Multi Crew System
Each player takes on a unique shipboard role during Fast Travel. These roles shape your choices during space combat and hazards, giving everyone meaningful actions each round—no one is just a passenger. Each role gets special actions (once per round during combat) in addition to your regular character abilities (attacks, spells, etc.). The following is based off of homebrew mechanics, found here: Spelljammer & Multi Crew System
Spelljammer: The pilot —your lifeline through the stars.
(Fly, buff ship, strike minds.)
First Mate: The heart of the crew—morale, momentum, leadership.
(Buff crew, boost speed, aim weapons.)
Bosun: The Engineer—repairs, positioning, and bracing for impact.
(Repair, brace, fine-tune movement.)
Navigator: The mind—plotting safe paths, predicting danger.
(Support allies, change initiative.)
Medical Officer: The healer—saving crew & stabilizing allies.
(Revive, stabilize, cleanse poison.)
General Officer: The floater—flexible action-taker, utility player.
(Assist gunners (Take Aim).)
Crew Roles
Spelljammer (Pilot)
Move & Fire the ship (shared initiative).
Shields Up – Spend a spell slot: +3 AC (+1/spell level above 1st).
Thrusters – Spend a spell slot: +30 ft speed (+15/spell level above 1st).
Onboard Defense – Force creature on ship to make WIS save or take 1d6 psychic damage and gain disadvantage.
Cast – Buff/debuff spells with visual-only targeting (no concentration).
Fit: Wizards, Sorcerers, Warlocks, Bards, Clerics, Artificers.
First Mate
Motivate Crew – Gain 1d8 bonus to apply to crew or ship check.
Full Speed Ahead – Roll 1d6 × 5: Add that to ship speed this turn.
Take Aim – One weapon gains advantage on its next shot.
Fit: Bards, Paladins, Sorcerers, high CHA characters.
Bosun (Engineer)
Emergency Repairs – Grant ship 2d10 temp HP.
Brace for Impact – Reduce crash/ram damage by 2d10.
Change Positioning – Rotate sails/fins:
+15 ft speed / -45° agility
No change
-15 ft speed / +45° agility
Take Aim – One weapon gains advantage on its next shot.
Fit: Fighters, Barbarians, Artificers, Monks, Rogues.
Navigator
Coordinate Movement – Ally moves half speed (no opportunity attack).
Coordinate Attack – Ally takes 1 attack or casts 1 action spell.
Take Initiative – Swap turns in initiative with willing ally.
Take Aim – One weapon gains advantage on its next shot.
Fit: Rangers, Wizards, Clerics, Druids, high WIS or INT characters.
Medical Officer
Tend to Crew – Revive 1d4 unconscious crew with 4 HP.
Tend to Officer – Stabilize or give 1d6 + WIS temp HP to ally.
Neutralize Poison – End poison on one creature.
Take Aim – One weapon gains advantage on its next shot.
Fit: Clerics, Druids, Artificers, high WIS characters.
General Officer
Take Aim – One weapon gains advantage on its next shot.
Fit: Anyone—great for flexible characters.
Where Do I Stand On the Ship?
Helm (Spelljammer): One person attuned to the helm, seated to steer.
Deck (All Others): Take positions near weapons or control stations.
Combat Example
Situation: The crew of the Rogue Odyssey is ambushed by a Neogi raider in Wildspace!
Initiative: The Spelljammer rolls for the ship and takes the first turn.
Turn 1:
Spelljammer: Uses Thrusters with a 2nd-level slot to boost speed by +45 ft, and pilots the ship into flanking position.
First Mate: Uses Motivate Crew, gives +1d8 to the next ship attack.
Bosun: Uses Brace for Impact anticipating incoming mangonel shot.
Navigator: Uses Coordinate Attack to let the first mate fire their longbow at a visible enemy officer on the enemy deck.
Medic: Preps Tend to Officer to support if the ship is boarded.
Crew: Fires a ballista with advantage from Take Aim. Hits!
Enemy Turn:
The enemy ship launches a volley and attempts to close distance to board.
Turn 2:
Spelljammer: Casts Bless on the three allies holding the ballista.
Bosun: Makes Emergency Repairs, giving the ship 13 temp HP after last hit.
Navigator: Uses Take the Initiative to switch places in initiative with the Bosun, setting up a combo.