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===Spelljammer Helms===
 
===Spelljammer Helms===
 
A spelljammer helm provides the main propulsion for the ship, converting all the spellcaster spell slots into motion(a caster can still cast Cantrips). This propulsion is call Tactical Rating(TR).The amount TR created is based on the highest level of spell slots the caster has access to. The spellcaster in exchange for his spell slots can power the helm for 12 hours and cannot man the helm again until he completes a long rest. There are 2 types of helms minor and major. Permanent Helms can only be created by the Arcane race.
 
A spelljammer helm provides the main propulsion for the ship, converting all the spellcaster spell slots into motion(a caster can still cast Cantrips). This propulsion is call Tactical Rating(TR).The amount TR created is based on the highest level of spell slots the caster has access to. The spellcaster in exchange for his spell slots can power the helm for 12 hours and cannot man the helm again until he completes a long rest. There are 2 types of helms minor and major. Permanent Helms can only be created by the Arcane race.

Revision as of 02:57, 7 March 2017

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Spelljammer Helms

A spelljammer helm provides the main propulsion for the ship, converting all the spellcaster spell slots into motion(a caster can still cast Cantrips). This propulsion is call Tactical Rating(TR).The amount TR created is based on the highest level of spell slots the caster has access to. The spellcaster in exchange for his spell slots can power the helm for 12 hours and cannot man the helm again until he completes a long rest. There are 2 types of helms minor and major. Permanent Helms can only be created by the Arcane race.

SL 1st SL 2nd SL 3rd SL 4th SL 5th SL 6th SL 7th SL 8th SL 9th
Minor Helm TR
Major Helm TR
1
2
2
3
2
4
3
5
3
6
4
7
4
8
5
9
6
10


Multiple Helms

A vessel can have more than one helm, but only one can be used at a time. Such back-up helms are common on larger ships.


Alternate Spelljammer Helms

While spelljammer helms that consumes spell slots is the most common form, there are other types that are powered by other means. Whatever form they take, they will provide a spell slot equivalent TR that can be used for travel or combat.

Furnace Helm

These early forms of helm developed by the Arcane are powered by magic items. They can only be used within a Crystal Sphere. If used in the Flow, they will explode. The spell slot equivalent of items fed into the furnace depends on their rarity . A furnace helm converts spell slots to TR as a major helm. The TR provided lasts for 1 week:

  • Common, 1st level
  • Uncommon, 3rd level
  • Rare, 5th level
  • Very Rare, 7th level
  • Legengary, 9th level

Lifejammer Helm

Favored by evil spacefarers, this helm derives motive power by feeding on the energy of a creature placed within it. The helmsman can reduce the captive's maximum hit points by 1d8 to generate one TR. This TR lasts for 24 hours.

Optional Rules: If the captive dies from the draining of the lifejammer it may rise again as an undead creature.

Ki Helm

Created by the nation of WA and the Arcane to power a type of ship called the tsunami. The Ki helm can seat up to 8 people who power it. A ninth person is the helmsman. The Ki helm is a large circle with the yin-yang symbol within it. In the middle of this circle, a crystalline octagon is used to absorb the Ki powers of those that sit at the helm. For every 5 points of KI given to the helm one TR is produced to power the helm for 24 hours.

Pool Helms

A recent development of the Illithid and the Arcane the pool helm uses the elder brain's pool of the mindflayers to power the ships, as opposed to Illithids using a series helms. A pool helm gives the ship a TR of 5. An elder brain cam still use his at will powers just not his 1/day powers. an elder brain that wants to regain these powers has to do the following: the pool helm cannot be used and a long rest must be completed.

Series Helms

Series helms are the invention of the Arcane and Illithids but have been adapted for a number of races with spell-like abilities. Series helms are like most of major and minor helms, but unlike the normal helms, the series helms can be linked together. For each occupied helm in a series the ship has an TR of 1. A creature the uses it powers to power a Series helm will power the ship for 12 hours and will be unable to use them until they complete a long rest. also if a creature has used any of their powers for that day the cannot power a series helm until the have regain them by completing a long rest. Series helms are specific to the race they were created for. At will powers can still be used with out effecting using the helm use.


Artifurnaces

An artifurnace is the ultimate furnace. It is tailored to siphon energy from a specific artifact. An artifurnace provides TR 5 for as long as needed. The artifurnace can be destroyed if the artifiact is ever removed. Artifurnaces are extremely rare, and when people discover that one is in use it tends to cause massive battle over it. They also have bonus fun of attracting the attention of the powers tied to the Artifact being used.

Alternate Spelljammer Helms not made by the Arcane

Orbus

The orbus is a living being that functions like a series helm on the beholder ships. For each orbus, the ship has an TR of 1. Orbi appear as pale blind beholders, with milky skin over all their eyes.

Forge Helm

A forge helm is powered by the creative energy of industrious races such as dwarves. A forge requires 2 or more workshops.

Spellcaster spell slots cannot be expended through a forge helm. Instead, the forge generates a TR as long as a certain number of workshops are fully worked (2 craftspersons per workshop) For travel, workshops must be crewed continuously. It takes 2 fully manned workshops to create 1 TR.

Forge helms have an advantage in that they can provide constant motive force while craftspeople are working, and useful goods are produced. The disadvantage is that the vessel must devote significant space to workshops (and cargo space for raw materials and goods), and it cannot achieve the maneuverability of a high-level caster at a spelljammer helm.

Generally speaking, one craftsperson uses 2 1/2-gp worth of materials, weighing 25 lbs, to create 5-gp worth of produced goods, per day.

For example, if a ship has 8 workshops being worked (with 16 craftspeople), the helmsman gains 4 TR for use in travel or combat. For one day's travel, this uses up 40 gp of materials (weighing 400 lbs). A four-month journey would require 4,480 gp of materials (44,800 lbs, or about 22 tons).

Q'nidar Helm

When a Q'nidar is ready to die it dives towards a star turning into crystalline mass if the mass can be recovered. It can be carved into a small chair that functions as a minor helm


Rock Gnome Helm

Rock gnomes, or tinker gnomes, have highly elaborate mechanical helms resembling perpetual motion machines, with cogs, counterweights, bells and whistles.

A Rock gnome helm does not have a rarity, or require a spellcaster with spell slots, but requires 1 Power Point, generated by a Power Plant, and at least one Energy Storage to store spell slot equivalents.

The helmsman must have proficiency with both Vehicles (Spelljammer) and tinker's tools.

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