
You've served on a Spelljammer ship since you were a child, eventually ending up as a ship's carpenter. You were responsible for repair and upkeep on the ship. For whatever reason, you've left the crew you were with before, and now you're part of an adventuring party, possibly with their own ship travelling the Astral Plane.
In your many years in space you've seen all manner of strangeness. You've learned to move quickly and keep your head on a swivel to avoid danger.
- Skill Proficiencies: Acrobatics, Perception
- Tool Proficiencies: Navigator’s tools, vehicles (space)
- Equipment: A belaying pin (club), a set of traveler’s clothes, a grappling hook, 50 feet of hempen rope, and a pouch containing 10 gp
You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are described in the Monster Manual.
Close Encounter
d10 | Creature |
---|---|
1 | Beholder |
2 | Cosmic horror* |
3 | Feyr* |
4 | Lunar dragon* |
5 | Mind flayer |
6 | Neh-thalggu* |
7 | Neogi* |
8 | Space clown* |
9 | Vampirate* |
10 | Void scavver* |
You gain the Shipwright feat. In addition, you learned how to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness” below).

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