Rules for Crewmate Roles In Spelljammer in The Spacers | World Anvil

Rules for Crewmate Roles In Spelljammer

Captain

As captain, you are the leader of this motley crew. You may be firm or fun, an authoritarian or a rogue. Regardless, your role is to lead the party through the never ending cosmos through a variety of different adventures.  

Combat Ability: Weak Spot

  As an action you can look for a weakness in the defenses of the enemy’s vessel. Make a DC15 Intelligence (Investigation) or Wisdom (Perception) check (adjusted for conditions) to spot a weakness and give advantage on the next attack roll by your allies that targets that weakness until the start of your next turn.  

General Ability:Parley

As the Captain of your vessel you are the face of the crew, and will need to be a master diplomat to travel through Wildspace without making too many enemies. While fulfilling the role of Captain, you have advantage on all Charisma ability checks and Charisma saving throws.  

Quartermaster

As Quartermaster, you are the right hand man of the captain, and the intermediary of the crew. While your captain may be the person of ideas, you are the one who puts them into action.  

Combat Ability: Rally

  As an action on your turn you can choose a crew member (other than yourself) within 60 feet of you who can hear you. The creature gains advantage on their next attack roll, skill check or saving throw.  

General Ability: Deck Speed

Your need to know that everything is ship-shape on your vessel empowers you to move faster on deck. You have an additional 10ft of walk speed while on your own vessel.  

Spelljammer

As spelljammer, you are the pilot/helmsman of the vessel. Using your arcane knowledge, you have developed a firm understanding on how this ship moves and operates and you are able to pilot with great efficiency.  

Combat Ability: Evasive Maneuvers

As an action on your turn you can take evasive maneuvers. Roll a D20 and add your spellcasting modifier, against a DC of 15, success will give your enemies disadvantage on all attack rolls against your ship until the start of your next turn. You can not use this ability again until you complete a short or long rest.  

General Ability: Flank Speed

Some situations call for you to put yourself at risk for the good of the ship. As an action, you can move the ship an additional 50% further on your turn, but you must make a Constitution Saving Throw against a DC of 14 (adjusted for conditions). On a fail, you take 1 point of exhaustion. When traveling at Spelljamming speeds, the ship will move 50% further for 1 hour, provided that you don’t drop out of Spelljamming speed in that time.  

Boatswain/Chief Engineer

As Boatswain, you are the most proficient mechanic on the vessel. Because of this, your job is to make sure the ship is in its best condition.  

Combat Ability: Emergency Repairs

As the Boatswain, you have an intimate knowledge of your ship, and can patch her up in a jiffy if the need arises. When your ship’s current hit points are equal to or less than half its maximum, you can make emergency repairs. As an action, you lead the repair of the deck, hull, or rigging. The ship recovers hit points equal to a 5d6 + your Intelligence or Dexterity modifier. The die rolled for repairs changes when you reach certain levels: to 7d6 at 5th level, 9d6 at 10th level, and 11d6 at 15th level. Once you use this feature, you must dock your vessel at port before you can use it again.  

General Ability: Right Ship For The Job

Whilst at port, you can make adjustments to your Spelljamming vessel to make it more suited to your current objective. These adjustments can only be made while at port. There can only be one bonus applied at a time.
  • Nimble Flyer: Add +1 to the ship’s AC
  • Racing Stripes: Add 10ft to the ship’s movement
  • Weapons Free: All ship mounted weapons gain 1 extra damage die
  • Reinforced: Give the ship 10d10 temporary HP
 

Navigator

As Navigator, you are charged with making sure your crew gets from point A to point B as safely as possible. This requires you to be aware of your surroundings, understand the "weather" and sailing conditions of Wildspace, and have a firm understanding of where things are in the galaxy.  

Combat Ability: Cunning Navigation

  Your awareness of your surroundings allows you to use your environment to your crews advantage. When in combat, you can use your bonus action (DC 10 Perception check)  to identify potential hazards in your environment. If you pass the check, your crew has advantage on the ability to navigate through said hazards.

General Ability: Master of the Astral Sea

You possess a strong affinity for the vast expanse of Wildspace. As an explorer, your group can’t become lost except by magical means.

Master Gunner

As Master Gunner, you are good at two things, firing weapons, and breaking things  

Combat Ability: Careful Aim

You personally aim and make an attack with any shipboard weapon to help set the range for all others weapons. All shipboard weapon attacks made by your ship are made with advantage for one shot with each weapon. Once you use this feature, you must finish a short or long rest before you can use it again.  

General Ability: Artillerist

You have proficiency in the use of ship-mounted weapons such as ballista, mangonel, and cannons, and can add your proficiency bonus to the attack role when you use your action to aim the weapon.  

Deckhand

As deckhand, you are a vital organ to the tapestry of this crew.  

Combat Ability: To Arms!

In the dangers of Wildspace, you must always be ready to board or be boarded when in combat with an enemy vessel. You may add your proficiency bonus to your initiative roll when fulfilling your role as a Deckhand. If you have an ability that already allows you to add your proficiency bonus, you may add it again.  

General Ability: Shanty-Time

With deckhands, it’s important to work in step with each other at all times, and shanties are one way of doing that by imposing rhythm. As an action on your turn, make a Charisma (Performance) check with a DC of 15, success will give all crew a +1 to their next ability check. Once you use this feature, you must finish a short or long rest before you can use it again.

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