The time you spent practicing on the simulation deck, reading about past wild space battles and studying star maps has payed off.
- You have 5 pilot points. Whenever spelljamming and you make an attack roll, an ability check, or a saving throw, you can spend one pilot point to roll an additional d20. You can choose to spend one of your pilot points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend one pilot point when an attack roll is made against your ship. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
- You regain your expended pilot points when you finish a long rest.
In my experience there's no such thing as luck.
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