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# Contents
- ### [3Introduction](#p3) - ### [4**Conversion Forumlas**](#p4) - [4THAC0 and Armor Rating](#p4) - [4Summary of Mechanics removed or simplified](#p4) - ### [5**Ship Mechanics**](#p5) - [5Basics](#p5) - [5Ship Maneuverability Class](#p5) - [6Power Sources](#p6) - [7Armaments](#p7) - [8Armaments Table](#p8) - [9Ship Modifications](#p9) - ### [10**Combat**](#p10) - [10Encounters](#p10) - [10Gargantuan Monsters](#p10) - [11Ship Movement](#p11) - [11Flow of Combat](#p11) - [11Crew](#p11) - [12Breaking Apart](#p12) - [12Criticals](#p12)
- ### [13**Ships**](#p13) - [13Beholder Tyrant Ship](#p13) - [13Caravel](#p13) - [14Dwarvish Citadel](#p13) - [14Damselfly](#p14) - [14Dragonfly](#p14) - [14Dragonship](#p14) - [14Elven Armada](#p14) - [15Flitter](#p15) - [15Galleon](#p15) - [15Gnomish Sidewheeler](#p15) - [16Hammership](#p16) - [16Man-0-War](#p16) - [16Mosquito](#p16) - [17Nautoloid](#p17) - [17Deathspider](#p17) - [17Mindspider](#p17) - [18Squidship](#p18) - [18Tradesman](#p18) - [18Wasp](#p18) - [18Ship Costs](#p18) - [18Making a Ship From Scratch](#p18) - ### [19**Crystal Spheres & Systems**](#p19) - [19Crystal Spheres](#p19) - [19The Phlogiston](#p19) - [19Systems and Random Generation](#p19) - [20Planetary Encounters](#p20) - [20Level of Technology](#p20)
CONTENTS
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# Introduction Spelljammer! Such a unique setting. One that when I first read it a few years ago it immediately caught my imagination and set it ablaze with ideas. Alas, it was written for a time long past. Well unfair I say! So began my attempt at converting it to the 5th edition ruleset. In order to do so I enlisted the help of a friend of mine that was far more familiar with the 2nd edition ruleset as I had never played it before. Together we created a basic formula to convert the armor class values of the existing ships. Beyond that I began hammering out the rest. The book you are now reading is the culmination of that process as well as some play testing to make sure elements worked, and of course revisions there after. Despite this being plenty to run a Spelljammer game in 5e, it is highly recommended that any DM planning on running a Spelljammer game should purchase and fully read the original 2nd edition books in addition to this one. It is a simpler version of the core Spelljammer rules, and does not contain many of the same things the original books did. For example the rules on air and gravity, these can easily be handwaved by the DM and therefor serve no real purpose in converting. Originally the text PDF I released to the public was a no frills printer friendly black and white document, but I like many am a visual kind of person. So using NaturalCrit's Homebrewery, I have refashioned the PDF into a much nicer version. I want to thank those that are responsible for any of the artwork used in this document. I'd also like to thank the creators of The Homebrewery, for which without this document would not exist. This document is free to any who wish to use it privately or publicly. It should never be sold in any way and contains elements (such as artwork and copyright) that is not owned by me. It is a labor of love and fandom, and should WoTC ever release an official campaign setting book for 5e this will become obsolete. Enjoy!
*~Robert Lyons *
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## Conversion Formulas and Principles One of the nice things about the Spelljammer setting is that a lot of the elements are individual unto itself meaning that much can be left as is. Some things however, such as THAC0 and Armor Rating need to be converted. In addition some mechanics, I felt were overly complicated and therefore streamlined or cut out in order to keep in line with 5e's style. ### THAC0 To Attack Bonus Conversion Formula
**Attack Bonus** = 20 - THAC0 +2.
This puts a THAC0 of 18 at a +4 attack bonus. ### Armor Rating to Armor Class Conversion Formula
**Armor Class** = 20 - Armor Rating + 2.
This puts an Armor Rating of 4 at an Armor Class of 18. ``` ``` ### Summery of Mechanics Removed or Simplified The following mechanics have been removed in order to streamline gameplay. More information on the mechanics can be found in the corresponding chapters. * Crew status and their statistics (see chapter on combat) * Declaring if one is going to perform a ramming attack is no longer needed * The calculation of % to lock with another ship when using a piercing ram * Ship saving throw system has been removed * The way in which PCs and NPCs can damage a ship and the forumula for converting hit point damage to hull point damage (see chapter on combat) * How to calculate total ship movement and initiative (see chapter on combat) * Spelljammer Helm types have been revised to be in line with magic items of 5e (see chapter on ship mechanics) * Ship rating has been changed to ship power and Maneuverability Class now has modifiers associated to them (see chapter on ship mechanics) * Changes had to be made to the critical hit chart involving the 'Loss of SR' and 'Spelljammer Shock!' effects (see chapter on combat). Also it is a d10 table now. * Series Helms and Orbus Helms have been given a maximum rating and had their tonnage restrictions removed (see chapter on ship mechanics) * Pool helms and Gnomish helms have been removed due to redundancy * Bombards and Greek Fire Projectors have been removed due to redundancy * Ramming mechanics have been modified (see chapter on armaments) * Towing has been modified (see chapter on combat) * Added Beholder ships, because... beholders. * Races, Space Monsters, etc. \page
## Ship Mechanics Much of the way in which ships function remains the same. Their Hull Points value, tonnage, cargo, etc, all remain unchanged. Armor Rating and Weapon THAC0 have been converted using a formula (see chapter on Conversion Formulas). All of the ships presented in the core Spelljammer books have been converted and can be seen in the chapter 'Ship Cards' ### Basics In order for a ship to be space worthy it needs a proper power source. Many exist but the most commonly used and most versatile is the Spelljammer Helm. In order for a ship to leave a planet or make any movement in space it must have a Ship Power of 1. Ships also have other requirements such as needing a specific amount of crew in order to operate, this is detailed on each ship's card. When creating your own ship, consider the ships overall size, armaments, and facilities when determining the proper amount of crew needed in order to operate. Ships have two types of travel, **Long-Distance** which is basically like a warp speed and **Short-Distance** which is used for combat, landing, surveying, etc. When a ship is traveling in Long-Distance mode, any obstruction (such as a planetary body or another ship) will cause the traveling ship to immediately and safely slow to Short-Distance speed in order to prevent a fatal crash. This is how pirates often initiate their attacks, by waiting in highly traveled areas. All ships travel at the same speed when in Long-Distance mode regardless of the ships power or its maneuverability class. A ship can cover 100 million miles in a 24 hour period. That is earth hours, in general it's just easier to use earth time references. Short-Distance travel is measured using a hex grid. Each hex represents 500 yards and unlike ground based combat, 2 or more ships can occupy the same space. A ship can move 1 hex per total ship movement (this is much like ground based movement), however it's important to note that changing the facing of a ship also uses 1 full movement. This is because the way in which armaments are mounted to a ship requires specific facings (unless a turret is installed) to be used in order to be effective. More on ship movement is covered in the chapter on combat. Ships have different methods of landing and some don't have any. Some ships can land on water or land, however if a ship has neither it can never land on a planet, it instead would need to stay in the air or crash. If it crashes on a planet, it's likely never going to suffer too much damage to be spaceworthy unless repaired first. All ships can however dock with space stations (that have docks) and in some cases, such as with single-man small ships, can dock onto other larger ships (if the cargo bay is large enough). ``` ``` ### Ship Maneuverability Class Every ship has a maneuverability class rating. The maneuverability class of a ship is a general representation of that ships ability to turn and move through space. From a mechanical standpoint the rating effects two factors, initiative and overall movement (see chapter on combat for more information). There are methods of modifying a ship to have a better or worse maneuverability class (described in Ship Modifications and Other Equipment). | Ship Maneuverability Class | Modifier | |:----:|:-------------| | A | +5 | | B | +4 | | C | +3 | | D | +2 | | E | +1 | | F | +0 | \page
### Power Sources Every ship typically has 2 power sources, a primary and a backup. These are generally not sold with the ship and instead are transferred from one ship to another during a trade or sale. Below are the different types of power sources. #### Spelljammer Helms These are the most commonly used type of power method because of their versatility. They require a spell casting class capable of casting 1st level spells or higher to be seated in them. When the spell caster sits upon one they choose a level of spell to expend into the helm. The level of spell determines the ships power rating for the next 12 hours. If the caster is separated from the helm at any point before the 12 hours the ship's power drops to 0 and another spell slot must be used in order to power the ship again. A spell caster can only use a helm for 12 hours at a time, each hour beyond that will require another spell slot and inflict 1 level of exhaustion to the helmsman. Because of this most ships like to have more than one caster on them in order to rotate helmsman. There are four quality ranks of Spelljemmer Helms: * **Normal** - 150k gold. * ** +1 (rare)** - 250k gold. * **+2 (very rare)** - 400k gold * **+3 (legendary)** - priceless Use the chart below to determine ship power levels as related to the helms rarity and spell level cast into it. | Spell Slot Level | Ship Power (normal/+1/+2/+3) | |:----:|:-------------| | 1st | 1/1/2/2 | | 2nd | 1/2/2/3 | | 3rd | 2/2/3/3 | | 4th | 2/3/3/4 | | 5th | 3/3/4/4 | | 6th | 3/4/4/5 | | 7th | 4/4/5/6 | | 8th | 4/5/6/6 | | 9th | 5/6/6/7 | #### Orbus *(Beholder ships - 300k gold)* The Orbus are beholders that have been bred specifically for running a ship and cannot do anything else. Each Orbi provides a ship with 1 ship power to a maximum of 5. They have 10 AC and 50 hit points. Their eyes are blind and have milky white cataracts over them. They have almost no will of their own and will follow orders regardless of who gives them, for this reason the Beholders never willingly trade, sell, or give them to other races and would rather disintegrate them. The price listed is what a beholder might sell a single Orbi to another beholder for. ``` ``` #### Series Helm *(Illithid ships - 75k gold per helm)* These were invented by the Illithids (Mind Flayers) but have been adapted by many creatures that lack the normal means of casting spells but have spell like casting abilities (such as psionics). Each helm provides 1 ship power. A single ship can have a maximum of 5 series helms at a time. Unlike Spelljammer helms, Series helms do not cause exhaustion and the ship power rating can be modified on the fly by either adding or removing a helmsman. This allows the tactical advantage to a series helm ship when they are ambushed as they can potentially raise their ship power. Generally when long-distance traveling a ship fitted with series helms will only have one helmsman seated. #### Forges *(Dwarven ships - 500k gold for the forge and 100k gold per year in materials)* Many Dwarves lack direct magic casting, but make up for it in creative crafting. This in itself is a type of innate magic and the Dwarves have developed a way of harnessing it to power 'ships' through space. Dwarven ships are more akin to mountains than ships, and the forge is a literal forge where they create weapons, armor, trade goods, etc. The forge requires 200 cubic yards for every 50 Dwarves. 100 Dwarves generates 1 ship power. It's for this reason alone that a Dwarven ship, is quite literally a full size city, usually with a mine. They range in size from 100 tons to 700 tons. A side effect of the forge is a large amount of trade-able goods. Every month spent moving in space generates 10,000 gold in tradeable goods. A negative side effect is that after awhile the mines run dry and the ship is no longer self sustainable. These are often abandoned only to become monster lairs. \page
#### Furnaces A furnace uses the energies within a magic item to fuel a ship. A single magic item confers a ship with power for 1 month, the amount of power depends on the quality of magical item (see chart below). After the month is up the item is completely consumed, furthermore once placed into a furnace the item cannot be removed as it becomes magically bound to the furnace. Furnaces are often installed as a back-up means of power as they are very reliable. | Rarity | Ship Power | Cost | |:----:|:-------------| | Common | 1 | 100k gp | | Uncommon | 2 | 200k gp | | Rare | 3 | 300k gp | | Very Rare | 4 | 400k gp | | Legendary | 5 | 500k gp | | Artifact | not compatible | NA | #### Artifurnace *priceless* An artifurnace functions in the same fashion as a regular furnace except that it uses an artifact for power. The artifact has an endless supply of magical energy and as such is never consumed and provides a constant ship power of 5. Once an artifact is placed within an artifurnace it can never be removed. #### Lifejammer *(80k gold)* Lifejammers are generally used by more evil races like the Neogi, or slavers. They are fueled by the life energy of a living being and can cause death. The helm can be set to extract specific amounts of life energy providing the ship with specific ship power levels to a maximum of 5. A creature seated in a lifejammer takes 1d6 necrotic damage per ship power level every 12 hours. The damage cannot be healed until a Greater Restoration spell has been cast on the creature. ### Armaments The armaments remain largely the same. It's important to note that 2 damage values are listed, Hit Points and Hull Points. Hit Points pertain to attacking creatures, and Hull Points pertain to attacking ships. By default in this conversion ammo is not tracked, the DM may choose to change this in order to create additional costs on the players. Durability is represented as hull points. A weapon can be targeted by an opposing ship at disadvantage, and if it is reduced to 0 hull points it become inoperable. It costs 1/4 the cost of the weapon to repair it. All armaments have a set attack bonus when used, a players stats do not modify this bonus. #### Catapults Catapults are a large stone throwing device that function on a fixed position (unless turreted). A forward facing catapult is capable of targeting its three forward hexes.

#### Ballistas A ballista fires large bolts, javelins, or spears. They are mounted on a pivoting base and can fire in any direction. All balistas have the *turreted* feature. #### Rams Rams are large devices that are mounted to the front or rear of a ship. They have no attack bonus when rolling to hit. In order to ram, the attackng ship must move 2 hexes in a straight line before entering the same hex of the ship it is ramming. The amount of damage dealt by a ram is based upon the tonnage of the ship it is attached to, as is their price. #### Jettisons A jettison is a special kind of catapult that are specifically designed as anti-personal weapons. They are typically loaded with shrapnel such as small stones, trash, debris, and the like. They are used to clear enemy decks without causing any damage to the opposing ship and therefore are typicall used by pirate crews. The attack roll of a jettison applies to all creatures within it's area of effect. #### Standard Armaments The weaponry of a ship is limited only by the ships design. Every ship has an SA value that represents the amount of weapon bays the ship comes with in it's stock configuration. Typically these will be mounted evenly to each facing when possible. In cases where there is only 1 weapon on a ship it is usually mounted to the front or rear of the ship. \page
##### Armaments | Type | Attack Bonus | Range | Hit Points | Hull Points | Crit Range | Durability | Crew | Cost | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---: | Light Catapult | +6 | 5 | 2d10 | 1d2 | 20 | 5 | 1 | 500 gp | | Medium Catapult | +5 | 4 | 3d10 | 2d2 | 19-20 | 8 | 3 | 700 gp | | Heavy Catapult | +4 | 3 | 3d10 | 2d4 | 18-20 | 10 | 5 | 1000 gp | | Light Ballista | +6 | 6 | 2d6 | NA | NA | 5 | 1 | 400 gp| | Medium Ballista | +6 | 4 | 3d6 | NA | 20 | 8 | 2 | 600 gp| | Heavy Ballista | +10 | 2 | 3d10 | NA | 19-20 | 10 | 4 | 800 gp| | Piercing Ram | NA | Same Hex | NA | 1 per 10 tons | NA | 3 | 1 | 100 gp per ton of ship | | Blunt Ram | NA | Same Hex | NA | 1 per 10 tons | NA | NA | NA | 100 gp per ton of ship| | Grappling Ram | NA | Same Hex | NA | NA | NA | NA | NA | 200 gp per ton of ship| | Light Jettison (5ft radius)| +7 | 3 | 1d6 | NA | NA | 5 | 2 | 400 gp| | Medium Jettison (10ft radius)| +7 | 2 | 2d6 | NA | NA | 8 | 3 | 600 gp| | Heavy Jettison (15ft radius)| +8 | 1 | 3d6 | NA | NA | 10 | 4 | 800 gp|
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### Ship Modifications Ships can be heavily modified to suit the individual needs of their crew. Additional equipment can be purchased and installed into a ship. Generally these features are stripped from a ship when it is sold returning it to its 'Stock' state, weapons and helms are also stripped and sold seperately. #### Weapon Bays *(500 gold)* You can have additional weapon bays installed onto a ship at the cost of 1 ton of cargo space per weapon bay, however you cannot exceed more than half of a ships total cargo space. For example if a ship has a cargo space of 10 tons, you could add a maximum of 5 additional weapon bays, leaving 5 tons of cargo space. #### Turret Mounting *(Light 300 gold, Medium 500 gold, Heavy 1000 gold)* Turrets are mounted rotating weapons platforms that allow a weapon to be fired in any direction. For double the price a turret can be outfitted with plating that protects the crew manning the turret. The plating adds +4 AC to the crew members. #### Hull Armor Ships can be outfitted with a few types of armoring options, these can be stacked, however only 1 type of plating can be used on a ship. Plating a ship, while useful, makes it stand out. Pirates are more likely to attack a ship that has been plated. * **Increased Thickness - 100 gold per ton of ship.** This increases the thickness of the hull but decreases cargo space by 20%. Ships with no cargo space cannot have this procedure done to them. A ship can only have it's hull thickness increased once. *Adds +1 to AC*. * **Iron Plating - 300 gold per ton of ship.** By mounting exterior plating to the hull, a ships defenses are reinforced. This however causes the Maneuverability Class to decrease by 1 rating. A ships MC cannot be reduced below F. *Adds +2 to AC and reduces MC by 1 rank*. * **Adamantine Plating - 1000 gold per ton of ship.** Similar to iron plating, except that it protects the ship from critical attack rolls. Ships with Adamantine Plating still suffer a critical effect when reduced to half hull points. *Adds +2 to AC, reduces MC by 1 rank, protects from critical attack rolls*. * **Mythril Plating - 1000 gold per ton of ship.** This type of plating is strong and light, allowing a ship to gain the benefit of the armor class increase without suffering the maneuverability reduction that iron and adamantine plating causes. *Adds +2 to AC*. #### Improved Maneuverability. Ships can be modified in a few ways that will allow their maneuverability class to increase. * **Rigging - 100 gold per ton of ship.** Additional rigging is installed into the ship, this has 2 downsides however. The ship will now require 50% more crew members to operate, and rigging is not subtle. A ship with rigging beyond its normal model's specifications make prime targets for pirates. This can only be done once to a ship. *MC rank +1, requires 50% more crew.* * **Stripping - 100 gold per ton of ship.** By removing non-essential weight from the ship its maneuverability is increased. This however causes its Armor Class to drop by 2 points. A ship that has been stripped cannot be further stripped. Stripping a ship is the opposite of thickening the hull, therefore the two cancel each other out. *MC rank +1, AC -1.* #### Passage Device *(10k gold per ton of ship)* A device created by the race known as the Arcane, it allows ships to create a portal on the shell of a Crystal Sphere. The portal remains open for 1d4 hours and is large enough to allow many ships through at once. #### Portal Locator *(5000 gold)* Another device created by the arcane, it allows a ship to locate any natural or unnatural nearby portals on a crystal sphere's shell. It has a 90% accuracy rate and they are often thrown into the sale of a ship as a give away to sweeten the deal. #### Planetary Locator *(2000 gold)* A magical desk-sized table that creates parchment map of a shell when it's magic is activated. Activating the desk requires the expenditure of a level 1 spell slot. The maps tend to be innaccurate, often missing much of a sphere's planetary bodies upon scan. #### Star Charts *(100-600 gold)* These carry the layouts of a particular system and often include details added by the seller that may not appear on other maps or be found by scanners. They will also often contain notes on regional temperatures and controlling factions. #### Anchors and Tethers *(10 gold per ton of ship)* These allow ships to moor at asteroids or to tie to other ships. Most ships are sold with these already equipped. #### Life Boats *(Large - 20 people 10k gold, Medium - 5 people 5k gold, Small - 2 people 1k gold)* The only purpose of these are to transport groups of people from a ship to the surface of a planet. They literally just fall down to the surface. Once there, they cannot take off and are discarded. They take up a tonnage equal to half the amount of people they can carry, for example a large life boat takes up 10 tons of cargo space. \page
## Combat In space no one can hear your ship being ripped apart by reavers. Combat between ships happens, whether you're on the winning side however... The interesting part is that death (other than crew, who are akin to red shirts) is not common when being defeated by another ship. Reavers, Neogi, Illithids, and even Beholders will generally take prisoners, either for slaves or possibly even food. ### Encounters When two ships come into short-distance range with one another it's not always going to be a combat situation. Many meetings like this occur simply because two ships were passing too close to one another during long-distance travel. When this happens both parties will generally want to move on. You can use the two charts below to determine the type of race/group (and by proxy ship) and their motives.
| d20 | Race | |:-----:|:----------| | 1-2 | Neogi (always hostile)| | 3-4 | Beholder | | 5-6 | Illithid | | 7-8 | Reaver (always hostile) | | 9-10 | Dwarven | | 11-12 | Elven | | 13 | Giff | | 14-16 | Human | | 17-18 | Adventuring Group (mixed races) | | 19 | Gargantuan Monster | | 20 | The Spelljammer | ``` ``` | d6 | Motive | |:---:|:------------| | 1 | Hostile | | 2 | Indifferent | | 3 | Friendly | | 4 | Flees | | 5 | Follows | | 6 | Abandoned |
``` ``` ### Gargantuan Monsters While rare, there are space traveling monsters of gargantuan sizes. These are creatures like Astral Dragons, Space Krakens, Turtle Planets, and more. All Wildspace travelers fear these massive creatures, and for good reason. The easiest way to create the statblocks of these monsters is to take an existing creature (typically of the gargantuan size) and apply the Gargantuan Monster Template. > ##### Gargantuan Monster Template > You can easily create space faring gargantuan monsters using the following conversion methods on existing monsters > > **Hull Points:** Use the creature's hit point value as their hull points (their hit point value for player damage would remain the same). Example; an Ancient Blue Dragon would now have a Hull Point and Hit Point value of 481. In order for players to be able to deal hit point damage from their own attacks and spells they would still need to follow the rules of ship combat and would need to grapple the beast or board it (using the rules in the DMG on Climb onto a Bigger Creature – p.271) however that is very risky in open wildspace. > > **Movement:** All space faring monsters have a fly movement, regardless if the creature you are converting has it or not. To determine how many hexes they can move on their turn take whichever movement they have the most of and divide it by 10 (rounded up). Example; an Ancient Blue Dragon could move 8 hexes > > **Range:** Attacks, Spells, Skills, etc made by the creature would do a proportionate range in hexes. Example; an Ancient Blue Dragons breath attack normally covers a 120 foot line that is 10 feet wide, which equates to 24 squares long by 2 squares wide, In space it would cover 24hexes long by 2 hexes wide. > > **Miscellaneous:** Nearly everything else will remain the same (AC, Initiative, etc), you may need to tweak individual special features at time of conversion to fit your new creatures needs. \page
### Ship Movement Movement in short-distance range is determined by two factors, ship maneuverability class and ship power. Each maneuverability class has a modifier associated with it (see ship mechanics for the chart). To determine the total movement of a ship you add the maneuverability class modifier with the ship power. So a ship that has a maneuverability class of C with a normal spelljammer helm operating on a 1st level spell would have a total movement of 4. It's important to note that a ship's total movement will be 0 if it loses its ship power and it cannot take any movement until it regains at least 1 ship power. In order to go from short-distance to long-distance travel a ship needs to move 5 hexes in a straight line and have no other ships within a 10 hex vicinity. Facing is a very important factor in ship to ship combat. All weapons on a ship are mounted to specific facings, therefore in order to use that weapon (unless it is turreted) the ship needs to be facing in the proper direction. To that end, changing the facing of a ship counts as movement. For example a ship has total movement of 4, it can move in a straight line in the direction it is facing 4 hexes or it can use 1 movement to change it's facing then move 3 hexes in a straight line. It could also change its facing by 2 and then move 2 hexes forward, or any combination of it's total movement. ### Initiative Initiative is very easy to determine. Much like rolling for ground based combat, you simply roll a d20 and add the ships maneuverability class modifier for a total score. Each ship rolls initiative and combat proceeds according to the order rolled. If additional ships come into play in subsequent rounds, roll initiative when they first appear and then put them into the order of turns in the next round. ### Flow of Combat When initiating combat you must first determine the following factors; * Position - ships coming out of long-distance travel will be 10 hexes away from one another * Total movement * Initiative After you have set the stage with all that information combat proceeds similarly to ground based combat. Each ship can perform a move action or an attack action. These can be done in any order (movement then attack or vice versa). If however a ship wants to split its movement (attacking in between) that is called a 'fly by' maneuver and all attack rolls will be done at disadvantage. When a ship takes the attack action, all weapons that can attack targets within range act at once. Weapons can target multiple ships, but each weapon must be manned by either the PCs or hired crew in order to be operated. Ship combat does not use the opportunity attacks mechanic. ``` ``` ### Crew Most Ships require a crew to operate, and seldom will anyone work for free. You can use the table below as options for hiring various crew members. All price values are to be paid by the players up front and again each month of in game time. There are two types of crewman, those that can spelljam and those that cannot. The benefit of the first category is that they can be used as pilots allowing ships that can't land to stay afloat while an away team (players) explores a planet. They also allow players to save their spell slots in case a combat breaks out. For this reason crew that cast cost a lot more. These NPCs are taken from the Monster Manual (MM) and Volo's Guide to Monsters (VGM), the DM may allow additional options from other resources.
##### Spelljamming Crew | Cost | NPC | |:----:|:-------------| | 5 gp | Acolyte (MM) | | 5 gp | Apprentice Wizard (VGM) | | 15 gp | Bard (VGM) | | 15 gp | Druid (MM) | | 17 gp | Priest (MM) | | 20 gp | Illusionist (VGM) | ##### Regular Crew | Cost | NPC | |:----:|:-------------| | 2 gp | Commoner (MM) | | 4 gp | Guard (MM) | | 5 gp | Scout (MM) | | 6 gp | Thug (MM) | | 7 gp | Berserker (MM) | | 8 gp | Veteran (MM) | | 9 gp | Swashbuckler (VGM) | | 10 gp | Archer (VGM) | \page
### Breaking Apart When a ship is reduced to 0 Hull Points it begins to break apart. Roll a d6 for each 10 tons of ship to determine the amount of large atmosphere-retaining pieces break apart. Victors will usually sift through such debris looking for anything that can be salvaged (including prisoners). If the player's ship is breaking apart, each player must make a DC15 Dexterity saving throw to determine if they are able to stay on board with one of the atmosphere-retaining pieces. On a fail the player is floating in space. A medium sized player retains enough oxygen to survive 1d10+2 turns, a small (halfling, gnome) takes less oxygen with it and only has enough for 1d6+1 turns. Large and Gargantuan creatures bring enough oxygen to last 1d20+4 turns. ### Towing A ship can tow another ship by grappling them as long as the opposing ship has a ship power of 0. Once grappled the towing ship's power is halved, once in long-distance travel the rate of travel is still 100 million miles every 24 hours. ### Criticals Critical hits are where the fun is at! In Spelljammer when a ship hits critically you roll on the critical table to determine what extra effect occurs, you also double damage dice as with ground based combat. All ships suffer a random critical effect when they are brought below 50% Hull Points, this means a critical can potentially trigger 2 critical effects if it also brings the hull points below the 50% mark. ``` ``` ##### Critical Results | d10 | Result | Effect | |:----:|:----:|:----:| | 1 | 5 Hull Points | The ship takes damage| | 2 | Deck Crew Casualty | Random deck crew member dies| | 3 | Interior Crew Casualty | Random interior crew member dies | | 4 | Ship Shaken | All standing crew must make DC 15 Dex save or fall prone and be unable to use weaponry| | 5 | Weapon Damage | A random ship weapon breaks | | 6 | Hull Holed | The attack punctures a hole in the ship | | 7 | 10 Hull Points | The ship takes damage | | 8 | Fire | A fire starts somewhere on the ship dealing 1 damage at the start of a round. It increases by 1 each round as it spreads. | | 9 | Power Failure | Ship power drops to 0, if a Spelljammer helm is being used a new spell must be cast into it. Continual power helms shut down for only 1 round.| | 10 | Spelljammer Shock! | The spelljamming caster must make a concentration check (based on what the hit point damage would be), on failure the caster falls into a coma for 1d4 days (a Greater Restoration spell ends the effect early) The ship's power becomes 0 and the ship cannot move until another caster takes the helm or a backup method is employed. In the case of a series helm or orbus all creatures must make the save, losing 1 ship power per failure. In the case of Forges, Furnaces, and Artifurnaces they are rendered nonfunctional for 1d4 days. | \page
### Damaging Ships Players and NPCs can only damage a ship when they are on the ship itself (such as the case when boarding) or when grappled to another ship (using ranged attacks). When they deal damage the ship loses 1 Hull Point for every 10 Hit Points dealt. Anything below 10 Hit Points has no effect and is not cumulative. ## Ships ___ > ## Beholder Tyrant Ship > ___ > - **Armor Class** 22 > - **Hull Points** 23 > - **Maneuverabiltiy Class** C (+3). >___ > - **Power Type** Orbus (1d4) > - **Tonnage** 23 tons > - **Cargo Space** 11 tons > - **Landing Capabilities** None > - **SA** 2 > - **Crew** 15-23 > ___ > > ***Tactics. *** Beholders prefer to board ships and take the crew as slaves. > ### Actions > ***Piercing Ram.*** *Hit* 2 hull points. > > ***Distingration Beam.*** +5 to hit, range 5 hexes, one target. *Hit* 2d4 hull points. > > ***Sleep Beam.*** DC 16 Wisdom save, range 5 hexes, all targets on ship. *Failure* Creatures fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. ``` ```

___ > ## Caravel > Often used by the human race. > ___ > - **Armor Class** 13 > - **Hull Points** 10 > - **Maneuverabiltiy Class** F (+0). >___ > - **Power Type** Spelljammer > - **Tonnage** 10 tons > - **Cargo Space** 9 tons > - **Landing Capabilities** Water > - **SA** 1 > - **Crew** 8-10 > ___ > > ***Tactics. *** Depends on the crew. > ### Actions > ***Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points.





___ > ## Dwarvish Citadel > A floating city ship inhabited and used by dwarves. > ___ > - **Armor Class** 22 > - **Hull Points** 300 > - **Maneuverabiltiy Class** E (+1). >___ > - **Power Type** Forge > - **Tonnage** 300 tons > - **Cargo Space** 50 tons > - **Landing Capabilities** None > - **SA** 25 > - **Crew** 100-300 > ___ > > ***Tactics. *** Assaults all threats head on. > ### Actions > *** 5x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > *** 15x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. > > *** 5x Heavy Catapult.*** +4 to hit, range 3 hexes, one target. *Hit* 2d4 hull points, 3d10 hit points. \page
___ > ## Damselfly > A ship used by many races. Looks like an insect. > ___ > - **Armor Class** 18 > - **Hull Points** 10 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer > - **Tonnage** 10 tons > - **Cargo Space** 5 tons > - **Landing Capabilities** Land > - **SA** 1 > - **Crew** 2-10 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. ___ > ## Dragonfly > A small and fast ship used by many races. An upgraded version of the Damselfly. > ___ > - **Armor Class** 14 > - **Hull Points** 10 > - **Maneuverabiltiy Class** C (+3). >___ > - **Power Type** Spelljammer > - **Tonnage** 10 tons > - **Cargo Space** 5 tons > - **Landing Capabilities** Land > - **SA** 1 > - **Crew** 3-10 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. ``` ```







___ > ## Dragonship > A larger ship decorated to look like a dragon. > ___ > - **Armor Class** 17 > - **Hull Points** 45 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer > - **Tonnage** 45 tons > - **Cargo Space** 22 tons > - **Landing Capabilities** Water > - **SA** 3 > - **Crew** 20-45 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***Blunt Ram.*** *Hit* 4 hull points. > > ***2x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. ___ > ## Elven Armada > A massive elven capitol ship. > ___ > - **Armor Class** 17 > - **Hull Points** 100 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer +2 > - **Tonnage** 100 tons > - **Cargo Space** 50 tons > - **Landing Capabilities** None > - **SA** 14 > - **Crew** 40-100 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***5x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***5x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. > > *** 2x Heavy Catapult.*** +4 to hit, range 3 hexes, one target. *Hit* 2d4 hull points, 3d10 hit points. > > *** 2x Light Jettison.*** +7 to hit, range 3 hexes, radius 5ft. *Hit* 1d6 hit points. \page
___ > ## Flitter > A 1 person transport ship. Often used by the elves. > ___ > - **Armor Class** 14 > - **Hull Points** 1 > - **Maneuverabiltiy Class** B (+4). >___ > - **Power Type** Spelljammer > - **Tonnage** 1 tons > - **Cargo Space** None > - **Landing Capabilities** Land, Water > - **SA** 0 > - **Crew** 1 > ___ > > ***Tactics. *** Typically only used for travel. When used for combat it is strictly a ship made to board enemy vessels. > ### Actions > ***Piercing Ram.*** *Hit* 1 hull point. ``` ``` ___ > ## Galleon > A very common human ship typically used for transporting goods. > ___ > - **Armor Class** 15 > - **Hull Points** 40 > - **Maneuverabiltiy Class** E (+1). >___ > - **Power Type** Spelljammer > - **Tonnage** 40 tons > - **Cargo Space** 20 tons > - **Landing Capabilities** Water > - **SA** 3 > - **Crew** 20-40 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. > > ***Light Jettison.*** +7 to hit, range 3 hexes, radius 5ft. *Hit* 1d6 hit points.


___ > ## Gnomish Sidewheeler > A complex ship of spinning gears and steaming flumes. Only gnomes would be caught using this ship. > ___ > - **Armor Class** 15 > - **Hull Points** 30 > - **Maneuverabiltiy Class** E (+1). >___ > - **Power Type** Spelljammer > - **Tonnage** 30 tons > - **Cargo Space** 15 tons > - **Landing Capabilities** Land, Water > - **SA** 0 > - **Crew** 20-30 > ___ > > ***Tactics. *** Gnomes are generally care free and don't carry any armaments. Usually they are more interested in trade. \page
___ > ## Hammership > A deadly warship used mostly by humans and lizard men. > ___ > - **Armor Class** 16 > - **Hull Points** 60 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer +1 > - **Tonnage** 60 tons > - **Cargo Space** 30 tons > - **Landing Capabilities** Water > - **SA** 3 > - **Crew** 24-60 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***Blunt Ram.*** *Hit* 6 hull points. > > ***Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. > > ***Light Jettison.*** +7 to hit, range 3 hexes, radius 5ft. *Hit* 1d6 hit points. ``` ``` ___ > ## Man-O-War > An elven warship. > ___ > - **Armor Class** 15 > - **Hull Points** 60 > - **Maneuverabiltiy Class** C (+3). >___ > - **Power Type** Spelljammer +1 > - **Tonnage** 60 tons > - **Cargo Space** 30 tons > - **Landing Capabilities** None > - **SA** 4 > - **Crew** 10-60 > ___ > > ***Tactics. *** Depends on crew. > ### Actions > ***Piercing Ram.*** *Hit* 6 hull points. > > ***2x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***4x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points.


___ > ## Mosquito > A smaller ship used by many races. Generally used for transport. > ___ > - **Armor Class** 17 > - **Hull Points** 6 > - **Maneuverabiltiy Class** B (+4). >___ > - **Power Type** Spelljammer > - **Tonnage** 6 tons > - **Cargo Space** 3 tons > - **Landing Capabilities** Land, Water > - **SA** 0 > - **Crew** 1-6 > ___ > > ***Tactics. *** The standard configuration of this ship doesn't include weapons, however it is a popular choice among gangs of pirates to mount a single weapon and use multiple ships to swarm prey. Typically if a weapon is mounted it is a turreted light catapult. > ### Actions > ***Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. \page
___ > ## Nautiloid > One of the most feared ships in wildspace. They are often operated by Mind Flayer colonies. > ___ > - **Armor Class** 18 > - **Hull Points** 35 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Series Helm (1d4) > - **Tonnage** 35 tons > - **Cargo Space** 17 tons > - **Landing Capabilities** Water > - **SA** 5 > - **Crew** 10-35 > ___ > > ***Tactics. *** Mind Flayers are slavers but they also eat brains. Depending on their mood they may board and take hostages or simply destroy a ship and collect the bodies for brain harvesting afterwards. > ### Actions > ***2x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***2x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. > > ***Heavy Catapult.*** +4 to hit, range 3 hexes, one target. *Hit* 2d4 hull points, 3d10 hit points. ___ > ## Deathspider > These are used by a spacefaring race known as the Neogi as both warships and tradeships. > ___ > - **Armor Class** 17 > - **Hull Points** 100 > - **Maneuverabiltiy Class** E (+1). >___ > - **Power Type** Lifejammer or Spelljammer +1 > - **Tonnage** 100 tons > - **Cargo Space** 50 tons > - **Landing Capabilities** None > - **SA** 6 > - **Crew** 30-100 > ___ > > ***Tactics. *** Neogi always take slaves and as such will try to grapple other ships and send their umber hulk servants aboard. > ### Actions > ***Grappling Ram.*** *Hit* target is grappled. > > ***2x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***2x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. > > ***Heavy Catapult.*** +4 to hit, range 3 hexes, one target. *Hit* 2d4 hull points, 3d10 hit points. ___ > ## Mindspider > Another highly feared ship. These are used by a spacefaring race known as the Neogi. > ___ > - **Armor Class** 18 > - **Hull Points** 40 > - **Maneuverabiltiy Class** C (+3). >___ > - **Power Type** Lifejammer > - **Tonnage** 40 tons > - **Cargo Space** 20 tons > - **Landing Capabilities** None > - **SA** 6 > - **Crew** 3-40 > ___ > > ***Tactics. *** Neogi always take slaves and as such will try to grapple other ships and send their umber hulk servants aboard. > ### Actions > ***Grappling Ram.*** *Hit* target is grappled. > > ***Piercing Ram.*** *Hit* 4 hull points. > > ***2x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***2x Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. \page
___ > ## Squidship > This iconic ship is known for looking like a squid. Some Mind Flayers take offense to this fact. > ___ > - **Armor Class** 17 > - **Hull Points** 45 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer > - **Tonnage** 45 tons > - **Cargo Space** 23 tons > - **Landing Capabilities** Water > - **SA** 3 > - **Crew** 12-45 > ___ > > ***Tactics. *** Depends on the crew. > ### Actions > ***Piercing Ram.*** *Hit* 4 hull points. > > ***2x Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. ___ > ## Tradesman > One of the most common and versatile ships. > ___ > - **Armor Class** 17 > - **Hull Points** 25 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer > - **Tonnage** 25 tons > - **Cargo Space** 13 tons > - **Landing Capabilities** None > - **SA** 2 > - **Crew** 10-25 > ___ > > ***Tactics. *** Depends on the crew. > ### Actions > ***Light Catapult.*** +6 to hit, range 5 hexes, one target. *Hit* 1d2 hull points, 2d10 hit points. > > ***Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. ### Repairing Ships Any shipyard, be it one that deals in spelljammers or not, can repair ships.
**Ship Repair** = 100 gp per hull point.
___ > ## Wasp > Another common ship used for a variety of things. > ___ > - **Armor Class** 16 > - **Hull Points** 18 > - **Maneuverabiltiy Class** D (+2). >___ > - **Power Type** Spelljammer > - **Tonnage** 18 tons > - **Cargo Space** 13 tons > - **Landing Capabilities** Water > - **SA** 1 > - **Crew** 8-10 > ___ > > ***Tactics. *** Depends on the crew. > ### Actions > ***Piercing Ram.*** *Hit* 1 hull point. > > ***Medium Catapult.*** +5 to hit, range 4 hexes, one target. *Hit* 2d2 hull points, 3d10 hit points. ### Ship Costs At some point players will more than likely want to buy their own ship, or a second ship. Ships are always sold in a stock state and do not include a helm or weaponry. For pricing a ship use the following formula;
**Ship Cost (in gp)** = Tonnage of ship X 1000
> ##### Making a ship from scratch > You can use the following guidelines to create ships of your own. > > **Theme** Perhaps the most important part is determing what you want your ship to be able to do. Is it a small and fast fighter ship, or is a massive warship. > > **Hull Points and Tonnage** These two stats are always the same as one another and directly relate to the size of the ship. If you want your ship to be large, increase it's hull points and tonnage. You shouldn't exceed 300, as anything larger would constitute more of a floating city. > > **Cargo Space** Normally this should be half the tonnage of the ship. If you want your ship to have more defense you can reduce this value to add to AC (see Increased Thickness in Ship Modifications). > > **Maneuverability Class** The faster you want your ship to be the higher rating it should have. > > ** Standard Armament** A good starting point for this would be 10% of the tonnage. > > **Crew** All ships need at least 1 crew, larger ships need more than just 1. A good minimum would be half or a third of the total tonnage, and a good maximum would be equal to the tonnage. > > **Landing Capability** Think about the design of the ships lower half. Would it sit well on land? Could it act like a boat on water? \page
## Crystal Spheres, Systems, & Planets. Space works a little differently in Spelljammer than in reality. The planes also function slightly differently in a spelljammer campaign. All of the crystal spheres and the planets therein exist on the Prime Material plane. Because of this if PCs exit through a portal on a plane that isn't the same one they arrived through they may end up in an entirely different crystal sphere. ### Crystal Spheres Space is made up of **Crystal Spheres**. Inside each crystal sphere is a collection of solar systems, asteroid belts, comets, or anything else you wish to fill it with. The exterior of a crystal sphere is an invisible barrier, commonly refered to as the shell, that prevents everything from leaving that sphere. The only way to cross into or out of a sphere is through portals, openings in the shell. These can be natural or created. ### The Phlogiston The space between crystal spheres is filled with an infinite fog of swirling colors known as **The Phlogiston**. It is often called the *Rainbow Ocean*. The phlogiston is both a boon and a bane to those passing through it. There are flows within the phlogiston that can allow a ship incredibly fast transportation between crystal spheres. These flows can't be seen with the naked eye, however they can be felt like a strong breeze. This makes navigation tricky to those that are inexperienced. It is also very dangerous. The phlogiston is highly flammable. Even the slightest spark can set off an explosion. If a fire spell is cast it immediately goes off at the location of the caster. It's radius is doubled and damage dealt is maximized. Thankfully there is a soft luminous glow about the phlogiston, so torches and fire aren't needed for light. ### Systems Because the size of crystal spheres aren't specific, they can be as large or as small as you'd like and contain any number of planetary systems. There are many resources on the internet for premade cystal spheres, including ones for published campaign settings such as *The Forgotten Realms* (known as *Realmspace*). You can of course create your own. The following sections describe how to randomly generate systems and their contents through a series of tables. It's best to do this prior to a sessions as part of your prep, but it can be used on the fly as well. ##### System Table | 1d6 | | |:----:|:-------------| | 1 | No Star (planets are in fixed positions) | | 2 | 2 Stars | | 3-5 | 1 Star | | 6 | Black Hole (planets are slowly being drawn into it) | To generate the number of planets in a system just roll a d12 (you can use a higher or lower value die if you prefer). Then roll on the following tables to determine each planet. ##### Planet Type | 1d100 | | |:----:|:-------------| | 1-10 | Earth-like. Mixed biomes with various species. | | 11-20 | Planet covered in fire and lava. Has many portals to the plane of fire. | | 21-30 | A planet covered in ash, some volcanoes still exist, but it is mostly barren. | | 31-40 | A collection of gases or clouds with sparse floating lands. It contains clean atmosphere and has many portals to the plane of air. | | 41-50 | A large flat world, roll on the table again to determine the biome (ignore this result if gotten again). | | 51-60 | Ice Planet with many mountains and forests | | 61-70 | Entirely water with no land masses. Many portals to the plane of water exist here. | | 71-80 | A hot desert planet. | | 81-90 | A planet covered in jungle, temerpatures tend to be hot and humid with lots of rain. | | 91-99 | A planet made almost entirely of some rare gem or metal. It is guarded by a powerful creature such as an ancient dragon. | | 100 | The planet is a living creature itself. (See Combat - Gargantuan Monsters). | ##### Planet Size | 1d100 | | |:----:|:-------------| | 1-2 | Size A | Less than a 10 mile diameter | | 3-5 | Size B | 10-100 miles diameter | | 6-10 | Size C | 100-1,000 miles diameter | | 11-20 | Size D | 1k-4k miles diameter | | 21-45 | Size E | 4k-10k miles diameter | | 46-60 | Size F | 10k-40k miles diameter | | 61-70 | Size G | 40k-100k miles diameter | | 71-80 | Size H | 100k-1m miles diameter | | 81-90 | Size I | 1m-10m miles diameter | | 91-100 | Size J | Larger than 10m miles diameter | \page
To give your planets a little more flavor roll on the following table. ##### Planetary Extras | 1d100 | | |:----:|:-------------| | 1-10 | Single moon, reroll on this table. | | 11-20 | 1d4 moons. | | 21-25 | 1d4 moons, reroll on this table. | | 26-35 | A cluster of asteroids surrounds the planet. | | 36-45 | A ring of earth surrounds the planet, it has vegatation and can support life. | | 46-55 | A ring of fire surrounds the planet, the planet has no night cycle. | | 56-65 | A ring of water or ice surrounds the planet. | | 66-75 | The planet is hotter than it's type normally would be. | | 76-85 | The planet is colder than it's type normally would be. | | 86-90 | There is no atmosphere, but there are remnants of past civilizations. | | 90-95 | Vast cities and villages dot the planet, but are completely empty. A sinister force hidden in it's lair is responsible and doesn't like the trespassing of the PCs. | | 96-100 | The great Modron March is taking place on this planet. | ``` ``` ### Planetary Encounters Encountering creatures on planets should almost always occur. If you are using the tables above, most planets will have a specific biome, this can aid you in determining what the players may come across there. **Xanathar's Guide to Everything** has a great set of tables for random encounters based on environment and PC level that you can use. ### Level of Technology When the PCs travel to a new planet, you may need to consider the level of technology that planet has. In general this is D&D, in other words, you don't want to extend into the realm of modern or futuristic technology such as computers and advanced machines. Use medieval fantasy (with magic as a replacement for technology) as a starting point, then go backwards if you desire. For example, you may create a planet where the civilizations have only just discovered how to use magic and don't know anything about spelljamming or even anything of spells beyond a certain low level. Or maybe they don't know magic at all! Civilizations like this would surely view the PCs as gods for good or ill and could make for some fun roleplaying. You may be thinking 'why can't I use computers and ships like the *Millenium Falcon*' in my game. Well you can if you want to, but that wouldn't be Spelljammer. At that point you'd be playing something more like Paizo's *Starfinder*, which just isn't the same.