The Spelljammer
The Spelljammer powers the helm with their magical abilities, propelling the ship through wildspace. Moving the ship is a passive process, with no action required on the Spelljammer's part. Steering and fine control are handled by the Captain.
While attuned to the ship's helm, the Spelljammer can cast Helm spells through it. These are spells that have the Helm component in their description, denoted by a H. Helm spells are based on existing spells that are amplified and modified by the helm's magic, making them more useful or potent in wildspace. Each Helm spell has its base spell listed in its description, but certain Helm spells can only be cast with spell slots of a higher level than the base spell.
A Spelljammer does not need to specifically learn or prepare Helm spells. As long as the Spelljammer has the base spell learned or prepared, and has a spell slot of the appropriate level available, they can cast the Helm spell.
Class Features
Artificer
Magic Item Adept Your attunement to the ship's helm deepens, allowing you to work your magic through it in amazing ways. As a bonus action, you can expend up to two spell slots to create a new spell slot with a level equal to the sum of the two expended slots (maximum 5th level). You can use the new slot to cast Helm spells.Bard
Countercharm Your magical influence wards your ship against enemy influence. Add your proficiency bonus to your ship's AC. If your ship is the target of a spell attack roll, you also add your Charisma bonus to your ship's AC against that attack roll.Cleric
Channel Divinity When you roll damage for a Helm spell, you can expend your Channel Divinity to deal maximum damage.Druid
Wild Shape As an action, you can use your Wild Shape to adapt your ship, temporarily granting it new capabilities. • Ramming Horn. Until the end of this turn, your ship grows a massive horn from its bow, with the following statistics. Horn. Melee Weapon Attack: +8 to hit, range Oft., one object or ship. Damage: 3d10 bludgeoning damage. This damage increases by 3d10 each time your proficiency bonus increases. • Carapace Armor. Until the start of your next turn, you add your Wisdom bonus to your ship's AC. • Grappling Claws. Make a melee spell attack against an enemy in Close range. If you hit, that enemy is grappled by your ship until the start of your next turn, and takes 2d10 piercing damage. This damage increases by 2dl O each time your proficiency bonus increases. • Wildspace Wings. Add your Wisdom bonus to the next Pilot check made by your Captain.
Type
Arcane

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