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Table of Contents

Version 2.3

Beyond the Planes 3

Crystal Spheres ............................................................................. 3 Hammership ................................................................................... 14


Wildspace ...........................................................................................3 Man-o-War ....................................................................................... 14
The Phlogiston ..................................................................................3 Mindspider ...................................................................................... 14
Gravity .................................................................................................4 Mosquito .......................................................................................... 15
Air ........................................................................................................ 4 Nautiloid .......................................................................................... 15
Fire ...................................................................................................... 4 Squid Ship .......................................................................................15
Tradesman .......................................................................................15
Magic 4 Tyrant Ship ......................................................................................16
Magic Items .................................................................................... 4 Wasp ................................................................................................. 15
Spells .................................................................................................. 5 Spelljammer Weapons 17
Spelljamming 5 Renaissance Weapons .............................................................17
The Helm .........................................................................................5 Modern Weapons ...........................................................................18
Movement .......................................................................................... 8 Futuristic Weapons ........................................................................18
Crashing a Ship ................................................................................ 8 Magical Weapons ...........................................................................20
The Crew ............................................................................................8
Ship Statistics ...................................................................................9 Spelljammer Upgrades 20
Weapon Upgrades .................................................................... 20
Spelljammer Ships 10 Hull Upgrades .................................................................................20
Spelljammer Ship Sheet .........................................................11 Miscellaneous Upgrades .............................................................. 20
Armada .............................................................................................12 Factions 21
Caravel ............................................................................................. 12
Citadel .............................................................................................. 12 The Imperial Elven Navy .........................................................21
Damselfly .........................................................................................12 The Green Concern .......................................................................21
Deathspider .....................................................................................13 The Arcane Consortium ...............................................................21
Dragonfly ......................................................................................... 13 The Fleshdealers ........................................................................... 21
Dragonship ......................................................................................13 The Treasure Fleet ........................................................................ 21
Flitter ................................................................................................13 The Beholder Sovereignty ........................................................... 21
Galleon .............................................................................................13 The Illithid Union ...........................................................................21
Sidewheeler .................................................................................... 14 The Githyanki ................................................................................. 21
The Gith Pirates .............................................................................21
Beyond the Planes
Crystal Spheres
Crystal Spheres are exactly what their name entails; they are
gigantic spheres made out of magic crystal. These spheres
are also sometimes referred to as Crystal Shells. A Crystal
Sphere contains all of the planets, moons and suns of each
fantasy campaign world.
All wildspace is bounded by crystal shells or Crystal
Spheres. Inside the Crystal Sphere is the vacuum of
Wildspace, the planets, and stars. Outside the Crystal Sphere
is the rainbow ocean of Phlogiston and other Crystal
Spheres. The size of a Crystal Sphere is determined by the
size of the planetary system inside. Because of their great
size, the outside of a Crystal Sphere appears perfectly flat.
The curvature is so gradual that it is completely undetectable
to anyone who is close enough to see the Crystal Sphere
through the obscuring Phlogiston.
Crystal Spheres consists of an unbreakable, dark, ceramic
material of unknown origin. Some legends state (and various
theologians agree) that the smooth-surfaced shells were
created and positioned by the gods themselves to protect
their worlds from the ravages of the phlogiston, which is held
to be the prime matter of the universe. Less charitable
philosophers maintain that such shells were placed by an
even higher authority to keep gods and men in and confine
their activities. Whatever their origin, the crystal shells are
uniform throughout space. All appear as great, dark,
featureless spheres of unidentifiable matter. The Crystal
Spheres are definitely solid. They have no gravity along either
their interior or exterior sides (an exception to the rule that
all large objects have gravity).
No magic has been found that can damage or alter the
surface of a shell, except for those spells which cause portals
to open. Even this, however, is believed to be nothing more
than an artificial triggering of a natural phenomenon, since
portals also occur naturally and seemingly at random. They
are apparently immune to the effects of wishes and even the
wills of the outer planar powers (though this does not rule
out the possibility that the outer planar powers created them
perhaps they were wise enough to prevent even their own
tampering).
Wildspace
Between all of the celestial bodies within each Crystal
Sphere is a void known as Wildspace. Wildspace is the
equivalent of space in the real world. There is no air or gravity
within Wildspace.
The Phlogiston
The Phlogiston is an endless ocean filled with a multicolored
flammable element that is neither air, earth, fire or water.
Very little is known for certain about the Phlogiston, except
that the Crystal Spheres float along within it. Currents also
flow through the Phlogiston that act as express lanes for
Spelljammer ships traveling between the Crystal Spheres.
Like Wildspace there is no air or gravity within the
Phlogiston.

3
Gravity Spelljammer crews know to extinguish all flames before
exiting a Crystal Sphere, however, accidents do happen. The
There is no gravity in Wildspace or the Phlogiston. However following table shows some examples of fire damage in the
all celestial bodies larger than 30 feet in diameter generate a Phlogiston.
gravitational pull equal to that of Earth’s gravity. For a
celestial body the force of gravity acts much like it does in our Fire Damage Table
world. Any creature or smaller object on the surface of the Source Fire Damage Area of Effect
body is pulled towards the center. The gravity field of a Candle 1d6 5-foot-diameter sphere
celestial body extends from its center to it's outermost
atmosphere at the edge of Wildspace. Lantern or Torch 3d6 5-foot-radius sphere
When gravity planes intersect (such as when two ships Cooking Fire 5d6 10-foot-radius sphere
pass each other, or when a ship passes a planetoid), the
gravities of both ships remain in effect, regardless of size, up Casting any spell that creates magical fire while within the
to the point where they physically intersect. An object is Phlogiston causes the spell to immediately trigger with the
under the influence of whichever gravity plane it is closest to. caster as the center of the area of effect. If the spell requires a
A character could leap between two passing ships, altering target, the caster is considered to have targeted themselves.
her downward direction as she crosses the midpoint between
the two.
Combat in a weightless environment is difficult and foreign Magic
to creatures used to fighting in normal environments, and any Magic functions exactly the same from Crystal Sphere to
attack roll or saving throw made in an environment without Crystal Sphere. Spells that can be cast in the Forgotten
gravity using Strength or Dexterity is made with Realms can also be cast on Krynn or any other world.
disadvantage. The lack of gravity in Wildspace and the However, magic in the Phlogiston is a different story
Phlogiston affects the travel of normal ranged weapons. altogether. The Phlogiston is isolated from the other planes
Missiles fired beyond a gravity field move unimpeded in a of existence. The peculiar nature of the Phlogiston makes it
continuous direction until they come in contact with another impossible to cast any spell or use a device or magic item to
object or creature. conjure extraplanar beings, create or open an
extradimensional space, travel between different planes of
Air existence, or commune with creatures in a different plane of
Since there is no breathable air in Wildspace or the existence.
Phlogiston, suffocation may seem like a certainty for
groundlings journeying into space. Space-faring races need Magic Items
not worry about such things. Any celestial body larger than 1 Energy Shield Armor
mile in diameter generates its own breathable atmosphere. Armor (heavy), rare
This atmosphere extends from the surface to the edge of As an action, you can activate the armor to generate a
Wildspace. energy shield that covers your entire body for 1 minute or
A creature that leaves the air pocket of a celestial body or until you use a bonus action to end the effect. While activated
Spelljammer drags with it a personal envelope of breathable you gain a +2 bonus to your AC, and your unarmed strikes
air. The personal envelope has enough air to last 10 minutes deal an additional 5 (2d4) lightning damage.
before it turns foul. Foul air is not breathable and a creature
that cannot hold its breath begins to suffocate until it finds Gravity Armor
fresh breathable air. Armor (medium, but not hide), uncommon
Adventurers unlucky enough to find themselves outside of This armor grants the wearer the ability to walk on any
the air pocket of a Spelljammer ship or bold enough to surface without the restrictions of gravity.
explore smaller celestial bodies will want to equip themselves As an action, you can activate the armor and walk on walls,
with a Pearl of Air. These pearls are mined from the gas giant ceilings, or any other surface without falling for up to 30
planets by space dwarves and sold at most space ports. A minutes or until you use an action to end the effect.
Pearl of Air provides its holder with enough breathable air to
survive outside of an air pocket for 24 hours. Pearl of Air
Wondrous Item, uncommon
Fire While this pearl is on your person, it provides you with
Within the air envelope of a Spelljammer ship or a celestial enough breathable air to survive outside of an air pocket for
body normal and magical fire functions exactly as it would on 24 hours. It takes 12 hours inside a breathable atmosphere
the ground. However, the lack of air in Wildspace has an with fresh air to recharge.
affect on fires. Magical fire like Fireball can be cast normally
outside of an air pocket, but this fire has no chance of Stealth Armor
catching anything ablaze. Normal fire will not function at all Armor (light), rare
outside of an air envelope in Wildspace. As an action, you can activate the armor to become
Fire in the Phlogiston is extremely deadly. The Phlogiston invisible for up to 10 minutes or until you make an attack,
permeates the air envelope of a Spelljammer ship, and when cast a spell, or use a bonus action to end the effect. While you
it comes into contact with a flame it bursts in an explosive are invisible, anything you are wearing or carrying becomes
mixture. invisible as long as it is on your person.
4
Spells 1 to 5 - Portal closes before ship reaches the shell. Ship must
turn back or Crash into the shell.
Create Helm 6 to 10 - Portal closes after ship passes through.
6th-level enchantment
Casting Time: 1 minute At Higher Levels When you cast this spell using a spell slot
Range: Touch of 5th level or higher, you may draw a circle in the air towards
Components: S, M, V (A chair, stool, or other seat-like object) the Crystal Shell. A shimmering portal opens within the circle
Duration: 24 hours you drew and remains open for five minutes. The opening
Classes: Bard, Wizard does not weaken the shell, and any objects resting physically
By casting this spell on a normal chair or other seat, this on the shell are unaffected by the portal.
spell transforms that chair or seat into a Spelljammer Helm
suitable for powering a Spelljamming ship. The Helm this Spelljamming
spell creates is a Minor Helm. The chair reverts to a non-
magical object once the spell ends. The Helm
You can create a permanent Helm by casting this spell on The spelljammer helm is a large chair or throne which can be
the same seat-like object every day for one year.

piloted by a spellcaster. The helm draws magic from the


At Higher Levels When you cast this spell using a spell slot spellcaster and converts it into energy to move and maneuver
of 9th level, the Helm you create is a Major Helm instead. a ship.
When placed aboard a vessel weighing between 1 and 100
Create or Destroy Air tons, the helm generates an envelope of fresh air around the
1st-level transmutation ship while it is in the void of space (but not underwater). This
Casting Time: 1 action envelope extends out from the edges of the hull in all
Range: 60 feet directions for a distance equal in length to the vessel's beam,
Components: S, M, V (A small, stoppered flask) so that creatures aboard and near the ship can breathe
Duration: 10 minutes normally in space. The temperature within the air envelope is
Classes: Cleric, Druid 70 degrees Fahrenheit.
You either create or destroy air.

It also generates an artificial gravity field while the ship is


Create Air You create, replenish, or refresh the air of one in the void of space, so that creatures can walk on the ship's
target creature’s personal air envelope within range for 10 decks as they normally would. Creatures and objects that fall
minutes, including air poisoned/tainted by spells such as overboard bob in a gravity plane that extends out from the
Cloudkill and Stinking Cloud. This does not create a larger in main deck for a distance equal in length to the vessel's beam.
size envelope, but simply replenishes the air in the envelope

that the creature drags with it. If the air is fouled, the air turns

fresh again and the air timer resets to 10 minutes. If used

within a spell or effect that causes a cloud (similar to the Fog

Cloud, Cloudkill and Stinking Cloud spells) the creature is

allowed an immediate save against the effects of the spell.

Destroy Air You immediately turn the personal air envelope

of a target creature within range foul.

At Higher Levels When you cast this spell using a spell slot

of 2nd level or higher, you may target one additional creature

for each slot above 1st.

Portal Magic

2nd-level divination (Ritual)

Casting Time: 10 minutes

Range: Half a mile

Components: S, M, V (A conch shell)

Duration: 1 minute

Classes: Bard, Wizard

Casting out to the very Crystal Shell itself, you can sense

the direction and distance (either in miles or in travel time) of

the nearest portal of egress through a Crystal Shell.


In

general, from any point on a Crystal Shell, naturally


occurring

portals for a ship are 2d10 days away. At DM’s


discretion,

there may be more, less, or no portals.This spell may only be

cast within half a mile of the surface


of a Crystal Shell.

Portals created by this spell are magical and temporary, so

they can be dispelled. If the portal is dispelled or otherwise

prematurely closed, roll 1d10, and determine the result the                                                Major Helm
fate of the object(s) passing through the opening as it closes: 5
Major Helm Provided you have at least two gnomish devices attached to
Wondrous Item, legendary (requires attunement by a the helm, you can steer the vessel, albeit in a somewhat
spellcaster) clumsy fashion, in much the same way that oars or a rudder
This ornate chair is designed to propel and maneuver a can maneuver a seafaring ship.
ship through space. While attuned to the helm, you cannot Unstable. A Gnome Helm requires two gnomish devices to
expend your own spell slots. function and has a 10% chance to breakdown each day. For
You can use the helm to propel the vessel across or each gnomish device added beyond the first two, the Gnome
through water and other liquids at a maximum speed in miles Helm has an additive 5% chance to breakdown. A helmsman
per hour equal to your Proficiency bonus + your highest-level must have proficiency with tinker's tools to pilot a Gnome
unexpended spell slot. It moves 10 times faster through air or Helm. If the helm breaks down, you can perform an
space. Intelligence (Tinker's Tools) check (DC 20) to repair one of
Provided you have at least one unexpended spell slot, you the gnomish devices that broke, or to replace it with a new
can steer the vessel, albeit in a somewhat clumsy fashion, in one. The helm is repaired on a successful check.
much the same way that oars or a rudder can maneuver a Lifejammer Helm
seafaring ship. Wondrous Item, legendary
Whenever you like, you can see what's happening on and These helms drain the life force of a trapped creature to
around the vessel as though you were standing in a location convert it into motive force. A large or smaller creature
of your choice aboard it. trapped within the Lifejammer helm is incapacitated,
Minor Helm restrained, and its hit point maximum is reduced by 1d12 per
Wondrous Item, legendary (requires attunement by a day. A creature dies if their hit point maximum is reduced to
spellcaster) 0 in this way.
This ornate chair is designed to propel and maneuver a You can use the helm to propel the vessel across or
ship through space. While attuned to the helm, you cannot through water and other liquids at a maximum speed in miles
expend your own spell slots. per hour equal to the trapped creature's total Hit Die divided
by 2 (rounded down), up to 10 miles per hour. It moves 10
You can use the helm to propel the vessel across or times faster through air or space.
through water and other liquids at a maximum speed in miles Provided you have at least one creature trapped within the
per hour equal to 1 + your highest-level unexpended spell helm, you can steer the vessel, albeit in a somewhat clumsy
slot. It moves 10 times faster through air or space. fashion, in much the same way that oars or a rudder can
Provided you have at least one unexpended spell slot, you maneuver a seafaring ship.
can steer the vessel, albeit in a somewhat clumsy fashion, in

much the same way that oars or a rudder can maneuver a

seafaring ship.

Whenever you like, you can see what's happening on and

around the vessel as though you were standing in a location

of your choice aboard it.

Forge Helm

Wondrous Item, legendary

Found only in a Dwarven Citadel, a Forge Helm or

Artiforge is powered by the creative workings of the dwarves

using it.

You can use the helm to propel the vessel across or

through water and other liquids at a maximum speed of 5

mile per hour for every 100 dwarves working in the forge. It

moves 10 times faster through air or space.

Provided you have at least 100 dwarves working in the

forge, you can steer the vessel, albeit in a somewhat clumsy

fashion, in much the same way that oars or a rudder can

maneuver a seafaring ship.

Gnome Helm

Wondrous Item, legendary

These are complicated bits of machinery full of

unnecessary gears and levers that power a normal Helm. A

Gnome Helm does not require magical power to operate, but

instead requires energy generated by adding gnomish devices

to produce movement.

You can use the helm to propel the vessel across or

through water and other liquids at a maximum speed in miles

per hour equal to the number of gnomish devices attached to

the helm, up to 10 miles per hour. It moves 10 times faster                                            Lifejammer Helm
6 through air or space.
Series Helm
Wondrous Item, legendary (requires attunement by an
Illithid) Orbus
Series Helms are specific to the race they were created for, Medium abberation, neutral
and can be linked to other Series Helms connected to the
same ship. Armor Class 15 (natural armor)
You can use the helm to propel the vessel across or Hit Points 22 (4d8+4)
through water and other liquids at a maximum speed of 1 Speed 0 ft., fly 20 ft. (hover)
mile per hour. Each additional Series Helm with a pilot
linked to this one increases the maximum speed of the ship
by 1 mile per hour, up to 5 miles per hour. It moves 10 times STR DEX CON INT WIS CHA
faster through air or space. 7 (-2) 13 (+1) 12 (+1) 3 (-4) 13 (+1) 13 (+1)
You can steer the vessel, albeit in a somewhat clumsy
fashion, in much the same way that oars or a rudder can Saving Throws Wisdom +3
maneuver a seafaring ship. Skills Perception +3
Whenever you like, you can see what's happening on and Condition Immunities Prone
around the vessel as though you were standing in a location Senses Passive perception 13
of your choice aboard it. Languages -
Challenge 1/8 (25 XP)
Pool Helm
Wondrous Item, legendary (requires attunement by an Elder Antimagic Cone. The orbus’ central eye creates an
Brain) area of antimagic, as in the antimagic field spell, in a
This Helm uses the mindflayer’s elder brain pool to power 150-foot cone. At the start of each of its turns, the
the ship. An elder brain can propel the vessel across or orbus decides which way the cone faces and
through water and other liquids at a maximum speed of 5 whether the cone is active.
mile per hour. It moves 10 times faster through air or space.
An Edler Brain can steer the vessel, albeit in a somewhat Actions
clumsy fashion, in much the same way that oars or a rudder Bite. Melee Weapon Attack: +3 to hit, Reach 5ft.,
can maneuver a seafaring ship. one target. Hit: 4 (1d6+1) piercing damage
An Elder Brain can see what's happening on and around
the vessel as though it were standing in a location of its
choice aboard it.
Orbus
An Orbus is not a helm, it is a type of beholder that exists to
mimic a helm to power and pilot certain beholder ships. An
Orbus aboard a vessel can propel the vessel across or
through water and other liquids at a maximum speed of 1
mile per hour. Each additional Orbus aboard the vessel
increases the maximum speed of the ship by 1 mile per hour,
up to 5 miles per hour. It moves 10 times faster through air or
space.
An Orbus can steer the vessel, albeit in a somewhat clumsy
fashion, in much the same way that oars or a rudder can
maneuver a seafaring ship.
An Orbus can see what's happening on and around the
vessel as though it were standing in a location of its choice
aboard it.

7
Movement The Crew
The travel speed of a Spelljammer ship is determined by its A good crew is the lifeblood of a sailing vessel. A ship cannot
helm and its pilot, however travel in the Phologiston is very sail without a crew, and a crew cannot sail without a ship.
different. The Phlogiston contains dense rivers of flammable They are interlinked, cosmically. The best crews will make
ether that flow
between Crystal Shells. Ships traveling in voyages pleasant for you and terrible for your enemies.
these currents can achieve speeds that are beyond measure. A Spelljamming ship sailing without a crew will fly at half
Generally a ship may travel between crystal spheres within Speed, as the needed functions of turning the sails, operating
10d10 days. the oars, or maintaining the ship itself will have to be done by
The boundary between planetary atmosphere and the party members. All spelljamming ships have two crew
Wildspace varies between different planets, but generally numbers - The minimum needed to run the ship, and the
rests at a distance of 1/1000th of the diameter of the world. maximum that the craft can hold without overloading its
atmosphere.
Distance To Reach Wildspace
Celestial Size Celestial Diameter Distance Above Surface Cannoneer
Class (Miles) (Miles) A ship with weapons requires cannoneers for firing the siege
A 1,000 1
weapons. Cannoneers have proficiency with Vehicles (Land).
Cannoneer Checks. The DM might call for a Cannoneer
B 10,000 10 check when the ship tries to accomplish one of these tasks:
C 100,000 100 Move heavy objects with crew members.
D 1,000,000 1,000 Launch a creature with a catapult.
A Spelljammer ship in wildspace or the atmosphere of a Captain
celestial object can move direct up or down or backwards The Captain issues orders. They direct other senior crew.
without changing the direction it is facing. The ship must be The best captains have high Charisma scores, as well as
at a complete stop before it can ascend, descend or move in proficiency with Vehicles (Air), Intimidation and Persuasion
reverse, and the ship moves at half speed while moving in skills.
this way — moving 1 foot costs 2 feet of speed — so the ship Captain Checks. The DM might call for a Captain check
can cover only half the normal distance in a minute, an hour, when a ship tries to accomplish one of these tasks:
or a day. Handle relations with other ships.
Crashing a Ship Cook
If a ship moves into the space occupied by a creature or an A ship's Cook works with the limited ingredients aboard a
object, the ship might crash. A ship avoids crashing if the ship to make meals. A skilled cook keeps the crew's morale in
creature or object is at least two sizes smaller than it. top shape, while a poor one drags down the entire crew's
When a ship crashes, it must immediately make a DC 10 performance. A talented cook has a high Constitution score,
Constitution saving throw. On a failed save, it takes damage as well as proficiency with brewer's supplies and cook's
to its hull based on the size of the creature or object it utensils.
crashed into, as shown on the Crash Damage table. It also Cook Checks. The DM might call for a Cook check when
stops moving if the object or creature is one size smaller than the ship tries to accomplish one of these tasks:
it or larger. Otherwise the ship continues moving and the The crew has gone a long time with few rations.
creature or object that collided with it moves to the nearest
unoccupied space that isn't in the ship's path. At the DM's Helmsman
discretion, and object that is forced to move but fixed in place The Helmsman is in charge of navigating the ship through
is instead destroyed. spaces unknown. This station is appointed to, more often
A creature struck by a ship must make a Dexterity saving than not, the most able-bodied mage aboard a Spelljamming
throw with a DC equal to 10 + the ship's Strength modifier, ship. This role is required to be filled for the ship to move
taking damage based on the ship's size (as shown on the throughout Wildspace and beyond. A reliable helmsman
Crash Damage table) on a failed save, or half as much tends to have a high Spellcaster level.
damage on a successful one. Helmsman Check. The DM might call for a Helmsman
Crash Damage Table
check when the ship tries to accomplish one of these tasks:
Size Bludgeoning Damage Piloting the ship in dangerous areas.
Small 1d6 Sailor
Medium 1d10 A competent crew is needed to properly sail a ship. Sailors
typically have proficiency with Vehicles (Air). A Commoner
Large 4d10 from the Monster Manual usually fills this role.
Huge 8d10 Sailor Checks. The DM might call for a Sailor check when
the ship tries to accomplish one of these tasks:
Gargantuan 16d10
When you have too few crew to tend the ship.
8
Shipwright Cargo Capacity
The Shipwright provides technical advice to the captain and This indicates the maximum amount of cargo a ship can
crew and leads repair and maintenance efforts. A good carry. A vessel can’t move if its cargo exceeds this capacity.
shipwright has a high Strength score, as well as proficiency
in tinker's tools or carpenter's tools and the Athletics skill. Attributes
Shipwright Checks. The DM might call for a Shipwright Strength
A ship’s Strength represents its size and weight. Its
check when the ship tries to accomplish one of these tasks: Constitution covers its durability and the quality of its
construction. Its Dexterity represents a ship’s easy of
Attach a new part to a ship. handling.
Put out an onboard fire.
Damage Threshold
Soldier A ship with a damage threshold has immunity to all damage
Ships are often attacked while traveling through wildspace. unless it takes an amount of damage from a single Attack or
Soldiers defend the ship when boarded by the enemy. A effect equal to or greater than its damage threshold, in which
Guard from the Monster Manual usually fills this role. case it takes damage as normal. Any damage that fails to
Soldier Checks. The DM might call for a Soldier check meet or exceed the ship’s damage threshold is considered
when the ship tries to accomplish one of these tasks: superficial and doesn’t reduce the ship’s Hit Points.
The ship has been boarded by a hostile force. Size
Your crew has boarded a hostile ship. The size of a ship is determined by its longest side.
Surgeon Keel. This is the length of the ship from fore to aft (front to
The ship's Surgeon tends to injuries, keeps illnesses from back).
spreading through the ship, and oversees sanitation. A Beam. This is the length of the widest part of the ship from
capable surgeon benefits from a high Intelligence score, as port to
starboard (left to right).
well as proficiency with herbalism kit and the Medicine skill. Components
Surgeon Checks. The DM might call for a Surgeon check A ship is composed of different components. A ship’s
when the ship tries to accomplish one of these tasks: component might have special rules, as described in the stat
Perform a medical procedure. block:
Treat an onboard plague. Hull. A ship’s hull is its basic frame, on which the other
components are mounted.
Ship Statistics Control. A control component is used to steer a ship.
Creature Capacity
Movement. A movement component is the element of the
ship that enables it to move, such as a helm, a set of sails or
These two numbers indicate the number of crew required to oars.
operate the ship and the total passenger
occupancy of the Weapon. A ship capable of being used in combat has one
ship. or more weapon components, each of which is operated
separately.

Spelljammer Ship Table


Keel Beam Creature Cargo Damage
Ship (ft) (ft) Capacity Capacity STR DEX CON AC HP Threshold Control Movement Cost (gp)
Major or
Flitter 20 5 1/1 0.5 4 20 4 14 40 N/A Helm 10,000
Minor
Major or
Mosquito 100 15 1/6 3 7 14 8 17 75 10 Helm 15,000
Minor
Major or
Caravel 70 20 8/10 5 7 10 8 13 75 10 Helm 10,000
Minor
Major or
Dragonfly 100 20 3/10 9 10 14 8 10 100 10 Helm 40,000
Minor
Major or
Damselfly 100 20 2/10 5 10 12 8 10 100 10 Helm 50,000
Minor
Major or
Wasp 80 20 8/18 9 11 14 12 16 150 15 Helm 20,000
Minor
Tyrant Ship 100 100 15/23 11 13 10 15 22 200 20 Orbus Orbus 100,000
Major or
Tradesman 120 30 10/25 18 13 12 15 17 200 20 Helm 15,000
Minor
Gnomish
120 25 20/30 15 15 10 17 15 250 20 Helm Gnomish 40,000
Sidewheeler
Series or
Nautiloid 180 30 10/35 17 16 10 18 18 300 20 Helm 40,000
Pool
Mindspider 40 15 3/40 5 18 18 19 18 400 15 Helm Lifejammer 60,000
Major or
Galleon 130 30 20/40 20 18 10 20 15 400 25 Helm 50,000
Minor
Major or
Squid Ship 250 25 12/45 23 19 10 21 17 450 25 Helm 45,000
Minor
Major or
Dragonship 150 20 20/45 22 19 12 21 17 450 25 Helm 60,000
Minor
Major or
Hammership 250 25 24/60 25 21 10 24 16 550 30 Helm 50,000
Minor
Major or
Man-o-War 200 20 10/60 30 21 12 24 15 550 30 Helm 100,000
Minor
Deathspider 175 50 30/100 50 30 4 33 17 1000 30 Helm Major 100,000
Armada 300 30 40/100 50 30 4 33 17 1000 30 Helm Major 125,000
Citadel 250 200 100/300 300 35 2 38 22 2000 30 Forge Forge 1,000,000

10
11
Spelljammer Ships

Below is a list of ships found throughout Wildspace. This list

is not exhaustive, but it does include common ships and their

sizes. Refer to Pages 119 and 246-247 in the Dungeon

Masters Guide for more information about Vehicles.

Armada

The Armada is one of the largest ships in


known space. These massive vessels are used


by elves, and only elves, as mobile military bases.


They are so large that in addition to a huge arsenal


of weapons, they also carry 40 Flitters on board.


Caravel

Caravels are ocean going vessels that have been modified for

space travel simply by sticking a Spelljammer Helm on them.

Because of this they are not very maneuverable and are often

quickly replaced by adventures arriving in space.

Citadel

The Citadel is actually an asteroid carved and converted by

dwarves into a Spelljammer ship. The Citadel acts as a home

for space-faring dwarves who mine nearby moons or planets.

A Citadel is powered by a Forge not a Spelljammer Helm.

The Forge is a room that takes up a good portion of the

Citadel. Here the dwarves forge metal and craft items.

Damselfly
The Damselfly is nothing more than an upgraded Dragonfly
that adds more durability and the capacity for larger
weapons. These upgrades do come at the cost of a slight
decrease in maneuverability.

12

Deathspider

The Deathspider is another ship utilized by the evil Neogi.

They are larger than a Mindspider and are operated by a

Major Helm not a Lifejammer Helm. The crew of these ships

is mostly made up of umber hulk slaves, but the helm


pilot is

a Neogi mage. These ships have military uses, but


are also

used to carry cargo or umber hulk slaves.

Dragonfly

The Dragonfly is a very popular ship among space-faring

humans and elves. This relatively inexpensive ship is built by

humans for use in smuggling, exploring, or adventuring.

Dragonship

The Dragonship is another attempt by humans to convert a

sea vessel into a Spelljammer ship. These ships are mainly

used by ground based human empires to expand their

territory in the local planetary systems.

Flitter

The Flitter is the smallest of all the Spelljammer ships. Built

and used by elves this vessel is usually found aboard a larger

ship where it can be used as a messenger ship, scout craft,

landing ship or a fighter.


4

Galleon
Although the Galleon is the best attempt at transforming an
ocean going vessel into a Spelljammer ship it still pales in
comparison to ships that were purpose built for space. No
self respecting space adventurer sails the stars on a Galleon
for very long.

13

Sidewheeler

A Sidewheeler is the product of gnomish “ingenuity”. They

are over-engineered and lacking any grace or beauty. These

vessels are powered by Gnomish Helms. Space gnomes use

their Sidewheelers to do all of the things that gnomes

normally do.

Because of their unstable construction,

sidewheelers were usually ill-suited for

landing on the ground or staying afloat

on water. Since the chance of accident

was high, sidewheeler crews either never

landed or sometimes prepared to brace

the ship together with improvised material.

In other cases, they simply allowed the ship

to crash and then rebuilt another one from the wreckage.


Hammership

Like the Squid Ship the Hammership was built by

spacefaring
humans to serve in naval armadas. The

Hammership
is slightly more durable and more heavily

armed than its
sister ship. Like all the ships of known space

Hammerships
are often retrofitted for use by pirates.

Man-o-War

The Man-o-War is the most prominent ship in the navies of

the space-faring elf nations. It is heavily armed and can

withstand large amounts of damage before breaking apart.

Mindspider
The Mindspider is built and operated by the Neogi, a race of
evil beings that terrorize all of known space. These vessels
are powered by Lifejammer Helms. Mindspider ships are
used by the Neogi to attack other space-faring vessels without
provocation or mercy.

14

Mosquito

Mosquitoes are human built ships that are used by all races

in space. The Mosquito fills many of the same functions as

the Flitter, but it can also carry up to six people.

Nautiloid

These are standard ship for the Illithid nations of space. The

mind flayers power these vessels with either Series Helms or

a Pool Helm. Nautiloid ships are used for military purposes,

piracy and trading.

Squid Ship

One of the largest ships built by humans, the Squid


Ship is
prized for military applications. However,

these vessels have


also been adapted by crews

for use in piracy and adventuring.

Tradesman

The Tradesman is one of the workhorses of space. They are

built by humans, but used by all of the space-faring races.

Tradesman ships are ideal for trading, adventuring, or even a

little piracy.

Wasp
The Wasp is purpose built by Lizard Men to suit their needs,
but is also frequently used by humans. This vessel is not as
armored as a Damselfly, but can absorb a higher amount of
damage.

15
Tyrant Ship
Tyrant Ships are used by beholders. These ships have no common form instead individually reflecting the style of the particular
clan of beholders that operate them. Tyrant Ships do not use Spelljammer helms, instead they are powered by an Orbus. A Tyrant
Ship does carry traditional ship weapons, but it is capable of firing a beam that is 1,500 feet long by 100 feet wide. This beam is
powered by a circuit of at least three beholders including one common beholder, one Orbus and one Hive Mother. Its effects are
identical to those of the common beholder eye beam but one additional creature may be targeted for each common beholder in the
circuit. In addition the following increases can be made:
Telekinetic Ray. If the target is an object that isn't being worn or carried increase the carrying capacity by 300 lbs for each
common beholder in the circuit.
Disintegration Ray. If the target is a Huge or larger non-magical object increase the area disintegrated by an additional 10-foot
cube for each common beholder in the circuit.

16

Weapons Arbalest
Ship weapons are mostly modified from the siege equipment Large object
used by ground-based peoples. Most ships employ a Armor Class: 15
combination of ranged weapons as well as having a ram Hit Points: 75
installed on the prow of the ship. Damage Immunities: poison, psychic
Most weapons require one creature to aim, one to load, and
one to fire, but larger more complicated siege weapons may An arbalest is a massive crossbow that fires heavy bolts.
require multiple creatures for each step of its operation. Before it can be fired, it must be loaded and aimed. It takes
one action to load the weapon, one action to aim it, and one
Renaissance Weapons action to fire it.
Mangonel Bolt. Ranged Weapon Attack: +8 to hit, range 200/800 ft.
Large object (can't hit targets within 60 feet of it),
one target. Hit: 16 (3dl0)
Armor Class: 15 piercing damage.
Hit Points: 100 Cannon
Damage Immunities: poison, psychic Large object
A mangonel is a type of catapult that hurls heavy Armor Class: 19
projectiles. If fired in the gravity field of a celestial object the Hit Points: 75
payload moves in a high arc, so it can hit targets behind cover. Damage Immunities: poison, psychic
Before the mangonel can be fired, it must be loaded and
aimed. It takes two actions to load the weapon, two actions to A cannon uses gunpowder to propel heavy balls of cast iron
aim it, and one action to fire it. A mangonel typically hurls a through the air at destructive speeds. In a campaign without
heavy stone, although it can hurl other kinds of projectiles, gunpowder, a cannon might be an arcane device built by
with different effects. clever gnomes or wizardly engineers. A cannon is usually
supported in a wooden frame with wheels. Before it can be
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range fired, the cannon must be loaded and aimed. It takes one
200/800 ft. (can't hit targets within 60 feet of it), one target. action to load the weapon, one action to aim it, and one
Hit: 27 (5d10) bludgeoning damage action to fire it.
Trebuchet Cannon Ball. Ranged Weapon Attack: +6 to hit, range
Huge object 600/2,400 ft., one target. Hit: 45 (8d10) bludgeoning damage.
Armor Class: 15 Harpoon Flinger
Hit Points: 150 Medium object
Damage Immunities: poison, psychic
Armor Class: 14
A trebuchet is a powerful catapult that throws its payload. If Hit Points: 50
fired in the gravity field of a celestial object the payload Damage Immunities: poison, psychic
moves in a high arc, so it can hit targets behind cover. A harpoon flinger launches a projectile similar to a javelin
Before the trebuchet can be fired, it must be loaded and into a target. The harpoon flinger grants half cover to the
aimed. It takes two actions to load the weapon, two actions to creature operating the weapon. It takes one action to load,
aim it, and one action to fire it. A trebuchet typically hurls a aim and fire the weapon.
heavy stone. However, it can launch other kinds of projectiles,
such as barrels of oil or sewage, with different effects. Harpoon. Ranged Weapon Attack: +5 to hit, range 120 ft.,
Trebuchet Stone. Ranged Weapon Attack: +5 to hit. range one target. Hit: 9 (2d18) piercing damage.
300/1,200 ft. (can't hit targets within 60 feet of it), one target. Harpoon Gun
Hit: 45 (8d10) bludgeoning damage. Large object
Ballista Armor Class: 15
Large object Hit Points: 50
Armor Class: 15 Damage Immunities: poison, psychic
Hit Points: 50 A harpoon gun launches a projectile similar to a spear with
Damage Immunities: poison, psychic large hooks into a target. Before it can be
fired, the harpoon
A ballista is a massive crossbow that fires heavy bolts. gun must be loaded and aimed. It takes one action to load,
Before it can be fired, it must be loaded and aimed. It takes one action to aim, and one action to fire the weapon.
one action to load the weapon, one action to aim it, and one Harpoon. Ranged Weapon Attack: +8 to hit, range
120/480
action to fire it. ft., one target. Hit: 11 (2d10) piercing damage, and the target
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., is grappled (escape DC 16).
one target. Hit: 16 (3dl0) piercing damage.
17
Until the grapple ends, the target's speed is halved, and it Mortar Shell (80 gp). Ranged Weapon Attack. +6 to hit,
can't move farther away from the harpoon gun. The attacking ignores cover, range 800/3,200 ft. (can't hit targets within 60
vehicle can pull a target grappled by it up to 30 feet toward it feet of it), one target. Hit: 17 (5d6) bludgeoning damage, and
as an action. all creatures within 20 feet of the target must succeed a DC
12 Dexterity saving throw, taking 17 (5d6) bludgeoning
Naval Ram damage on a failed saving throw, or half as much damage on
Special object a successful save.
Armor Class: 20
Hit Points: 100 (damage threshold 10) Minigun
Damage Immunities: poison, psychic Medium object
The ship has advantage on all saving throws relating to Armor Class: 16
crashing when it crashes into a creature or an object. Any Hit Points: 55
damage it takes from the crash is applied to the naval ram Damage Immunities: poison, psychic
rather than to the ship. These benefits don't apply if another Miniguns are mounted weapons that fire a constant stream
vessel crashes into the ship. of bullets. They tend to be anti-personnel weapons rather
  than being used to take down castle walls.
Before it can be fired, it must be loaded and aimed. It takes
an action to load the weapon, an action to aim it, and an
Rams action to fire it.
Rams are installed on Spelljammer ships to aid A minigun can house 500 rounds, expending 10 rounds
them during a Crash. The cost of installing a ram each time it is fired. Each round costs 1 gp.
equals 5 x the ship's hit point maximum. For
example, the cost of installing a ram on a ship with Gunfire. Ranged Weapon Attack: +6 to hit, range 600/2,400
120 hit points would be 600 gp. ft., one target. Hit: 50 (10d6) piercing damage.
Futuristic Weapons
 
Jettison
Modern Weapons Special object
Armor Class: 15
Howitzer Hit Points: 150
Large object Damage Immunities: poison, psychic
Armor Class: 20 A jettison consists of a container or open room filled with
Hit Points: 250 debris that is then dumped from the stern of the vessel. The
Damage Immunities: poison, psychic debris then creates a navigational hazard and possible
A howitzer is a siege weapon that fires huge shells in a large damage to the pursuing vessel. A jettison can only fire in the
arc that explode upon landing. These weapons are ideal for direction of the ship's exit point.
bombing fortifications, designed to have their rounds travel Before it can be fired, the
jettison must be loaded. It takes
over high walls and cover. The firing apparatus is built on a one action to load the
weapon and one action to fire it. Only
metallic wheeled chassis that must be stationed before firing. creatures can suffer
damage from the attack - ships are
Before it can be fired, a howitzer must be loaded and unaffected, treating
damage as superficial.
aimed. It takes two actions to load it, two actions to aim it,
and one action to fire it. Jettison Debris. Ranged Weapon Attack: +5 to hit, range
240/960 ft., one point. Hit: 10 (3d6) bludgeoning to all
Howitzer Shell (130 gp). Ranged Weapon Attack: +6 to hit, creatures in a 15 foot radius.
ignores cover, range 1,200/4,800 ft. (can't hit targets within
60 feet of it), one target. Hit: 28 (8d6) bludgeoning damage, Grappling Ram
and all creatures within 20 feet of the target must succeed a Special object
DC 12 Dexterity saving throw, taking 28 (8d6) bludgeoning Armor Class: 20
damage on a failed saving throw, or half as much damage on Hit Points: 100 (damage threshold 10)
a successful save. Damage Immunities: poison, psychic
Mortar The grappling ram is a weapon made up of a series of
Medium object movable arms that can latch onto an enemy ship. When a
ship with a grappling ram crashes into another ship or
Armor Class: 15 creature that one size larger than the ship or smaller, the
Hit Points: 50 target is grappled instead of taking damage. Until the grapple
Damage Immunities: poison, psychic ends, the target's speed becomes 0. As an action, the
Mortars are weapons that are designed to fire explosive attacking ship can end this effect, and the target can end it by
shells in a wide arc to hit targets behind cover. taking an action and succeeding on a DC 16 Strength check.
Before it can be fired, it must be loaded and aimed. It takes The cost of installing a Grappling Ram is twice the normal
an action to load the weapon, an action to aim it, and an cost.
18 action to fire it.
Spelljammer Weapons
Attack Modifier Cost
Weapon Size / Save DC AC HP DR Range Damage Special (gp)
Renaissance
33 (5d10)
Mangonel Large +5 15 100 - 200/800 Can't hit targets within 60 feet 2,500
bludgeoning
45 (8d10)
Trebuchet Huge +5 15 150 - 300/1200 Can't hit targets within 60 feet 5,000
bludgeoning
16 (3d10)
Ballista Large +6 15 50 - 120/480 1,000
piercing
16 (3d10)
Arbalest Large +8 15 75 - 200/800 Can't hit targets within 60 feet 1,500
piercing
45 (8d10)
Cannon Large +6 19 75 - 600/2400 7,000
bludgeoning
9 (2d8)
Harpoon Flinger Medium +5 14 50 - 120 Grants half cover to the operator. 750
piercing
Target is grappled on a hit.

11 (2d10) Until it ends, the target's speed

Harpoon Gun Large +8 15 50 - 120/480 7,000


piercing is halved, and it can't move

away from the attacking vehicle.


Naval Ram Special CON 10 20 100 10 5 - See Crashing Table Varies
Modern
Can't hit targets within 60 feet

+6
17 (5d6) All targets within 20 feet

Mortar Medium 15 50 - 800/3200 7,000


DEX 12 bludgeoning must succeed a saving throw or

take damage (half on a success)


Can't hit targets within 60 feet

+6
28 (8d6) All targets within 20 feet

Howitzer Large 20 250 - 1200/4800 9,000


DEX 12 bludgeoning must succeed a saving throw or

take damage (half on a success)


35 (10d6)
Minigun Medium +6 16 55 - 600/2400 6,000
piercing
Futuristic
10 (3d6)
Jettison Large +5 15 150 - 240/960 All creatures in a 15 foot radius 5,000
bludgeoning
On a failed save the ship can't

Grappling Ram Special STR 14 20 100 10 5 - Varies


move away from the attacker
Magical
If this damage reduces a creature to

Eye Ray Tentacle 18 (4d8) 0 HP, it becomes a pile of dust.

Small DEX 15 14 50 - 120 5,000


(Disintegration) force The ray disintegrates a 10 ft cube

of a Huge or larger object it hits.


Eye Ray Tentacle 18 (4d8) Target must succeed a saving throw or
Small CON 15 14 50 - 120 1,200
(Enervation) necrotic take damage (half on a success)
Eye Ray Tentacle Target must succeed a saving throw or
Small CON 15 14 50 - 120 - 1,000
(Paralyzing) be paralyzed for 1 minute.

19
Magical Weapons Green Flame Bolts
This weapon creates bolts made of green flames. When this
Eye Ray Tentacle weapon hits, it deals an extra 4d10 fire damage. If the attack
Small object misses, the DM determines where the bolt hits. Each
Armor Class: 14 creature within 10 feet of that spot must make a DC 15
Hit Points: 50 Dexterity saving throw to avoid the bolt as it shatters, taking
Damage Immunities: poison, psychic 5 (1d10) piercing damage and 5 (1d10) fire damage on a
Magical Attack: The eye ray tentacle shoots a magical eye failed save.
ray at a target creature visible to the crew that is within 120 Hull Upgrades
feet of it. An eye ray tentacle can only make one type of
magical eye ray attack, which is determined during its Any ship with a hull can gain one of the following upgrades.
construction. Several types of magical eye ray attacks are In some cases, an upgrade also provides a benefit to the
listed below: ship's other components.
Disintegration Ray. If the target is a creature, it must
succeed on a DC 15 Dexterity saving throw or take 18 (4d8) Death Vessel
force damage. If this damage reduces the creature to 0 hit Crafted with materials harvested from the Shadowfell, this
points, its body becomes a pile of fine gray dust. If the target upgrade grants a ship an aura of dread. As an action, the ship
is a Large or smaller nonmagical object or creation of can create a pulse of horrific energy. Every creature that is an
magical force, it is disintegrated without a saving throw. If the enemy of the ship who is on board or within 210 feet of it
target is a Huge or larger object or creation of magical force, must make a DC 14 Wisdom saving throw. On a failed save, a
this ray disintegrates a 10-foot cube of it. creature is frightened of the ship for 1 minute. On a
Enervation Ray. The targeted creature must make a DC successful save, the creature is immune to this ability for 24
15 Constitution saving throw, taking 18 (4d8) necrotic hours. Once this ability is used, it can't be used again until
damage on a failed save, or half as much damage on a 1d4 hours have passed.
successful one. Frost-Locked Hull
Paralyzing Ray. The targeted creature must succeed on a This upgrade replaces the ship's hull with supernatural ice
DC 15 Constitution saving throw or be paralyzed for l drawn from the elemental planes. The hull and the other
minute. The target can repeat the saving throw at the end of components of the ship are immune to cold damage but
each of its turns, ending the effect on itself on a success. vulnerable to fire damage. The ship can also move at its
normal speed over ice of any thickness, floating on the ice at
Spelljammer Upgrades the same depth as it would water.
Weapon Upgrades Living Vessel
The following upgrades can apply to any weapon mounted This vessel's hull was crafted in the Feywild under the
aboard the ship. A component can gain the benefits of one direction of master eladrin shipwrights. It is a living plant,
upgrade, or two upgrades if one of the upgrades is Arcane drawing sustenance from water and sunlight. Vinces covered
Artillery. in thick leaves hang over its side, and the wood runs with
fresh sap when damaged. The ship gains a +2 bonus to all
Arcane Artillery Constitution checks or saving throws. As long as the ship has
Using methods similar to those used to produce magic at least 1 hit point, it regains 10 hit points every minute.
weapons, a skilled spellcaster imbues a ship's weapon with
destructive energy. This weapon gains a +2 bonus to its Reinforced Hull
attack and damage rolls, and its attacks count as magical. A master shipwright can use superior materials and clever
design to make a ship's hull more resilient. Such
Explosive Rounds reinforcement doubles the hull's hit point maximum.
Drawing on powerful evocation magic, this weapon's attacks
are imbued with unstable energy that explodes in a fiery Vigilant Watch
blast. When this weapon hits, it deals an extra 2d6 fire A row of crystal orbs, each filled with a viscous liquid and a
damage. beholder's eyeball, is mounted along this ship's hull. Invisible
creatures are visible while on the ship or within 120 feet of it.
Grasping Rounds
This weapon creates spectral chains that trail after its shots, Miscellaneous Upgrades
restraining enemy vessels in their grasp. When this weapon The following upgrades don't apply to a specific element of
hits a ship, that vehicle must succeed on a DC 14 Strength the ship. A ship can use any number of them, but it can gain a
saving throw or it can't move away from the attacker. As an specific upgrade only once.
action, the attacking ship can end this effect, and the target
can end it by taking an action and succeeding on a DC 14
Strength check.

20
Bones of Endless Toil The Arcane Consortium
The bones of ancient, mysterious creatures festoon the ship. Is a trade alliance between various Arcane (blue giants with
Potent runes crawl across these remains, emitting a sickly an affinity for magic, trade, and the construction of
green radiance. When a humanoid dies aboard the ship, that spelljamming components), they supply ships and re fittings
creature must make a DC 12 Wisdom saving throw. On a to anyone with the money for it. They are always looking to
successful save, it dies as normal. If it fails, it immediately make a deal, or open new trade networks. They defend what's
rises as a zombie obedient to the ship's captain. The zombie theirs with as much devotion as they put towards trying to
gains a working knowledge of the ship, allowing it to serve as sell what's theirs to you.
a member of the crew. A number of creatures equal to the
ship's creature capacity can be animated in this matter at any The Fleshdealers
given time. Are a large splinter group of Beholders, Illithid, and Neogi
who, unlike much of their brethren, would rather buy slaves
Smuggler's Banner than take them violently. As such, they make a better
This flag is meant to be flown from a ship's mast. Its powerful impression on those they meet, and have actual diplomats
magic causes it to appear as a flag or banner displaying the and embassies in various territories, as well as markets for
symbol of a group, captain, or realm friendly to the viewer. their goods and services. They prefer to trade for slaves, but
Multiple viewers might see different flags or crests. The gold will do in places where that is illegal!
banner's true power is it ability to aid a ship in making rapid
escapes. As an action, the ship and all friendly creatures The Treasure Fleet
aboard it teleport up to 3 miles to a known destination of the Is a number of Kara-turan (and gaijin) ships and sailors
captain's choice. Hostile creatures aboard the ship don't move traveling the spheres, making trade connections and
with the ship and fall into the space it once occupied. Once gathering information to take back home. They hold no ports
this item is used to teleport, it can't teleport in this way again out of Realmspace, but their influence is felt in many ports
for 2d6 days. despite that, with large Tura-town springing up from
members of the fleet deciding they like anew port instead of
Taskmaster's Drums home. To make up for shedding the occasional cluster of
This 4-foot-tall bronze drum comes with a pair of iron crew, a not insignificant portion of their fleet are made of
mallets. A creature can activate the drums as an action, those they've hired on along the way.
causing the hammers to float above the drum and strike it to
produce a thundering rhythm. For the next minute, the ship The Beholder Sovereignty
gains one additional action, as long as it has at least one Are vicious slaving monsters, using their superior selves to
action. Once this item is used, it can't be activated again for power superior ships, which strike to capture as many slaves
2d10 hours. as possible before fleeing.
The Illithid Union
Factions Are, while not quite as unreasonable as planet-bound Illithid,
Most spacefaring character races are similar to their more still not likely to see you as anything but food or a slave. They
familiar, terrestrial counterparts as far as abilities and do, however, respect diplomatic alliances, and generally obey
capabilities are concerned. A void elf may have a different the common Wildspace law. That does not mean you should
societal background than a valley elf from Perth, a moon elf trust a Union ship met alone in Wildspace, merely that they
from ToriI, or one of the Qualinesti from Krynn, but they all might not attack first if you're flying a flag they have a treaty
still think they are better than you. Some races are wildly with.
different than their terrestrial counterparts however, so make
sure to check their disposition before making any The Githyanki
assumptions. Hold a few territories, but make few friends for their utter
unwillingness to negotiate with the Illithid at any point, and
The Imperial Elven Navy frequent slaving raids. They prefer the Astralplane, and as
Is elven superiority, look down on non-elves and even such generally just appear for such raids, or to butcher
nonstarborn elves. They allow such beings into their fleet as Illithid.
mercs or foreign-legion style crew but don't treat them with a
whole lot of respect overall. Any individual captain or The Gith Pirates
commander/admiral might be less rude about it, but the fleet Are made up of outcasts from both factions of Gith, feared by
as a whole is arrogant. all for their extreme violence and rumors of cannibalism.
They can be anywhere. Within a Sphere they can appear out
The Green Concern of the Astral plane, or perhaps appear from an asteroid
Is made of an alliance between orcs and goblinoids, out to fortress. The only thing you can count on them doing is being
defend themselves from genocide by the Elven fleets (so they extremely violent.
say), but in practice it's a way for them to unite for larger raids
on outlying Crystal Spheres or loose planets/planetoids. They
allow non-goblinoids/orcs in,as long as they prove strong and
willing to obey the orders of their commanders, no matter
how treacherous or violent the order might be.

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