An astral brig looks similar to a medium-sized sailing ship but with large, dragon-like wings in place of sails on the top, bottom, and sides of the hull. The lack of sails makes sailing the ship through water by conventional means intractable. Instead, the vessel is propelled by psychic force.
Psychic Helm. The ship is piloted using a throne which channels the pilots mental energy into propulsion. A creature can sit at the helm and give it varying speeds depending on the situation:
- In a setting with gravity where the brig can use its buoyancy to rest on a liquid surface, the pilot can use all of their energy to propel the vessel forward rather than to keep the vessel suspended and is slowed by resistance from the surface. In this setting, the brig has a speed up to the pilots intelligence modifier.
- In a setting with gravity where the vessel is suspended in a gas, the pilot must make an initial DC 10 intelligence check. On a success, they can propel the vessel at a speed equal to twice their intelligence modifier but must succeed at a DC 12+n intelligence saving throw every hour where n is the number of hours the pilot has kept the vessel suspended since their last long rest. On a failure, the pilot takes x d6 psychic damage where x is equal to the difference between the DC of the saving throw and their roll and they lose control of the vessel.
- In a setting without gravity like the Astral Sea or Limbo, the brig can move freely at speeds up to three times the pilot's intelligence modifier.
Psychic Resonator. The ship is equipped with a resonator that helps it traverse the planes. This devies lies on the ship's quarterdeck and looks like a silver gong. Once per day as an action, the ship's navigator can activate the resonator to teleport the ship and all of its contents to the githyanki city of Tu'narath in the Astral Sea as if casting the plane shift except it takes a full minute for the ship to shift completely. In the Astral Sea, the resonator helps the navigaotor navigate by making them extra sensitive to psychic winds. While in the Astral Sea, the navigator can make a DC 10 wisdom (survival) check to find a psychic wind current within 1d4 hours that will rapidly carry them through a color pool of their choosing.
Red Dragon Figurehead. As part of the githyanki alliance with the red dragons, all of their vessels have been equipped with figureheads that pay homage to their allies and channel some of their destructive energy. As an action, a crewmember can activate the figurehead to create a 60-foot cone of flame originating from the bow of the ship. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Once the ship uses this action, it can't use it again for 1 minute.
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