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Spelljammer Combat Expanded v1.3

This document provides alternative rules for spelljammer combat encounters in Dungeons & Dragons 5th edition. It introduces officer roles for player characters with special actions during combat. It also includes rules for ship crew, hazards, and more detailed ship combat.

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Mimsy
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100% found this document useful (2 votes)
2K views16 pages

Spelljammer Combat Expanded v1.3

This document provides alternative rules for spelljammer combat encounters in Dungeons & Dragons 5th edition. It introduces officer roles for player characters with special actions during combat. It also includes rules for ship crew, hazards, and more detailed ship combat.

Uploaded by

Mimsy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Ship Officers and Crew
  • Spelljammer Combat & Hazards
  • Spelljammer & Weapon Stat Blocks

SPELLJAMMER

COMBAT
EXPANDED

version
version
version1.3
version
version 1.3
1.3
1.3
1.3
Introduciton
The Spelljammer: Adventures in Space set checks, and a summaries of stat blocks for
updates spelljammer rules for 5th edition of spelljammer ship and their artillery weapons. All
Dungeons & Dragons. This includes spelljammer of these alternative rules can be adopted
ship combat rules that are “simple yet exciting.” individually or as a collective whole; take what
However, for some these rules may be too you like, leave the rest.
simplistic and sparse. You will find that the alternative rules and
While I do not personally take issue with the mechanics herein are heavily influenced by the
rules being simplistic, I do feel that they remove naval ship rules found in Appendix A of The
the focus and spotlight off of where it belongs: on Ghosts of Saltmarsh adventure book. I have
the player characters. During a spelljammer always found that those rules did a good job of
combat encounter the player characters have little adding sailing vessels to D&D without ever really
to no choices or available actions and are not even taking the spotlight off of the player characters
depicted on the map. During these encounters, themselves. I have also attempted to avoid
the game is no longer about them. While the rules anything that may be too complex, uncessisarily
might make for a simple yet fun space-themed in-depth, or otherwise difficult to run during play.
mini game, without a proper focus on the player Any rules or spelljammer related mechanics not
characters, it just doesn’t feel like actual D&D to touched on in here are assumed to remain the
me. With that in mind, I have drafted up these same as presented in the Astral Adventurer’s
alternative rules and mechanics for spelljammer Guide. I hope this rule set will enable you to take
combat encounters. all of the fun and enjoyment of D&D with you on
This supplement includes officer roles with your adventures through Wildspace and beyond.
special actions during spelljammer combats,
alternative rules and tips to make spelljammer
combat more engaging and dynamic,
spelljamming hazard that are run as group
1
Ship Officers and Crew
Even magically flying vessels require people to Spelljammer
run it; the officers in charge and a crew who The Spelljammer is a spellcaster who uses their
follow their orders. magic to propel and steer the spelljamming
vessel. Without a Spelljammer attuned to the
Officer Positions helm of the spelljamming ship, it cannot move.
Each player character fulfills an officer positions, Therefore, the Spelljammer role is the most
which are listed below. While there can only be important role on a spelljammer and is to be
one active Spelljammer officer at a time, any protected at all costs.
number of characters can concurrently serve in During combat, the ship shares your initiative.
the same officer position, in which case they During your turn and while seated in an attuned
share the responsibilities and duties of that spelljammer helm, you have access to the
position. The position that a character fills will following special options in addition to your
impact some of their options and actions during normal options and abilities:
spelljammer combat encounters and hazards, Ship actions. Every turn, you control the
although a player character always has access to actions that the spelljammer ship takes. Refer to
their normal actions and abilities (such as taking the “Spelljammer Ship Actions” section below.
the Attack action, casting a spell, or using another These ship actions do not count as your own
character ability). actions.
On enemy spelljammer ships, officers are Expend spell slot. As an action, you expend a
represented by creatures that are individually spell slot to infuse the ship with your magic,
managed (i.e. generally those that have their own choosing one of the following effects:
stat blocks, tokens, and turns during combat). Shields up. Until the start of its next turn, the
Generally, it is not required to assign enemy ship gains a bonus to its AC equal to 3 + 1 per
creatures to specific roles on their ship, but you spell level above first.
may do so in circumstances that merit it. Thrusters. Until the start of its next turn, the
Officers are not included in the crew count or ship gains a bonus to its movement equal to 30
statistics of a spelljammer ship (see the + 15 per spell level above first.
“Spelljammer Ship Crew” section below).

2
First Mate your next turn, any damage that the ship takes
A First Mate takes on the duties of motivating and from crashing or ramming is reduced by 2d10.
leading the crew. The First Mate role is usually a About face. As an action, you can increase the
good fit for someone with high Charisma and ship’s agility by 50% until the end of its next turn,
Wisdom. allowing the ship to rotate further than normal.
During your turn and while aboard a friendly The ship can only benefit from one bonus to its
spelljammer, you have access to the following agility at a time.
special options in addition to your normal options Take aim. As an action, you direct the crew’s
and abilities: firing, aiding in aiming one of the ship’s weapons.
Motivate crew. As an action, you attempt to Select one of the ship’s weapons that is within 10
motivate the crew, helping them achieve their feet of you. It gains advantage on the next attack
best. You gain a motivation die, which is a d8. roll it makes before the end of the ship’s next turn.
Before the start of your next turn, you can roll the Full speed ahead. As an action, you exhort the
die and add the number rolled to one ability crew to work harder and drive the ship forward
check, attack roll, or saving throw that the ship or faster. Roll a d6 and multiply the result by 5.
crew makes. You can decide to use the motivation Apply the total as a bonus to the ship’s speed until
die after the d20 is rolled, but before the outcome the end of the ship’s next turn. If the ship is
is determined. Once rolled, the motivation die is already benefiting from this action’s bonus, don’t
lost. You can only have one motivation die at a add the bonuses together; the higher bonus
time, and only one motivation die can be applied applies.
to any roll. Medic Officer
Take aim. As an action, you direct the crew’s
firing, aiding in aiming one of the ship’s weapons. The Medic Officer takes on the duties of tending
Select one of the ship’s weapons that is within 10 to the injuries and illness of the crew and fellow
feet of you. It gains advantage on the next attack officers. The Medic Officer role is usually a good
roll it makes before the end of the ship’s next turn. fit for someone with high Wisdom.
Full speed ahead. As an action, you exhort the During your turn and while aboard a friendly
crew to work harder and drive the ship forward spelljammer, you have access to the following
faster. Roll a d6 and multiply the result by 5. special options in addition to your normal options
Apply the total as a bonus to the ship’s speed until and abilities:
the end of the ship’s next turn. If the ship is Tend to crew injuries. As an action, you tend to
already benefiting from this action’s bonus, don’t the most serious injuries of the crew. Roll a d4. A
add the bonuses together; the higher bonus number of crew members previously thought
applies. dead equal to the die roll regain consciousness
with 4 hit points.
Bosun Tend to officer injuries. As an action, you hastily
A Bosun (or Boatswain) takes on the duties of tend to the injuries of another officer within 5 feet
maintaining and operating the ship and its of you. The bandages may not hold up in the long
weaponry. The Bosun role is usually a good fit for term, but they will help for now. If the officer is at
someone with high Strength or Dexterity. 0 hit points, it becomes stable. Otherwise, the
During your turn and while aboard a friendly officer gains temporary hit points equal to 1d6 +
spelljammer, you have access to the following your Wisdom modifier.
special options in addition to your normal options Take aim. As an action, you direct the crew’s
and abilities: firing, aiding in aiming one of the ship’s weapons.
Emergency repairs. As an action, you quickly Select one of the ship’s weapons that is within 10
make repairs to the ship using whatever materials feet of you. It gains advantage on the next attack
are available. The repairs may not hold long term, roll it makes before the end of the ship’s next turn.
but they’ll do for now. The ship gains 2d10
temporary hit points.
Brace for impact. As an action, you prepare the
ship for an immediate impact. Until the start of

3
Generic Officer Creating Additional Officers
Additional officers may be appointed or assigned Positions & Actions
on a spelljammer ship who take an active part in As noted above, multiple characters can
the leadership of the vessel but are not primarily simultaneously fill the same officer position.
responsible for any particular area. Characters Alternatively, any number of additional officer
serving in such capacities are simply referred to positions can be created as desired. Consider
as “Officers”. positions such as a Navigator, Culinary Officer, or
During your turn and while aboard a friendly Weapons Officer. It would also be appropriate to
spelljammer, you have access to the following ask the player what type of role they would like
special options in addition to your normal options their character fill if none of the options above are
and abilities: not to their liking.
Take aim. As an action, you direct the crew’s Additional officier actions can also be added
firing, aiding in aiming one of the ship’s weapons. either to the above officer position or to new
Select one of the ship’s weapons that is within 10 officer positions of your own making. In general,
feet of you. It gains advantage on the next attack most officers other than the Spelljammer can take
roll it makes before the end of the ship’s next turn. the “Take Aim” and “Full Speed Ahead” actions.
Full speed ahead. As an action, you exhort the The DM determines additional special actions
crew to work harder and drive the ship forward tailed to each additional officer position created.
faster. Roll a d6 and multiply the result by 5.
Apply the total as a bonus to the ship’s speed until
the end of the ship’s next turn. If the ship is
already benefiting from this action’s bonus, don’t
add the bonuses together; the higher bonus
applies.

4
Crew also affected by any AOE spell or effect, reduce
A ship requires a number of able-bodied sailors to the number of crew members affected by the
crew it. While player characters take the spotlight number of player characters in the area of effect.
and fill officier roles, crew members work Based on specific circumstances, the DM may
diligently in the background to keep a ship rule that more or fewer crew members are
running. While they may not be the focus of the affected by the spell or effect than what is
adventure, they are an important aspect of flying a indicated on the table.
ship. If the spell or effect requires multiple crew
members within the area to make a saving throw,
Crew in Combat roll one single combined saving throw for all of
Managing an entire crew on an individual basis them. Crew members have a +4 bonus to all
tends to be cumbersome and greatly slows down saving throws.
play during spelljammer combat encounters. To Crew Members Affected by Areas of Effect
simplify running crew in combat, the crew is
treated as an extension of the ship itself, rather Crew

than individuals by using the following principles: Circle


Radius
Cube
Side
Cone
Length
Line
Length
Members
Hit
Instead of tracking the specific positions of 5 ft. 10 ft. 15 ft. 30 ft. 1
each crew member, assume that the crew is 10 ft. 20 ft. 30 ft. 60 ft. 2
evenly spread out on the ship’s deck. 15 ft. 30 ft. 45 ft. 90 ft. 3
Crew members do not roll their own initiative.
Crew members do not take their own actions 20 ft. 40 ft. 60 ft. 120 ft. 4

outside of the ship’s acctions. Typically the 25 ft. 50 ft. 75 ft. - 5


crew is too busy running the ship and manning 30 ft. 60 ft. 90 ft. - 6
the artillery to do anything else during combat. 35 ft. 70 ft. 105 ft - 7
Reducing a ship’s crew reduces the number of 40 ft. 80 ft. 120 ft. - 8
crew members available to operate the
artillery and reduces the number of attacks a Additional Crew Rules
ship can make, making them a tempting target Optionally, you may choose to make the
in combat. character’s management of their crew a greater
Attack Rolls part of your game.
Crew members typically use the commoner stat Crew morale and quality. To simulate the
block, which has an Armor Class of 10 and 4 Hit morale or quality of a crew, consider adopting
Points. Ships that are crewed by exceptionally either the optional loyalty rule from chapter 4 of
trained and equiped creatures, such as high the Dungeon Master’s Guide or the crew quality
military vessles, may use a different stat block for rules from Appendix A of Ghosts of Saltmarsh. A
their crew members such as the guard, soldier, or crew’s loyalty or quality may impact their bonus to
another stat block chosen by the DM (generally skill checks and saving throws.
only the Armor Class and Hit Points are relevant Crew cost and upkeep. To simulate the
for crew members). Resolve individual attacks payment and upkeep of a crew, consider
against crew members as normal. implementing rules for the payment and general
Some ships may have railings and other parts upkeep of the crew. The details of how a crew is
that may provide the crew with half cover at the paid and provided for may vary wildly based on
DM’s discretion. the nature and setting of your campaign. Your
crew may be bought and paid for by a common
Areas of Effect patron, they may be pirates working for a cut of
When targeted by a spell or other effect that deals your plunder, or they may be hired hands working
damage to an area, the spell or effect is assumed for a predetermined amount of pay. Chapter 5 of
to hit a number of crew members equal to the the Player’s Handbook suggested daily rates for a
number indicated on the table below based on the skilled and unskilled hireling of 2 gp and 2 sp,
size of the effected area. If player characters are respectively.

5
Spelljammer Combat & Hazards
Ships in Combat Bigger Isn’t Always Better
This section provides advice and instructions on Positioning multiple ships on a scale that allows
how to run a combat encounter involving for individual character and creature tokens can
spelljammer ships. These items focus only on the present a challenge. You will most likely need to
specific topics of running combat that are unique use larger battle maps than you normally do to
to a spelljammer setting. accomidate for the size of these ships. This may
become challenging if space is limited at your
Map Set Up table or if playing online with a smaller screen. If
Using these rules, a spelljammer combat the size and scale of running combat in this way
encounter is expected to take place on a gridded proves to be challenging of unfeasible, these rules
map as normal. The player characters (with can still be adopted when running spelljammer
possible exception for the Spelljammer who may battles at the ship level rather than the individual
be below deck) are represented by tokens on top character level.
of their spelljamming vessel. When the Initiative
spelljamming vessel moves, all tokens aboard that
vessel also move. During their turn, a creature A spelljammer ship share its turn with its
can move and position itself around the deck just Spelljammer. At the start of combat, the active
as it would normally move around any other map. Spelljammer rolls their initiative as normal. On
A creature can also jump overboard or board their turn, the active Spelljammer directs the
another vessel that’s close enough to reach. ship’s movement and actions, in addition to their
Crew members are not depicted on the map. own actions.
Instead, we assume the crew is evenly spread-out Each other player character rolls their own
out on top of the ship during battle as they initiative.
manage the ship and man the artillery. Spelljammer Ship Actions
Starting Distances The character acting as the Spelljammer
Artillery ranges can extend far beyond what is determines the actions that the ship takes on its
feasible to represent on a single battlemap (such turn, however these ship actions do not count as
as a mangonel that can reach up to 800 feet the Spelljammer’s own actions.
which would require a 160 squares with a 5-foot During its turn, the spelljammer ship can
grid). perform all or any of the following actions:
Instead, start opposing ships as far apart on the Move up to its speed.
battlemap as reasonably possible. At the start of Turn up to its agility.
combat, simulate the attacks that would have Attack with as many weapons that can be fully
taken place as the ships move closer to each other manned by the current number of crew
by allowing each ship to make a number of members.
attacks against the other ship based on each Take any special actions that are specified in
ship’s available weapons and distances. the ship’s stat block.
While you could calculate the number of attacks
as the fileable distance between the ships divided
by the combined speed of the ships (assuming
they’re moving towards each other), I recommend
that you take a more simple approach and just
pick a number of attacks that makes sense for the
situation (typically between 2 and 4 are plenty).
Generally, these first attacks will be made at
disadvantage for being made at long range.

6
Targets in Spelljammer Combat Tracking Stats
During a spelljammer battle, characters, ships, During combat, you will need to track various
and creatures can target any of the following with stats for each ship, including hit points, crew
attacks, spells, and other abilities (provided they members, and hit points for each weapon. The
are within range to do so): responsibility of tracking these stats can also be
A spelljammer ship itself. given one of the players (such as the player acting
An artillery weapon onboard a spelljammer as the Spelljammer or the Bosun).
ship. Destroying another ship’s artillery will Ramming or Crashing a Ship
prevent future attacks. A spelljammer ship can attempt to ram another
The crew of a spelljammer ship. Depleting the ship, creature, or object by moving into the
number of crew will decrease the number of target’s space and making a special attack roll
attacks a ship can make. (1d20 + the spelljammer’s proficiency bonus)
Creatures on board the spelljammer ship. against the target’s Armor Class. On a hit, both
These are the officers and other creatures that the target and the ship take damage as shown in
are individually depicted as tokens and the Crash Damage Table.
separately managed (including the player Based on circumstances, the DM may
characters). Defeating enemy officers will limit determine that a crash is unavoidable and that no
the ship’s capabilities and eventually end the attack roll is required. If the target of the ramming
combat. attack is at least two sizes smaller than the
Directional Firing spelljammer ship, the target is either moved or
To add increased ship manuvering tactics to your destroyed.
game, consider adding rules for directional firing. If installed on a ship, special weapons called
Some artillery, such as ballistae, are generally “rams” may change the amount of damage dealt
assumed to be rotational and appropriately placed or taken by a ramming spelljammer ship.
allowing them to fire in any direction. Other Crash Damage Table
artillery, such as mangonels and side-mounted Size Bludgeoning Damage
cannons, are generally assumed to be fixed and
only able to fire in a specific direction. In such Small 3 (1d6)
cases, the artillery’s area of range is expressed as Medium 5 (1d10)
a cone with a length equal to the weapon’s range, Large 22 (4d10)
followin D&D’s normal rules for using and Huge 44 (8d10)
measuring cones (see Chapter 10 of the Player’s Gargantuan 88 (16d10)
Handbook or Chapter 2 of Xanathar’s Guide to
Everything). If needed, the DM has the final say
on what a particular weapon can target.

7
Boarding There are a couple of issues with both these
Characters can move themselves from one ship methods. With the first method, most ships could
onto another by any means normally available to take around a year or more to repair if they were
them, including jumping, flying, teleporting, badly damaged. While having downtime in your
running out a plank (as an action), or using a adventure is great, taking a year off after every
grappling hook (as an action), provided the target battle is probably too much. The second method
ship is within range for that method. If one ship is makes the first method functionally worthless.
within 5 feet of another ship, creatures are Why would anyone ever repair a ship manually
presumed to be able move between ships safely when it would be far quicker and way cheaper to
and without concern. just pay a spellcaster. Additionally, the Mending
Characters preparing to board an enemy vessel cantrip cannot repair any break or tear that is
may want to take the Ready action to do so as the larger than 1 foot, so it would be unreasonable to
spelljammer maneuvers the ship to be within assume that it could fix more than a small amount
range. of damage to a large vessel at all.
Instead, consider adopting the following
Ship Repairs methods of repairing spelljammer ships and
The Astral Adventure’s Guide states that weapons:
spelljammer ships can be repair in two ways: Repairing 5 hit point of damage to a berthed
Spending 1 day and 20 gp for 1 hit point. ship takes 1 hour and costs 10 gp for materials
Casting the Mending cantrip (1x per hour) for and labor. Damage to shipboard weapons can
hit points equal to 1d8 + spellcasing modifier be repaired just as quickly and at the same
(or around 168 hit points or more per day). cost.
Casting mending on a damaged ship or
shipboard weapon restores 5 hit points to the
target. The target can regain up to a maximum
of 50 hit points in this way, after which it
cannot regain any more hit points from the
mending spell until it has first been fully
repaired and regained all its hit points.

8
Hazards Hazard Outcomes
Travel in Wildspace or the Astral Sea is an Once all the checks related to the group check
innately dangerous proposition. An infinite have been rolled, the ship’s success or failure is
number of unknown possibilities can threaten to determined. Hazards typically offer four levels of
delay, damage, or destroy even the grandest of success or failure determined by the results of the
spelljammer vessels. Other threats may arise ship’s group check:
from within; caused by the ship or crew itself. Total Success. Every roll in the group check is
Broadly speaking, a “hazard” could be used for a success. All negative impacts of the hazard
just about kind of non-combat encounter or other are avoided or prevented, and the party may be
action that the party may attempt involving a able to use the hazard to their benefit in some
spelljammer ship. way.
This section presents a template for running Success. A majority (at least 50%) of the rolls
hazards as group check skill challenges with a in the group check are a success. Impacts of
few examples of some more common hazards the hazard are minimal or none.
spelljammers are likely to face while they sail Failure. A majority (at least 50%) of the rolls in
among the stars. the group check are a failure. The party is
Group Checks negatively impacted by the hazard. The hazard
When faced with a hazard encounter, the may not be resolved forcing another check.
Total Failure. Every roll in the group check is a
spelljammer ship’s officers and crew make a failure. The negative impact of the hazard is
special group check (see chapter 7 of the Player’s intensified or additional drawbacks are added.
Handbook for how group checks work). The hazard may not be resolved forcing
The description of a hazard presents suggested another check.
actions and corresponding officer roles that each
player character can make. Generally, each option Hazard Difficulty
can only be attempted once. Players are also Determine the hazard’s difficulty class based on
encouraged to be creative and think of other the nature and intensity of the hazard, or roll
actions their characters make take to address the randomly on the Hazard DC table. Generally, the
hazard. The DM adjudicates these suggestions intensity of the consequences for failing a hazard
and calls for an appropriate roll. In addition to the check increase directionally with the Hazard DC.
officers, the crew members of the ship make a
single check, a d20 roll + 4 (see the “Crew” Hazard DC Table
section above for details). Each of these individual
ability check contributes to one combined group d20 Hazard DC Difficulty

check. 1-9
10-17
10
15
Easy / Not Dangerous
Moderate / Dangerous
18-19 20 Hard / Deadly
20 25 Very Hard / Very Deadly

9
Example Hazards

Plot a Course (DC 12)


Role Task Check
Spelljammer Navigate Intelligence (Arcana) or Wisdom (Survival)
First Mate Advise course Intelligence (Investigation) or Wisdom (Survival)
Bosun Man the ship Strength (Athletics) or Dexterity (Acrobatics)
Any Other TBD by DM

Total Success Gain 1 hour. Used the gravitational fields to your advantage.
Success Successfully plot a safe and effective course.
Failure Lose 1 hour. Failed to account for gravitational fields of nearby systems.
Total Failure Lose 2 hours. Repeat the hazard.

Electric Field (DC 12)


Role Task Check
Spelljammer Navigate Intelligence (Arcana) or Wisdom (Survival)
Any Avoid currents Dexterity (Acrobatics)
Bosun Manage energy levels Intelligence (spelljammer)
Medic Treat injury Wisdom (Medicine)
Any Other TBD by DM

Total Success Avoid taking any damage or losing any time.


Success Avoid taking any damage or losing any time.
Failure Lose 1 hour repowering the ship. 2 crew members are electrified and fall off the ship.
Total Failure Lose 1 hour repowering the ship. 5 crew members are electrified and fall off the ship.

Asteroid Cluster (DC 15)


Role Task Check
Spelljammer Navigate Intelligence (Arcana) or Wisdom (Perception)
First Mate Motivate crew Charisma (Persuasion)
Bosun Protect the ship Strength (any tools) or Intelligence (spelljammer)
Any Man the ship Strength (Athletics) or Dexterity (Acrobatics)
Any Other TBD by DM

Total Success Ship takes no damage.


Success Ship takes no damage, but gets some scratch and dents.
Failure Ship takes 75 damage.
Total Failure Ship takes 75 damage and is still stuck in the asteroid cluster. Repeat the hazard.

10
Fire On Board (DC 15)
Role Task Check
Spelljammer Determine cause/source Wisdom (Perception)
First Mate Immediate action Charisma (Intimidation)
Bosun Protect the ship Strength (any tools) or Intelligence (spelljammer)
Medic Treat injury Wisdom (Medicine)
Any Other TBD by DM

Total The fire is successfully extinguished with only superficial damage.


Success
Success The fire is extinguished after the ship takes 22 (4d10) fire damage.
Failure The fire is extinguished after the ship takes 44 (8d10) fire damage or one of its weapons is
destroyed.
Total Failure The fire is not extinguished and the ship takes 44 (8d10) fire damage. Repeat the hazard.

Crew Conflict (DC 12)


Role Task Check
First Mate Restore order Charisma (Intimidation)
First Mate De-escalate Charisma (Persuasion)
Any Restrain Strength (Athletics)
Any Determine root cause Wisdom (Insight)
Any Other TBD by DM

Total The crew conflict is resolved and morale is raised. The crew’s bonus to ability checks and saving
Success throws is increased by 2 for the next 3 days.
Success The crew conflict is resolved.
Failure The crew’s bonus to ability checks and saving throws is decreased by 2 for the next 3 days.
Total The crew’s bonus to ability checks and saving throws is decreased by 5 for the next 3 days.
Failure

Interstellar Fog (DC 12)


Role Task Check
Spelljammer Navigate Wisdom (Perception) or Wisdom (Survival)
First Mate Advise course Wisdom (Nature)
Any Calm the crew Charisma (Persuasion)
Any Other TBD by DM

Total Success The interstellar fog has no effect.


Success The interstellar fog has no effect.
Failure The ship is delayed by 11 (2d10) hours.
Total Failure The ship is lost in the fog and delayed by one day. Repeat the hazard.

11
Example Typical Hazard Checks
The following table provides a varienty of example
skill checks that may be relevant depending on
the hazard encountered.
Example Hazard Checks Table
Skill Check Example Uses Skill Check Example Uses
Strength Man the ship and fulfill various Wisdom To determine a creature’s true
(Athletics) stations and functions. (Insight) intention, next move, or underlying
Strength (any To prevent or minimize damage to cause of an issue.
tool) the ship. Wisdom Treat or prevent an illness or injury.
Dexterity Man the ship and fulfill various (Medicine)
(Acrobatics) stations and functions. Wisdom Detect the presence obstacles or
Dexterity Maneuver around obstacles that (Perception) other objects.
(Acrobatics) would impact crew members more Wisdom To plot a course or navigate through
than the ship itself. (Survival) difficult regions.
Dexterity To navigate and handle the ship to Wisdom To guide and lead the ship and crew
(Stealth) minimize noise and attention. (Survival) through peril.
Intelligence Navigate or control the spelljammer Charisma To forcefully motivate the crew into
(Arcana) ship with precision. (Intimidation) immediate action.
Intelligence To make logical deductions. Charisma To rally the crew and improve moral.
(Investigation) (Persuasion)
Intelligence Use skill and knowledge of the ship
(spelljammer) to handle the situation at hand.

12
Spelljammer & Weapon Stat Blocks
Spelljammer Stat Blocks petrified, poisoned, prone, stunned, and
This section provides a summary and explanation unconscious.
Weapons. Artillery and other weapons onboard
of the basic components of a spelljammer ship’s a spelljammer ship are considered to be separate
stat blocks. components with their own stats and hit points.
Some of these have been modified from the Each weapon requires a certain number of crew
official stat blocks provided in the Astral members to man it, otherwise it can not be fired.
Adventurer’s Guide. A modified statistics
summary table of each official spelljammer ship is A weapon can not be fired more than once per
provided at the end of this section. These turn. A crew member cannot man more than one
modifications should be easy to change, switch weapon during a single turn.
around, or apply to homebrew ships as needed. Variant Speed Mechanic
Stat Blocks Components To simulate the effects of damage taken by a
A spelljammer ship’s stat block is generally spelljammer ship, consider the following variant
comprised of the following components. speed rule:
Single Component. Spelljammer ships are
As a spelljammer ship is damaged, its ability to
considered “single component” ships, meaning function is impacted and its speed is reduced.
that the ship itself only has one set of stats and When a spelljammer ship has fewer than 100 hit
pool of hit points. These stats include an Armor points remaining, its speed is cut in half. When a
Class, hit points, damage threshold, speed, agility, spelljammer ship has fewer than 50 hit points
crew members, immunities, and weapons. remaining, its speed is reduced to 0.
Armor Class. The ship’s AC reflects the
materials used to construct it and any defensive
plating used to augment its toughness.
Hit Points. These represent the the condition of
the ship. A spelljammer ship doesn’t have hit dice.
Damage Threshold. A ship’s damage threshold
appears after its hit points. A ship has immunity to
all damage unless it takes an amount of damage
that equals or exceeds its threshold, in which case
it takes damage as normal. Damage that fails to
bypass the threshold is considered superficial and
doesn’t reduce the ship’s hit points.
Speed. The ship’s speed indicates how far a
ship can move during its turn during combat (ex.
40 feet).
Agility. The ship’s agility indicates how far a
ship can turn or rotate during its turn in combat
(ex. 90 degrees).
Crew Members. This represents the number of
crew members the ship has when fully manned.
During combat, crew members are assigned to
operate the ships weapons which deterines the
number of attacks the ship can make on its turn.
Immunities. Although not specified in their stat
blocks, spelljammer ships are typically immune to
poison and psychic damage, as well as the
following conditions: blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
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Summary of Spelljammer Stats
The following table summarizes the basic stats of
the spelljammer ships presented in the Astral
Adventurer’s Guide, with modifications where
needed to work with the rules and mechanics of
this supplement.
Spelljammer Ship Statistics Summary Table
Name AC HP Speed Agility Crew Cargo Artillery
Bombard 15 300 (20) 35 45 degrees 12 150 tons Ballista (x2); Giant Cannon
Damselfly 19 200 (15) 70 180 degrees 9 5 tons Ballista (x1); Mangonel (x1)
Flying Fish 15 250 (15) 40 90 degrees 10 13 tons Ballista (x1); Mangonel (x1)
Hammerhead 15 400 (15) 35 90 degrees 15 30 tons Ballista (x1); Mangonel (x2); Blunt
Ram
Lamprey 15 250 (15) 35 90 degrees 15 6 tons Ballista (x4); Grappling Claws
Living Ship 15 250 (15) 40 90 degrees 5 10 tons Ballista (x1)
Nautiloid 15 400 (15) 40 90 degrees 20 17 tons Ballista (x4); Mangonel (x1); Tentacles
Nightspider 19 300 (15) 40 90 degrees 25 50 tons Ballista (x4); Mangonel (x1)
Scorpion 19 250 (15) 30 90 degrees 12 12 tons Ballista (x1); Mangonel (x1); Claws
Shrike 15 250 (15) 70 180 degrees 11 20 tons Ballista (x3); Piercing Ram
Space 15 400 (15) 35 90 degrees 20 20 tons Ballista (x2); Mangonel (x1)
Galleon
Squid Ship 15 300 (15) 30 90 degrees 13 20 tons Ballista (x2); Mangonel (x1); Piercing
Ram
Star Moth 13 400 (15) 50 90 degrees 13 30 tons Ballista (x2); Mangonel (x1)
Turtle Ship 19 300 (15) 25 90 degrees 16 30 tons Ballista (x3); Mangonel (x1)
Tyrant Ship 17 300 (20) 40 90 degrees 10 20 tons Eyestalk Cannons
Wasp Ship 15 250 (15) 50 180 degrees 5 10 tons Ballista (x1)

14
Weapon Stat Blocks in feet, and the second indicates the weapon’s
This section provides a summary and explanation long range. When making an attack with the
of the basic components of a the stat blocks for weapon against a target beyond its normal range,
artillery weapons typically found on a spelljammer the attack roll has disadvantage. Targets beyond
ship. Such weapons are slow to load and fire. the weapon’s long range cannot be targeted.
Damage. This represents the amount of
Player characters are almost always better off damage the weapon deals to a target on a
using their own weapons and spells in ship-to-ship successful hit.
combat and leaving the artillery to be manned by Crew. Artillery weapons more complex and
the ship’s crew. cumbersome than traditional weapons, generally
Artillery Weapon Stat Block requiring a series of actions load, aim, and fire the
Components
weapon. This number represents the number of
Below is a table summarizing the key stats of crew members required to fire the weapon during
common types of artillery weapons found on the ship’s turn in combat, as they work together to
spelljammer ships. For purposes of this summary perform these actions concurrently. If there are
tabe, an artillery weapon’s stat block is generally not sufficient available crew members to fulfill
comprised of the components listed below. Some these actions, the weapon cannot be fired that
weapons may have special abilities or unique turn. Each crew member can only be assigned to
features not included in the summary table below, one weapon each turn.
such as the mangonel being able to hit targets Summary of Spelljammer Weapon
behind cover. Stats
Armor Class. The weapon’s AC reflects the
materials used to construct it. The following table summarizes the basic stats of
Hit Points. The weapon’s hit points represent
the artillery weapons available to spelljammer
how much damage it can take before it is ships presented in the Astral Adventurer’s Guide,
destoryed. A weapon doesn’t have hit dice. with modifications where needed to work with the
Attack. This represents the bonus to attack
rules and mechanics of this supplement.
rolls made with the weapon.
Range. The weapon’s range is expressed as two
numbers. The first is the weapon’s normal range
Spelljammer Artillery Weapons Statistics Summary Table
Name AC HP Attack Range Damage Crew
Ballista 15 50 +6 120/480 16 (3d10) 3
Imporved Ballista 15 50 +6 120/480 22 (4d10) 3
Mangonel 15 100 +5 200/800 (60 min) 27 (5d10) 5*
Carronade 19 50 +6 30/120 33 (6d10) 3
Cannon 19 75 +6 600/2400 44 (8d10) 3
Blunt Ram n/a n/a +8 0 88 (16d10) n/a
Piercing Ram n/a n/a +8 0 88 (16d10) n/a

*If installed on a turret rotator, a mangonel requires one fewer crew members than normal to fire.

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