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Full Version: 5e Spelljammer Ruleset & House Rules
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This thread will be the official rulings on conversions of Spelljammer to 5e, house rules for both character creation and gameplay, and anything else that comes up.

Characters should be created on http://myth-weavers.com and shared out to Anthr4xus.

The Unseen Servant campaign id is 885
Kinds of Space
Phlogiston
The Phlogiston, also known as the Flow, is made up of a gaseous substance that is also called phlogiston.  This unique substance is unlike any of the four elements (air, earth, fire and water).  It is similar in appearance to a radiant gas, emitting brilliant, chaotic and ever changing colors.  It is odorless, and non-toxic, but does not provide oxygen and is non-breathable.  This substance apparently cannot exist in Wildspace (ie, inside a Crystal Sphere), so even bottled phlogiston will fade away as soon as it passes through the wall of a Sphere.

Wildspace
Gravity is either none or the same as that of Earth, and is directed towards the center of planet-sized bodies; on large objects in space like spacecraft and enormous creatures gravity is directed towards a flat plane running through the object's long axis, allowing characters to stand on the decks of ships.  Wildspace is the name given to the tractless void within the Crystal Spheres.

Crystal Spheres
A crystal sphere (also known as a crystal shell) is a gigantic spherical shell which contains an entire planetary system. Each sphere varies in size but typically they are twice the diameter of the orbit of the planet that is farthest from the sun or planet at the center of the sphere (the system's primary).

The surface of the sphere is called the "sphere wall" and separates the void of "wildspace" (within the sphere) from the "phlogiston" (that surrounds and flows outside the sphere). The sphere wall has no gravity and appears to be impossible to damage by any normal or magical means. Openings in the sphere wall called "portals" allow spelljamming ships or wildspace creatures to pass through and enter or exit from a crystal sphere. Portals can spontaneously open and close anywhere on the sphere wall. Magical spells (or magical items that reproduce their effects) can allow a portal to be located. Other magic can open a new portal or collapse an existing one. Ships or creatures passing through a portal when it closes may be cut in two. At any given time, a spelljamming ship is 2 to 20 days away from a portal.
Each sphere varies in size but typically they are twice the diameter of the orbit of the planet that is farthest from the sun or planet at the center of the sphere (the system's primary).

Gravity and Air

All bodies of a sufficiently large size have gravity. This gravity usually (but not always) exerts a force equal to the standard gravitational attraction on the surface of an Earth-sized planetary body. Gravity in the Spelljammer universe is also an exceptionally convenient force, and almost always works such that "down" orients itself in a manner most humanoids would find sensible
A creature the leave the air envelope of a ship, asteroid or planet can survive for a number of rounds equal to its constitution modifier(minimum of 1 round).

Magic in Space

Divine Magic in the Phlogiston

It is difficult for a cleric, paladin or druid to communicate with their deity or force of nature outside of a crystal sphere. 3rd-level or higher spells of these classes cannot be cast while in the phlogiston. 1st and 2nd-level spells can still be cast using higher level spell slots.



Clerics in other Spheres

If a cleric's deity does not have an established group of worshippers somewhere within a crystal sphere, that cleric's spellcasting is limited as above.



Interplanar Magic in the Phlogiston

The space between Spheres is severed from all other planes: inner, outer, ethereal or astral. As such, the following spells do not function in the Flow.
  • arcane gate
  • astral projection
  • blink
  • conjure animals
  • conjure celestial
  • conjure elemental
  • conjure fey
  • conjure minor elementals
  • conjure woodland beings
  • contact other plane
  • demiplane
  • etherealness
  • gate
  • Leomund's secret chest
  • Mordenkainen's magnificent mansion
  • planar ally
  • plane shift
  • teleport
  • teleportation circle
  • transport via plants
  • tree stride
  • word of recall
Fire in Wildspace

Fire burns normally within the air bubbles of planets and ships, but not within the vacuum between them.

Magical fire can be created in vacuum, so fire-based spells can still be cast, but they cannot be used to fire to objects.



Fire in Phlogiston
Phlogiston is explosive, and air bubbles of ships are permeated with phlogiston.
Backgrounds

Astronomer
You spent a significant portion of your life studying the stars, planets, and other wonders of the universe. You can use the clues observed in the sky to help you discern realities about the world around you. You are interested in mysteries of the universe and the forces that rule it.
 
Skill Proficiencies: Perception, and pick either Arcana or History
Tool Proficiencies: Navigator's Tools, Vehicle (spelljammer)
Equipment: A set of either Navigator's Tools. A book written about your discoveries, or 10 sheets of blank parchment and a quill. A set of common clothes. Belt pouch containing 10 gp.
 
Feature: Stellar Knowledge
As long as you have a clear view of the night sky, you can always determine:
  • Which way is North while on a planet.
  • What time of the day and time of the year it is.
  • How long has it been since sunset, and how long until sunrise.
  • Your approximate location, to within 50 miles.
  • In addition to that, you can name constellations and recall lore related to any constellation that you can see.
Your DM determines what the specific requirement for a "clear view of the night sky" is: light cloud cover should not be a problem, but looking through a tiny window of a prison cell might not be good enough.
This ability doesn't work at all on a plane different from the one you did your research on, and even on the same plane in a solar system sufficiently distant that its night sky is dissimilar to your own (DM's discretion).
 
Suggested Characteristics
Astronomers view the world as a part of the bigger picture, they understand their place in the universe. They tend to be humble, and distance themselves from minor local conflicts they view as irrelevant. They adventure to expand their knowledge of nature and the universe as whole.



Bounty Hunter
However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, therein lay the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services and skills to all manner of client for myriad reasons- superficial or otherwise. Regardless of the cause, the justification, or the moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse strings at the expense of another poor soul fated to endure consequences dire, and often foul.
Though the time spent in this line of work has left you grim and jilted, your reputation for ruthlessness and cunning precedes you. More often than not, you found yourself sought after and petitioned to ferret a mark, never needing to eke out the work on your own. From the lowly debtor owing the wrong merchant guild, to the misguided runaway offspring of a minor noble, or the thieving murderer eluding the city guard, none could evade your dogged pursuit, and many more dared not try once your involvement was learned.

Skill ProficienciesDeceptionIntimidation
Tool Proficiencies: Thieves' Tools
Equipment: Ink bottle, a set of traveler's clothes, ink pen, 6 pages of parchment, 4 hunting traps, thieves' tools, 5 rare trinkets from previous bounties (roll on table PHB pg. 160-161), and a belt pouch containing 30 gold

Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen mark moves through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people, places and the political standings of the local area.

Suggested Characteristics
A bounty hunter's sole purpose is to hunt down people with a price on their head, for grievances ranging from the mundane to the terrible. Those who follow this life can be quiet, taciturn individuals as readily as they can be savage brutes living not for the pay, but for the thrill of pursuit. Hunters are therefore often as varied in personality as their marks.

Variant Bounty Hunter: Vigilante
Standing in contrast to the mercenaries who haul in anyone labelled a criminal for coin are those who target thieves, charlatans, and murderers exclusively – and for no material reward. Vigilantes are as often soldiers dumbstruck by newly-found social decay and corruption whence they return home from war, as they are wealthy citizens with a penchant for martial prowess an and axe to grind against their city's seedy underbelly for a past, personal transgression. As a matter of course, a particularly zealous vigilante may come into conflict with a bounty hunter, deeming her as guilty of violating the law as any brigand skulking about an alleyway. If you indeed wish to be a vigilante, select the Crime Doesn't Pay feature outlined below instead of the Names, Faces, & Places feature above. Living a life of vigilantism means that you will always be on the lookout for criminal activity, especially so if you're within the boundaries of a town or other settlement you claim as your home. The promise of payment never sways your decisions in whom you target, and you hold yourself to a higher code than your capricious counterparts – you consider it preferable to turn your marks over to the appropriate authorities instead of harming them.
City guard and militia are likely to turn a blind eye to your unsanctioned activities unless you cross someone in their rank, be they corrupted, prideful, or otherwise. Additionally, as your reputation grows, you will gradually earn the accolades and support of the common people who find their streets safer, and petty thugs less inclined to hold them at knife point over a few coins. At the same time, organizations and individuals accustomed to using their coffers to help guide a settlement's definition of "criminal" (such as a merchant house, corrupt council member, and the like) will gradually grow to resent and perhaps lash out at your burgeoning reputation.

Variant Feature: Crime Doesn't Pay
Pulling from your prior experiences as a soldier, mercenary, or even an extensive time living the life of a vigilante, you have the skills needed to wage a kind of psychological battle against the criminal elements of society. When interrogating someone to glean information about the location, motive, or operations of their superiors, they will easily buckle under questioning and often times readily give up sensitive knowledge without the need to press further. Any promises you may make concerning their fate in exchange for information you are not obligated to keep, short of killing them. You can coordinate this information with any authority in a city you're on amiable terms with, be it the guard or militia, your own old military unit, or even a sympathetic temple's leadership, provided that temple maintains soldiers of their own.

Scavenger
Battlefields are everywhere, and countless items are left behind. Many people avoid them, for fear of the undead or evil curses, but some very brave, or incredibly foolish, individuals risk everything to gain riches beyond their wildest imaginings by plundering these sites. From grave robbers who dig up the mass burials, weapon burnings, and individual grave sites, to battlefield scroungers who loot the scattered dead, scavengers are some of the least-appreciated professionals in most cultures. Their work is dangerous- they risk accident, disease, and fell magics, and face the threat of being attacked by wild predators, undead, and survivor soldiers. Many gods condemn their actions as a disgrace to the dead.
Why did you engage in this risky line of work? Are you searching for a legendary item? Or are you just seeking to get rich by amassing a mountain of salable clutter? Have you ever had to do something you felt was wrong to get out of danger on the job? How did you get into scavenging in the first place? Did you ever "hit it big", or have you been running a dry streak? What do you think of others in your profession? Do you have any rules about whose body you are willing or unwilling to disturb? Why did you leave a scavenging life to join a group? Are you still scavenging, or did you leave that life behind?
Skill ProficienciesPerceptionInvestigation
Tool Proficiencies: Smith's Tools, Vehicles (Land)
Equipment: A trinket scavenged from a battlefield (i.e, a sword hilt, a dented helmet, a scrap of cloth from a banner), a set of common clothes, a warm blanket, a leather sack, and a pouch containing 10 gp.
Feature: Keen Eye
Whenever you see something that could be of value, you have a vague estimate of its worth, as well as some interesting information about the item, if there is anything interesting to know. If you fail any checks to identify the value of an item, you learn of someone or someplace where you can have the item's value measured, unless the DM deems the item too rare or obscure.

Smuggler
You have spent your life hiding in the darkness, making shady deals behind closed doors. What led you to engage in a life of crime? Do you crave the thrill of lawbreaking, or did you enter the profession to pay off a debt, risking your hide on behalf of a less than honorable noble? A smuggler is an individual trained in the art of acquisition, a professional thug who can deliver anything… for a price. Smugglers tend to be more bolder criminals than most, preferring bribery or distraction over subterfuge and stealth.
Skill Proficiencies: Deception, Sleight of Hand, or Stealth (choose 2)
Tool Proficiencies: Forgery kit and Vehicles (spelljammer)
Equipment: One set of common clothes, backpack with hidden compartment, forgery kit, and a belt pouch containing 15 gp
Smuggled Item Specialty
A smuggler is no good without illicit goods to transport! Roll on the table below or work with your DM to define another category of controlled substances your character tends to acquire.
D6 Roll
1) Addictive Substances
2) Alchemical Ingredients/ Potions
3) Exotic Creatures
4) Discounted Wares (Tax Dodger)
5) Weaponry
6) Antiquities

Feature: Careful Selection
Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however.
Alternate Feature: Trained Eye
Extensive practice concealing at items has given you an uncanny ability to tell when someone is hiding something. Whether someone is telling a half-truth or actively hiding a dagger in their belt, you can always tell when there is more to a person than meets the eye.
Alternate Feature: Shadow Meld
You have learned how to blend in with shadows, as a result you have advantage on stealth checks in rooms with low to no light.

Spacefarer
You have traveled the space lanes for years and have seen things and been to places that others could only dream of.
Skill Proficiencies: Survival, plus one from among Insight, persuasion, or deception
Tool Proficiencies: Navigator’s tools, Vehicles (Spelljammer)
Languages: One of your choice
Equipment: A set of traveler’s clothes, a bedroll, a walking stick, a token of your old life at home (roll on the trinkets table), a small knife, and a pouch with 5 gp
 
Feature: Tales to tell
Your travels have given you a wide variety of stories of exotic locations, fantastic sights, and interesting people. Others are always fascinated by these tales and are they are willing to trade a free drink, information, or a place to stay for these tales.  The tales may also provide advantage on history checks related to famous planets, ships and personas through out Wildspace that may have been referenced in the tales you know based on DM discretion.

Mercenary
As a mercenary, your services were for hire to anyone who could afford them. What drove you to be a soldier of fortune? Was it to escape poverty? Was it the thrill of battle? Or was it simply that fighting was all you knew growing up? Who was your mercenary company, or did you work alone? What made you give it up, or are you still for hire? Did you make any allies or enemies along the way? What wars or battles were involved in? What were the consequences? Lost allies? War crime charges?
Skill Proficiencies: Intimidation, Perception
Tool Proficiencies: One type of gaming set
Equipment: Proof of the first contract you completed, a set of common clothes, one gaming set of choice, belt pouch containing 10 gp
Feature: Hired Blade
You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough. The job itself should not matter much for a person like you, at least that is what others believe. Therefore, other less admirable and shunned upon jobs sometimes arrives at your lap, giving you the choice and the problem of figuring a way to compromise between your ethics and your job.

{All of the proceeding backgrounds were derived from the list at https://spelljammer5e-1.obsidianportal.c...ackgrounds}

Shiprat
If you weren't born on a ship, you grew up on one.  You have known the pull of the sails, the pitch of the decks, and the curve of the keel for as long as you remember.  This has given you a second nature when aboard and underway.
Skill Proficiencies: Athletics, Acrobatics
Tool Proficiencies: Vehicles (Spelljammer), one of Shipwright's tools or Carpentry tools, one of Martial Weapons, Heavy Weapons, or Simple Weapons.
Equipment: Bedroll, belaying pin (2), rations (5), belt pouch containing 15 gp.
Feature: Wildspacer Native
Your personal air envelope lasts twice as long as normal.
This PDF is to be considered the base 5e ruleset we will be using for this campaign.  If you selected your bonus feat prior to this post, you may feel free to swap out on of the feats featured here if you like.  Please post any questions to the OOC thread.

https://laughingbeholder.com/rulesets/up...-guide.pdf
The following writeups are available Spelljammer races.  This are in addition to the ones provided in the main ruleset PDF.

Giff (gun-focused hippo men): https://drive.google.com/file/d/1TKz-deI...RCaku/view
Dohwar (mercantile penguin-folk): https://drive.google.com/file/d/1VR3_q51...sNovZ/view
Illithid Outcast (Exiled or Outcast Mindflayer): https://drive.google.com/file/d/1Cili6xD...9gVOn/view
Rastipedes have the following ability in addition to the abilities presented in the Updated Spacefarer Guide.

Spelljammer Savant - A Rastipede using a helm powered by spellslots may count an expended spellslot as three (3) times it's actual spell level, up to a maximum level of nine (9).  This ability can be used up to three (3) times per long rest.
In reviewing this for the combat current happening I realized that the following Player Action from the above linked rules needs to be tweaked.

Spelljamming Boost  (pg. 29)
     A character operating or adjacent to a Minor or Major helm can spend their highest level spellslot to boost the speed of the ship by one for each level of the spellslot for one round. 

     A character operating a Lifejammer can suffer 1 hit die of damage to do the same effect. The Lifejammer controller can force up to 1/3 of the level or CR of the Lifejammer source rounded down to a minimum of 1 hit dice to be rolled in this way and the speed boost equals the number of dice rolled (i.e. a CR 6 source can be made to take 2 hit die of damage to get a 2 point boost). If this ability is used more than once in a day, the source acquires an additional level of exhaustion for the day.

     Other helms using a form of consumable energy can boost speed by 1 for a round by expending the equivalent resource. 

      Helms like the Space Engine and Series Helms cannot be boosted.


And doing this tweak made me realize that the Lifejammer needs to be more clearly specified

Lifejammer: (pg.12) A diabolical-looking Minor Helm that can hold a creature of large or smaller and comes with built-in restraints and a secondary seat to be occupied by a controller. Being hooked up to this helm as it's source draws 1d8 of health and applies one level of exhaustion for each day attached; either at dawn or the first time the creature is attached to the helm for that day. Health taken and exhaustion added this way can only be restored by non-magical means after one full day not operating the helm. The speed granted by the helm is equal to 1/3 the creature’s level or CR, rounded down, to a minimum of 1. The controller is granted all other capabilities as per a standard Minor Helm, such as the steering view and directional control.
For ship to ship combat, unless stated otherwise all ships start with an elevation of 0 and a pitch of 0 and a yaw of 0, meaning they are sailing flat and even in relation to the local environment.  Positive shifts of a ship's vertical orientation will be shown as a number on a blue dot icon on the ship indicating the number of hexes above 0 the ship is.  A negative adjustment will be shown on a red dot icon, indicating the same shift below 0.  This is because of the limit of what numbers can be associated with icons in Roll20.

Pitch is shown as a number 1-8 on the brown dot, with 1 being the standard default orientation and 5 being the ship flip along the keel 180 degrees (upside down and backwards to the 1 position).

Yaw is the roll position of the ship and represented as a number 1-8 on the green dot.  Again 1, is the default orientation and 5 would indicate the ship has rolled 180 degrees (upside down compared to the 1 position)

Example:

[Image: icon_example.jpg]

Would indicate that the ship has elevated by one hex, pitched up 45 degrees (which is what allowed the ascent), and yaw of 45 degrees as it begins to roll.

Adjusting pitch hex faces counts against the number of hex faces that a ship can shift in its turn based on Maneuverability Class.  Maneuverability Class also dictates how many yaw pitches the ship can turn in a turn, but does not count against hex face turns.
Cannons (pg. 17) range is doubled from 2 to 4.
In Transit Spelljammer Downtime Options

Crafting an Item

A character who has the time, the money, and the needed tools can use downtime to craft armor, Weapons, clothing, or other kinds of nonmagical gear.

Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. The GP cost of planned construction must be spent before the ship leaves port to acquire the needed materials.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate Equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct Equipment. The following table provides some examples.

ProficiencyItems
Herbalism KitAntitoxin, Potion of Healing
Leatherworker’s toolsLeather Armor, boots
Smith’s toolsArmor, Weapons
Weaver’s toolsCloaks, robes

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.

Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more Adventures to track down rare materials and the lore needed to create the item.

Potions of Healing and spell Scrolls are exceptions to the following rules. For more information, see “Brewing Potions of Healing” later in this section and the “Scribing a Spell Scroll” section, below.

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the Challenge Rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.

Magic Item Ingredients
Item RarityCR Range
Common1-3
Uncommon4-8
Rare9-12
Very rare13-18
Legendary19+

If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner’s armor might require the essence of a Water Weird. Crafting a Staff of Charming might require the cooperation of a specific Arcanaloth, who will help only if the characters complete a task for it. Making a Staff of Power might hinge on acquiring a piece of an ancient stone that was once Touched by the god of magic—a stone now guarded by a suspicious Androsphinx.

In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s Rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and Creation time for any consumable items.

Magic Item Crafting Time and Cost
Item RarityWorkweeks*Cost*
Common150 gp
Uncommon2200 gp
Rare102,000 gp
Very rare2520,000 gp
Legendary50100,000 gp
*Halved for a consumable item like a potion or scroll

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for Crafting a nonmagical object, or proficiency in the Arcana skill.

If all the above requirements are met, the result of the process is a magic item of the desired sort.

Complications. The only really impactful complication that can occur on ship for crafting is drifting magic fields or simple physical mishap cause the final product to be useless or unpredictable.  Any crafting attempt has a 10% chance of having some kind of complication.

Brewing Potions of Healing. Potions of Healing fall into a Special category for item Crafting, separate from other Magic Items. A character who has proficiency with the Herbalism Kit can create these Potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
TypeTimeCost
Healing1 day25 gp
Greater Healing1 workweek100 gp
Superior Healing3 workweeks1,000 gp
Supreme Healing4 workweeks10,000 gp



Gambling

Games of chance are a way to make a fortune—and perhaps a better way to lose one.

Resources. This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.

Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.

The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate Gaming Set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.

Gambling Results
ResultValue
0 successesLose all the money you bet, and accrue a debt equal to that amount.
1 successLose half the money you bet.
2 successesGain the amount you bet plus half again more.
3 successesGain double the amount you bet.

Complications. Gambling with crewmates can lead to hard feelings and active grudges when somebody goes on a losing streak.  For each downtime week spent gambling there is a 10% of worsening your relationship with a crewmate. This chance increases by 5% if you got 3 successes.



Relaxation

Sometimes the best thing to do Between Adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from Injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system.

Resources. Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.

Resolution. Characters who are relaxing gain several benefits. While relaxing, a character gains advantage on Saving Throws to recover from long-acting Diseases and Poisons. In addition, at the end of the week, a character can end one Effect that keeps the character from regaining Hit Points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful Effect was caused by a spell or some other magical Effect with an ongoing Duration.


Repair

Repairs can be made while sailing or at a shipwright. 

Repairs while sailing can happen so long as someone on board has the proper proficiencies. Carpenter’s tool proficiency is required for ships made of wood or wood-like materials, blacksmith’s tool proficiency is required for ships of metals, and stonemason’s tools are required for ships of stone or crystal. With raw tonnage of materials available, repairs can be much more effective by consuming these resources. 

If the crew on a ship cannot repair, shipwrights of all varieties can be hired at most ports. 

Repairing a Hull 
Each repair workday requires 50gp worth of repair material. These materials are typically bought in tons worth 250gp, where one ton can make 5 repairs. Any repair on a ship with less than half health requires twice the material to make of for the large damage. For each workday spend repairing a hull, roll a d10 and the Proficiency bonus of the person with tool proficiency working on the ship. The ship is repaired for that many hit points. One ton of raw ship material can be used to improve the hit points restored to a ship for five workdays. The next five repairs on the ship’s hull use a d20 instead of a d10. For ships without a crew member trained in repairs, this service can usually be bought at ports for a slight service fee per day; on top of the material costs. 

Repairing a Weapon 
Weapons disabled by a Weapon Damaged Critical can be repaired back to working order with one day’s worth of work and 1/4th the weapon’s cost in materials. 

Repairing a Shearing 
One day of work can be spent repairing the intricate rigging and steering of a ship to remove one point of Shearing from a ship. This takes 50gp worth of rope and scrap per fix.



Research

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.

Resources. Typically, a character needs access to a Library or a sage to conduct research. If research materials on a topic are available on board, time can be spent on using that material to research.  These research materials can be purchased for 50 gp per 1/4 ton of materials on a topic.

Resolution. The character declares the focus of the research—a specific person, place, or thing that there are research materials available about. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp value of the onboard research materials beyond the first 50gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked Library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.

Research Outcomes
Check TotalResult
1-5No Effect.
6-10You learn one piece of lore.
11-20You learn two pieces of lore.
21+You learn three pieces of lore.

Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the Spells commonly prepared by an order of wizards, and so on.

Complications. The greatest risk in research is uncovering false information or depleting the usefulness of the materials.  At the completion of research there is a 10% chance that any given piece of lore you have uncovered is incorrect or some other event has occured that negative impacts the materials.  For every piece of lore uncovered there is a cumulative (over all uses of research on this topic with these materials) 10% change that all of the materials on this topic have been thoroughly read through and nothing new can be learned from these supplies.  Research materials can be sold for 30 gp per 1/4 ton of materials.



Scribing a Spell Scroll

With time and patience, a Spellcaster can transfer a spell to a scroll, Creating a Spell scroll.

Resources. Scribing a Spell Scroll takes an amount of time and money related to the level of the spell the character wants to Scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material Components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known Spells, in order to Scribe a scroll of that spell.  The cost of the scrolls to be scribed must paid before the ship debarks from port.

If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Spell Scroll Costs
Spell Level TimeCost
Cantrip1 day15 gp
1st1 day25 gp
2nd3 days250 gp
3rd1 workweek500 gp
4th2 workweeks2,500 gp
5th4 workweeks5,000 gp
6th8 workweeks15,000 gp
7th16 workweeks25,000 gp
8th32 workweeks50,000 gp
9th48 workweeks250,000 gp

Complications. For each scribed scroll there is a 10%+level of the spell scribed-INT mod chance for an issue to develop with the scroll.  


Training

Given enough free time and the Services of an Instructor, a character can learn a language or pick up proficiency with a tool.

Resources. Receiving Training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Someone must be on the ship that can act as an instructor. The instructor must spend the downtime teaching, but can be learning something from the student at the same time.