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UN

SPELLJAMMING SHIPS 5e

SPELLJAMMING SHIPS 5e

Conversion notes for fifth edition

Conversion notes for fifth edition



Peacock Yacht

Gargantuan vehicle (110 ft. by 40 ft.,
sail extends to 200 ft.)


  • Creature Capacity 20 crew, 30 passengers
  • Cargo Capacity 20 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) highest-level unexpended spell slot x 150 miles per hour
  • Travel Pace (water) highest-level unexpended spell slot miles per hour

STR DEX CON INT WIS CHA
20 (+5) 4 (–3) 22 (+6) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the yacht can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.

Fire Ballistas. The yacht can fire its ballistas.
Fire Catapult. The yacht can fire its catapult.
Move. The yacht can use its helm to move with its sails.

Hull

Armor Class 18
Hit Points 200
Damage Threshold 15

Control: Major Spelljamming Helm

Armor Class 20
Hit Points 100
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Move up to the ship's speed, with up to two turns through adjacent faces of its space. If the helm is destroyed, the ship cannot turn.

Movement: Sails

Armor Class 12
Hit Points 150 (at 75 hp, reduce speed in half; at 0 hp, the ship has no speed)
Speed (air and space) highest-level unexpended spell slot x 1500 ft. (1 space) (requires at least 20 crew)
Speed (water) highest-level unexpended spell slot
x 10 ft.

 

Weapons: Medium Ballistas (2)

Armor Class 15
Hit Points 50 each

Loading. It takes one round to reload a medium ballista. With less than 20 crew, it takes two rounds.

Ranged Weapon Attack: +6 to hit, 6,000 ft. (4 spaces in wildspace), one target. Hit: 16 (3d10) piercing damage.

Weapons: Medium Catapult

Armor Class 15
Hit Points 100

Loading. It takes two rounds to reload a medium catapult. With less than 20 crew, it takes four rounds.

Ranged Weapon Attack: +5 to hit, 6,000 ft. (4 spaces in wildspace), one target. Hit: 33 (6d10) bludgeoning damage. If the d20 roll is a 19 or 20, the catapult scores a critical hit.

Feature: Surgical Bay

This special room contains many implements and remedies for treating diseases, poisons, and wounds.

Healing Procedure. While in the Surgical Bay during a short rest, a creature can touch a creature to restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from the Surgical Bay again until it finishes a long rest.

Medical Remedy. While in the Surgical Bay during a short rest, a creature can touch a target creature to attempt to end one disease or one condition afflicting it. The creature rolls a DC 10 Wisdom (Medicine) check. On a success, the creature ends either one disease or one condition on the target. The condition can be blinded, deafened, paralyzed, or poisoned. On a failure, Medical Remedy cannot be used on the target again until it finishes a long rest.

Surgery. While in the Surgical Bay during a short rest, a creature can touch a target creature and attempt to undo a debilitating effect. The creature rolls a DC 20 Wisdom (Medicine) check. On a success, the creature ends on of the following effects on the target:
One effect that charmed or petrified the target.
Any reduction to one of the target's ability scores.
One effect reducing the target's hit point maximum.
Alternatively, the creature can reattach a severed limb to the target.

Feature: Thermal Pool

Embued Vigor. Up to four creatures can spend a short rest or a portion of a long rest in this hot stone pool. At the end of the rest, they gain temporary hit points equal to half their maximum number of hit dice and if they spent any hit dice, they regain an additional 2d8 hit points.



Scro Mantis Ship

Gargantuan vehicle (150 ft. by 30 ft.,
210 ft. with extended claws)


  • Creature Capacity 20 crew, 75 passengers
  • Cargo Capacity 60 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) highest-level unexpended spell slot x 150 miles per hour
    450 miles per hour with a Scro Warpriest

STR DEX CON INT WIS CHA
22 (+6) 4 (–3) 22 (+6) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than six. It can't take these actions if it has fewer than three crew.

Fire Ballistas. The ship can fire its medium ballistas.
Fire Catapult. The ship can fire its heavy catapult.
Grapple Ship. The ship can attempt to grapple another ship with its grappling arms.
Slice Ship. The ship can attack with its razor back after moving.
Move. The ship can use its helm to move.

Hull

Armor Class 19
Hit Points 600
Damage Threshold 30

Control: Spelljamming Helm (Minor)

Armor Class 20
Hit Points 100
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Speed (air and space) highest-level unexpended spell slot x
1500 ft. (1 space) (requires at least 12 crew)
4500 ft. (3 spaces) with a Scro War Priest

Move up to the ship's speed, with up to two turns through adjacent faces of its space. If the helm is destroyed, the ship cannot turn.

Weapons: Grappling Arms

Armor Class 18
Hit Points 100

Melee Weapon Attack: +8 to hit, reach 60ft. (same space in wildspace), one ship. Hit: 26 (3d10 + 10) bludgeoning damage, the target is grappled (escape DC 16), and up to 6 scro can be sent to the target. During the following round, the ship can use a bonus action to send up to 6 more scro to the target. The ship cannot send more than 12 scro at a time.

Until it releases the grappled target, the ship cannot use grappling arms or razor back again.

Weapons: Razor Back

Armor Class 22
Hit Points 200

Melee Weapon Attack: +8 to hit, reach 15ft. (must occupy the same space as target in wildspace), one ship. This attack must be preceded by a move action. Hit: 26 (3d10 + 10) slashing damage.

Weapons: Medium Ballistas (2)

Armor Class 15
Hit Points 50 each

Loading. It takes one round to reload a medium ballista. With less than 20 crew, it takes two rounds.

Ranged Weapon Attack: +6 to hit, 6,000 ft. (4 spaces in wildspace), one target. Hit: 16 (3d10) piercing damage.

Weapons: Heavy Catapult

Armor Class 17
Hit Points 100

Loading. It takes two rounds to reload a heavy catapult. With less than 20 crew, it takes four rounds.

Ranged Weapon Attack: +5 to hit, 4,500 ft. (3 spaces in wildspace), one target. Hit: 38 (7d10) bludgeoning damage. If the d20 roll is an 18, 19 or 20, the catapult scores a critical hit.



Githyanki Void Cruiser

Gargantuan vehicle (170 ft. by 30 ft.)


  • Creature Capacity 30 crew, 30 passengers
  • Cargo Capacity 45 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) number of helmpersons (4 maximum) x 150 miles per hour.

STR DEX CON INT WIS CHA
19 (+4) 6 (–2) 18 (+4) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twelve crew and only 1 action if it has fewer than six. It can't take these actions if it has fewer than three crew.

Fire Ballista. The ship can fire its heavy ballistas.
Fire Jettisons. The ship can fire its medium jettisons.
Fire Catapults. The ship can fire its light catapults.
Move. The ship can use its sails to move.

Hull

Armor Class 19
Hit Points 450
Damage Threshold 30

Control: Four Series Helms

Armor Class 20
Hit Points 75 (each)
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Move up to the ship's speed, with up to two turns through adjacent faces of its space. If all the helms are destroyed, the ship cannot turn.

 

 

 

 

 

Movement: Sails

Armor Class 12
Hit Points 200 (at 100 hp, reduce speed to half; at 0 hp, the ship has no speed.
Speed (air and space) 1500 ft. (1 space) per active helm (4 maximum, requires at least 20 crew)

Weapons: Heavy Ballistas (4)

Armor Class 15
Hit Points 50 each

Loading. It takes three round to reload a medium ballista. With less than 40 crew, it takes six rounds.

Ranged Weapon Attack: +6 to hit, 3,000 ft. (2 spaces), one target. Hit: 27 (5d10) piercing damage. If the d20 roll is a 19 or 20, the catapult scores a critical hit.

Weapons: Medium Jettisons (2)

Armor Class 15
Hit Points 100 each

Loading. It takes three rounds to reload a medium jettison. With less than 40 crew, it takes six rounds.

Ranged Weapon Attack: +7 to hit, 3,000 ft. (2 spaces), one ship. Hit: 14 (4d6) bludgeoning damage. A 20 on this attack roll does not count as a critical hit.

Hit or miss, the medium jettison also creates a circle of debris with a radius of 10 feet on the targeted ship. Each creature in the area takes 14 (4d6) bludgeoning damage. If a creature succeeds on a DC 17 Dexterity saving throw, it takes half damage. Fragile objects in the area that aren't being worn or carried also take this damage.

Weapons: Light Catapults (2)

Armor Class 17
Hit Points 100

Loading. It takes one rounds to reload a heavy catapult. With less than 40 crew, it takes two rounds.

Ranged Weapon Attack: +5 to hit, 7,500 ft. (5 spaces), one target. Hit: 27 (5d10) bludgeoning damage.

Weapon: Piercing Ram

Armor Class 20 Hit Points 100 Damage Threshold 20

Melee Weapon Attack: +8 to hit, reach 30ft. (must occupy the same space as target in wildspace), one ship. This attack must be preceded by a move action. Hit: 20 (3d10 + 4) piercing damage, the target is grappled (escape DC 14). While the ship is grappling another ship, the crew is free to move onto the target.



Golden Warrior

Gargantuan vehicle (150 ft. by 20 ft.)


  • Creature Capacity 12 crew, 30 passengers
  • Cargo Capacity 40 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) highest-level unexpended spell slot x 150 miles per hour
    150 miles per hour with a Goblin Mage Pilot


Hobgoblin Scorpion Ship

Gargantuan vehicle (75 ft. by 20 ft.)


  • Creature Capacity 24 crew, 60 passengers
  • Cargo Capacity 60 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) highest-level unexpended spell slot x 150 miles per hour
    150 miles per hour with a Goblin Mage Pilot

STR DEX CON INT WIS CHA
19 (+4) 6 (–2) 18 (+4) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twelve crew and only 1 action if it has fewer than six. It can't take these actions if it has fewer than three crew.

Fire Ballista. The ship can fire its medium ballista.
Fire Catapults. The ship can fire its heavy catapults.
Ram with Claws. The ship can ram another ship with its Ram Claws.
Move. The ship can use its helm to move.

Hull

Armor Class 17
Hit Points 600
Damage Threshold 30

Control: Spelljamming Helm (Minor)

Armor Class 20
Hit Points 100
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Speed (air and space) highest-level unexpended spell slot x 1500 ft. (1 space) (requires at least 6 crew)
1500 ft. (1 space) with a Goblin Mage Pilot

Move up to the ship's speed, with up to two turns through adjacent faces of its space. If the helm is destroyed, the ship cannot turn.

Weapons: Ram Claws

Armor Class 18
Hit Points 100

Melee Weapon Attack: +8 to hit, reach 15ft. (must occupy the same space as target in wildspace), one ship. This attack must be preceded by a move action. Hit: 20 (3d10 + 4) piercing damage, the target is grappled (escape DC 14). While the scorpion ship is grappling another ship, the crew is free to move onto the target.

Weapons: Medium Ballista

Armor Class 15
Hit Points 50 each

Loading. It takes one round to reload a medium ballista. With less than 24 crew, it takes two rounds.

Ranged Weapon Attack: +6 to hit, 6,000 ft. (4 spaces in wildspace), one target. Hit: 16 (3d10) piercing damage.

Weapons: Heavy Catapults (2)

Armor Class 17
Hit Points 100

Loading. It takes two rounds to reload a heavy catapult. With less than 24 crew, it takes five rounds.

Ranged Weapon Attack: +5 to hit, 4,500 ft. (3 spaces in wildspace), one target. Hit: 38 (7d10) bludgeoning damage. If the d20 roll is an 18, 19 or 20, the catapult scores a critical hit.  

 

 

 

 

 

 

 

 

 

 

 

 



Ogre Mammoth Ship

Gargantuan vehicle (135 ft. by 45 ft.


  • Creature Capacity 40 crew, 90 passengers
  • Cargo Capacity 90 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) highest-level unexpended spell slot x 150 miles per hour
    150 miles per hour with an Ogre Mage Pilot

STR DEX CON INT WIS CHA
20 (+5) 4 (–3) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twelve crew and only 1 action if it has fewer than six. It can't take these actions if it has fewer than three crew.

Fire Ballistas. The ship can fire its heavy ballistas.
Fire Catapults. The ship can fire its heavy catapults.
Fire Jettison. The ship can fire its heavy jettison.
Ram with Tusks. The ship rams another ship with its tusks.
Move. The ship can use its helm to move.

Hull

Armor Class 17
Hit Points 900
Damage Threshold 30

Control: Spelljamming Helm (Major)

Armor Class 20
Hit Points 100
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Speed (air and space) highest-level unexpended spell slot x 1500 ft. (1 space) (requires at least 15 crew)
1500 ft. (1 space) with a Ogre Mage Pilot

Move up to the ship's speed, with one turn to an adjacent face of its space. If the helm is destroyed, the ship cannot turn.

 

Weapons: Heavy Ballistas (4)

Armor Class 15
Hit Points 50 each

Loading. It takes three round to reload a medium ballista. With less than 40 crew, it takes six rounds.

Ranged Weapon Attack: +6 to hit, 3,000 ft. (2 spaces in wildspace), one target. Hit: 27 (5d10) piercing damage. If the d20 roll is a 19 or 20, the catapult scores a critical hit.

Weapons: Heavy Catapults (4)

Armor Class 17
Hit Points 100

Loading. It takes two rounds to reload a heavy catapult. With less than 40 crew, it takes four rounds.

Ranged Weapon Attack: +5 to hit, 4,500 ft. (3 spaces in wildspace), one target. Hit: 38 (7d10) bludgeoning damage. If the d20 roll is an 18, 19 or 20, the catapult scores a critical hit.

Weapons: Heavy Jettison

Armor Class 17
Hit Points 150

Loading. It takes five rounds to reload a heavy jettison. With less than 40 crew, it takes ten rounds.

Ranged Weapon Attack: +8 to hit, 1,500 ft. (1 space in wildspace), one ship. Hit: 21 (6d6) bludgeoning damage. A 20 on this attack roll does not count as a critical hit.

Hit or miss, the heavy jettison also creates a circle of debris with a radius of 15 feet at a point on the targeted ship. Each creature in the area takes 21 (6d6) bludgeoning damage. If a creature succeeds on a DC 18 Dexterity saving throw, it takes half damage. Fragile objects in the area that aren't being worn or carried also take this damage.

Weapons: Tusks

Armor Class 19
Hit Points 100

Melee Weapon Attack: +8 to hit, reach 15ft. (must occupy the same space as target in wildspace), one ship. This attack must be preceded by a move action. Hit: 18 (3d10) bludgeoning or piercing damage and the target holed.



Kobold Arrow

Huge vehicle (20 ft. by 20 ft.


  • Creature Capacity 2 crew
  • Cargo Capacity 1/4 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) 300 miles per hour

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 2 actions, choosing from the options below.

Use Fire Projector. The ship can fire its fire projector.
Ram. The ship rams another ship with its Piercing Ram.
Cut Rigging. The ship slashes rigging with its Blades.
Move. The ship can use its helm to move.

Hull

Armor Class 17
Hit Points 10
Damage Threshold 10

Control: Lifejamming Helm
(linked to Gamaro Base)

Armor Class 20
Hit Points 100
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Speed (air and space) 3000 ft. (2 spaces)

Lifejamming This ship drains life from the center of Gamaro base. When the pilot attunes to the helm, it deals 1d4 necrotic damage to the pilot who must succeed on a DC 10 Constitution saving throw or die.

Move up to the ship's speed and the ship may turn to face any direction. If the helm is destroyed, the ship cannot turn.

Weapon: Fire Projector

Armor Class 12
Hit Points 25

Loading. The kobold arrow must return to a launch pad to reload the fire projector.

Ranged Weapon Attack: +6 to hit, 1,500 ft. (1 space in wildspace), one ship. Hit: 16 (3d10) fire damage. If the d20 roll is an 18, 19 or 20, the fire projector scores a critical hit.

Hit or miss, the fire projector also creates a line that is 1,500 feet long and 10 feet wide. Each creature in the line takes 3d10 fire damage. If a creature saves on a DC 16 Dexterity saving throw, it takes half damage. The fire projector ignites flammable objects in the area that aren't being worn or carried.

Weapon: Piercing Ram

Armor Class 24
Hit Points 50
Damage Threshold 20

Melee Weapon Attack: +8 to hit, reach 5ft. (must occupy the same space as target in wildspace), one ship. This attack must be preceded by a move action. Hit: 26 (3d10 + 10) piercing damage. The kobold arrow becomes lodged in the target ship on a deck chosen randomly and must be repaired before flying again.

Weapon: Blades

Armor Class 20
Hit Points 50
Damage Threshold 20

Melee Weapon Attack: +8 to hit, reach 5ft. (must occupy the same space as target in wildspace), one creature or rigging on a ship. Hit: 28 (4d8 + 10) slashing damage.

 

 

 

 



Wasp

Huge vehicle (80 ft. by 20 ft.


  • Creature Capacity 8 crew, 18 passengers
  • Cargo Capacity 9 tons
  • Travel Pace (space) 4 million miles per hour
  • Travel Pace (air) highest-level unexpended spell slots x 75 miles per hour

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the ship can take 2 actions, choosing from the options below.

Use Heavy Ballista. The ship can fire its heavy ballista.
Move. The ship can use its helm to move.

Hull

Armor Class 17
Hit Points 90
Damage Threshold 20

Control: Spelljamming Helm (Minor)

Armor Class 20
Hit Points 100
Damage Threshold 20
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Movement: Sails

Armor Class 12
Hit Points 150 (at 75 hp, reduce speed in half; at 0 hp, the ship has no speed)
Speed (air and space) highest-level unexpended spell slot x 750 ft. (1/2 space) (requires at least 4 crew)

Weapon: Heavy Ballista

Armor Class 15
Hit Points 50

Loading. It takes three rounds to reload a medium ballista. With less than 40 crew, it takes six rounds.

Ranged Weapon Attack: +6 to hit, 3,000 ft. (2 spaces in wildspace), one target. Hit: 27 (5d10) piercing damage. If the d20 roll is a 19 or 20, the catapult scores a critical hit.

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