Feature - December 22 - v1.1
Feature - December 22 - v1.1
COVER
TRAVELER'S GUIDE
TO THE
The Dungeon Coach
My goal is to create content to make
running games at your table easier. With
each resource I make, I want to inspire
you to think outside the box and to help
ASTRAL PLANE
you take your game to the next level!
Come check out the other great
stuff I’ve made, and what my team is
working on now! C ONTENTS
Patreon EXPLORING B EYOND T HE M ATERIAL PLANE 3
https://www.patreon.com/
thedungeoncoach Introduci To Planr exploratin . 3
astral Plane ................................................................................................................................................... 3
Website astral Sphers .............................................................................................................................................. 3
https://thedungeoncoach.com/ astral Domains ........................................................................................................................................... 4
hazards of the astral Plane . 5
SHIP N AVIGATION 8
Vison outside an atmospher . 8
Ship Movemnt .......................................................................................................................................... 8
navigaton Tools ....................................................................................................................................... 8
Crashing .......................................................................................................................................................... 9
ASTRAL J UmPER SHIP STATISTIcS 10
Ship Componets ..................................................................................................................................... 10
Ship attribues .......................................................................................................................................... 10
Ship Dimensio ....................................................................................................................................... 1
Ship Shet ..................................................................................................................................................... 13
Ship Volume ................................................................................................................................................ 14
Space allocatin ........................................................................................................................................ 14
Flor Layout ................................................................................................................................................ 14
Ship huls ..................................................................................................................................................... 14
Ship helms ................................................................................................................................................... 15
Ship Weapons ............................................................................................................................................. 17
Credits Ship upgrades ............................................................................................................................................ 20
Create or Destroy Air Adventurers unlucky enough to find themselves outside of the
1st-level, Transmutation air pocket of an Astral Jumper ship or bold enough to explore
smaller celestial bodies will want to equip themselves with a
Casting Time: 1 Action portable supply of fresh air. These beads are mined from gas
Range: 60ft giants and sold at most space ports.
Components: V, S, M (a stoppered flask)
Duration: Instantaneous While this bead is on your person, it provides you with
enough breathable air to survive in a vacuum for 24 hours.
You either create or destroy air. For every 1 hour spent inside an environment with breathable
Create Air: You create enough breathable Fresh Air to fill a air, the bead regains 2 hours of breathable air.
10ft cube. This cube of air disperses any other gasses within
the area (such as Cloudkill or Stinking Cloud).
Voidspace Settler
Destroy Air: You destroy enough air to fill a 10ft cube. Each Bonus Level Up Perk
creature in the area that requires air to breath immediately
You don’t suffer DisADV on Attacks as a result of being
begins Suffocating if the area can’t be replenished by a nearby
weightless. In addition, your personal air envelope lasts twice
source of Fresh or Foul Air. A creature within the area
as long before the air quality degrades and you’re immune to
that’s made of air, such as an Air Elemental, must also make
being Poisoned as a result of breathing Foul Air.
a Constitution Save. Failure: The creature takes 3d6 Force
damage. Success: It takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of
2nd-level or higher, the size of the cube increases by 5ft and
the damage increases by 1d6 for each slot level above 1st.
Within the Astral Ocean An Astral Chart is magically tied to an Astral Sphere that’s chosen
at the time of its creation. The chart reveals the location of all
In the Astral Ocean, ships can usually see what lies ahead in great Celestial Bodies and their orbits within its linked Astral Sphere,
distances. However, the silvery aether that permeates the Astral and magically updates itself when their locations change. The
Ocean can become cloudy in certain areas, making it difficult chart also shows a bright pinpoint on itself that reveals its own
to see any debris, celestial objects, Astral Jumper vessels, or location while it’s within its linked Astral Sphere. A creature can
dangerous creatures until they’re right in front of you. Astral use an Action to annotate or erase notes, locations of interests, or
Jumper Helmsman usually rely on Astrobuoys (see below) predefined travel paths on an Astral Chart. A helmsman with an
to stick to common Astral Jumper courses where it’s much Astral Chart in hand while approaching its linked Astral Sphere
safer to travel. sees the location of the nearest portal through the barrier and all
currently open portals.
Ship Movement
The travel speed of an Astral Jumper ship is determined by
its helm and its pilot, however travel through an atmosphere,
Voidspace, and the Astral Ocean is very different.
Through an Atmosphere: An Astral Jumper ship in the atmosphere
of a celestial object can move directly up, down, or backwards
without changing the direction it’s facing. The ship must be at a
complete stop before it can ascend, descend, or move in reverse,
and the ship moves at half speed while moving in this way —
moving 1ft costs 2ft of speed — so the ship can cover only half the
normal distance in a minute, an hour, or a day.
Within the Astral Plane: The weightlessness and vacuum of
Voidspace allows an Astral Jumper ship to reach speeds that
are impossible to achieve within an atmosphere. Furthermore,
the Astral Ocean contains dense rivers of silvery ether that flow
between Astral Spheres and accelerate these ships to even greater
speeds. Generally, a ship may travel through the Astral Ocean
from one Astral Sphere to another within 10d10 days.
Ship Attributes
Class Size Size Speed STR DEX CON EC AC DR HP
Mod (mph)
Tiny 1 +5 -5 +10 -3 17 17 0 50
Small 2 +2 -2 +7 +0 17 17 5 100
Medium 3 +0 +2 +5 +3 15 18 10 150
Large 4 -2 +7 +2 +6 12 18 15 300
Speed
A ship’s Speed is determined by its size, weight, Helm, and
Ship Dimensions
sometimes its pilot. All ship’s have a minimum Speed of 1mph Average Ship Dimensions & Capacities
(10ft per turn), unless it exceeds its Cargo Capacity.
Class Size Ship Creature Capacity Cargo Hull Cost
Size: A ship’s Speed Modifier is a reflection of its size. Lighter Spaces Capacity (gp)
ships have a bonus to their Speed that allows them to achieve (tons)
speeds beyond the capabilities of their Helm. Heavier ships Min Max
have a drag that reduces its Helm's maximum Speed.
Weight: The materials a ship is constructed from can affect Tiny 12 1 4 1 2,400
its maximum Speed. A ship constructed from lighter
Small 60 4 20 6 12,000
materials, such as wood, can achieve higher speeds than those
constructed from heavier materials, such as metal. Medium 180 12 60 18 36,000
Minimum Crew
A ship’s minimum crew number represents the number of
creatures required to maintain and operate the ship (load
cargo, operate weapons, etc.). If the number of creatures
onboard is ever lower than this number, the ship may not be
able to fire its weapons or perform other important functions
(see Crew Members).
Determining Minimum Crew: The minimum number of
creatures required on an Astral Jumper Ship equals the
maximum number of creatures it can support, divided by 5
(rounded up). A ship that can support 100 Medium or smaller
creatures would require a minimum of 20 creatures to operate
its shipboard systems.
Captain
Str Mod Dex Mod Con Mod AC EC
First Mate
Helmsman
Cook
Officers
Hull Type
Hull Bonuses
Helm Type
Ship Volume
The first step in designing a ship is to determine the number
of Ship Spaces the ship will possess across all of its floors. The
hull of a ship costs 200gp per Ship Space. For example, a ship
with 100 Ship Spaces has a cost of 20,000gp.
Space Allocation
The second step in ship design is to determine how many Ship Hulls
floors are on the ship. You can allocate Ship Spaces any way
Not all ships are constructed from the same materials, and
you like across the floors on the ship. For example, if you
performance can vary between similar ships constructed with
decide to build a ship with 100 Ship Spaces and 2 floors, you
different Hulls. Ships are most commonly constructed with
could decide to:
hulls made from wood.
• a) allocate 50 Ship Spaces to each floor.
• b) allocate 99 Ship Spaces on the 1st floor and just 1 Ship
Space on the 2nd floor. Wooden Hull
• c) allocate any combination in between options a and b. The ship’s hull is constructed of 3in thick wood. Most ships
are built using wood because it’s strong, flexible, and easy to
source. A ship made from wood gains the following properties:
Floor Layout • +5 bonus to its Speed.
Once you know how many floors the ship will have and how
• -2 penalty to its DR (minimum of 0).
many Ship Spaces there are on each floor, you can distribute
• Unless it’s in a vacuum or wet, it catches ablaze when
the Ship Spaces in any pattern you desire, so long as at least
exposed to fire. The diameter of the fire equals the diameter
1 side of a Ship Space touches the side of another Ship Space,
of its impact, and the fire’s radius increases by 5ft at the end
unless it’s accessible by a floor above or below it by either a
of each round (30ft per minute).
staircase, ladder, elevator, or another means of traversal.
For example, the figure below shows 2 ships, each containing
a single floor with 30 Ship Spaces. These two examples show
how you can use the Ship Spaces available to design the ship
in the pattern of your choice.
Attunement: A creature attuned to this helm must be proficient Attunement: A creature attuned to this helm must be of the
with Tinkerer’s Tools to control the ship’s movement. race that created the helm to control the ship’s movement.
Sailing Speed: The helm has a maximum speed in mph equal to Sailing Speed: The helm has a maximum speed of 5 mph (45ft
the number of clockwork devices attached to the helm, up to per turn). Each additional Linked Helm with a pilot linked to
10 mph (90ft per turn). this one increases the maximum speed of the ship by 5 mph,
to a maximum of 15 mph (135ft per turn).
Unstable Design: The helm has a 10% chance to break down
each time a creature attunes to it. For each clockwork device Helmsight: Whenever you like, you can see what's happening
added beyond the first, the Clockwork Helm has an additive on and around the vessel as though you were standing in a
5% chance to break down. The helm is inoperable while any location of your choice aboard it.
broken clockwork devices are attached to it. If the helm breaks
down, you can use an Action to make a DC 20 Tinker's Tools
Check to replace or remove 1 of the broken clockwork devices.
Psionic Helm
Psionic Helms are fueled by psionic energies of Aberrations or
Psions. Astral Jumper ships fleets armed with Psionic Helms
Clockwork Device can coordinate their movements and attacks much more
Wondrous Trinket seamlessly than other vessels, making them deadly to engage
Clockwork devices can be attached to Cockwork Helms to in battle. You can maneuver the ship in a similar manner as a
provide the necessary power to propel and maneuver an Astral seafaring ship.
Jumper ship. Unless crafted by the same artificer or guild, Attunement: A creature attuned to this helm must be an
it's uncommon to see two clockwork devices with the same Aberration or Psion to control the ship’s movement.
appearance and design. They resemble gears, levers, wheels,
coils, and other mechanical contraptions. They can usually be Sailing Speed: The helm has a maximum speed in mph equal to
procured at spaceports by gnomes or an Artificer Guild. your Intelligence Modifier + your Prof. Bonus.
Helmsight: Whenever you like, you can see what's happening
on and around the vessel as though you were standing in a
location of your choice aboard it.
Psionic Convergence: The Psionic Helm allows its pilot to
speak telepathically with the pilots of other Psionic Helms
within the same Astral Sphere.
Actions Required (4): 2 to Load, 1 to Aim, and 1 to Fire. Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
Spinning Saw: Ranged Weapon Attack 200/800ft Range, +6 to Proton Ball: The weapon fires a ball of positive energy at a
hit, 4d6 Slashing damage. If the attack hits, all creatures within target creature that the crew can see within 120ft. The target
10ft of the target must make a DC 12 Dex Save. Failure: The must make a DC 15 Constitution Save. Failure: The creature
creature takes 2d6 Slashing damage as shrapnel explodes from takes 4d8 Radiant damage. Success: A creature takes half as
the impact point. much damage.
Once Destroyed: If ever destroyed, a proton cannon will
detonate, forcing each creature within 10ft of it to make a DC
Modern Weapons 15 Constitution Save. Failure: A creature takes 4d8 Radiant
Howitzer damage and is Blinded until the end of its next turn. Mundane
9,000gp (130gp per Shell) objects within the area automatically take this damage.
A howitzer is a siege weapon that fires huge shells in a large
Void Beam
arc that explode upon landing. These weapons are ideal for
A void beam opens a portal within its firing apparatus that
bombing fortifications, designed to have their rounds travel
connects to a dimension of pure negative energy. The weapon
over high walls and cover. The firing apparatus is built on a
channels this negative energy through an interdimensional
metallic wheeled chassis that must be stationed before firing.
lens projector that fires it in a continuous beam. The weapon
Actions Required (5): 2 to Load, 2 to Aim, and 1 to Fire. requires no ammunition to fire.
Howitzer Shell: Ranged Weapon Attack 1,200/4,800ft Range, Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
+6 to hit (can’t hit targets within 60ft of it), 8d6 Bludgeoning
Void Channel: The weapon channels a beam of negative energy
damage, and all creatures within 20ft of the target must
at a target creature that the crew can see within 120ft. The
make a DC 12 Dexterity Save. Failure: A creature suffers
target must make a DC 15 Dexterity Save. Failure: A sustained
8d6 Bludgeoning damage. Success: A creature takes half as
beam of energy forms between the weapon and the target.
much damage.
The target takes 2d12 Necrotic damage, and again at the end
of each of its turns. When a creature takes damage from this
Mortar beam, it takes an extra 1d12 damage for each of its consecutive
7,000gp (80gp per Shell) turns it has been damaged by the beam. This effect ends
Mortars are sizable, cannon-like weapons designed to fire early if the target ever moves farther than 120ft away, moves
explosive shells in a wide arc to hit targets behind cover. behind total cover, or the weapon fires upon a different target.
Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire. Once Destroyed: If ever destroyed, a void beam will open
Mortar Shell: Ranged Weapon Attack 800/3,200ft Range, +6 a portal to the negative dimension it's linked to and force
to hit (can’t hit targets within 60ft of it), 5d6 Bludgeoning creatures within 10ft of it to make a DC 15 Charisma Save.
damage, and all creatures within 20ft of the target must Failure: A creature is teleported to the dimension of negative
make a DC 12 Dexterity Save. Failure: A creature suffers energy. Mundane objects within the area automatically
5d6 Bludgeoning damage. Success: A creature takes half as teleported to the negative dimension. The portal winks out of
much damage. existence at the end of the turn.
Minigun
6,000gp (1gp per Round)
Miniguns are mounted weapons that fire a constant stream of
bullets. They tend to be anti-personnel weapons rather than
being used to take down castle walls. A minigun can house
500 rounds, expending 10 rounds each time it’s fired.
Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
Gunfire: Ranged Weapon Attack 600/2,400ft Range, +6 to
hit, 10d6 Piercing damage.
Fantasy
Iron Cyclone L 4 +6 Dex 12 13 100 120/480 4d6 Slashing Can’t hit targets within 60ft. 2,000
All targets within 20ft must succeed Save or take
2d6 damage (½ on success).
Modern
Mortar M 3 +6 Dex 12 15 50 800/3200 5d6 Can’t hit targets within 60ft. 7,000
Bludgeoning All targets within 20ft must succeed Save or take
damage (½ on success).
Howitzer L 5 +6 Dex 12 20 250 1200/4800 8d6 Can’t hit targets within 60ft. 9,000
Bludgeoning All targets within 20ft must succeed Save or take
damage (½ on success).
Minigun M 3 +6 - 16 55 600/2400 10d6 - 6,000
Piercing
Futuristic
Void Beam L 3 - Dex 15 14 50 120 2d12 Sustained damage. +1d12 damage per turn. 10,000
Necrotic
Wildfire Rounds
Cost: 2,500gp
Upon striking enemy vessels or creatures, the ammunition
from this artillery explodes in a wave of multi-colored flames
infused with astral energy. A target hit by an Attack must
make a DC 14 Dexterity Save. Failure: The target takes an
additional 2d10 Radiant damage and is lit on fire. While on
fire, the target takes 1d10 Radiant damage at the start of each
of its turns. A creature can use an Action to extinguish the
flames on itself or another creature or object.
Combat with Astral Jumper vessels can happen in close Illmanned: A Siege Weapon operated by 1 or more creatures
proximity where one ship boards another, or at extended whose total number are fewer than the number of creatures
distances where only the farthest reaching weapons can needed to operate the weapon is considered Illmanned. When
attack. There are several range categories that are used to given the order to fire, the weapon’s crew must succeed a
govern ship combat: boarding range, short range, long range, Firing Check.
and beyond range. Unmanned: A Siege Weapon without a crew is considered
Boarding Range: A ship within this range can attempt to board unmanned. Unless stated otherwise in its stat block, an
or crash into another vessel. A ship’s target must be within unmanned weapon can’t fire.
60ft to be within boarding range.
Initiative
Operating a Siege Weapon When rolling initiative in ship combat, each ship has its own
Siege Weapons require multiple creature Actions to operate. initiative that every creature on that vessel shares. When a
A Siege Weapon requires a number of creatures to operate it ship takes its turn in combat, all the creatures on board share
equal to the total number of Actions needed to load, aim, and the ship’s initiative. The ship benefits from any bonuses its
fire the weapon. For example, a Ballista requires 1 Action to Helmsman’s has on Initiative Checks.
load, 1 Action to aim, and 1 Action to fire the weapon, so it
Example: A ship has an officer of each officer station and a You maneuver the ship in an attempt to avoid taking fire. Until
supporting crew of 20 members. If the ship’s Captain gives the the start of the ship’s next turn, all Attacks made against the ship
Battle Stations order, they can choose how many unassigned crew have DisADV.
members they want to assign to each of the ship’s Siege Weapons. If Fire at Will
they choose to assign 9 crew members to man the Siege Weapons, Prerequisites: Captain
that leaves 11 crew members available for different tasks. If the You order the crew to fire all weapons at hostile targets. Each
ship suffers damage to its hull, the ship’s Shipwright can give the weapon chooses its own target based on the weapon’s placement
Damage Control order and assign any of the 11 available crew on the ship: Fore, Aft, Port, or Starboard. If a weapon is stationed
members to assist with that task. in a location that’s central to the ship, the GM chooses a direction
for it to focus. The crew will continue firing in this manner on
Movement Actions each of the ship’s following turns until all hostile targets are
destroyed or given a command to Focus Fire or Cease Fire.
Change Course
Fore: The weapon targets the closest hostile target within range
Prerequisites: Helmsman
that the ship is facing.
You move and position the ship to change course. Choose 1 of the
Aft: The weapon targets the closest hostile target within range
following options:
that’s behind the ship.
• Up to a 90-degree turn on the ship's own axis in any direction.
Port: The weapon targets the closest hostile target within range
• Up to a 90-degree turn in any direction, both in the horizontal
that’s to the left of the ship.
and vertical planes.
• Up to a 45-degree turn in any direction while rotating the ship Starboard: The weapon targets the closest hostile target within
up to 45 degrees on its own axis. range that’s to the right of the ship.
Focus Fire
Full Speed Ahead Prerequisites: Captain or First Mate
Prerequisites: Helmsman, inside an atmosphere
You order the crew to fire at a target of your choice. Choose a
You pilot the ship beyond its maximum Speed. Until the start number of Siege Weapons stationed on the ship. Each weapon
of the ship’s next turn, it gains a +10 bonus to its Speed, but has fires on the chosen target if it’s within its range.
DisADV on Dexterity Checks and Saves.
Halt Gain the Advantage
Prerequisites: Helmsman Prerequisites: Helmsman
You force the ship to come to a complete stop. You maneuver the ship to gain a tactical advantage in combat. On
the ship’s next turn, it gains ADV on all Attacks.
Lay in Course
Prerequisites: Helmsman
Prepare to Board
You move the ship in a direction of your choice up to its maximum Prerequisites: Captain or First Mate, must be within Boarding Range
Speed. The ship will continue moving in the same direction at the
same speed on each of its following turns until given a new course You shout orders to the crew, preparing them to board. Choose
or commanded to Halt. a number of crew members. The chosen crew members board a
target of your choice within range.
Take Us In/Out
Prerequisites: Helmsman, outside an atmosphere
You pilot the ship 1 range closer to or farther from another ship,
Gargantuan creature, or Celestial Body. For example, a ship
within Short Range of another ship will move into Boarding
Range or Long Range.
Damage Control
Prerequisites: Shipwright
You shout orders to the crew to assist you in mitigating
damage taken since the start of the ship’s last turn. Choose 1 of
the ship’s components: the hull, the helm, or a siege weapon.
The chosen component regains an amount of HP equal to the
number of crew members assisting with this command. Once
a ship component has regained an amount of HP equal to the
ship’s minimum Creature Capacity, it can’t regain additional
HP using this command until it’s docked for repairs and
restored to its maximum HP.
Example: A ship has 100 HP and a minimum Creature Capacity
of 10. If the ship’s hull takes 15 damage, the ship’s Shipwright
can give the Damage Control order to repair the hull. Once the
hull regains 10 HP, it can’t regain any additional HP with the
Damage Control order until it’s docked for repairs and regains
all its HP. However, if another ship component is damaged,
such as a Siege Weapon, the Shipwright can give the Damage
Control order to command the crew to repair that weapon,
restoring up to 10 HP and following the same restrictions.
Jettison Debris
Prerequisites: Shipwright
You give the order to open an aperture on the ship that
contains cargo, equipment, or junk. You eject debris in a line
that’s 240ft long and as wide as the aperture of the exit point.
Debris can only be ejected from a ship in the direction of its
exit point. Each creature or vehicle in the area must make a
DC 12 Dex Save. Failure: It takes 3d6 Bludgeoning damage. If
the debris contains any explosives that might detonate upon
collision or proximity, a target also suffers any additional
damage and effects from the detonation of the explosive debris.