This dense book contains strategies for improving the maneuverability and survivability of a ship as well as the efficiency and protection of its crew. Each of the ship's officers may spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines to gain proficiency in skills related to their shipboard duties. If an officer already has proficiency in a skill from their section, they may add double their proficiency bonus to the skill.
Spelljammer
You gain proficiency in the (INT) Arcana skill and with Space Vehicles. Your knowledge of your ship is unsurpassed.
My Ship, My Crew, My Responsibility: You learn how to keep your ship functioning under duress and give its crew a fighting chance under the worst circumstances. You learn the Mending cantrip and the Feather Fall spell. You can cast this spell once at first level without a spell slot and must finish a long rest before casting it again in this way. You can also cast it using any spell slots you have. You also gain proficiency in either Carpenter's Tools or Smith's Tools.
Last Ditch Effort: If your ship is destroyed, you instantly withdraw enough energy from the wreckage to cast the Air Bubble spell at a high enough level to safeguard its core crew: third level for three crew, seventh level for ten crew, etc. Animal companions, familiars, and pets of the core crew are included, although the energy is insufficient to protect any cargo, hirelings, passengers, or visitors.
First Mate
You gain proficiency in the (CHA) Intimidation skill and with Poisoner's Tools. Your officers and men respect your wisdom, while visitors and intruders on your ship fear your command of its assets.
Orders is Orders: Your orders inspire your officers and men to succeed against the odds. To issue an Order, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Orders die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Orders die, but must decide before the DM says whether the roll succeeds or fails. Once the Orders die is rolled, it is lost. A creature can have only one Orders die at a time. You can use this feature twice and regain any expended uses when you finish a long rest. Your Orders die changes to a d8 when you reach 5th level, a d10 at 10th level, and a d12 at 15th level.
Quartermaster
You gain proficiency in the (WIS) Survival skill and with Brewer's Supplies. You've learned to determine useful and healthy stores from poor and can determine how best to outfit your ship for extended missions.
Purser's Cunning: Whenever you make an Intelligence (History) check related to the value of ship's stores and trade goods, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. This knowledge extends to materiel necessary for maintenance and repair of the ship, as well as food, clothing, and personal gear for the officers and men.
Surgeon
You gain proficiency in the (WIS) Medicine skill and with the Healer's Kit. You deftly set broken bones, lance blisters, and suture minor wounds.
Able Healer: You learn to mend wounds quickly and get your allies back in the fight. When you use a Healer's Kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a Healer's Kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points in this way again until it finishes a short or long rest.
Coxswain
You gain proficiency in the (STR) Athletics and Space Vehicles skills. Beach volleyball and inverted dives are your specialty.
Flier's Imperative: Others might consider you obsessive, but you know your place is in the air. Your speed increases by 10 feet as you rush for your fighter, and when you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Engineer
You gain proficiency in the (INT) Arcana skill and with Carpenter's Tools. Your creative repairs are often non-intuitive to others, but they hold... long enough.
Assistant, Light!: You learn the Dancing Lights and Minor Illusion cantrips and the Unseen Servant spell. You can cast this spell once at first level without a spell slot and must finish a long rest before casting it again in this way. You can also cast it using any spell slots you have.
Non-Standard Modifications: This chapter references another book or series of drawings used by the Kuat Drive Yards and mentions that particularly desperate or well-equipped crews might take the modification of their ship into their own hands.
Gunnery Master
You gain proficiency in the (WIS) Perception skill and with Smith's Tools. Your knowledge of your ship's weapons, their operation, and maintenance is commendable.
Steady Boys, Steady!: Your experience at sea and in Wildspace allows you to judge the perfect moment to fire your ship's weapons for maximum effect. You can add your Wisdom modifier to the attack roll of any ship's weapon by using a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. You can use this feature twice and regain any expended uses when you finish a long rest.
Deceptive Deterrent: When threatened, you can cause your ship's weapons to radiate menace. Instead of firing a normal shot, you can use an action to expend half-charges of powder without wadding or shot to make your cannons roar far more rapidly than normal, or launch packets of sawdust and metal shavings at half-cock from weapons that would normally fire bolts or orbs. This forces the Captain or Spelljammer of each ship of your choice within 2,400 feet of you to make a DC15 Wisdom saving throw. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Ship's Cook
You gain proficiency in the (CHA) Performance skill and with Cook's Utensils. Besides filling their bellies, your shanties and stories buoy your crew's spirits.
Wait Your Turn: Hungry crew occasionally forget their place, and you are called from the galley to sort things out with a frying pan or belaying pin. You are proficient with improvised weapons, and your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Navigator
You gain proficiency in the (WIS) Survival skill and with Navigator's Tools. Your ability to gauge the vagaries of sea and space is unrivaled among your crew, and your well-reasoned logic guides your ship's path.
Stellar Explorer: Your charts, notes, and tools help you track time, direction, and detail with uncanny precision. While on any world you approached from orbit, you always know which way is north, and you always know the number of hours left before the next sunrise or sunset. You can also search your notes to accurately recall any detail about any world you have visited.
Cryptic Symbols: Your chart notations are their own form of arcane shorthand, and can be adapted into written ciphers. Others cannot decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Notes: This Tome contains one charge per Officer's position, that is expended when the position has been read. The enchantment that allows quick study is used and returns in a century, leaving the text incredibly dry and difficult to parse., Buff
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