Base Class: Warlock
It is said that when the spheres were young, two great
creations were forged at the same time: The
Spelljammer and The First Helm. While The
Spelljammer is the first and oldest of all ships that sail
the rainbow sea, the First Helm is the artifact from
which all Wildjammer Helms are born. Each
Wildjammer Helm is connected to the First Helm,
constantly sending information back to it from the
mind of an attuned Helmsman. The stories say that the
First Helm is gathering knowledge for some
unspeakable horror to come.
Reasonable people recognize these stories as tall
tales. Reasonable people know that countless wizards
have investigated that although they can't replicate
Wildjammer Helms, there is no sign at all of
information being extracted from a Helmsman.
Reasonable people don't put much stock in silly,
unsubstantiated rumors told by sailors with too much
time on their hands.
Reasonable people are wrong.
You know that the First Helm is real. You know that
the First Helm has had its hand in the mind of every
single spellcaster who has ever attuned to a
Wildjammer Helm. You have glimpsed the depths of
the knowledge it has accrued and recognized that it
may know more than even the gods. You don’t know
what exactly the First Helm seeks or what it values,
whether it is benevolent or malevolent, you only know
just how much knowledge it has gathered... At this
point, the only reasonable thing to do is join it.
EXPANDED SPELL LIST
The First Helm lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
ATTUNED MIND
Starting at 1st level, the influence of the First Helm
has granted you unique knowledge of wildjammers.
You gain tool proficiency with water vehicles.
In addition, while attuned to a Wildjammer Helm,
you can telepathically speak to any creature within
your wildjammer's air envelope. You don't need to
share a language with the creature for it to understand
your telepathic utterances, but the creature must be
able to understand at least one language.
MENTAL ADAPTABILITY
Starting at 6th level, you gain resistance to psychic
damage, and you have advantage on saving throws
against being charmed or frightened.
In addition, as a bonus action on your turn, you can
temporarily learn a spell from the Warlock spell list
that you don't already know. For the next minute, you
can cast this spell as if it was one of your known spells.
Once you use this ability, you can't do so again until
you finish a long rest.
INFINITE KNOWLEDGE
Starting at 10th level, as an action you can call upon
the power of the First Helm to spontaneously cast a
spell you don't know from the Wizard, Sorcerer, or
Artificer spell list without expending a spell slot. This
spell must have a casting time of 1 action and must be
5th-level or lower. You still need to provide spell
components with a gold cost and perform verbal
and/or somatic components when casting the spell.
After you use this ability, you can't do so again until
you finish a long rest.
In addition, your Mystic Arcanum class features
count as spell slots for Spell Surge and Hover Sailing.
PERFECTLY ATTUNED
Starting at 14th level, when you attune to a
Wildjammer Helm, you are no longer rendered
helpless. So long as you remain within the air envelope
of your wildjammer, you can continue to control the
wildjammer as if you were sitting on the Helm.
During combat, you can act both as a Helmsman in
wildjammer combat and using your character abilities
against boarding parties in ground combat.
In addition, you can Quick Attune to a Wildjammer
Helm without expending a spell slot.
ATTUNED MIND
Starting at 1st level, the influence of the First Helm
has granted you unique knowledge of wildjammers.
You gain tool proficiency with water vehicles.
In addition, while attuned to a Wildjammer Helm,
you can telepathically speak to any creature within
your wildjammer's air envelope. You don't need to
share a language with the creature for it to understand
your telepathic utterances, but the creature must be
able to understand at least one language.
EXPANDED SPELL LIST
The First Helm lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
First Helm Expanded Spells
Spell Level Spells
1st catapult, bane
2nd mind thrust, nystul’s magic aura
3rd stable gravity, intellect fortress
4th enhance/reduce maneuverability, confusion
5th modify memory, rary’s telepathic bond
* This spell is found in the Spells section of this supplement.
MENTAL ADAPTABILITY
Starting at 6th level, you gain resistance to psychic
damage, and you have advantage on saving throws
against being charmed or frightened.
In addition, as a bonus action on your turn, you can
temporarily learn a spell from the Warlock spell list
that you don't already know. For the next minute, you
can cast this spell as if it was one of your known spells.
Once you use this ability, you can't do so again until
you finish a long rest.
INFINITE KNOWLEDGE
Starting at 10th level, as an action you can call upon
the power of the First Helm to spontaneously cast a
spell you don't know from the Wizard, Sorcerer, or
Artificer spell list without expending a spell slot. This
spell must have a casting time of 1 action and must be
5th-level or lower. You still need to provide spell
components with a gold cost and perform verbal
and/or somatic components when casting the spell.
After you use this ability, you can't do so again until
you finish a long rest.
In addition, your Mystic Arcanum class features
count as spell slots for Spell Surge and Hover Sailing.
PERFECTLY ATTUNED
Starting at 14th level, when you attune to a
Wildjammer Helm, you are no longer rendered
helpless. So long as you remain within the air envelope
of your wildjammer, you can continue to control the
wildjammer as if you were sitting on the Helm.
During combat, you can act both as a Helmsman in
wildjammer combat and using your character abilities
against boarding parties in ground combat.
In addition, you can Quick Attune to a Wildjammer
Helm without expending a spell slot.