The Speljaming idea was that all objects would drag air with them whenever they leave an air envelope. Basically, only very large (planet sized) objects have enough gravity to make any difference and the magical device that controls the ship (the helm) also magically creates gravity on board the ship. The skyship system drops this concept and substitutes a simpler one as explained in the “Gravity” section below. This plane worked in both directions so that it was possible, for instance, to walk on the bottom of a ship. Objects with a more irregular shape developed a gravitational plane. Spherical objects attracted objects towards their surfaces uniformly. In the original Spelljammer system, every object exerted its own gravity, but only objects of a certain size exerted enough force for a gravity plane to develop. The skyship system eliminates all of this and instead uses “planetary systems” and introduces “interstellar teleport” as a way to travel between them. The Crystal Spheres allowed each different AD&D product line to exist in its own sphere, and the Flow allowed for travel between them. The original Spelljammer system had “Crystal Spheres” that in turn bobbed about in a substance called Phlogiston, or the Flow. The skyship system uses some of the best features of Spelljammer and discards or replaces others. These rules are based roughly on Spelljammer.ĭifferences between the Skyship system and the Spelljammer system What you will find here is a basic set of rules compatible with Dungeons & Dragons v3.5 that will provide a foundation for taking your D&D adventures into space. You will not find any new feats and very few new magical spells and magical items. What you will not find here is a setting with descriptions of new worlds to explore, monsters to defeat and new races defined. He got me to thinking seriously about how to keep all of the players involved in naval combat.ĭ&D Skyships is a supplement to third edition Dungeons & Dragons set in a universe of ships that fly between the worlds and of battles in the air and in space. I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.Ī special thanks to Shawn at for his series on Naval Combat for D&D 5th edition. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles” (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.) I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. That officer can be his or her PC or it may be an NPC and he has several actions available to him that are specific to that officer. Each player controls one of their ship’s officers. Care has been taken to assure each payer has something to contribute each round of ship-to-ship combat. Ship-to-ship battles do take up the majority of the pages here, but the battles are from the point of view of the player characters on board their ship. Rather this is about what the PCs can do with ships. In keeping with the spirit of 5e, this is not about conducting massive sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. This is a complete re-write of the Ship to Ship Combat rules I published before ( 3.5 version here). You can download a free copy here: 5E_Nautical_Adventures.pdf For those who have downloaded this and used in your games I am very happy that this has been so well received. For any of my followers that may have missed it, here is a copy of the original post. My records for downloads doesn’t go back farther than July 2019, but just in 2020 there were over 30,000 downloads. It has been by far my most downloaded file. Rules for conducting a seafaring campaign in D&D.
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