Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
I don't know a lot about them, but isn't that how spelljammers are powered?
Yes, kind of. You don't expend spell slots to get them to move, you attune to the spelljamming helm, and while you're attuned to it you can't expend any of your spell slots. It doesn't suck out your spell slots, it just makes it so you can't access them.
I thought they ran off Artifacts?
That's one specific type of spelljamming helm. The most common one, (and the only canon one in 5e) is the one I described above.
There are others that run on life power, psychic power, special beholders, and "forge power" (whatever that means).
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The war machines especially caught my attention because they use fuel that is hard to come by and imposes a morality tax. As an artificer, I'd want to try to reverse engineer the war machines and attempt to alter them to use more innocuous fuel like oil or something. But there are no rules for doing this that I'm aware of.
Oil is by no means innocuous. In fact, I believe it is meant as a metaphor for the fossil fuel industry.
I think of it as relative. Oil isn't an eternal soul that screams in agony when you toss it into the war machine's combustion chamber and is then reduced to nothingness after being spent. I'm not saying that the oil business isn't a shady business, but using a soul coin while being aware of what that entails seems like a faster track to an alignment change than using a flask of oil.
I read the synopsis (I'm the type of person who doesn't hate spoilers), and I think I see why you suggested it.
But we are talking about a world where an afterlife does in fact exist, and if you as a mortal are powerful or fortunate/unfortunate enough, you can physically travel to these afterlife dimensions with infinite space and resources, Avernus being one of them. If using oil (especially the fossil fuel variety) makes one "evil", then I'm curious about how that would be handled by the cosmic powers-that-be.
I’m merely pointing out what I believe to be the subtext/metaphor intended by the writers. I could be full of crap, only those writers know for sure. Just pointing it out.
I mean, if one has the power to traverse realities as you pointed out, then why not just fuel it with spell slots, or solar energy for that matter?
That's a fair point. That said, how would solar energy vehicles work? Do they need real sunlight, or can they be powered by a spell or magical effect that emulates sunlight, such as a certain magic item in Curse of Strahd, or the dawn spell?
Source of power, lit sunblade that one person just holds above the solar panels the whole time.
(I would just do spell slots, it's easier. I don't think Wizards of the Coast will ever bring solar power into 5e.)
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Thanks for the Spelljammer info, last I knew about that was AD&D2e.
WotC wouldn’t bring solar in, but as a DM I would allow it at my table.
No problem, I have an "active" spelljammer game, so I had to research all of this stuff. (It's on pause, like the world)
WotC wouldn't bring it in, that's why I wouldn't allow it in my games. There's too many ways to exploit it, like sunblades, daylight spells, portals, stuff like that.
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Thanks for the Spelljammer info, last I knew about that was AD&D2e.
WotC wouldn’t bring solar in, but as a DM I would allow it at my table.
So would you allow a sun blade to be an energy source? That is, build a "furnace" that's really a spherical chamber lined with solar panels inside, and stick a lit sun blade in the middle of it.
RAW, yes, sunblades would work for solar power.
Sun blades have to be held to be emitting light, so you would need someone attuned to the handle of the sun-blade the whole time.
(And they'd have to not let go of it ever, so it looks like you're going to need some sovereign glue.)
Thanks for the Spelljammer info, last I knew about that was AD&D2e.
WotC wouldn’t bring solar in, but as a DM I would allow it at my table.
So would you allow a sun blade to be an energy source? That is, build a "furnace" that's really a spherical chamber lined with solar panels inside, and stick a lit sun blade in the middle of it.
Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
I don't know a lot about them, but isn't that how spelljammers are powered?
Yes, kind of. You don't expend spell slots to get them to move, you attune to the spelljamming helm, and while you're attuned to it you can't expend any of your spell slots. It doesn't suck out your spell slots, it just makes it so you can't access them.
I thought they ran off Artifacts?
That's one specific type of spelljamming helm. The most common one, (and the only canon one in 5e) is the one I described above.
There are others that run on life power, psychic power, special beholders, and "forge power" (whatever that means).
wait there are cannon 5e spelljamming helms? where, i thought only the mind flayer nalutioid or whatever was cannon, i've seen no mention of other helms
also didint the dwarves have an helm that ran of their passive creative energy?
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Spell Slot powered machines made by vehicle artificers. I like it. It's too cool to not be in the game, Wizards, get to work!
I don't know a lot about them, but isn't that how spelljammers are powered?
Yes, kind of. You don't expend spell slots to get them to move, you attune to the spelljamming helm, and while you're attuned to it you can't expend any of your spell slots. It doesn't suck out your spell slots, it just makes it so you can't access them.
I thought they ran off Artifacts?
That's one specific type of spelljamming helm. The most common one, (and the only canon one in 5e) is the one I described above.
There are others that run on life power, psychic power, special beholders, and "forge power" (whatever that means).
wait there are cannon 5e spelljamming helms? where, i thought only the mind flayer nalutioid or whatever was cannon, i've seen no mention of other helms
also didint the dwarves have an helm that ran of their passive creative energy?
There's one in Dungeon of the Mad Mage, on the lowest level. It is the best kind that you can have, but is still able to show how spelljammer would work if brought to 5e.
There's a spelljamming squid ship on level 19 of the dungeon as well, with charts of the planets of Realmspace, a miniature giant space hamster, space orogs, and a swashbuckling illithid.
There are no rules for nautiloids in 5e, yet.
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Just re-read Laboratory of Kwalish. There's a floating monastery that used to be a planar craft and a floating skiff, which is probably what I was thinking of.
So, yes. There are only rules for spelljammers in Dungeon of the Mad Mage, but when combined with ship/vehicle rules from Descent Into Avernus and Ghosts of Saltmarsh, you can build some solid spelljammer ship rules.
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So, yes. There are only rules for spelljammers in Dungeon of the Mad Mage, but when combined with ship/vehicle rules from Descent Into Avernus and Ghosts of Saltmarsh, you can build some solid spelljammer ship rules.
Now if only you didn't need snippets of 3 different books to do that.
So, yes. There are only rules for spelljammers in Dungeon of the Mad Mage, but when combined with ship/vehicle rules from Descent Into Avernus and Ghosts of Saltmarsh, you can build some solid spelljammer ship rules.
Now if only you didn't need snippets of 3 different books to do that.
Ha, that is my life. I am running a Spelljammer campaign (on pause because of the pandemic), and it is very difficult to run in person, because of the amount of books I actually need at once to compile together a spelljammer game. I need Mordenkainen's Tome of Foes for Giff and Gith, I need Volo's for Neogi and Morkoth and a few other creatures. I also need the Dungeon Master Guide for Firearms and Alien Technology, Waterdeep: Dragon Heist for smokepowder, and every campaign setting book for 5e just in case they decide to go there.
There are also monsters that can be easily used as alien creatures, but they're scattered through the books, like Simic Hybrids and Krasis from GGR, Mongrelfolk from CoS, and the it eventually adds up to the whole library of 5e books.
I need every book to run 5e. This is why I want a 5e Spelljammer book, just to make it easier.
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I HATE that they scatter the rules in small pieces throughout the Adventure Books instead of just compiling them into a single rule book. I understand why they do it though, they make more money if you have to buy several $50 books instead of just one.
I hate that too. I don't know how likely a Spelljammer book will be in 5e, but I hope it comes out with compiled information from all the books.
Probably about as likely as a Planescape book IMO. I'm in the mindset that if you have one, you should have the other, as they work together to round out the cosmology.
Planescape is definitely more likely to come out than Spelljammer. Planescape was more popular, more asked for, more feasible, and there have already been hints in recent UA to it coming out.
Like, a lot of the subclasses are extraplanar themed, new spells that came out all summon extraplanar creatures, and Descent Into Avernus showed what a map of an outer plane would look like.
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I imagine we'll see one at some point if 5e continues to be popular for quite a while (which thus far seems like it will continue to be the case)
5e will remain popular for a long time. D&D is booming right now. If the new players want Spelljammer, I assume Wizards of the Coast will make a book for it.
(I am a "new" player. I love spelljammer, and want it in 5e. I just need to convince all of the other people in my generation that D&D in SPACE is awesome.)
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I imagine we'll see one at some point if 5e continues to be popular for quite a while (which thus far seems like it will continue to be the case)
A Spelljammer book? Yeah, maybe. Baldur's Gate 3 also acknowledges the existence of the illithid spelljammers, so I wouldn't be surprised.
There have been spelljammer cameos in 5e for a long time now. The monster manual mentioned that the Illithids traveled between worlds, Volo's has a nod to Giff, talks about nautiloids, and has stats for Neogi. Mordenkainen's has stats for Giff and talks about the connection between Gith and Mind Flayers. Dungeon of the Mad Mage has a Spelljamming Helm and Ship, with a lot of information about spelljammer scattered through the dungeon.
There's been a lot of nods to spelljammer in 5e. I hope that they make a book for it soon.
(I am rooting for Xanathar's 2.0 being Planescape, and I want it to be that. Spelljammer is the next book that I want, along with Dark Sun.)
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That's one specific type of spelljamming helm. The most common one, (and the only canon one in 5e) is the one I described above.
There are others that run on life power, psychic power, special beholders, and "forge power" (whatever that means).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Source of power, lit sunblade that one person just holds above the solar panels the whole time.
(I would just do spell slots, it's easier. I don't think Wizards of the Coast will ever bring solar power into 5e.)
Please check out my homebrew, I would appreciate feedback:
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Thanks for the Spelljammer info, last I knew about that was AD&D2e.
WotC wouldn’t bring solar in, but as a DM I would allow it at my table.
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No problem, I have an "active" spelljammer game, so I had to research all of this stuff. (It's on pause, like the world)
WotC wouldn't bring it in, that's why I wouldn't allow it in my games. There's too many ways to exploit it, like sunblades, daylight spells, portals, stuff like that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
RAW, yes, sunblades would work for solar power.
Sun blades have to be held to be emitting light, so you would need someone attuned to the handle of the sun-blade the whole time.
(And they'd have to not let go of it ever, so it looks like you're going to need some sovereign glue.)
Please check out my homebrew, I would appreciate feedback:
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Lol, not for the Spelljammer, for the motorcycle.
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wait there are cannon 5e spelljamming helms? where, i thought only the mind flayer nalutioid or whatever was cannon, i've seen no mention of other helms
also didint the dwarves have an helm that ran of their passive creative energy?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
If I remember correctly, I believe there's one in Lost Laboratory of Kwalish, and another in Dungeon of the Mad Mage.
There's one in Dungeon of the Mad Mage, on the lowest level. It is the best kind that you can have, but is still able to show how spelljammer would work if brought to 5e.
There's a spelljamming squid ship on level 19 of the dungeon as well, with charts of the planets of Realmspace, a miniature giant space hamster, space orogs, and a swashbuckling illithid.
There are no rules for nautiloids in 5e, yet.
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I don't think there's one in Lost Laboratory of Kwalish, but there is one in the Dungeon of the Mad Mage.
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Just re-read Laboratory of Kwalish. There's a floating monastery that used to be a planar craft and a floating skiff, which is probably what I was thinking of.
So, yes. There are only rules for spelljammers in Dungeon of the Mad Mage, but when combined with ship/vehicle rules from Descent Into Avernus and Ghosts of Saltmarsh, you can build some solid spelljammer ship rules.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Now if only you didn't need snippets of 3 different books to do that.
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Ha, that is my life. I am running a Spelljammer campaign (on pause because of the pandemic), and it is very difficult to run in person, because of the amount of books I actually need at once to compile together a spelljammer game. I need Mordenkainen's Tome of Foes for Giff and Gith, I need Volo's for Neogi and Morkoth and a few other creatures. I also need the Dungeon Master Guide for Firearms and Alien Technology, Waterdeep: Dragon Heist for smokepowder, and every campaign setting book for 5e just in case they decide to go there.
There are also monsters that can be easily used as alien creatures, but they're scattered through the books, like Simic Hybrids and Krasis from GGR, Mongrelfolk from CoS, and the it eventually adds up to the whole library of 5e books.
I need every book to run 5e. This is why I want a 5e Spelljammer book, just to make it easier.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I HATE that they scatter the rules in small pieces throughout the Adventure Books instead of just compiling them into a single rule book. I understand why they do it though, they make more money if you have to buy several $50 books instead of just one.
She/Her Player and Dungeon Master
I hate that too. I don't know how likely a Spelljammer book will be in 5e, but I hope it comes out with compiled information from all the books.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I imagine we'll see one at some point if 5e continues to be popular for quite a while (which thus far seems like it will continue to be the case)
Planescape is definitely more likely to come out than Spelljammer. Planescape was more popular, more asked for, more feasible, and there have already been hints in recent UA to it coming out.
Like, a lot of the subclasses are extraplanar themed, new spells that came out all summon extraplanar creatures, and Descent Into Avernus showed what a map of an outer plane would look like.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
5e will remain popular for a long time. D&D is booming right now. If the new players want Spelljammer, I assume Wizards of the Coast will make a book for it.
(I am a "new" player. I love spelljammer, and want it in 5e. I just need to convince all of the other people in my generation that D&D in SPACE is awesome.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
There have been spelljammer cameos in 5e for a long time now. The monster manual mentioned that the Illithids traveled between worlds, Volo's has a nod to Giff, talks about nautiloids, and has stats for Neogi. Mordenkainen's has stats for Giff and talks about the connection between Gith and Mind Flayers. Dungeon of the Mad Mage has a Spelljamming Helm and Ship, with a lot of information about spelljammer scattered through the dungeon.
There's been a lot of nods to spelljammer in 5e. I hope that they make a book for it soon.
(I am rooting for Xanathar's 2.0 being Planescape, and I want it to be that. Spelljammer is the next book that I want, along with Dark Sun.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms