Helmsmen
Helmsmen Rules
Spell slots and Manoeuvres
Spell slots are the bread and butter of a spelljammer pilot. Since helming a ship means a character is tethered to the ship in this manner, there are several ways the pilot can still be involved in the action. In fact, their manipulation of spell slots are perhaps the most vital actions that take place during spelljammer ship combat.A helmsman running low on spell slots can use a bonus action to take a level of exhaustion and create two first-level spell slots on the ship’s turn.
A helmsman can expend one spell slot of any level as a bonus action to gain advantage on a manoeuvre roll made during that turn
Manoeuvres are special actions that the helmsman can take each turn on the ship’s initiative. The helmsman adds their spellcasting ability modifier to the roll. If they have proficiency with vehicles (spelljammers) they can add their proficiency bonus as well.
Normal operation: DC 10 – maintain the ship’s present speed and position in combat.
Offensive manoeuvre: DC 20 – all attack rolls from the ship have advantage until the start of the ship’s next turn.
Defensive manoeuvre: DC 20 – all attacks made against the ship until the start of the ship’s next turn are made with disadvantage.
Full offence: DC 25 – all attacks from the ship are made as if the targets had vulnerability to all damage. All attack rolls made against the ship until the start of the ship’s next turn are made with advantage.
Full defence: DC 25 – all attack rolls made against the ship until the start of the ship’s next turn are made as if the targets had resistance to damage. All attacks from the ship until the start of the ship’s next turn are made with disadvantage.
Ram: DC 20 – the attacking ship deals damage equal to its tonnage multiplied by the ship’s current speed. The attacking ship takes damage equal to the tonnage of the ship that is rammed. In the case of creatures this damage equals 3d10, plus an additional 1d10 for each size category above medium. Creatures within 15 feet of the point of impact must make a Dexterity saving throw (DC 20) or take 4d6 bludgeoning damage and be knocked prone. A successful save results in half damage, and the creature is not knocked prone. If the ramming ship is equipped with a ram or otherwise specially reinforced for such manoeuvres, the damage dealt to the ramming ship is halved, and creatures aboard that ship have advantage on the Dexterity saving throw.
Failing a manoeuvre roll puts the ship in a vulnerable position. Attack rolls from the ship have disadvantage, and attack rolls made against the ship have advantage until the start of the ship’s next turn.
Type
Transportation
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