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03:13, 26th April 2024 (GMT+0)

5e Spelljammer Campaign House Rules.

Posted by 5e Spelljammer NarratorFor group 0
5e Spelljammer Narrator
Narrator, 1 post
Wed 10 Aug 2022
at 22:53
  • msg #1

5e Spelljammer Campaign House Rules

Starting funds for all characters is 200gp and if someone wishes, they can start with a common magical item costing 100gp, or 50gp if it is a one-use item., although some common magical items have unique lower prices like Healing potions and Arcane Accelerators (From the Comprehensive Equipment Manual.)

House rules from the Forgotten Realms Campaign thread are will in effect unless contradicted in this thread.

The Gunner Feat from Tasha's Cauldron of Everything treats the firearms from The Comprehensive Equipment Manual which lack the Loading property but instead have a Magazine property as allowing the individual to load twice the normal amount of ammunition during an action or bonus action. Additionally, the Gunner feat will grant proficiency with Tinker Tools in order to repair firearms, or one other tool kit proficiency if an individual already has proficiency with Tinker Tools.

The Gith Language is being treated as a Dialect of Deep Speech (The language spoken by Mind Flayers due to the influence of Mind Flayers on the Githyanki and Githzerai.)

We will use the Firearms list 3 from the Comprehensive Equipment Manual in place of the DMG/Default Muskets and Pistols in the DMG and possibly the Spelljammer books.

While nonmagical gunpowder will not work on Toril due to divine interference, magically conjured gunpowder/readied 'bullets/cartridges/shell shot' will work. Magical Smoke Powder is also available. When a Spelljammer ship leaves Toril for there's of the Realmspace, gunpowder will work normally. As the gunpowder used within the simulation room at the Spelljammer academy is conjured as part of the simulation, it will work normally.

Arcane Accelerators are also available and will use the same rules from the Ancient Wounds campaign. (I.E. they can be recharged at the cost of a first level (or higher) spell slot.

Soulknife house rule: The psychic blades can be used to make an attack even if that attack is not part of the 'Attack' action. Examples include readied attacks and Attacks of Opportunity.

Spyglasses are not worth 1000gp in Spelljammer, but instead worth only 10gp (provides double magnification so see something as if half as far). A smaller compact spyglass that is smaller but only has half the magnification (50% improvement instead of double, so treat objects as if 75% as far) is also available and worth 6gp.

Ranger's Spells Known vs Artificers and Paladin's Spells Readied: Rangers will ready spells like Artificers, Paladins, Clerics, and Druids instead of having a limited number of spells known. The number of spells they can ready is the number of spells that they would otherwise know. Otherwise, Rangers are the only half-caster that can't ready spells and is stuck with a limited number of spells known.


Spelljammer ship changes:
Bombard will only have 25 Tons of cargo space, not 150 as each giant cannonball and its accompanying load of gunpowder will weigh 1 Ton instead of 10 Tons. Also, the two Ballista are replaced with two Cannons with 66, 24lb cannonballs (each requiring 6lbs of gunpowder to fire), taking up another ton of cargo space leaving 10 tons of cargo space for the crew of the ship or other supplies.

Since the listed nonmagical repair option for ships is stupidly slow and expensive I'm replacing it with the following:
Nonmagical ship repair will not be 1hp for 20gp per workday but instead will be 1d6+1 hit points restored per workday costing 4gp including one skilled worker and supplies used. A maximum number of people working on a ship at once is one person per twenty feet of length of the ship. Up to 3 workers can work on a single section of ship in a 24 hr period.
The maximum number of people that can repair a siege weapon at once is the normal number of crew to operate that weapon.

The Hold of Holding is a Rare magical item (originally from the 2nd edition) that is a door knocker weighing 5lb. When affixed to a door will lock it with Arcane Lock requiring a password to open the door. However, if you knock the knocker a specific amount of times and issue a second password, instead of opening to the normal room, it will open up to a 25ft by 25ft by 10ft room that can hold 5 tons of cargo. Bags of Holding, Handy Haversacks, and Portable Holes will not function within a Hold of Holding's extradimensional space but will also not harm either item, although objects within the extradimensional spaces of those items will be inaccessible. The air quality within a Hold of Holding's extradimensional space always matches that of the air quality outside the room.

The Lightning Pistols Jave managed to craft with assistance from Gilant and Wizpop, the Autognome, using the Lightning Jolt parts of the Clockwork Horrors and other materials they had on the Hollow Deck of the Tyrant ship: Lightning Pistols (Treating as Uncommon +0 magical item) 3lb, 1d10+dex modifier Lightning Damage, Ballistic (50/150), Light, Handgun, Breach (2), Magazine (Infinite) [These pistols do not need to be reloaded]
Jave has three of these pistols he can hand out as he integrated one into his Gunblade.

Adamantine Spelljammer ships: Ships made with an Adamantine Hull have twice their normal amount of hit points, are immune to critical hits, their AC is increased to 23, and their Damage Threshold is increased by +10. The cost of the Adamantine makes the ships very hard to sell or buy on the open or black market often costing over 10 times the normal cost of the ship. When successfully ramming an object, an adamantine hulled ship with a Ram attack automatically inflicts a critical hit, doubling the damage it inflicts, but does not suffer increased damage in return due to that critical hit.
This message was last edited by the player at 03:55, Tue 18 Oct 2022.
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