'Spelljammer is a campaign setting for the Advanced Dungeons & Dragons (2nd edition) role-playing game, which features a fantastical (as opposed to scientific) outer space environment. Spelljammer introduced into the AD&D universe a comprehensive system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. Kind of like Spelljammer These rules are based roughly on Spelljammer – a fun and exciting setting written for second edition AD&D. This is not a direct conversion of Spelljammer. It is a new flying ship system that contains ship-to-ship combat that is fully compatible with D&D 5E. This skyship system is compatible with most published 5E. Tonnage- This is a measure of the physical displacement that a spelljamming ship takes up.For each ton, you can consider the ship taking up 300 cubic feet of space. This displacement influences the amount of breathable air surrounding a ship in wildspace, and 300 cubic feet of space allows one medium sized creature to comfortably breathe for four mont. REFERENCES Primary TSR, Inc. Spelljammer: Adventures in Space boxed set Rock of Bral Wizards of the Coast D&D v.3.5 Core Rulebooks D&D Stormwrack Spelljammer: Shadow of the Spider Moon Dungeon #92.
Spelljammer 3.5 Pdf
I thought about calling this post ‘Short People… In Space!’ but decided against it. Probably for the best.
One of the major hooks in the D20 Spelljammer from Dungeon 92 was that the Dwarven homeworld had been conquered by the Mind Flayers. I thought that was a pretty good one, so I used it in combination with the existing Spelljammer lore of the Unhuman wars, essentially saying that the Dwarves lost. It’s a little more complex than that, but this post is about the different races, not general history.
Apart from lacking a homeworld and shaving their beards in respect for their fallen kin, the Dwarves are pretty fantasy standard. They like to forge things, they like to mine, and they like to use axes. They also like to get piss drunk. Good stuff all around. Unlike the standard Dwarves however, they are less prone to merriment and more set up for depression.
The Gnomes are the usual Spelljammer fare, tinkerers to the extreme. Some massive experiment resulted in them misplacing their entire home system and scattering the Gnomish people across the universe. The Gnomes are fairly ambivalent about this situation, and continue making horrific inventions as usual. Some of them actually work.
The Halflings are fairly standard as well, set up as traders and merchants who work most closely with the Dwarves, Humans and Elves, but try to strike up a deal with most anyone. There may be a few hooks involving them attempting to strike up a permanent or exclusive deal with The Arcane…
The Arcane are straight out of the boxed Spelljammer campaign setting, simply because there is no reason to change what the players know nothing about. They work just fine as merchants in control of Spelljamming, though with one of the variants I am using the interstellar economy functions just a bit differently.
Coming up next:
Variants for fun and profit!
General commentary on D&D’s magic items!
What makes a good encounter!
Why I am terrible at building good encounters!
Exclamation point shortage?
Stay tuned.
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5E Spelljammer[edit]
This is a conversion of the AD&D Spelljammer setting published by TSR to 5th edition. The intent of this conversion is to recreate the feel of the original using the rules from 5e. The document is a work-in progress and as new 5th edition material is printed expect the rules here to be changed to comply with the published canon.
Campaign Setting Information[edit]
Players Guide
| Worlds of Spelljammer
| Dungeon Master's Guide
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