a different weapon each time.
UPGRADES HELM LINK
Upgrades are extra features you can get added to your Your spelljammer is able to link itself to another
spelljammer to make it function more efficiently. Each willing spelljammer. When you accelerate to
of the following upgrades can be installed on a spelljamming speed, the linked spelljammer is carried
spelljammer once,unless otherwise specified. You can along at your speed.
install a new system with 7 days of work and the cost Your spelljammer must be able to have a Helm to
indicated on the table below. accept this upgrade.
Upgrades Table REINFORCED BULWARK
Upgrade Name Cost With the help of your spelljammer's Boatswain, you
Aethersails 4,000gp find ways to make your spelljammer easier to repair on
Arcane Weaponry 1,000gp the fly, increasing its bulwark points by 6.
Assault Port 3,000gp
Enhanced Weapon 1,000gp REINFORCED COMPONENT
Gunpowder Station 2,500gp One of your spelljammer's weapons, modules, or your
Helm Link 5,000gp ship’s sails is reinforced. This weapon, module, or the
ship’s sails have 20 hull points instead of 10. You can
Reinforced Bulwark 5,000gp
choose this upgrade more than once, applying it to a
Reinforced Component 2,500gp different weapon, module, or to your ship’s sails.
Reinforced Hull 4,000gp
Thickened Hull 5,000gp REINFORCED HULL
Turreted Hardpoint 2,000gp You have improved the integrity of your spelljammer
by filling every hollow space with lightweight
AETHERSAILS reinforcement. Your ship’s hull points increase by 16.
These specialized sails are designed to pick up on the
movements in the aether to aid in moving a ship. THICKENED HULL
Aethersails come in two varieties, and only one can be Your ship’s hull is thickened, making it better able to
installed on a ship at a time. shrug off attacks. Your ship’s AC is increased by 1.
Adaptable Sails. After moving, your ship can turn an
additional 45º. This doesn’t increase the cone in which TURRETED HARDPOINT
your ship can move, just how much you turn after. One of your spelljammer's hardpoints has a turret
Gliding Sails. Your ship has an extra 500 feet of platform added to it. When a Gunner uses a weapon
movement when moving in a straight line. mounted on this hardpoint, they can use a bonus
action to turn the hardpoint to change the facing of the
ARCANE WEAPONRY mounted weapon. You can choose this upgrade more
One ship weapon’s firing system is changed from a than once, applying it to a different hardpoint.
physical system to a magical one. To use this weapon, a
Gunner must have the spellcasting or pact magic

CHAPTER 5: SPELLJAMMER MECHANICS


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HULLS turn in tactical speed. It consists of two numbers: The
number of feet it can move and the maneuverability
The hull of a spelljammer is the large frame which cone it can move in and turn up to after moving. For
holds everything else. Hulls can be made of different example, a speed of 3,000 (90º) means that ship can
materials, bringing about a variety of different style move up to 3,000 feet in a 90 degree forward cone and
ships, though they can generally be clumped into then turn up to 90 degrees.
families based on the shape of the hull. Some spelljammers will have upgrades or features
In this section, I’m going to start by going over the that grant them additional movement speed or
different figures you’ll see when looking at a abilities that help them move around the battlefield.
spelljammer’s stat block. In normal fifth edition terms,
this is the section where I explain hit points, armor HARDPOINTS
class, movement speed, and the like. After that, we’ll Hardpoints represent the number of slots available for
dig right into the spelljammers themselves, with a siege weaponry onboard your spelljammer, as well as
long list of spelljammers organized by size and value. their facing. A weapon can be affixed to a hardpoint
with any facing, but if the weapon is fixed, it can only
SPELLJAMMER ATTRIBUTES fire in a 90 degree angle once it is installed. Some
hardpoint positions on a spelljammer add the fixed
Just like the ships from the Age of Sail, spelljammers property to weapons mounted there.
tend to have a lot of unique character to each of them. There are 3 sizes of hardpoints that can exist on a
While there are many commonalities from one to spelljammer: small, medium, and large. A ship
another, people generally like to vary it a bit. Even two mounted weapon can fit on a hardpoint of the same
spelljammers crafted in the same place will tend to size or greater. For example, a Light Catapult (small)
have slight variations in room layout and overall form. can be installed on a small, medium, or large
That said, there are some general attributes that hardpoint, but a Heavy Catapult (large) can only be
spelljammers tend to have. installed on a large hardpoint.
ARMOR CLASS (AC) CREW (MIN/MAX)
Armor Class is treated identically to how you are used This represents how many people are needed at
to it from D&D 5e. Attacks that meet or beat the Armor minimum to operate the sails and keep the ship
Class of a spelljammer hit. moving. This number doesn't include the crew
HULL POINTS (HP) requirement for operating ship mounted weapons.
Hull Points is the short-hand name we use for mega hit Crew above the minimum isn't essential, though if
points with regards to spelljammers. Each mega hit you lose crew members while sailing through space,
point/hull point represents 100 regular hit points. your ships maneuverability will suffer. Refer to the
When a spelljammer's hull points reach 0, the table "Crew Deficit"on page 42 to determine your
spelljammer loses its structural integrity and breaks spelljammer's maneuverability when it has less than
apart. The air bubble remains behind, so survivors do the minimum crew available.
have time to either be picked up or get to safety. A spelljammer with no crew has no maneuverability
Repairing the hull isn't a quick process. For each 8- and can only turn in big, clumsy arcs. With regards to
hour workday the Boatswain spends with a repair tactical speed, the spelljammer can’t turn in combat.
crew, they can roll a DC 15 Intelligence (carpenter's Nevertheless, if it has enough time, it can make turns
tools) check to repair the hull. On a success, they repair and slowly drag itself back to a port for a new crew and
a number of hull points equal to two times their likely some much needed repairs.
proficiency bonus plus their intelligence modifier. On SIZE
a failure, they repair only half as much. Spelljammers come in many different sizes, but based
BULWARK POINTS (BP) on ground scale, they would all be gargantuan. Since
In D&D 5e, all ships have an attribute called damage that doesn’t help us all that much, this supplement
threshold. Simply put, damage under this amount is uses an alternate breakdown of sizes similar to that of
ignored by the ship. This is meant to represent the ground scale, just the mega equivalent. The names
durability of a ship and its ability to shrug off light have been changed to match some Age of Sail
small, insignificant amounts of damage. terminology, but they are all ultimately just mega +
In this supplement, I forgo using this attribute in ground equivalent size.
favor of a new attribute called Bulwark Points (BP).
Bulwark points represent the same basic idea, but Mega Scale Sizes Table
instead of simply ignoring small amounts of damage, Fifth Edition Sizes Class Name Grid Dimensions
this damage is just more easily repaired. In practical Tiny Fighter 0.5 x 0.5
terms, bulwark points are like temporary hull points. Small Schooner 1x1
Whenever an attack hits the spelljammer, it must first Medium Sloop 1x1
deal damage to the bulwark points. If the bulwark
points are brought to 0, any remaining damage is dealt Large Frigate 2x2
directly to the spelljammer's hull points. Huge Heavy Frigate 3x3
While hull points take a good bit of time to repair, Gargantuan Ship of the Line 4x4
bulwark points are regularly replenished when the
spelljammer has someone acting as the boatswain. See CARGO HOLD
Chapter 4 on spelljammer combat for more. Cargo hold is simply a measure of how much available
room there is on the spelljammer. This can be used for
SPEED transporting trade goods between planets and spheres,
Although we talked at length about speed already (see carrying large sums of loot, or as shelter for people
Speeds on page 41), here’s a quick recap: Speed who need help getting somewhere else.
represents the overall movement speed of a ship on its

CHAPTER 5: SPELLJAMMER MECHANICS


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DAYS OF AIR If a spelljammer shows that it is able to land in
This refers to the number of days of fresh air a ship water, that means that the spelljammer can both land
can sustain a single person. If a spelljammer has 600 and sail in water. A ship that can land on land has
days of fresh air in its air bubble, it can sustain a single landing gear that can keep the ship’s hull from
person for 600 days before the air becomes fouled, and touching down fully, like the wheels of a plane.
then 600 more days before it becomes lethal. Most spelljammer crews will do their best to avoid
Most spelljammers have crews wit h more than a contact with groundling civilization. There are more
single person, meaning you will need to do just a tiny than a few tales of a group of groundlings stealing a
bit of math. Simply divide the total days of fresh air by spelljammer from an unwary crew. The best way to
the number of people aboard, and you’ll get how many avoid that fate is to go without anyone knowing what
days it can sustain that crew. you have. Remember, a spelljammer is a valuable
For example, lets say we have a ship with 10 people magic item, and there are many who would like to have
on it and the ship’s air bubble has 600 days of fresh air. it for themselves.
We would take 600, divide it by 10, and get 60. So this Luckily, most ships that can land on water and sail
should has enough air to sustain people for 60 days through water are built to look like regular ships, just
before going foul, and then for 60 more days before with exotic design. Such ships may catch some eyes,
becoming lethal. but they are usually inconspicuous enough to pull into
harbor safely.
Outside of an Air Bubble
Creatures that leave a spelljammer air bubble carry 1 minute Provisions for Long Voyages
worth of air with them. This air fouls after a minute. A minute All spelljammers come with a pantry that can support the
after that, a character can hold their breath for a number of maximum crew count of the ship for 3 months without taking up
minutes equal to their Constitution modifier (minimum of 30 cargo space.
seconds). If you're going on a long voyage though, you may want to stock
up! Every 1 ton of cargo storage you fill with food and water can
LANDING provide 2,400 days of sustenance for 1 person. Divide 2,400 by
While all spelljammers are designed to operate when the number of people you have to supply for and you'll have the
sailing through space, their ability to function on a number of days 1 ton can sustain.
planet can be somewhat limited depending on the
model. All spelljammers are capable of hover sailing The cost of food and water is included in the daily cost of crew
which allows them to either fly like an airship or skim members to make food and water management simple. If you
the surface of water at exceptional speeds, but not all add passengers or stock up, the cost of food and water is 5 silver
of them can actually touch down on a planet safely per per person per day, or 1,200gp for 1 ton.
without a Helmsman remaining attuned to the helm to
keep it hovering above the surface.

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LIST OF SPELLJAMMERS BLADE
Spelljammers are not generally mass produced in a Goblin Fighter (0.5 x 0.5)
factory. You're unlikely to find automated production
lines crafting hulls, ship mounted weapons, or
modules in one of the many spelljamming port cities. Armor Class 13
Hull Points 45
The vast majority of spelljammers were, at some point Bulwark Points 0
or another, crafted by a person or group of people who Speed 3,500 ft. (180º)
have their own personal preferences, goals for the Crew (Min/Max) 1/1
spelljammer, and/or artistic vision. Like the creations Cargo Hold 0.25 tons
of shipwrights during the Age of Sail, each Days of Air 120 days
spelljammer carries the unique signature of the Landing Space docks only
person or people who originally crafted it. Cost 2,200gp
That said, we can generally categorize spelljammers Hardpoints 1 small
into types based on similar aesthetic style or design Small Blunt Ram. This ship is designed to directly collide with
philosophy. Think of this as a picture that we show two another ship or mega creature and survive (mostly) unscathed.
different artists and ask them to reproduce. Each of When this happens, the target ship or mega creatures takes 11
those artists will bring their own unique flavor and (2d10) mega bludgeoning damage and this ship takes 3 (1d4)
style to it, resulting in two variations of the same mega bludgeoning damage. This feature only works when
original picture. ramming another target that is of Schooner size (mega small) or
In this section, I'm going to talk about these types smaller.
and offer a starting stat block for NPC spelljammers or Innovative Design. Creatures aboard this ship have advantage on
as a starting point for PC spelljammers. All of these initiative rolls.
stat blocks are generalized and each will vary based on
the shipwright that created it. Weapons may vary from Example Weapons
those shown on the stat block and attack bonuses Fire Projector. Ship Weapon Attack: +5 to hit, range 1,000/3,000 ft.,
definitely vary based on the character using them in one target. Hit: 7 (3d4) mega fire damage.
spelljammer combat.
As you look through this section and you see
spelljammers like the Hammership, remember that BLADE
just because it appears to be made of wood doesn't The Blade is a small, single pilot spelljammer most
mean it has to be. Imagine if the party puts in a work commonly made out of metal and thick wood. It was
order for a Hammership with a dwarven shipwright. originally designed by goblins as small attack craft,
That spelljammer might end up being created out of though since it was first seen in the known spheres, it
metal instead of wood, resulting in more AC but has become a favorite in the market. It can be occupied
slower movement speed. Imagine if the party puts in a by a single Fighter Helmsman who simultaneously
work order for a Hammership with an elven operates the movement of the ship and a single light
shipwright. That elf might grow the spelljammer from ballista, light catapult, or most often, a fire projector.
the starfly plant, making the ship more maneuverable
than it normally would be but less heavily armored MECHANICAL HELM
than a metal hull. The Blade is too small to carry a full Spelljammer
Helm. In place of it, the Blade carries a mechanical
Helm that generates propulsion through residual
magic found in wildspace. This mechanical Helm
doesn't require the Fighter Helmsman to be a
spellcaster, but it also can't fly at spelljamming speed.
This means the Blade is best as a short-range fighter
craft to support a larger spelljammer.
MODEL VARIATIONS
The default Blade shown in the stat block is the Fighter
model. There are other models as well:
Boarding Boat
The Boarding Boat variant foregoes its Small Blunt
Ram and its small hardpoint in favor of being able to
carry up to 5 medium-sized creatures and being
equipped with a special harpoon. This harpoon is a
ranged weapon that can be fired at a spelljammer or
mega creature within 7,000 feet. This attack deals no
damage, but it allows the Blade to move at twice its
usual speed in a straight line toward the target.
Tugboat
The tugboat variant foregoes its Small Blunt Ram and
its small hardpoint in favor of being able to fit a Minor
Spelljammer Helm and a Helm Link upgrade, allowing
it to travel and rescue broken down spelljammers.

CHAPTER 5: SPELLJAMMER MECHANICS


51
Spelljammers Table
Speed Crew Cargo Days
Weapon Type AC HP BP (Maneuverability) Hardpoints (Min/Max) (Tons) of Air Cost
Fighters (0.5 x 0.5)
Blade 13 45 0 3,500 ft. (180º) 1 small 1/1 0.25 120 2,200gp
Battle Flitter 13 45 0 3,000 ft. (180º) Special 1/1 0.25 120 2,200gp
Schooners (1 x 1)
Dragonfly 12 63 8 4,000 ft. (135º) 1 small 3 / 10 5 1,200 5,000gp
Threshership 15 75 8 3,000 ft. (90º) 2 medium, 1 small 5 / 15 5 1,800 18,000gp
Wasp 15 83 8 3,000 ft. (90º) 1 large 8 / 18 9 2,160 18,000gp
Cutter 13 88 12 3,000 ft. (180º) 3 medium 6 / 20 10 2,400 40,000gp
Sloops (1x1)
Tradesman 15 100 16 3,000 ft. (90º) 1 medium, 1 small 10 / 25 13 3,000 25,000gp
Galleon 15 125 16 3,000 ft. (45º) 2 medium, 1 small 20 / 40 20 4,800 40,000gp
Nautiloid 17 138 20 3,000 ft. (90º) 5 medium 10 / 35 17 4,200 52,000gp
Mindspider 15 138 20 2,500 ft. (135º) 3 medium 3 / 40 20 4,800 120,000gp
Turtle Ship 18 138 28 2,000 ft. (90º) 1 medium, 3 small 12 / 40 28 4,800 120,000gp
Frigates (2x2)
Dragonship 16 150 20 2,500 ft. (90º) 2 medium 20 / 45 22 5,400 45,000gp
Squid Ship 16 150 20 2,500 ft. (90º) 1 large, 2 medium 12 / 45 22 5,400 45,000gp
Hammership 15 188 24 2,500 ft. (90º) 3 large 24 / 60 30 7,200 60,000gp
Triop 20 163 30 2,000 ft. (135º) 6 small 10 / 45 22 5,400 90,000gp
Man-o-War 16 188 32 2,500 ft. (135º) 5 medium 10 / 60 30 7,200 120,000gp
Heavy Frigates (3x3)
Octopus 16 213 26 2,000 ft. (90º) 4 large 13 / 70 35 8,400 70,000gp
Battle Dolphin 16 213 26 2,000 ft. (90º) 2 medium 12 / 70 35 8,400 70,000gp
Dreadnought 19 263 28 2,000 ft. (45º) 3 large, 4 medium 20 / 90 45 10,800 90,000gp
Whaleship 18 288 28 1,500 ft. (45º) 1 medium 20 / 90 50 10,800 90,000gp
Clipper 17 200 30 1,500 ft. (45º) 26 medium 18 / 65 24 10,200 195,000gp
Ships of the Line (4x4)
Cuttle Command 18 288 32 1,500 ft. (45º) 7 large 30 / 100 50 12,000 100,000gp
Armada 18 288 36 1,500 ft. (90º) 14 large, 3 medium 40 / 100 50 12,000 200,000gp
Deathspider 19 288 36 1,500 ft. (45º) 6 large 30 / 100 50 12,000 400,000gp
Tsunami 22 538 40 2,500 ft. (135º) 22 large, 9 medium 75 / 200 100 24,000 600,000gp

CHAPTER 5: SPELLJAMMER MECHANICS


52
BATTLE FLITTER
Although the Elven Imperial Navy won the Second BATTLE FLITTER
Unhuman War, it wasn't without the scro teaching Elven Fighter (0.5 x 0.5)
them a valuable lesson: Their elven flitters weren't
doing enough to protect the Fighter Helmsman. As a Armor Class 13
result, the Elven Imperial Navy began to work on a Hull Points 45
new type of flitter called the Battle Flitter. Bulwark Points 0
Speed 3,000 ft. (360º)
This new type of flitter was designed to fully enclose Crew (Min/Max) 1/1
a single Fighter Helmsman and allow their senses to Cargo Hold 0.25 tons
extend outward across the entire vessel, in the same Days of Air 120 days
way a standard Spelljammer Helm allows a Helmsman Landing Land, water
to merge with their spelljammer. With this connection Cost 2,200gp
between the Fighter Helmsman and the battle flitter, Hardpoints 1 special*
the Fighter Helmsman is able to control the Battle
Flitter as an extension of their physical form. This *Frame. This ship is a humanoid battle frame, capable of
allows them to wield weapons of significantly greater wielding weapons and taking actions that a normal humanoid
could. This ship can Hover Sail over land with a movement speed
size than they could normally wield. of 2,000 feet. The Fighter Helmsman can use their action to
Disengage or Dodge while in this ship. This ship can't target
MECHANICAL HELM creatures smaller than mega size. All frames are equipped with a
The Battle Flitter is too small to carry a full single simple or martial weapon that lacks the special property.
Spelljammer Helm. In place of it, the Battle Flitter This weapon's damage and range is increased to Mega Scale.
carries a mechanical Helm that generates propulsion Weapon attack rolls with this weapon can only target
through residual magic found in wildspace. This spelljammers, mega creatures, or other objects at Mega Scale.
mechanical Helm doesn't require the Fighter Quick Eject. When this ship is destroyed, you are sent flying 1,000
Helmsman to be a spellcaster, but it also can't fly at feet in a straight line toward the nearest friendly ship. You
spelljamming speed. This means the Battle Flitter is continue to move at this speed each turn.
best as a short-range fighter craft to support a larger
spelljammer. Example Weapons
Longsword. Melee Weapon Attack: +7 to hit, reach 500/1,000 ft.,
MODEL VARIATIONS one target. Hit: 7 (1d8 + 3) mega slashing damage.
The Battle Flitter comes in a variety of styles. The stat
block presented here is the bare model without any
enhanced variation. Every Battle Flitter should be one
of these enhanced variations of this bare model.
Starfly
This is the original design of the Battle Flitter. The
Battle Flitter is essentially a plant cultivated from the
mother trees of the starfly plant. This variant gains the
following:
Starfly Hull. This battle flitter counts as a mega creature,
allowing it to be targeted by healing spells cast through an
arcane cannon.
Thick Wood
This variant of the Battle Flitter is crafted out of thick
wood. This design is easily adaptable by shipwrights,
allowing them to add additional equipment. This
variant gains the following:
Thick Wood Hull. This battle flitter can equip a shield.
Ironclad
This variant of the Battle Flitter comes lined with
metal plates, making it both durable and sluggish. This
variant gains the following:
Ironclad Hull. This battle flitter gains +20 hull points and+1 AC,
but its speed is reduced to 2,500ft (180º).

RUNNING A BATTLE FLITTER GAME


You may find it fun to use Battle Flitters for a mecha-
style game. To do so, the DM should make the Battle
Flitter's stats match the PCs stats minus any
equipment. The PCs hit points become the Battle
Flitter's hull points, the PC can take all the actions they
can in ground combat, and so on. The PCs should be
able to buy armor, weapons, magic items, and so on to
kit out their Battle Flitter. For traveling over distances,
the party should get a spelljammer like a Tradesman
with the carrier variant to deploy from.

CHAPTER 5: SPELLJAMMER MECHANICS


53
DRAGONFLY
The Dragonfly is among the most common DRAGONFLY
spelljammers to be found in space. Along with the Human Schooner (1 x 1)
Tradesman, it is one of the common ships used for
hauling, trading, and traveling. It is a solid choice for Armor Class 12
transporting small groups between celestial bodies or Hull Points 63
moving a bit of cargo from area to area with minimal Bulwark Points 8
Speed 4,000 ft. (135º)
crew. Crew (Min/Max) 3/10
Another interesting use has been as a traveling Cargo Hold 5 tons
home. The Dragonfly has just enough room to permit Days of Air 120 days
the entire cargo storage to be changed into a workshop. Landing Land
Many craftsman use this as an opportunity to stock up Cost 5,000gp
on a few months of food, sail out into a quiet part of Hardpoints 1 small
space, and work for months in slight isolation.
Evasive. When the Helmsman of this ship takes the Evasive
MODEL VARIATIONS Maneuvers action, they may immediately move this ship up to
The Dragonfly comes in a variety of designs, each 500 feet in any direction.
which take advantage of its small size, speed, and Example Weapons
agility.
Light Catapult. Ship Weapon Attack: +5 to hit, range 3,500/10,500
Smuggler ft., Fixed rear, one target. Hit: 7 (3d4) mega bludgeoning damage.
So long as there are people and factions that oppose
certain types of trade, there will be smugglers. This
variant of the Dragonfly has its armor class reduced to loses all bulwark points, has a crew (min/max) of 1/1,
11, but gains the Flee the Scene feature. has a special hardpoint for mounting a Fire Projector,
Flee the Scene. This ship's movement speed increases by500ft. if it and gains the Volatile Design feature.
is moving away from another ship that is within 3,000ft. of it. Volatile Design. When this ship drops to 0 hull points, it
immediately explodes. Any ship within 500ft. Of this ship when it
Wizard’s Ship explodes takes 14 (4d6) mega fire damage.
This variant is designed to maximize cargo space, Heavy Dragonfly
usually for those who want a mobile workshop or Every so often, someone will have a Dragonfly
home. This variant of the Dragonfly loses its small designed with more armor in mind. This variant has its
hardpoint and has its armor class reduced to 10, but its AC increased to 14 but its speed reduced to 3,500ft
cargo hold increases to 8 tons. (135º). This variant is not common, as most looking for
Firefly an armored craft would aim for a spelljammer like a
This variant of the Dragonfly is stripped of all Wasp or Threshership instead.
valuables, packed with explosives, sometimes given a Fighterfly
Fire Projector,and a cheap mechanical Helm similar to The standard combat variant of the Dragonfly is the
those used by fighters. A Fighter Helmsman will fly Fighterfly. This variation has its cargo hold reduced to
this variant in, light things on fire, and then collide 2 tons but gains 3 oddly placed small hardpoints.
this ship against the target before ejecting. This variant

CHAPTER 5: SPELLJAMMER MECHANICS


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THRESHERSHIP
This spelljammer's sleek design is modeled after the THRESHERSHIP
vicious thresher shark. Originally designed by various Human Schooner (1 x 1)
human nations in space, it was created to be one of the
cheapest combat oriented spelljammers on the market. Armor Class 15
Most other cheap combat spelljammers tend to be Hull Points 75
fitted for combat after the fact, like a fighterfly variant Bulwark Points 8
Speed 3,000 ft. (90º)
of the Dragonfly. The goal of the Threshership was to Crew (Min/Max) 5/15
create an affordable spelljammer designed around Cargo Hold 5 tons
combat, rather than being retroactively fitted for Days of Air 1,800 days
combat. Landing Land, water
The Threshership has three hardpoints, two aimed Cost 18,000gp
out of its eye slots and one sitting on the top deck just Hardpoints 2 medium, 1 small
above the head. The head itself acts as a ram, intending
to charge up to enemy spelljammers or mega creatures Blunt Ram. This ship is designed to directly collide with another
and hit them in close range. This has lead to many ship or mega creature and survive (mostly) unscathed. When this
happens, the target ship or mega creatures takes 11 (2d10) mega
using the Threshership as a Fire Projector platform, bludgeoning damage and this ship takes 5 (2d4) mega
moving in close, hitting hard, and lighting targets on bludgeoning damage.
fire.
What adds to the versatility of the Threshership Thick Hull. Once per turn when this ship takes mega damage,
beyond just a combat spelljammer is that the that damage is reduced by 5 (1d10).
spelljammer's fins act as landing gear for ground Example Weapons
landings. This is beneficial since the cargo storage
doors on the side of the spelljammer are partially Carronade. Ship Weapon Attack: +5 to hit, range 2,500/7,500 ft.,
submerged when in water, making unloading a real Fixed front, one target. Hit: 7 (3d4) mega bludgeoning damage.
chore and the risk of taking on water not negligible. 2x Medium Ballista. Ship Weapon Attack: +5 to hit, range 3,000/
9,000 ft., Fixed front, one target. Hit: 7 (2d6) mega piercing
MODEL VARIATIONS damage.
While Thresherships do carry the artistic styling of
whatever shipwright worked on creating it, there are
no major variations to speak of. The spelljammer was
designed for combat and it sits comfortably in that
role. That isn't to say there are no variations, there are
countless variations designed for specific
adventuring parties or navies, there's just
no overly common ones to speak of.
Some might seek to
widen the eye slots to allow for the eye slot
hardpoints to be aimed to the sides. Others
might want to enhance the small
hardpoint located just above
the head and ram by reducing cargo storage space.
It is also not uncommon to find Thresherships
designed with a cargo storage hatch on the main
deck, allowing for a more resilient hull, but this
causes issues with the placement of the main sail.

CHAPTER 5: SPELLJAMMER MECHANICS


55
WASP MODEL VARIATIONS
The Wasp was created by lizardfolk to be a heavier Although the Wasp was originally designed for
variant of the Dragonfly. While at first glance the lizardfolk, its considerable strengths have resulted in
Wasp appears to be a shoddy and rickety spelljammer, it being a more widely adopted spelljammer.
it is surprisingly versatile. With a single large Pirate Ship
hardpoint, reasonable speed and maneuverability and This variant of the Wasp is designed specifically to
a thick hull, it has become a favorite for pirates and be able to land aboard other large spelljammers and
adventurers. It also has a small open area on the top board with ease. This variant loses its ability to land in
where the large hardpoint is situated that makes for an water but in exchange gains the Quick Boarding
excellent spot to start a boarding attempt. feature.
Another interesting feature of the Wasp is that it was Quick Boarding. When the Captain of this ship uses the
designed to be able to be flooded. The lizardfolk who Boarding Party action, other creatures only need a bonus action
designed the spelljammer wanted a way to submerge to join and board the other spelljammer. If the Captain has the
themselves in water while sailing through space. Expert Captain feature, the Captain can activate the Boarding
Having this much water in a spelljammer also allowed Party bridge crew action as a bonus action and each other
the lizardfolk that designed the Wasp to bring their creature can join without using any action.
pets along with them, Bee Class
This variant of the Wasp is designed for those who
WASP only intend to sail through space and want a more
heavily armed combat spelljammer. This variant loses
Lizardfolk Schooner (1 x 1)
its ability to land anywhere but a space dock and has
its cargo hold reduced to 3 tons, but in exchange it
Armor Class 15 gains 2 additional large hardpoints.These additional
Hull Points 83 hardpoints are almost always equipped with heavy
Bulwark Points 8
Speed 3,000 ft. (90º) ballistae because of the small crew size of the Wasp.
Crew (Min/Max) 8/18 While 8 crew are required to make it function, that
Cargo Hold 9 tons leaves just 10 crew for 3 large hardpoints.
Days of Air 2,160 days
Landing Land, water Bumble Bee
Cost 18,000gp The bumble bee variant of the Wasp loses its large
Hardpoints 1 large hardpoint and can only dock at space docks in
exchange for 6 additional tons of cargo storage. This
Evasive. When the Helmsman takes Evasive Maneuvers, this ship variant looks far more bloated than the standard
can immediately move 500 feet in any direction. Wasp, marking it as a merchant ship. Often bee class
Maneuverable Sails. This ship can rotate the direction it faces Wasps will find a way to disguise themselves as
before it moves instead of after it moves. bumble bee variants to lure in unsuspecting pirates.
The quickling variant of the Wasp has its hull
Example Weapons stripped in favor of quick maneuverability. This
24-Pounder Long Gun. Ship Weapon Attack: +5 to hit, range 6,000/ variant has its AC reduced to 14 and cargo hold storage
18,000 ft., Fixed front, one target. Hit: 16 (3d10) mega reduced to 7 tons, but in exchange has its speed
bludgeoning damage. increased to 3,000ft (135º) and gains a medium
hardpoint on the spelljammer's tail.

CHAPTER 5: SPELLJAMMER MECHANICS


56
CUTTER
The Cutter was originally designed by the Elven CUTTER
Imperial Navy to be a smaller variation of the heavy Elven Schooner (1 x 1)
frigate model, the Man-o-War. Though it is smaller, it
has earned the same reputation for quality and Armor Class 13
efficiency as its larger counterpart. Hull Points 88
Although the Elven Imperial Navy has Bulwark Points 12
Speed 3,000 ft. (180º)
decommissioned the Cutter in favor of a new Crew (Min/Max) 6/20
spelljammer called the Arrowing, there remain many Cargo Hold 10 tons
Cutters in the Elven Imperial Navy. The Cutter also Days of Air 2,400 days
remains a popular spelljammer in the shipyards across Landing Water
the spheres. Although these Cutters aren't grown like Cost 40,000gp
those of the Elven Imperial Navy, they remain equally Hardpoints 3 medium
deserving of the Cutter's reputation.
The Cutter appears like a large insect with large, Wingbeat (3/Day). As a bonus action, the Helmsman can have
leafy wings. The head is the forward main deck where this ship turn up to its maneuverability and then move backward
1,500ft in a straight line.
there is a weapons pit for two forward facing medium
hardpoints, each firing out of one of the eyes. The Trick Shot. Once per turn when the Helmsman uses Evasive
third weapon is located just above the battle deck. The Maneuvers or Wingbeat, one Gunner can use their reaction to
cargo hold is affixed to the rear of the spelljammer, make single weapon attack against a target in range.
with the ability to open the rear side of the
spelljammer to quickly jettison unwanted cargo. Example Weapons
3x Medium Catapult. Ship Weapon Attack: +6 to hit, range 4,000/
MODEL VARIANTS 12,000 ft., Fixed 2x front, 1x rear, one target. Hit: 10 (3d6) mega
Like other spelljammers first created by the Elven bludgeoning damage.
Imperial Navy, it didn't take long for other shipwrights
to build along similar designs. While they usually lack Thick Wood Hull
the same plant properties of the original, they make This is the wooden variant crafted by shipwrights not
up for it in other ways. associated with the Elven Imperial Navy. This variant
Starfly Hull is more commonly found, but its speed is reduced to
The Starfly variant is the original grown by the Elven 3,000ft (135º).
Imperial Navy. This variant is exceptionally difficult to
find if one isn't given one by the Elven Imperial Navy.
This variant gains the following feature:
Starfly Hull. This ship counts as a mega creature when targeted
by healing spells cast through an arcane cannon.

CHAPTER 5: SPELLJAMMER MECHANICS


57
TRADESMAN
The standard Tradesman has quickly become the TRADESMAN
standard ship for all short-ranged hauling and Human Sloop (1 x 1)
mercantile endeavors around the known spheres.
Although it was created by humans, it has become Armor Class 15
popular with almost every species, with even the Hull Points 100
illithids making use of them from time to time, Bulwark Points 16
Speed 3,000 ft. (90º)
whenever great need arises. ts large cargo storage and Crew (Min/Max) 10/25
speed make it a great choice for port-to-port trading. It Cargo Hold 13 tons
can also be surprisingly durable and hosts a pair of Days of Air 3,000 days
hardpoints that, while not particularly great for Landing Space docks only
attacking something, should make pirates think twice. Cost 25,000gp
Hardpoints 1 medium, 1 small
MODEL VARIATIONS
The Tradesman is generally just a merchant ship, but Nimble Design. On any round that this ship doesn't fire its
that hasn't stopped people from doing some major weapons, its speed increases by 1,000 ft. for that round. If this
revisions. movement is used, weapons can’t be fired until the next round.

Light Cruiser Example Weapons


This variant seeks to turn a Tradesman into a far more Medium Catapult. Ship Weapon Attack: +5 to hit, range 4,000/
defensible trading ship. This variant has its armor 12,000 ft., Fixed rear, one target. Hit: 10 (3d6) mega bludgeoning
class increased to 16, the small hardpoint becomes a damage.
medium hardpoint, and it gains a 3rd medium Light Ballista. Ship Weapon Attack: +5 to hit, range 2,500/7,500 ft.,
hardpoint. In exchange, the light cruiser has a speed of one target. Hit: 5 (2d4) mega piercing damage.
2,500ft (45º) and loses 3 tons of cargo storage.
Adventuring Carrier
This variant is designed for a new adventuring group This variant foregoes both weapon hardpoints and has
traveling out among the stars. This variant loses the its speed reduced to 2,500ft (90º), but gains 7 tons of
Nimble Design feature and instead gains the Thick cargo storage. This provides the Tradesman 20 tons of
Hull feature. This makes the Tradesman significantly cargo storage, which is just enough for four fighter bay
more resilient against attack while adventuring. modules. This variant is primarily used for combat and
Thick Hull. Once per turn when this ship takes mega damage, it is adventuring parties that seek to make use of fighter
reduced by 5 (1d10). craft in combat instead of a singular spelljammer.
Pirate
This variant is usually put together by a merchant crew
that has turned to piracy and is looking to make some
quick money before trading up to a better spelljammer.
This variant loses 3 tons of cargo storage but its small
hardpoint is upgraded to a medium hardpoint.

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58
GALLEON
The Galleon is a spelljammer only in the most GALLEON
technical sense. These spelljammers are generally Human Sloop (1 x 1)
created when an adventuring party finds a crashed
spelljammer and affixes the Helm to a seafaring ship, Armor Class 15
giving it the ability to sail up into the stars. These ships Hull Points 125
lack the same grace and maneuverability of other Bulwark Points 16
Speed 3,000 ft. (45º)
spelljammers found in space, as they weren't really Crew (Min/Max) 20/40
built for it. This leads to the Galleon being a starter Cargo Hold 20 tons
spelljammer that is quickly scuttled. Days of Air 4,800 days
Although the Galleon has this bad reputation, it can Landing Water
still do what seafaring vessels do quite well: It can Cost 40,000gp
carry a lot of cargo or it can be loaded up with Hardpoints 2 medium, 1 small
weaponry. This versatility makes the Galleon not an
entirely useless spelljammer,though still not an ideal Customizable Design. This ship can be fitted with either one
one. The Galleon is often a clear sign that you're a additional medium hardpoint or 6 extra tons of cargo storage.
visitor to spelljamming space. Example Weapons
MODEL VARIATIONS 2x 12-Pounder Long Gun. Ship Weapon Attack: +6 to hit, range
The Galleon is a fairly standard trading ship for 5,000/15,000 ft., Fixed 1x front, 1x rear, one target. Hit: 13 (3d8)
mega bludgeoning damage.
groundling nations, though every so often they are
repurposed. Light Ballista. Ship Weapon Attack: +6 to hit, range 2,500/7,500 ft.,
one target. Hit: 5 (2d4) mega piercing damage.
Gunship
This variation sees the Galleon's cargo storage reduced
to 5 tons, its normal hardpoints removed, and it loses This variation of the Galleon generally has at least
the Customizable Design feature. In their stead, the 60 crew members, well above its normal maximum.
Galleon is fitted with ten special medium hardpoints Cargo storage is removed to make room for living
designed for use with 12-pounder long guns. Two of quarters and ammunition.
these are positioned in the forecastle, aiming at a 45º This configuration has earned a bit of respect in
so they can fire forward or to the side. Another two are spelljamming space, especially from the Giff.
set in the aft castle to provide similar coverage for the
rear. The remaining 6 are arranged along the main
deck for broadside attacks.

CHAPTER 5: SPELLJAMMER MECHANICS


59
NAUTILOID
There are few spelljammers that carry the same NAUTILOID
reputation as the Nautiloid. These sloops make up the Illithid Sloop (1 x 1)
backbone of the Illithid Dominion's spelljammer fleet
and astral navy. They are known for being quick, Armor Class 17
reasonably maneuverable, carrying considerable Hull Points 138
weaponry, and having one of the more powerful rams: Bulwark Points 20
Speed 3,000 ft. (90º)
A series of tentacles that the Helmsman can use to Crew (Min/Max) 10/35
bludgeon hostile forces. Cargo Hold 17 tons
Fortunately for the other species in space, the secrets Days of Air 4,200 days
of constructing a Nautiloid have been lost to time. The Landing Water
Gith revolution saw so many elder brains slaughtered Cost 52,000gp
that this knowledge is simply gone. While those mind Hardpoints 5 medium
flayers that live on planets were driven underground,
those that continue to manage the remaining fleet of Grasping Tentacles. This ship is designed with four large tentacles
the Illithid Dominion have simply become more that extend out ahead of it. As an action, the Helmsman can
make a special ship weapon attack with one of these tentacles.
cosmopolitan. Rather than approach all other species The Helmsman is proficient with this weapon while attuned to
as inferior, they have begun making deals and working the Helm. On hit, this weapon deals 3d10 mega bludgeoning
with other species to help preserve themselves. damage and if the target is Frigate size (2x2) or smaller, the
target is grappled (escape DC 13).
MODEL VARIATIONS
The Nautiloid is a considerable spelljammer on its Biomatter Hull. If this ship has fewer than 30 hull points at the
own. Capable of substantial offensive power, beginning of the initiative order each round, it regains 10 hull
points.
maneuverability, and self-defense, the Nautiloid
doesn't see many variations as it doesn't need many Plane Shift. This ship is equipped with a module to plane shift.
variations to do anything. The Helmsman can choose to use this module to cast Plane Shift
as a mega spell, targeting the ship and all creatures aboard.
Hardened Chitin
Some mind flayers grow so paranoid of attack that Example Weapons
they want to thicken the chitinous hull of their 5x Medium Catapult. Ship Weapon Attack: +6 to hit, range 4,000/
Nautiloid. This variant results in the Nautiloid's AC 12,000 ft., Fixed 3x front, 1x port, 1x starboard, one target. Hit: 10
increasing to 19 in exchange for the cargo storage (3d6) mega bludgeoning damage.
being reduced to 13 tons and speed reduced to 3,000ft Grasping Tentacles. Ship Weapon Attack: +6 to hit, reach 500 ft.,
(45º). Fixed 1x front, one target. Hit: 17 (3d10) mega bludgeoning
Aetherdynamic Sails damage. If the target is Frigate size (2x2) or smaller, the target is
grappled (escape DC 13).
Mind flayers are not entirely militaristic, some do
favor acquiring their cattle through trade. Such traders
often have to deal with people hunting them down to
free their cargo. These traders will sometimes thin the
chitinous hull and add specialized sails to the
spelljammer to allow it greater maneuverability for
avoiding capture. This variant has its AC reduced to 16,
but has its speed increased to 3,000ft (135º).

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MINDSPIDER
Among the newer spelljammers to be seen among the MINDSPIDER
stars, the Mindspider is the smaller and more Neogi Sloop (1 x 1)
maneuverable version to the terrifying Deathspider.
This spelljammer is affixed with a Lifejammer Helm Armor Class 15
like most neogi ships,allowing them to drain the life of Hull Points 138
their slaves to propel the ship through space. It carries Bulwark Points 20
Speed 2,500 ft. (135º)
far fewer weapons and is significantly more vulnerable Crew (Min/Max) 3/40
to attack. In spite of this, the neogi use the Mindspider Cargo Hold 20 tons
primarily as a command ship. Just as the small neogi Days of Air 4,800 days
controls many large umber hulks, the smaller Landing Space docks only
Mindspider controls the larger Deathspider. Cost 120,000gp
Neogi generally don't deal with any species, resulting Hardpoints 3 medium
in both the Mindspider and Deathspider being a rather
expensive spelljammer to acquire. Biomatter Hull. If this ship has fewer than 30 hull points at the
beginning of the initiative order each round, it regains 10 hull
MODEL VARIATIONS points.
The Mindspider comes in a wide variety of styles, Piercing Appendages. This ship is designed with five large spider
thanks to the fact that each is designed to suit the legs protruding out ahead of it. Using these legs, the Helmsman
neogi that commands it. This means the Mindspider is can make a special attack as an action on their turn. The
generally so widely varied it's impossible to say what Helmsman uses their spellcasting ability score for this attack.
the average one is. That said, there is one major
variation that stands out. Example Weapons
3x Medium Catapult. Ship Weapon Attack: +7 to hit, range 4,000/
Broodship 12,000 ft., Fixed 1x front, 1x rear, one target. Hit: 10 (3d6) mega
This variation is designed for colonization. The bludgeoning damage.
Mindspider has its weapons, crew, and Helm all Piercing Appendages. Ship Weapon Attack: +7 to hit, reach 500 ft.,
removed. The hull is thickened enough to survive a fall Fixed front, one target. Hit: 16 (3d10) mega piercing damage.
down onto the surface of a planet. The neogi then put
an old master inside of the Broodship and drop it onto
a planet they seek to colonize. The ship will crash onto
the surface, the eggs of the old master will hatch, and
once the infants finish devouring the old master, they
will begin to spread out across the planet.
So far, every attempt at this type of colonization has
failed thanks to the quick intervention of
organizations and military factions opposed
to the neogi. Most fear that it is only a matter of
time before this method becomes more successful.

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TURTLE SHIP
This turtle shaped spelljammer, though originally TURTLE SHIP
designed by lizardfolk, has become one of the staple Lizardfolk Sloop (1 x 1)
trading ships in the stars. While it doesn't have the
same hold as the substantial Whaleship, its thick hull Armor Class 18
and offensive capabilities that deter attack make this Hull Points 138
ship a favorite among traders. Bulwark Points 28
Speed 2,000 ft. (90º)
Regrettably, these same traits have also made the Crew (Min/Max) 12/40
Turtle Ship a favorite among mind flayers, using its Cargo Hold 28 tons
strong deterring abilities to transport their captives Days of Air 4,800 days
around the spheres. As a result, the Turtle Ship has a Landing Land, water
bit of a damaged reputation. Cost 120,000gp
Hardpoints 1 medium, 3 small
MODEL VARIATIONS
The Turtle Ship is most commonly arranged for trade, Arcane Reinforcement. The Helmsman of this ship has advantage
but there are a few variations that exist beyond just on all saving throws against mega spells made on behalf of the
that. ship.
Sturdy Design. When this ship is reduced to 0 hull points, it
Warship instead is reduced to 1 hull point. Once this ability has been
This variation seeks to turn the Turtle Ship into a activated, it can't be used again until the ship's hull has been fully
lighter ship focused on combat. In this variation, the repaired.
cargo storage is reduced to 17 tons and it becomes too
heavy for a Minor Spelljammer Helm, requiring the Thick Hull. Once per turn when this ship takes mega damage,
that damage is reduced by 5 (1d10).
Major version to set sail. In exchange for this, all four
hardpoints become Large hardpoints, its AC is reduced Example Weapons
to 17, and its speed is increased to 2,000ft (135º).
12-Pounder Long Gun. Ship Weapon Attack: +7 to hit, range 5,000/
Heavy Turtle 15,000 ft., Fixed front, one target. Hit: 13 (3d8) mega
Similar to the Warship, this variation of the Turtle bludgeoning damage.
Ship seeks to pack on as much armor as it possibly can. 3x Carronade. Ship Weapon Attack: +7 to hit, range 2,500/7,500 ft.,
In this variation, the cargo storage is reduced to 11 Fixed 1x front, 1x port, 1x starboard, one target. Hit: 10 (3d6)
tons and it becomes too heavy for a Minor mega bludgeoning damage.
Spelljammer Helm, requiring the Major version to set
sail. In exchange for this, all four hardpoints become
Large hardpoints, its AC is increased to 20, its hull
points are increased to 178, and its speed is reduced
to2,000 ft. (45º).
Dragon Turtle
The Dragon Turtle was designed by the shipwrights of
Shou Lung to carry more people and be a bit more
versatile of a spelljammer. This variation has the
Turtle Ship's AC reduced to 15, crew (min/max)
increased to 12/50, and it gains the Customizable
Design feature.
Customizable Design. This ship can be fitted with either one
additional medium hardpoint or 6 extra tons of cargo storage.

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DRAGONSHIP
These elegant dragon-shaped ships were designed DRAGONSHIP
originally by the Shou Lung Empire of Toril. Built in Human Frigate (1 x 1)
honor of the Emperor, the Dragonships are a unified
fleet that travel out from Toril to locate treasures and Armor Class 16
knowledge to bring back for the good of the Empire. Hull Points 150
Among spacefarers, the Dragonship holds a unique Bulwark Points 20
Speed 2,500 ft. (90º)
position. It is one of the first groundling built ships Crew (Min/Max) 20/45
that was fitted with a Helm and wasn't looked down Cargo Hold 22 tons
upon as being total garbage (like the comparable Days of Air 5,400 days
Galleon, which is little more than a sailing ship with a Landing Water
Helm smacked onto it). The Dragonship showed fine Cost 45,000gp
craft and a surprising amount of attention to detail for Hardpoints 2 medium
space navigation. A result of this has been a greater
nod of respect given to the people of Shou Lung (and Customizable Design. This ship can be fitted with either one
by extension, groundlings of Toril) than would additional medium hardpoint or 6 extra tons of cargo storage.
otherwise be given to the dreary and banal Nimble Design. On any round that this ship doesn't fire its
groundlings of most worlds. weapons, its speed increases by 1,000 ft. for that round. If this
movement is used, weapons can’t be fired until the next round.
MODEL VARIATIONS
The Dragonship is notable for its quality as an Example Weapons
exploration and trading vessel, but there are two major 2x 12-Pounder Long Gun. Ship Weapon Attack: +6 to hit, range
variations seen around the stars. 5,000/15,000 ft., Fixed 1x front, 1x rear, one target. Hit: 13 (3d8)
mega bludgeoning damage.
Flaming Dragon
This variation of the Dragonship is generally
embraced by those with a love for fire projectors and Gunship
cannons. This variation loses its hardpoints and is This variation of the Dragonship has the cargo hold
instead built with 2 fire projectors and 2 12-pounder reduced to 15 tons in exchange for its AC increasing to
long guns. This variant loses the Customizable Design 17 and having one additional medium hardpoint.
feature and has its cargo storage reduced to 20 tons.
Due to its violent reputation, most captains consider
Flaming Dragons to be hostile on sight.
Light Adventurer
This variation of the Dragonship sees the AC reduced
to 15, in exchange for its speed increasing to 2,500 ft.
(135º).

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SQUID SHIP
The Squid Ship is generally considered to be one of the SQUID SHIP
best ships of human design found in space. Although Human Frigate (2 x 2)
some people believe that the original creation was
created by prisoners escaping from a mind flayer Armor Class 16
breeding colony, no one really knows who created the Hull Points 150
first Squid Ship. What is clear is that the simplicity in Bulwark Points 20
Speed 2,500 ft. (90º)
the design, it's solid compliment of hardpoints, low Crew (Min/Max) 12/45
crew requirement, thick hull, and competitive pricing Cargo Hold 22 tons
make the Squid Ship a favorite in the market. Days of Air 5,400 days
This spelljammer sees use as a trader, as a military Landing Water
ship, for adventurers, and even for pirates. Just about Cost 45,000gp
everyone can find something they like in a Squid Ship. Hardpoints 1 large, 2 medium

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).

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HAMMERSHIP
Another of the more common ships to be found in HAMMERSHIP
space, the Hammership is often seen as the Squid Human Frigate (2 x 2)
Ship's militaristic offshoot. While the Squid Ship is
highly versatile, the Hammership is nothing short of a Armor Class 15
tank that sails through space. Boasting a resilient hull, Hull Points 188
three large hardpoints, solid construction, reasonable Bulwark Points 24
Speed 2,500 ft. (90º)
maneuverability and cargo storage, the Hammership Crew (Min/Max) 24/60
is a force to be reckoned with. Cargo Hold 30 tons
The most unique feature of the Hammership is its Days of Air 7,200 days
built in ram. This blunt ram is capable of absorbing a Landing Water
great deal of force, making this ship an effective Cost 60,000gp
battering ram. Hammership Helmsman tend to find Hardpoints 3 large
that their enemies take far more damage from a
ramming attack than they do. Blunt Ram. This ship is designed to directly collide with another
ship and survive (mostly) unscathed. When this happens, the
Model Variations target ship takes 22 (4d10) mega bludgeoning damage, and this
The efficiency of the Hammership as a combat ship is ship takes 10 (4d4) mega bludgeoning damage.
not to be underestimated. Nevertheless, as with other Sturdy Design. When this ship would drop to 0 hull points, it
popular ships, there are many variations of the instead drops to 1 hull point. Once it uses this ability, it can't do so
Hammership. again until it has been fully repaired to maximum hull points.
Trader Thick Hull. Once per turn when this ship takes mega damage, it is
Whether it be legal or illegal trade, the Hammership's reduced by 5 (1d10).
thick hull makes it a valuable trader for the right crew. Example Weapons
This variation sees all of the hardpoints reduced to
medium size in exchange for the cargo hold increasing 3x 24-Pounder Long Gun. Ship Weapon Attack: +7 to hit, range
to 31 tons. 6,000/18,000 ft., Fixed 2x front, 1x rear, one target. Hit: 16 (3d10)
mega bludgeoning damage.
Support Cruiser
Favored by the Elven Imperial Navy, this variation
foregoes much of the Hammership's resilience in favor
of it being more maneuverable. This variation sees the
AC reduced to 14 in exchange for its speed increased to
2,500ft (135º).
Heavy Gunship
This variation on the Hammership was designed for
factions that need a ship optimized for short missions
between planets, rather than over extended distances
between spheres. This variation sees the main deck
affixed with two additional large
hardpoints in exchange for the cargo
hold reducing to 22 tons. Due to the odd
placement, the Hammership loses its
ability to land in water safely.

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TRIOP
The Triop is a new spelljammer to space, but it is one TRIOP
that is making major waves. Its tough exterior shell Arcane Frigate (2 x 2)
and few open top-areas make it an extremely resilient
enemy with maneuverability to match the Man-o-War. Armor Class 20
Covered heavily in sails shaped much like fins, the Hull Points 163
Triop is able to increase its speed heavily for short Bulwark Points 30
Speed 2,000 ft. (135º)
bursts of movement in a straight line or enhance its Crew (Min/Max) 10/45
maneuverability at the cost of speed. Cargo Hold 22 tons
Days of Air 5,400 days
MODEL VARIATIONS Landing Land, water
The Triop is still a relatively new spelljammer to space, Cost 90,000gp
which would lead one to expect there not being much Hardpoints 6 small
in the way of variation. However, since the Arcane
built it but don't use it themselves, each species that Blunt Ram. This ship is designed to directly collide with another
have acquired the Triop have put their own spin on it. ship and survive (mostly) unscathed. When this happens, the
target ship takes 22 (4d10) mega bludgeoning damage, and this
Gunship ship takes 10 (4d4) mega bludgeoning damage.
This configuration of the Triop is among the more Fin Twist (3/Day). This ship can manipulate its fins to either
feared ships in space. In exchange for the cargo hold increase its movement speed by 1,000 ft., but only be able to
being reduced to 4 tons, all hardpoints are increased to move in a straight line, or increase its maneuverability to 360º
large size. Given its maneuverability and the Triop's but only be able to move 1,000 ft. until the end of the turn.
distinctive fin abilities, adding this much firepower
Thick Hull. Once per turn when this ship takes mega damage,
makes the Triop one of the most feared ships to fight that damage is reduced by 5 (1d10).
against in space. This design requires such a
substantial increase to the weight of the ship's hull to Twisting Shot. Once per turn when the Helmsman uses Evasive
support these new hardpoints that this variation Maneuvers or Fin Twist, one Gunner can use their reaction to
requires at least a Major Spelljammer Helm to set sail. make single weapon attack against a target in range.

Heavy Triop Example Weapons


Although the Triop is already one of the most resilient 6x Carronade. Ship Weapon Attack: +8 to hit, range 2,500/7,500 ft.,
spelljammers out there, some captains want to Fixed 2x front, 2x port, 2x starboard, one target. Hit: 10 (3d6)
commission even more durable versions. This mega bludgeoning damage.
variation has its AC increased to 21, but its speed is
reduced to 2,000 ft. (90º).
Trader
Like other highly durable spelljammers, the Triop has
also been fitted for trading. This variation has the AC
reduced to 19 and loses 2 small hardpoints in exchange
for the cargo hold increasing to 28 tons.

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MAN-O-WAR
In the Elven Imperial Navy, the Man-o-War is second MAN-O-WAR
only to the Elven Armada. Quick, versatile, and Elven Frigate (2 x 2)
powerful, the Man-o-War looks much like a massive
plant-like moth or butterfly flying through space. With Armor Class 16
its powerful wings, it can quickly move itself into a Hull Points 188
better position for attacks. This has made the Man-o- Bulwark Points 32
Speed 2,500 ft. (135º)
War one of the more maneuverable ships in space and Crew (Min/Max) 10/60
a terror for the enemies of the Elven Imperial Navy. Cargo Hold 30 tons
Days of Air 7,200 days
MODEL VARIATIONS Landing Space docks only
The Man-o-War comes in a handful of varieties, but Cost 120,000gp
like the Cutter, the most commonly available ones are Hardpoints 5 medium
not grown in the Elven Imperial Navy shipyards but
built out of wood. Evasive. When the Helmsman takes Evasive Maneuvers, this ship
can immediately move 500 feet in any direction.
Starfly Hull
Maneuverable Sails. This ship can rotate the direction it faces
The starfly variant is the original grown by the Elven before it moves instead of after it moves.
Imperial Navy. This variant is exceptionally difficult to
find if one isn't given one by the Elven Imperial Navy. Trick Shot. When the Helmsman uses Evasive Maneuvers or
This variant gains the following feature: Wingbeat, one Gunner can use their reaction to make single
Starfly Hull. This ship counts as a mega creature when targeted weapon attack against a target in range.
by healing spells cast through an arcane cannon. Wingbeat (3/Day). As a bonus action, the Helmsman can turn this
Thick Wood Hull ship up to its maneuverability and then immediately move
backward 1,500 feet in a straight line.
This is the wooden variant crafted by shipwrights not
associated with the Elven Imperial Navy. This variant Example Weapons
is more commonly found, but its speed is reduced to
5x 12-Pounder Long Gun. Ship Weapon Attack: +8 to hit, range
2,500 ft. (90º). 5,000/15,000 ft., Fixed 2x front, 1x port, 1x starboard, 1x port, one
Fighter Carrier target. Hit: 13 (3d8) mega bludgeoning damage.
This variation was originally designed by the Elven
Imperial Navy, but other shipwrights have also begun mobile saloon owners. Mobile saloons also tend to
to mimic its design. When grown by elves, this carry food, water, star charts, and just about any
variation is the same as the starfly, but its speed is standard commodity a spelljammer in space might
reduced to 2,500 ft. (45º) and it loses 3 of its medium need, so long as they are willing to pay more than
hardpoints. In exchange, its cargo hold is increased to market value for it.
50 tons. When created by other shipwrights, this
variation is the same as the thick wood hull, except its
speed is reduced to 2,500ft (45º), it loses 3
of its medium hardpoints, and its AC is
reduced to 15.
In exchange for these reductions,
the cargo hold on both types is
increased to 50 tons. This allows
the Man-o-War to carry up to
10 fighter bays for deploying
fighter craft, whether they be
Battle Flitters or Blades. The
Elven Imperial Navy almost
exclusively use this variation
for carrying large numbers of
elven bladesingers prepared
to use their swordsmanship
skills in a Battle Flitter.
Mobile Saloon
This variation is usually
created by independent elves
or dwarves that are looking
to make it into a saloon. This
variation usually starts as the
thick wood hull, and then has its
speed reduced to 2,500ft (45º) and
its AC reduced to 15 in exchange for
its cargo hold increasing to 42 tons.
This storage space is used for
stockpiling anything that travelers
might pay a premium for. Most of the
time, this is alcohol or drugs. After months
of travel, most sailors are more than willing
to pay the considerably higher prices of the

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67
OCTOPUS
This heavy frigate size spelljammer looks and moves OCTOPUS
through space much like the cephalopod by the same Human & Illithid Heavy Frigate (3 x 3)
name. It swims through space with the large bulbous
section ahead, with many tentacles stretching out Armor Class 16
behind it, as if swimming. Hull Points 213
The Octopus is said to have been created during a Bulwark Points 26
Speed 2,000 ft. (90º)
tenuous alliance between humans and mind flayers. Crew (Min/Max) 13/70
The design of the ship certainly supports the idea. Cargo Hold 35 tons
Luckily humans are able to use the spelljammer Days of Air 8,400 days
without illithids, so the design has had a life beyond Landing Land
that tenuous alliance. Cost 70,000gp
Hardpoints 4 large
MODEL VARIATIONS
The Octopus has a fair number of variations, though Maneuverable Sails. This ship can rotate the direction it faces
most of these variations seem to favor the design before it moves instead of after it moves.
philosophy of either the humans or mind flayers Biomatter Hull. If this ship has fewer than 30 hull points at the
responsible for its creation. beginning of the initiative order each round, it regains 10 hull
points.
Pirate
This variation of the Octopus was designed primary Resilient Design. This ship has resistance to damage it takes from
for privateers, though it quickly fell into the hands of attacks that hit it in the front.
pirates. By reducing its AC reduced to 14 in exchange Example Weapons
for its speed increasing to 2,500 ft. (90º), this variation
of the Octopus is able to maintain pursuit of trading 4x 24-Pounder Long Gun. Ship Weapon Attack: +7 to hit, range
ships longer, increasing the chance that they slow 6,000/18,000 ft., Fixed 2x front, 2x rear, one target. Hit: 17 (3d10)
mega bludgeoning damage.
down and surrender.
Battle cruiser
This variation of the Octopus is designed around
turning it into a mobile gun platform for use in large
military operations. The hull is thickened and the
forward steerage is replaced, resulting in the Octopus'
AC increasing to 18 and gaining 4 medium hardpoints.
In exchange, the cargo hold is reduced to 20 tons.

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BATTLE DOLPHIN
The Battle Dolphin (commonly just called the Dolphin) BATTLE DOLPHIN
is the most recently developed human ship found in Human Heavy Frigate (3 x 3)
space. It is designed as a trading vessel that can also
deal with groundling civilizations without getting Armor Class 16
unwanted attention.You can imagine that sailing up to Hull Points 213
a place like Waterdeep in an Octopus might get you Bulwark Points 26
Speed 2,000 ft. (90º)
unwanted attention from thieves. The Dolphin avoids Crew (Min/Max) 12/70
this kind of attention through a detachable shuttle that Cargo Hold 35 tons
looks like a groundling trade ship. Days of Air 8,400 days
Landing Space docks only
MODEL VARIATIONS Cost 70,000gp
Although the Dolphin is widely revered as a trading Hardpoints 2 medium
ship, it has seen use both in war and exploration.
Customizable Design. This ship can be fitted with either one
Warship additional medium hardpoint or 6 extra tons of cargo storage.
This variation has the Dolphin arming itself more
Dolphin Shuttle. This ship has a detachable Dolphin Shuttle that
heavily in place of its significant cargo hold. The can be launched at any time. Until it is docked again, the Dolphin
Dolphin's cargo hold is reduced to 25 tons, but in Shuttle is treated as another spelljammer.
exchange has its 2 medium hardpoints replaced with 3
large hardpoints. The remaining cargo storage is Nimble Design. On any round that this ship doesn't fire its
usually used for upwards of 5 fighter bays. The weapons, its speed increases by 1,000 ft. for that round. If this
Dolphin Shuttle also takes on a combat role in this movement is used, weapons can’t be fired until the next round.
arrangement, with its cargo hold reducing to 3 tons in Example Weapons
exchange for gaining 1 small hardpoint.
2x Medium Catapult. Ship Weapon Attack: +7 to hit, range 4,000/
Armored Dolphin 12,000 ft., Fixed 2x front, one target. Hit: 10 (3d6) mega
This variation of the Dolphin is generally reserved for bludgeoning damage.
those that wish for extra security for their trade goods.
The Dolphin's AC is increased to 18, but its speed is
reduced to 2,000ft (45º) and its cargo hold is reduced to
28 tons. DOLPHIN SHUTTLE
Human Schooner (1 x 1)

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

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DREADNOUGHT
The Dreadnought was the latest innovation of the DREADNOUGHT
mind flayer empire before the Gith revolution. This Illithid Heavy Frigate (3 x 3)
massive spelljammer was designed to carry
significantly more forces than the standard Nautiloid Armor Class 19
model, including potentially housing an elder brain Hull Points 263
pool for long voyages. While it isn't particularly Bulwark Points 28
Speed 2,000 ft. (45º)
maneuverable, the combination of a strong hull, 4 Crew (Min/Max) 20/90
medium hardpoints, and 3 large hardpoints make this Cargo Hold 45 tons
heavy frigate a dangerous adversary. Like the Days of Air 10,800 days
Nautiloid, the Dreadnought can only use a Pool Helm Landing Water
designed by and for mind flayers. Cost 90,000gp
Hardpoints 3 large, 4 medium
MODEL VARIATIONS
Although the Dreadnought is created and used Aggression. When this ship has 100 hull points or fewer
exclusively by illithids, it does have a few model remaining, it has advantage on its attack rolls.
variations that have been seen around the stars. Greater Biomatter Hull. If this ship has fewer than 50 hull points
at the beginning of the initiative order each round, it regains 10
Heavy Dreadnought hull points.
This Dreadnought is built to be even more resilient
than its standard counterpart. Its AC is increased to 21 Plane Shift. This ship is equipped with a module to plane shift.
and its hardpoints are replaced by 12 large hardpoints. The Helmsman can choose to use this module to cast Plane Shift
As a consequence of these changes, the cargo hull is as a mega spell, targeting the ship and all creatures aboard.
reduced to 8 tons and its speed is reduced to 2,000ft Resilient Design. This ship has resistance to damage it takes from
(0º). The fact that this variation is so heavy it can't attacks that hit it in the front.
realistically maneuver in combat has lead to it being of
limited use. The perceived value is in using supporting Example Weapons
Nautiloids to drive enemy spelljammers into range of 3x 24-Pounder Long Gun. Ship Weapon Attack: +8 to hit, range
the heavily armed Dreadnought. 6,000/18,000 ft., Fixed 2x front, 1x rear, one target. Hit: 16 (3d10)
mega bludgeoning damage.
Colony Ship
Every so often, the illithids seek a way to spread 4x Medium Catapult. Ship Weapon Attack: +8 to hit, range 4,000/
12,000 ft., Fixed 2x port, 2x starboard, one target. Hit: 10 (3d6)
themselves to a new world. This often means they need mega bludgeoning damage.
to move an elder brain from one world to another.
Since elder brains maintain much of the knowledge of
their species, guarding these is of the utmost
importance. The Dreadnought's AC is increased to 22
and its cargo hold is reduced to 18 tons. Of these 18
tons, 3 are set aside exclusively for the elder brain. To
attack a colony ship is viewed by illithids as the
greatest of crimes. Anyone who survives such an
attack should be well aware that they will be hunted
down by illithids for the rest of their days.

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WHALESHIP
The Whaleship is the largest spelljammer designed WHALESHIP
specifically for bulk transportation. Whether it is Human Heavy Frigate (3 x 3)
outfitted for travel like the Titanic or a massive trade
ship, the Whaleship is the preferred cargo transport Armor Class 18
ship for those with the money to afford one and a crew Hull Points 288
to protect it. The Whaleship is almost entirely Bulwark Points 28
Speed 1,500 ft. (45º)
surrounded by a thick hull, with little open room to Crew (Min/Max) 20/90
board. Although it has but a modest small hardpoint, Cargo Hold 50 tons
the Whaleship's sheer size makes it a mobile battering Days of Air 10,800 days
ram.Any ship that gets in the way of the Whaleship Landing Land, water
and isn't moved out of the way by the Whaleship's Cost 90,000gp
escort, will quickly find itself with a large hull breach Hardpoints 1 medium
as it crashes into and through them.
Adaptable Repairs. When this ship's Boatswain heals bulwark
MODEL VARIATIONS points on their turn, they heal the full amount rather than half.
Although the standard Whaleship is used as a trading Extra Thick Hull. Once per turn when this ship takes mega
ship, it can be fitted to serve different purposes. damage, that damage is reduced by 11 (2d10).
Passenger Liner Resilient Design. This ship has resistance to damage it takes from
This variation of the Whaleship has its cargo storage attacks that hit it in the front.
reduced for the sole purpose of filling it with luxurious Whale Ram. This ship is designed to directly collide with another
living quarters, casinos, bars, and the like. The ship and survive (mostly) unscathed. When this happen, the
Whaleship's cargo hold is reduced to 20 tons for target ship takes 33 (6d10) mega bludgeoning damage, and this
backup food and emergency supplies,but the ship takes 15 (6d4) mega bludgeoning damage.
remainder is held exclusively for wealthy customers
who want to go on a voyage through space. Example Weapons
Medium Catapult. Ship Weapon Attack: +7 to hit, range 4,000/
Killer Whale 12,000 ft., Fixed front, one target. Hit: 10 (3d6) mega
This variation of the Whaleship has its observation bludgeoning damage.
deck slimmed down and turned into a weapons deck.
Its cargo hold is reduced to 30 tons, in exchange for it
gaining an additional 4 medium hardpoints and 3
large hardpoints.
Battering Whale
This variation of the Whaleship was designed to
support large military engagements in space by simply
disrupting enemy lines. With its cargo hold reduced to
32 tons and its speed increased to 2,000ft (90º), this
type of Whaleship focuses on making the most out of
its Whale Ram.

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CLIPPER
Created for sea travel, the Clipper is recognized as one CLIPPER
of the more powerful battleships for groundling Heavy Frigate (3 x 3)
navies. It boasts an impressive array of 26 medium
hardpoints, one built on a turret at the fore and one Armor Class 17
built on a turret at the aft. The remaining 24 are split Hull Points 200
half down each side of the main deck for broadside Bulwark Points 30
Speed 1,500 ft. (45º)
attacks. Regrettably, much like the Galleon, the Clipper Crew (Min/Max) 18/65
wasn't originally designed for use in space. As a result, Cargo Hold 26 tons
both ships lack the elegance in design necessary for Days of Air 10,200 days
smooth sailing in space, reflected by low Landing Water
maneuverability. Cost 195,500gp
That said, you can't put 26 cannons on a ship without Hardpoints 26 medium
the giff being interested. There are plenty of
spelljammers out there, but the Clipper has a lot more Aggression. When this ship has 100 hull points or fewer
gunpowder than others of its class. Due to this, the giff remaining, it has advantage on its attack rolls.
love to use the Clipper. Resilient Design. This ship has resistance to damage it takes from
attacks that hit it in the front.
MODEL VARIATIONS
The Clipper has a few variations as a warship, but Reckless Bombard (1/Turn). The captain of this spelljammer can
use their action to declare a bombardment, granting the ship's
neither changes the design particularly much. When gunners advantage on attack rolls until the beginning of the
used as a heavy warship, the giff commodores will captain's next turn. However, attacks against the ship have
often use these ships in pairs as a way to increasing advantage for the same duration.
firepower and limiting the ability of an enemy to
outmaneuver both of them. Alternatively, the Clipper Ride the Aether (3/Day). As a bonus action, the Helmsman can
can be used as a command ship for a giff admiral. have this ship's movement speed doubled until the end of the
turn.
Usually when this is done, it is accompanied by 3 to 6
additional clippers as supporting heavy warships. Thick Hull. Once per turn when this ship takes mega damage, it is
There is only one configuration that greatly deviates reduced by 5 (1d10).
and it is generally created by groundlings, called the
Merchantman. Those who are native to wildspace will Example Weapons
generally avoid using the Clipper at all and favor other 26x 12-Pounder Long Gun. Ship Weapon Attack: +9 to hit, range
cargo ships and the giff are highly unlikely to change 5,000/15,000 ft., Fixed 1x front, 12x port, 12x starboard, 1x rear,
the Clipper away from cannons. one target. Hit: 13 (3d8) mega bludgeoning damage.

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.

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CUTTLE COMMAND Fiery Victory
This variation is named after the famed spelljammer,
Built by the same tenuous alliance that designed the the Ultimate Victory that was regrettably destroyed in
Octopus, the goal of the Cuttle Command was to create a mutiny. This variation's speed is increased to 2,000ft
a counter to the Elven Armada. It is a ten-story tall (45º) and the four tentacle mounted hardpoints are
tower that flies around in space with an easily changed to small size and affixed with four fire
manipulated gravity plane thanks to the multiple projectors.
tentacles that the Helmsman can control freely, though
this is rarely done. Mobile Base
This variation was designed to be a forward base for
MODEL VARIATIONS explorers or colonies from already established
The Cuttle Command comes in a handful of varieties, settlements. The 3 large hardpoints not mounted to
though without too many substantial changes. The tentacles are removed and replaced with 4 more tons
main variation of the Cuttle Command is to act as a of cargo storage and 2 new space docks for ships to
command ship through the use of its Helm Network. dock at between exploratory missions. This variant is
This allows the Helmsman of the Cuttle Command to usually designed to carry a large number of supplies,
watch the movements of all linked spelljammers and as well as making space for a tavern or other
coordinate a strategic plan between all of them in real recreational activities for sailors.
time. This makes the Cuttle Command a powerful ship
in managing fleet tactics.
Wizard’s Ship
Much like the Dragonfly variation of the same name,
this variation sees the Cuttle Command transformed
from command ship into a mobile laboratory,
workshop, or shrine. With considerably more room
than the Dragonfly (and considerably higher cost), this
option is really only there for those with large sums of
wealth and a desire for privacy. The 3 large hardpoints
not mounted to a tentacle are removed in exchange for
increasing its cargo storage to 62 tons.

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

Arcane Reinforcement. The Helmsman of this ship has advantage


on all saving throws against mega spells made on behalf of the
ship.
Blink (1/Day). This ship can use all of its movement to teleport to
any unoccupied space within 6,000 feet, facing any direction it
wishes.
Helm Network. By spending one hour in close proximity with a
willing spelljammer, the Cuttle Command can form a telepathic
link to it. Until the Helmsman of either spelljammer chooses to
break the connection (no action required), the Helmsman of the
Cuttle Command can speak telepathically to anyone aboard any
linked spelljammer and gather information from each ship’s
surroundings. This network can sustain up to 20 links.
Greater Biomatter Hull. If this ship has fewer than 50 hull points
at the beginning of the initiative order each round, it regains 10
hull points.
Tentacle Mounted Weapons. Up to 4 hardpoints on this
spelljammer ignore the fixed property.
Example Weapons
7x 24-Pounder Long Gun. Ship Weapon Attack: +10 to hit, range
6,000/18,000 ft., Fixed 2x front, 1x rear, one target. Hit: 16 (3d10)
mega bludgeoning damage.

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ARMADA
The Armada is the greatest of the Elven Imperial ARMADA
Navy's spelljammer fleet. These spelljammers are Elven Ship of the Line (4 x 4)
surprisingly graceful and quick for their substantial
size, as well as carrying a wide array of weapons. Armor Class 18
Owning an Armada is no small task, as the Elven Hull Points 288
Imperial Navy guard them fervently. Unlike with the Bulwark Points 36
Speed 1,500 ft. (90º)
Cutter and Man-o-War, the Elven Imperial Navy guard Crew (Min/Max) 40/100
the secrets of the Armada so closely that they actively Cargo Hold 50 tons
work to silence shipwrights that mimic this design. Days of Air 12,000 days
Possession of an Armada, whether it is one grown by Landing Space docks only
the Elven Imperial Navy themselves or built by an Cost 200,000gp
adventurous shipwright, is treated as a crime against Hardpoints 14 large, 3 medium
the Elven Imperial Navy and the offenders are
immediately put to death. Blink (1/Day). This ship can use all of its movement to teleport to
Due to this strict attitude, most stay well away from any unoccupied space within 6,000 feet, facing any direction it
wishes.
attempting to make Armadas and instead focus on
trying to develop other spelljammers to counteract Evasive. When the Helmsman takes Evasive Maneuvers, this ship
them. Both the Tsunami and the Cuttle Command can immediately move 500 feet in any direction.
were originally built as away to help defend against the Maneuverable Sails. This ship can rotate the direction it faces
power the Armada brings to the Elven Imperial Navy. before it moves instead of after it moves.
MODEL VARIATIONS Trick Shot. Once per turn when the Helmsman uses Evasive
There are a few variations to the Armada. Maneuvers or Wingbeat, one Gunner can use their reaction to
make single weapon attack against a target in range.
Starfly Hull
Wingbeat (3/Day). As a bonus action, the Helmsman can have
The starfly variant is the original grown by the Elven this ship turn up to its maneuverability and then move backward
Imperial Navy. This variant is exceptionally difficult to 1,500 feet in a straight line.
find if one isn't given one by the Elven Imperial Navy.
This variant gains the following feature: Example Weapons
Starfly Hull. This ship counts as a mega creature when targeted 14x 24-Pounder Long Gun. Ship Weapon Attack: +10 to hit, range
by healing spells cast through an arcane cannon. 6,000/18,000 ft., Fixed 5x front, 3x port, 3x starboard, 3x rear, one
Thick Wood Hull target. Hit: 16 (3d10) mega bludgeoning damage.
This is the wooden variant crafted by shipwrights not 3x 12-Pounder Long Gun. Ship Weapon Attack: +10 to hit, range
associated with the Elven Imperial Navy. This variant 5,000/15,000 ft., Fixed 1x front, 1x port, 1x starboard, one target.
is more readily available, but its speed is reduced to Hit: 13 (3d8) mega bludgeoning damage.
1,500ft (45º).
Wild Armada
This variation is the result of a starfly hull Armada
being abandoned and left to drift. The hull itself begins
to grow into a labyrinth of potentially dangerous flora.
A wild Armada can be returned to normal by the Elven
Imperial Navy with some.

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DEATHSPIDER
While most species have smaller ships as their DEATHSPIDER
standard battle spelljammer, this massive Neogi Ship of the Line (4 x 4)
battlecruiser is the standard ship used by the neogi.
They are far too common in space and carry a Armor Class 19
substantial threat wherever they go. As a result, Hull Points 288
Deathspiders are treated as something to be killed on Bulwark Points 36
Speed 1,500 ft. (45º)
sight. Regrettably, they tend to be rather powerful Crew (Min/Max) 30/100
spelljammers, so taking them down is generally a Cargo Hold 50 tons
concerted effort between many different Days of Air 12,000 days
spelljammers. Landing Space docks only
Cost 400,000gp
MODEL VARIATIONS Hardpoints 6 large
The Deathspider is the main workhorse spelljammer
for the neogi, meaning it is often arranged differently Aggression. When this ship has 100 hull points or fewer
to suit different jobs. That said, the exterior of all remaining, it has advantage on its attack rolls.
Deathspiders end up looking identical to one another, Greater Biomatter Hull. If this ship has fewer than 50 hull points
making it impossible to tell which kind of Deathspider at the beginning of the initiative order each round, it regains 10
you're looking at from the outside. hull points.
Broodship Piercing Appendages. This ship is designed with eight large spider
When a neogi lives to an old age, there is just one fate legs protruding out around it. When the Helmsman takes the
for them: To be restrained by their fellow neogi, have Ram action, the Helmsman instead attacks with one of these
claws at a target in range. The Helmsman uses their spellcasting
their consciousness burned away, and their body ability score for this attack.
transformed into an egg carrying neogi called a great
old master. In this form, they are nothing but a Scaled Design. This ship's modules and weapons cannot be
ceaseless carnivorous hunger looking to devour disabled from outside attack.
anything and everything it can find. In due time, the Sturdy Design. When this ship is reduced to 0 hull points, it
eggs will hatch and the young neogi will devour the instead is reduced to 1 hull point. Once this ability has been
great old master. Until then, many of these great old activated, it can't be used again until the ship's hull has been fully
masters are put into a Broodship where they can sail, repaired.
hunt, and kill whatever they find for food.
Example Weapons
Carrier 6x 24-Pounder Long Gun. Ship Weapon Attack: +10 to hit, range
This variation of the Deathspider is designed to 6,000/18,000 ft., Fixed 2x front, 2x port, 2x starboard, one target.
counter the fighters deployed by an Armada. Its cargo Hit: 16 (3d10) mega bludgeoning damage.
storage increases to 60 tons in exchange for losing 2
large hardpoints and 1 large point being reduced to Piercing Appendages. Ship Weapon Attack: +10 to hit, reach 1,000
ft., Fixed front, one target. Hit: 16 (3d10) mega piercing damage.
medium size. This allows the carrier to hold up to 12
fighter bays for neogi Urchins.
An Urchin is a small fighter covered in spikes. Use
the Blade stat block, but remove the hardpoint and
change its ram to a Piercing Ram.
Piercing Ram. This ship is designed to directly collide with
another ship or mega creature and survive (mostly)unscathed.
When this happens, the target ship or mega creature takes 11
(2d10) mega piercing damage, and this ship takes 3
(1d4) mega bludgeoning damage.

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TSUNAMI
In all of the spheres, there are only eight Tsunamis. TSUNAMI
Created by the people of Wa on the planet Toril in Human Ship of the Line (4 x 4)
Realmspace, the Tsunami is the culmination of an
entire nation's drive to build an ultimate defensive Armor Class 22
spelljammer. The Tsunami is considered to be the most Hull Points 538
powerful spelljammer, short of The Spelljammer Bulwark Points 40
Speed 2,500 ft. (135º)
itself. Even the Elven Armadas of the Elven Imperial Crew (Min/Max) 75/300
Navy pale in comparison to the Tsunami. Cargo Hold 100 tons
It is also said that there is no more beautiful a sight Days of Air 36,000 days
than seeing a Tsunami sailing through the stars. Even Landing Land
the beauty of the greatest of radiant dragons pale in Cost 600,000gp
comparison. The only thing to match the beauty of the Hardpoints 22 large, 9 medium
sight is the terror if it is turned against you.
When engaged in combat, the Tsunami attacks with Arcane Reinforcement. The Helmsman of this ship has advantage
a combination of heavy weaponry stationed all along on all saving throws against mega spells made on behalf of the
ship.
its length and with a swarm of Locust fighters that
launch from hatches on the side. Adaptable Repairs. When this ship's Boatswain heals bulwark
The creation of these eight Tsunami effectively points on their turn, they heal the full amount rather than half.
bankrupted the country of Wa, but they were Reckless Bombard (1/Turn). The captain of this spelljammer can
successful in creating a fleet that could deter any force use their action to declare a bombardment, granting the ship's
from attacking them from above. At least, any force gunners
they have run into so far.
advantage on attack rolls until the beginning of the captain's next
MODEL VARIATIONS turn. However, attacks against the ship have advantage for the
There are only 8 Tsunamis in existence and no one is same duration.
really looking to mimic its design. While it is Scaled Design. This ship's modules and weapons cannot be
incredibly beautiful and powerful, it also bankrupted disabled from outside attack.
the country of Wa to create them. As a result, there
Thick Hull. Once per turn when this ship takes mega damage,
aren’t any model variations for the Tsunami, and that damage is reduced by 5 (1d10).
you’re also extremely unlikely to find one to purchase!
Tricky Shots. When the Helmsman uses Evasive Maneuvers, up to
5 Gunners may use their reaction to make a single weapon attack
against a target in range.
Example Weapons
22x Heavy Catapult. Ship Weapon Attack: +11 to hit, range 4,500/
13,500 ft., Fixed 7x front, 5x port, 5x starboard, 5x rear, one target.
Hit: 13 (3d8) mega bludgeoning damage.
9x Medium Ballista. Ship Weapon Attack: +11 to hit, range 3,000/
9,000 ft., one target. Hit: 7 (2d6) mega bludgeoning damage.

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CHAPTER 6: DM RESOURCES
n this section, I am going to be going over a from one another. Divide that by the speed of your

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

EXAMPLE MEGA CREATURES Armor Class 14 (natural armor)


Although I haven’t put together a Monster Manual Hit Points 52 (8d10 + 10)
worth of mega creatures for this supplement, I figured Speed fly 3,000 ft.
it would make sense to at least share a couple of
examples! I encourage you to tailor your mega STR DEX CON INT WIS CHA
creatures to your party and their particular abilities. 20 (+5) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 4 (-3)
The stat blocks included here are two I have used in
my low to mid tier games in the past. Feel free to use Skills Perception +3
these as is or build your own off of the ideas presented Senses Blindsight 6,000 ft., passive Perception 13
here. I’ll again strongly recommend you check out the Languages -
Dark Matter campaign setting by Mage Hand Press as
that book has a number of interesting mega creatures Mega Creature. This creature is far larger than gargantuan size. It
occupies an area 500 feet long by 500 feet wide.
that your party can encounter!
Arcane Hunger. The sharchinid is able to precisely know the
ASTEREATER location of any Spelljammer Helm actively creating propulsion
These massive asteroid-sized beholders are seen by within 100 miles of it.
other beholder-kin as the black sheep of their genetic Relentless Pursuit. Although the sharchinid can’t accelerate to
family. Unlike most other beholder-kin, these spelljamming speeds alone, it can link itself to the helm of a
creatures are not exceptionally intelligent and tend to spelljammer and pursue them into spelljamming speed.
not have a firm grasp of magic or psionics. Whenever a spelljammer within 10,000 feet of the sharchinid
As outcasts, astereaters reside primarily at the outer accelerates to spelljamming speeds, the sharchinid can latch
edges of asteroid fields where they can easily blend in. onto the magic of the helm to accelerate to spelljamming speed.
They use their natural camouflage to wait until ships Aether Breathing. The sharchinid can only breathe in the aether
are nice and close before devouring them for food. of wildspace or in the phlogiston.
As a grim silver lining for wandering adventurers
who happen to kill an astereater, astereaters only Stat Block Heading
digest the organic material of a ship and the crew. This Multiattack. The sharchinid makes two bite attacks.
means the stomach of an astereater is generally still
full of precious metals, gems, and magic items. In Bite. Melee Weapon Attack: +7 to hit, reach 500 ft., one target. Hit:
many ways, an astereater is like a deadly piñata. 12 (2d6 + 5) mega piercing damage.

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.

CREDITS & SOURCES


84
EDITING
Thanks to /u/Geekboxing for proactively reaching out
and giving me some pointers on editing this
document. While I wouldn’t slander their name by
saying they are responsible for the editing here, they
are responsible for giving me some tips that have been
invaluable!

IDEAS AND CONTENT


• Yet another thanks to the team at Mage Hand Press
for their book Dark Matter. Dark Matter is a D&D 5e
compatible setting book that presents a slightly
more science-fiction style, though one where the
technology is fundamentally driven by magic. The
ship combat system in Dark Matter is hands down
my favorite vehicle combat system to ever be
designed for a D&D edition. Much of my motivation
to make this supplement was to adapt Spelljammer
to their design. Go check out Dark Matter!It's an
amazing book.
• Thanks to /u/Trickishwheat8! Speaking with him on
the subreddit helped me develop many of the ideas
in this supplement. Furthermore, /u/Trickishwheat8
is the author of a great supplement and reference
document for running a faithful adaptation of
Spelljammer from 2e to 5e. Go check out The
Updated Spacefarer's Guide!
• Huge thanks to Adam "Night Druid" Miller. Not only
for this article that offers a cool background to the
phlogiston (which I adapted in the text box "The
Serpent Flow", pg. 6), but also for being helpful with
understanding some of the weirder parts of classic
Spelljammer!
• Thanks to /u/KameBit for their Giff and Dohwar PC
race template that I started from when building
them out in this supplement. Check out their site.
• Thanks to /u/BlueBattleBuddy for pointing me to
ScottMcCarroll article on aethersailing.
• Thanks to Eric Wethington! It was his idea originally
to have colored nebulae as an environmental hazard.
• A general thank you to everyone who participates in
conversations at Sages of Spelljammer, on the
subreddit, on the Piazza, on Discord, and
everywhere else. Hearing from this community
helped me a lot in putting this together!

PLAYTESTING AND DEVELOPMENT


• A big thanks to my players in The Exoletium. If not
for their patience in dealing with constant revisions,
retcons, and system overhauls, this supplement
would not exist. Thanks Codey (Erlend Nohfree), Joe
(Zomar Kalsarga), Muddy (Leroy Murrand), Rebecca
(Narrow Arak), and Steve (Liliandra Seralynn).
• An equally big thanks to the folks of The Axe Gang
that helped me playtest a lot of this book as it grew.
While this group started after The Exoletium, they
have had to put up with my crap for a while as well!
Thanks Aben (Voth), Elle (Vex), Gopher (Serz), John
(Damian), & Soth (Nova).
• Thanks to RathofKelly for putting up with my
incessant testing questions.
• Thanks to everyone who helped me run short one-
shot space encounters to test system revisions.

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.

CREDITS & SOURCES


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