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Spelljammer - Bridge Crew Roles
Spelljammer - Bridge Crew Roles
Spelljammer - Bridge Crew Roles
When engaged in a ship fight, it’s important for player characters to have a way to contribute to the fight. If the fight
feels too much like the ships themselves fighting, like in a classic war game, often players won’t feel like they are still
playing their character. To help with this, Wildjammer makes use of bridge crew roles. A creature can only occupy a
single bridge crew role at a time. Some roles, like the Captain, Helmsman, gunner or boatswain. A creature can switch
between roles as a bonus action on their turn, but if the role they are switching into is occupied, the current occupant
must agree to the swap.
ROLES DESCRIPTION
There are five roles included in this supplement:
The Boatswain. You lead the crew in repairing the wildjammer and working the sails.
The Captain: With a booming voice, the Captain coordinates their crew and bolsters their abilities.
The Gunner. You command a small team of crew members in operating one of the ship’s weapons.
The Helmsman. You are the ship, controlling its every movement around a battlefield.
BOATSWAIN
As the Boatswain (also called the 'bosun'), your job aboard a wildjammer includes maintaining and managing the
wildjammer's hull, masts, sails, and rigging. You are also responsible for leading the crew in operating the sails and
repairing the wildjammer. Your responsibilities include daily inspections of the wildjammer'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 wildjammer and crew.
Boatswain
rank Lvl Features Description
0 1 Boatswain, BOATSWAIN
Brace For While in the Boatswain role, at the start of your turn, your wildjammer heals a number of bulwark
Impact points equal to half its maximum, rounded up.
BRACE FOR IMPACT
As an action, you ready the crew for an attack. Choose one 90º side of your ship. Until the start of your
next turn, your ship has resistance to non-magical physical damage dealt to that side of the ship.
1 1 Fix It Up FIX IT UP
As an action, you can repair a ship weapon, module, or sail that has been disabled. Make a DC 15
Intelligence (Carpenter's Tools) check. On a success, it is repaired for 1 hull point and resumes
functioning as normal.
5 13 Barrage 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.
2 1 Collide COLLIDE
If your ship is Heavy Frigate-sized (3x3) or smaller, as an action you can move up to your speed within your cone
of movement and enter the space of a ship or mega creature. If you move at least 1,000 feet, you may make an
attack using your spell attack bonus against the target ship or mega creature. You are considered proficient with
this attack. On hit, both your ship and the target take 1d10 mega bludgeoning damage. Larger ships deal and
take more damage. The damage increases to 2d10 for Sloops (1x1), to 3d10 for Frigates (2x2), and to 4d10 for
Heavy Frigates (3x3).
3 5 Dogfighting DOGFIGHTING
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.