Spelljammer Stats:
These are all primarily the same as stated in the original Spelljammer text including hull, weapons, hit points, etc. However, Spelljammers have four new stats, those being Propulsion, Sensor, Engine and Readiness. Each of these is unique to any given Spelljammer and can be modified by improved equipment or tools located on the Spelljammer, but the standard score for each is 4.
Each of these scores represents an aspect of the Spelljammer and is often tied to the roles players can take while manning a Spelljammer. Each statistic represents the following:
Propulsion: represents the Spelljammer’s speed and systems allowing it to move through various elements.
Sensor: represents the Spelljammer’s ability to detect threats and obtain information about surroundings.
Engine: the engine powers the various tools and weaponry.
Readiness: represents the facilities and elements of a Spelljammer that aid in crew preparation and reaction time to dangerous events.
Combat:
At the start of each round of combat, opposing Spelljammer Pilots must make Position rolls (1d20 + Readiness). The winning Spelljammer is considered In Position, opening up Gambit and weapon opportunities. The winner of this contest also goes first.
Spells, weapons, and other effects that force a Spelljammer to make a saving throw target a particular statistic of the Spelljammer determined by the DM. For example, a weapon requiring a Dexterity saving throw might force the Spelljammer to make a saving throw adding its Propulsion modifier.
Large or smaller creatures are considered vulnerable to damage caused by Spelljammer weapons.
Damaged systems:
Certain weapons and abilities can target particular systems within a Spelljammer. The Damaged condition can be removed with a successful DC 10 Repair Check. Major Damage requires a DC 15 Repair Check.
If a ship Attack crits, the attacker can forgo the extra damage to apply Damage to a Spelljammer system, or increase Damage to Major Damage.
Damaged System Effects:
Propulsion: Damaged propulsion reduces a Spelljammer’s speed to 0. Major Damage prevents the Pilot from taking Gambits.
Sensor: Damaged sensors force Spelljammers to make Sensor checks with disadvantage. Major Damage forces Spelljammers to automatically fail Sensor checks.
Engine: Damaged engines deactivate all Powered ship weapons and tools. Major Damage causes an eruption of energy that forces all creatures on the Spelljammer to take 2d10 fire damage at the start of each round of combat.
Readiness: Damaged readiness forces the Pilot to make Position rolls at disadvantage. Major Damage forces Pilots to automatically fail Position rolls.
Weapon tags:
The following are new tags used for Spelljammer weapons:
Charge: the weapon takes 1 round to charge before being used.
Limited: the weapon can only be used a number of times equal to its Limited value and regains its uses the next time it is berthed.
Positional: the weapon can only be used when the Spelljammer is In Position.
Powered: the weapon requires engine power to use.
Precision: attacks are made at disadvantage when fired at a smaller ship.
Reload (1,2,3…): the weapon requires a number of actions to be used to reload it equal to the Reload number.
Gambits:
Gambits are special actions that can be taken by the Spelljammer Pilot.
Maintain Position - Can only be used while in Position. Gain Advantage on the next Position roll.
Ready Fire - Can only be used while in Position. Grant advantage to a single Spelljammer attack roll this round.
Broadside - Can only be used while in Position. Gain +2 AC against attacks against your ship this round.
Regain Ground- Add your proficiency bonus to the next Position roll.
Evasive action - Automatically succeeds while in Position. Attempt a daring maneuver to avoid enemy assault. Roll a Propulsion Saving Throw, adding your proficiency bonus, attempting to beat (8 + Enemy Propulsion). On a success, you gain advantage on any ship combat Saving Throws you make this round. On a failure, you automatically forfeit your position roll next round.
Line Up - Attempt a daring 180 degree turn to put an enemy in the crosshairs. Roll a Propulsion Saving Throw, adding your proficiency bonus, attempting to beat (8 + Enemy Propulsion). On a success, you enable the use of Positional weapons on your turn. On a failure, you automatically forfeit your position roll next round.
Push it - Push your engine to its limits to attempt a bold reversal. Roll a Engine Saving Throw, adding your proficiency bonus, attempting to beat (8 + Enemy Propulsion). On a success, you become in Position, nullifying any Positional bonuses your enemy may have selected. On a failure, you automatically forfeit your Position roll next round, and your propulsion system suffers Damage (or Major Damage, if already Damaged).
Escape - Begin Escaping. The next time you become in Position, you may escape the encounter.
Stations:
There are a number of roles that someone can take on a Spelljammer, but the following Stations dictate special mechanical abilities that players may take when stationed in a particular role. Unless otherwise stated, only one creature may engage in a particular station at time. A creature may use an action on their turn to take over an unmanned station.
Captain
The Captain is often in charge of organizing and dictating a plan of attack during combat. Once during the Spelljammer’s turn, the Captain can grant Advantage to an ability check, attack roll, or saving throw made by a member of their crew (other than themself).
The Captain role is unique as a single individual may be stationed as both a Captain and a Pilot at the same time.
First Mate
The First Mate aids the Captain by organizing the crew. Once during their turn as a bonus action, the First Mate may grant another crew member 1d6. The crew member may roll that 1d6 at any time spending it, adding it to an ability check, attack roll, or saving throw. If they do not use it before the start of your next turn, the die is spent and wasted.
Pilot (Helmsman)
The Pilot controls the Spelljammer in combat and can move up to its maximum speed. The Pilot may use a Gambit as their action on their turn.
Bosun
The Bosun is in charge of maintaining the ship and its resources. A Bosun may make two Repair checks on the Spelljammer’s turn using 1 action.
Boarding Lead
The Boarding Lead is in charge of managing a boarding party or defending against an opposing boarding party. The Boarding lead can use their action to grant all members of their boarding party 5 temporary hit points and advantage on their next attack roll. A creature can only be effected by this feature once until they take a short or long rest.
Navigator
The Navigator is in charge of detecting unseen threats. As an action on their turn, A Navigator can make a Sensor roll + proficiency bonus against an opposing Spelljammer’s Sensor roll. If they win, they learn one feature, weapon, or tool available to that Spelljammer. If there is no new information they can learn from this roll, you instead grant advantage to one Spelljammer weapon attack during this turn as they identify a weakness in the opposing Spelljammer.
Medic
The Medic is equipped to help allies recover from injuries during combat. A Medic can use an action to automatically stabilize a dying creature on the Spelljammer.
Gunnery Officer
The Gunnery Officer is in charge of maintaining and organizing ship weaponry. When an attack with a Spelljammer weapon misses, The Gunner can choose to allow the attacker to reroll the attack. They can use this feature a number of times equal to their proficiency bonus and regain all uses when they finish a long rest.
A Gunnery Officer can also be stationed as a Gunner at the same time.
Gunner
A Spelljammer can have a number of stationed gunners equal to the amount of weapons it has. A Gunner can use their action to attack with a Spelljammer weapon they are stationed at. If the weapon can be used multiple times in a round and you have the Extra Attack feature, you may use that feature to attack with that weapon again.
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