Roles in a Spell Jammer in Rondo | World Anvil
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Roles in a Spell Jammer

Each Spelljammer is unique, with different construction methods, propulsion systems and defences so this list is not definitive, but some of the more common Roles or Systems in a Spelljammer are;

Roles

Captain
A captain is in charge of the Spelljammer, they determine the mission and direction To go in, a smart captain consults their crew as to minimise the chance of a mutiny.
First Mate
A XO is a power behind the captain, they organise all logistics, supplies wages, and personnel and also need to be good in a fight and loyal to the captain.
Helmsman
a helmsman sits upon the throne like Helm and is the living Engine of the Ship, the more powerful the mage, the Faster the Ship.
Tinker
A Tinker is the engineer of the ship, often spelljammers try to have as many as they can but you'll always find at least 1 that are the one who will upgrade and repair the ship.
Gunner
a Gunner either man's the guns and weapons or is a gun themselves, blasting foes from far away, often using bombardment magic for the range they provide.
Medicae
A medicae is often a Druid, not a Cleric, as gods in the multiverse get difficult, as they influence waxes and wanes the clerics power doesn't falter, but their connection to the God sometimes goes silent.
Marine
A marine is a martial warrior who can defend the ship or attack another, often the biggest and the strongest but are reliant upon the mages to move the Spelljammer.
Mage
A mage is a catch-all term for a magic user aboard the Spelljammer without another role, often the troubleshooter, who solves obscure issues, identifies bizarre wild magics or is a backup Helmsmen if they were to perish.
Cook
the Cook prepares food for the crew, and is a scare one to cross if you annoy the Cook you either get stabbed or all of your food is bland and unappetising with little sustenance.

Officers

  There are three officers on a ship, not all ships have all these officers but often an exceptional crew member would become one if they impress the captain.
  First Mate
This is the XO or second in command. He is there to assist the captain in any way and to take over if anything should happen to the captain.
  QuarterMaster
This is the officer in charge of the crew. He enforces the rules and settles disagreements. He also makes sure the crew gets their payments and any portion of plunder or bounties they may be due. He makes sure provisions and equipment are properly distributed. In the case of the captain becoming incapacitated as well as the first mate if there is one, the quartermaster in next in line. He will typically captain any captured ship until it is docked and dealt with.
Bosun
A bosun is the senior crewman of the deck. He is responsible for the ship’s hull and all its components, including its rigging, anchors, cables, sails, deck maintenance and small boat operations. He is under the quartermaster in the chain of command.

Wages

Role Gold
Captain 100gp
First Mate 80gp
Quartermaster 75gp
Bosun 73gp
Helmsmen 70gp
Tinker 70gp
Medicae 65gp
Cook 56gp
Mage 55gp
Gunner 52gp
Marine 52gp
 

Special Roles and Abilities

 

First Mate

The First Mate organizes the crew, loot, wages, defuses disputes, and acts as the captain when he attends to his other duties.   (Active) Inspirational Cry As an action/bonus action, the First Mate yells out an inspirational Cry, giving all crew within-range advantage on their next attack role. The range starts off at 60ft at the first level and scales with the total level of the First Mate. Adding an additional 5ft per level. E.G at Lvl 3 the First mate has a range of = 70ft).   Once you use this feature you cannot use it again until a long rest.  

Helmsman

The Helmsmen directs the spelljammer and with the power of the helm has unparalleled perception while voyaging through the astral sea.     Once you use this feature you cannot use it again until a long rest.   (Active) Rock the Boat Baby At the start of your turn you can choose to rock the spelljammer back and forth, causing the following affects until the start of your next turn: Creatures and Siege Equipment on the spelljammer have disadvantage on their attack rolls. Surfaces on the spelljammer count as difficult terrain. Once you use this feature, you can’t use this feature again until you complete a long rest.  

Tinker

The Tinkers on the spelljammer maintains and upgrades the spelljammers and crew's gear, they can also create unique and special items, given enough time and money.   (Passive) I can make ANYTHING! Tinkers can forge and create unique items and creations, well beyond a normal mage, as long as they have enough gold and magic to spare, they can make anything during downtime from the magic item table in the DMG.  

Gunner

A Gunner specializes in utilizing the spelljammers siege equipment to bring the enemy spelljammers to pieces. When there is nothing to shoot, they take up arms and fight off any borders who dares attack their spelljammer.   (Passive) Experienced Hands Some weapons require multiple of the same action to function before firing.   e.g. a mangonel requires: 2 ‘load’ actions, 2 ‘aim’ actions and 1 ‘fire’ action.   The gunner can use a single action to perform all duplicate actions of a single type.   e.g. 1 gunner action can perform the 2 ‘reload’ actions on a mangonel.   (Active) I am the Weapon The gunner can use their bonus action and reaction to load, aim, and fire a spelljammer weapon in addition to their normal action   Once you use this feature you cannot use it again until you complete a long rest.

Medicae

The Medicae holds the lives of the crew in their hands, and everyone knows it. They keep everyone's guts inside their bodies and stop your limbs from falling off.   Medical Respite A Medicae can provide Medical Respite in two different ways:   The Medicae can target up to 6 creatures within 60 feet. They can heal each a number of hit points equal to the level of the Medicae.   or   The Medicae can target 1 creature within 60 feet, it can heal a number of hit points equal to 6 times the level of the Medicae.      

Cook

You kill it, we cook it The cook can prepare food that can extract a fragment of its essence, deriving bonuses depending on the ingredients used. Rarer ingredients may give multiple bonuses. Some examples include: +1 on the select saving throw until the end of the next mealtime. Add 1d4 on one ability throw until the next mealtime. Add 1D10 plus cooks level temp hp until next mealtime The Cook can use this feature once per mealtime.

Marine

(Active) Marines Endurance A marine when fighting can spend a bonus action to gain 1 point of exhaustion to spend as many hit die as they want.   (Active) Sucker for punishment When you are dropped to 0 hit points, you can choose to push through the pain and keep on fighting. You regain hit points equal to half your maximum hp and gain 1 level of exhaustion.

Mage

(Active) Part of the Ship A mage can tap into the Spelljamers magics. Once a day, as a bonus action, they can regain 1 spell slot (the spell slot’s level is equal to a quarter of your character level, rounded up), or they can overcharge 1 spell equal to a quarter of their level (rounded down, minimum 1).

Navigator

I See the Stars A navigator can commune with the Astral sea and investigate a Wildspace system and given enough time or resources can learn the most common information about a system, when you enter a system you know its name.

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