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5e Spelljammer Ruleset & House Rules
#7
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.
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RE: 5e Spelljammer Ruleset & House Rules - by GM Anthraxus - 02-22-2021, 04:56 PM



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