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Feature - December 22 - v1.1

The document provides a guide to exploring the astral plane beyond the material plane. It introduces the concept of astral plane exploration and notes that the guide will cover astral spheres. The creator's goal is to inspire game masters and help take their games to the next level through various resources, and they provide links to their Patreon and website for additional information.
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100% found this document useful (1 vote)
76 views33 pages

Feature - December 22 - v1.1

The document provides a guide to exploring the astral plane beyond the material plane. It introduces the concept of astral plane exploration and notes that the guide will cover astral spheres. The creator's goal is to inspire game masters and help take their games to the next level through various resources, and they provide links to their Patreon and website for additional information.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE

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

Creator: The Dungeon Coach O FFIcERS & C REW 2


(Alan Bjorkgren) officer Staions ......................................................................................................................................... 2
Editing Director: Schyler Fontenot Crew Membrs ......................................................................................................................................... 23
Crew Loyalt ............................................................................................................................................. 24
Writing Director: Evan Bosco
SHIP C OmbAT 26
Game Design Director: Purius
Distance ...................................................................................................................................................... 26
Art Director: AvalonInk operating a Sieg Weapon . 26
Initave ...................................................................................................................................................... 26
Layout Director: Mark MacPherson Ship actions ............................................................................................................................................... 27
Writers: Purius, Nexus_2u, D AmAGE & I NjURIES 29
Schyler Fontenot, Leo
Parlo, DarkAbyssKeeper Sustaing Damage ................................................................................................................................. 29
Ship Repairs ............................................................................................................................................... 29
Artists: bug, Wasserbeinchen
Crew Injuries ............................................................................................................................................. 30
Editors: Leo Parlo
v1.1
G LOSSARY 31

2 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Exploring Beyond
The Material Plane
Introduction To Planar Moving in the Astral Ocean: A creature uses its mind instead of its
body to move through the Astral Ocean, allowing it to move in
Exploration any direction it thinks at a Speed equal to 5 times its Intelligence
The cosmos is a massive, untamed wilderness, and this resource Score. For example, the Speed of a creature with an Intelligence
puts its most distant constellations at your fingertips. Using of 14 would be 70ft.
space-faring ships known as Astral Jumpers, creatures can DC Tip: For Speed I often have it equal to 3 times a creature’s
navigate the stars like sailors sail the seas. Within this PDF, Intelligence Score. This gives a creature with a “regular”
you’ll learn about the hazards of space travel, captaining and Intelligence of 10 a 30ft Flying Speed, and a creature with the
maintaining an Astral Jumper, how to build your own ship and max of 20 Intelligence a 60ft Flying Speed. I want to have the
upgrade it to fit your needs, and whole new ways to engage with Intelligent PC’s feel unique here since their minds are much
and command your crew. Traversing the various planes of your stronger. If everyone is zooming around (with a 5x modifier)
world has never been so engaging. Be careful sailing the astral then I feel that waters down the uniqueness.
currents out there, brave explorers.
Voidspace
Astral Plane Voidspace is an area of the Astral Plane that overlaps with the
Material Plane. Creatures and objects within Voidspace are
The Astral Plane is a realm of vast emptiness that fills the space
considered to be on both planes simultaneously, which allows
between the stars, planets, moons, and all the planes of existence
them to use teleportation magic, such as Teleportation Circle,
that exist within the universe. The Astral Plane is a transitive
to teleport from anywhere within an Astral Sphere to another
plane and is comprised of 2 distinct realms: the Astral Ocean
location within that same sphere. Voidspace is devoid of air
and Voidspace.
and gravity. Creatures venturing into Voidspace must do so
cautiously, ensuring that they bring a breathable atmosphere and
Astral Ocean a reliable means of travel with them.

The Astral Ocean is an endless expanse filled with silvery aether


that’s neither air, earth, fire or water. Currents of this silvery Astral Spheres
aether flowing through the Astral Ocean can act as express lanes An Astral Sphere is an area of Voidspace within the Astral Ocean
for Astral Jumper ships traveling between Astral Spheres. Very that’s encapsulated within a magical barrier. Astral Spheres can
little is known for certain about the Astral Ocean, except that contain multiple stars, planets, and other Celestial Bodies, or
the Astral Spheres float within it. There is no equivalence in our can be devoid of anything at all. The size of an Astral Sphere
world to the Astral Ocean, it’s a fantastical vastness that contains is usually based on the orbit of the Celestial Bodies within it.
unimaginable wonders and horrors in equal measure. An Astral Sphere that consists of planets and asteroid fields that
Planar Properties: The Astral Ocean is filled with Fresh Air, but orbit distantly from their star will have much larger boundaries
has no gravity. Creatures within this realm don’t require food or than one with Celestial Bodies that have more shallow orbits.
water to sustain themselves. In our world, everything within our solar system, including the
distant comets that orbit beyond Pluto, would be considered part
Time Dilation: Creatures that enter the Astral Ocean experience of an Astral Sphere.
existence very differently than on a Material Plane. The Astral
Ocean is a realm of thought where your body ages very slowly, Astral Sphere Barrier
allowing creatures to live far longer than their physical bodies
would otherwise allow. Time still passes at the same rate but At the edge of an Astral Sphere is a heavy, spherical, transparent
children born here would take decades to grow into adults. barrier that encapsulates everything within the sphere. This
Sometimes this leads to species taking the children to another barrier is made of pure magical force, it can’t be destroyed by
plane for them to grow up and mature before bringing them any means, and prevents creatures and objects from entering
back to the Astral Plane. or exiting the Astral Sphere. The Astral Sphere Barrier is what
separates an area of Voidspace from the Astral Ocean that it
resides within.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 3


Barrier Appearance: Within an Astral Sphere, its barrier Material Planes
resembles a constellation of lights in a night sky, as if peering
out from within a fish bowl. Many of these lights are the stars Planets within an Astral Sphere coexist on a shared Material
of distant Astral Spheres, deep within the Astral Ocean. From Plane. These planets host most life within the known cosmos.
outside an Astral Sphere, a traveler can see the sphere’s host Humans, elves, dwarves, and other mortal creatures are said
star (if any) and the various planetoids therein as if peering to have originated from Material Planes before venturing to
into a fish bowl. the stars and colonizing other worlds and Astral Spheres. In
our world, Earth would be considered a Material Plane.
Traversing the Barrier: Passing through the barrier is only
possible through naturally occurring cosmic portals. A
traveler must wait for one of the portal's periodic openings or Connected but Independent
magically coerce it into opening immediately. Each Planet within an Astral Sphere functions as an
independent Material Plane for the purposes of spells and
effects that detect or perceive targets on the same plane of
Cosmic Portal existence. For example, if an Astral Sphere contains a red
2nd-Level, Divination (Ritual) planet and a blue planet, a creature on the red planet wouldn’t
Casting Time: 10 minutes be able to detect or perceive a creature or object on the blue
Range: 1mi planet, unless the spell or effect allowed them to detect or
Components: V, S, M (A broken conch shell) perceive a target on a different plane of existence.
Duration: 1 minute
This spell may only be cast while within 1mi of an Astral Other Planes of Existence
Sphere’s barrier. When you cast the spell, you can choose to
locate the nearest portal or to open a known portal nearby. Each Astral Sphere can possess its own multiverse of
otherworldly planes. These planes are host to otherworldly
Locate Portal: For the duration, you can sense the direction
creatures, such as primordials, archdemons, archangels,
and distance (either in miles or in travel time) of the nearest
archfey, or gods, and are accessible by cosmic portals, whether
portal through the barrier.
naturally occurring or artificially created. Cosmic portals
Open Portal: You draw a circle in the air while facing a leading to these hidden planes are often found in the Astral
known portal through the barrier. The chosen portal opens Ocean not far from the barrier of their host Astral Sphere.
for the duration. A portal opened by this spell can be closed However, a cosmic portal may also exist within the Voidspace
prematurely if subjected to Dispel Magic or a similar effect. of its Astral Sphere or on one of its enclosed Material Planes.
A god's influence can only extend a finite distance from its
Celestial Bodies host Astral Sphere within the Astral Plane. Without a tether
to another Astral Sphere, often in the form of a follower
Celestial Bodies come in all shapes and sizes. Many exist within or believer, gods struggle to reach and interfere with other
the Astral Spheres while others float in the vast ether between spheres. At the GM’s discretion, a god’s power could extend
Astral Spheres known as the Astral Ocean. Any object 1 mile infinitely through the Astral Plane all the way up to the
or larger in size, such as a planet, moon, star, asteroid, comet, boundaries of other Astral Spheres.
or dead god, floating within an Astral Sphere or the Astral
Ocean is considered a Celestial Body. Planets and moons are
often host to mortal life forms, while asteroids and dead gods Astral Domains
are typically mined for precious materials or used as trading An Astral Domain is identical to an Astral Sphere, except
hubs and operational bases. it’s roughly the size of a large city or small kingdom. Astral
Domains are commonly used as:
• Docking ports for vessels navigating the Astral Ocean
• Military installations for space-faring civilizations
• Mining facilities that harvest exotic minerals
• Residence for a divine being and their favored servants

4 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Hazards of the Astral Plane Vacuum: A creature in an airless vacuum can’t hold its breath
and immediately begins Suffocating until it regains access to
Fresh or Foul Air.
Air
Since there is no breathable air within Voidspace, suffocation Atmospheres
may seem like a certainty for most creatures journeying Any Celestial Body with a gravity field generates its own
beyond a Material Plane. However, many space-faring races atmosphere of air (see Gravity). The atmosphere can be made
have means of mitigating this concern. of Fresh Air, Foul Air, or Deadly Air.

Air Quality Atmospheric Boundary


There are 3 types of air quality: Fresh Air, Foul Air, and The boundary of a Celestial Body’s atmosphere generally rests
Deadly Air. A creature is subjected to the effects of the air at a distance of 1/1000th of its diameter. For example, if a
quality within an area whenever it enters the area or starts Celestial Body has a diameter of 1,000 miles, the outer edge of
its turn within one. Plants and creatures that don’t need its atmosphere reaches 1 mile above its surface.
air to breathe are unaffected by Foul Air and Deadly Air. Gas Giants: Celestial Bodies made entirely of air are called
Additionally, certain regions of the Astral Plane, such as gas giants. The atmosphere of a gas giant includes its entire
Voidspace, are vacuums. diameter. Exploring a gas giant is nearly impossible without
Fresh Air: Fresh air is safe to breathe by creatures adapted to an Astral Jumper ship or magic.
breathing air. Stars: Stars are massive balls of fire that incinerate most
Foul Air: Unless it holds its breath, a creature in an area of anything that enters their atmosphere. A creature takes 10d10
Foul Air becomes Poisoned. A creature Poisoned in this Fire damage when it enters a star’s atmosphere for the first
way can’t be cured by any means other than regaining access time on a turn or starts its turn there. The atmosphere of a
to Fresh Air. star is made of Deadly Air.
Deadly Air: Unless it holds its breath, a creature in an area
of Deadly Air immediately begins Suffocating until it regains
access to Fresh or Foul Air.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 5


Ship Air Envelope
An Astral Jumper ship’s helm generates and maintains an
envelope of Fresh Air around the ship while it’s within a
vacuum (but not underwater). This envelope extends out
from the edges of the hull in all directions for a distance equal
in length to the vessel, so that creatures aboard and near the
ship can breathe normally. The temperature within the air
envelope is 70 degrees Fahrenheit (roughly 21 degrees Celsius).

Personal Air Envelopes


A creature that leaves the atmosphere of a Celestial Body, or
the air envelope of an Astral Jumper, drags with it a personal
air envelope containing the same quality of air. Every 5
minutes, the air quality of the personal air envelope degrades
by 1 step, turning Fresh Air into Foul Air, and Foul Air Falling in a Gravity Plane
into Deadly Air.
A creature or object that falls overboard is drawn to the ship’s
Gravity Plane, falling through it until they reach the other
Fire side, before gravity pulls it in the opposite direction back to
the Gravity Plane. An object or creature will bob up and down
Within the air envelope of an Astral Jumper ship or a
in this manner until it comes to a complete rest along the
Celestial Body, normal and magical fire functions exactly as it
Gravity Plane, a process that takes 1 round. Once at rest along
would on a Material Plane. However, degraded air quality has
a Gravity Plane, a creature or object will begin to drift toward
an effect on fire. Fire functions normally in an area of Foul
the center of the ship’s Gravity Plane, moving 10ft closer at
Air, but creatures have ADV on Checks and Saves to prevent
the start of each of its turns until it contacts the ship or is
or extinguish fires within the area. Mundane fire won’t
otherwise halted.
function at all in an area of Deadly Air or an airless Vacuum.
However, magical fire (such as Fireball) functions normally DC Tip: The way I like to run Gravity Planes is a bit different.
in these environments, but this fire has no chance of setting Creatures and objects above a ship’s Gravity Plane are pulled
anything ablaze. downward toward it, but once they reach the Gravity Plane
they become weightless, as if they crashed into an invisible
sea just below the surface of the Gravity Plane. A creature or
Gravity object below a ship’s Gravity Plane begins to drift away from
the ship, and once they leave the ship’s air envelope, they’re
There is no gravity in Voidspace or the Astral Ocean, subjected to the elements of Voidspace or the Astral Ocean.
however Celestial Bodies project a gravitational force much
like in our world.
Overlapping Gravity Fields
Gravity Fields When Gravity Fields intersect, such as when two ships pass
Celestial Bodies generate a gravitational pull equal to each other or when a ship passes a Celestial Body, a creature
Earth’s gravity and pull all creatures and objects smaller or object is under the influence of whichever Gravity Field
than themselves toward their center. The Gravity Field of a it’s closest to. A creature that leaps between two passing
Celestial Body extends from its center to the outer limits of ships would alter its falling direction as soon as it crosses the
its atmosphere. midpoint between the two Gravity Fields.

Gravity Planes Weightlessness


Ships with Astral Jumper Helms generate their own Gravity A creature or object that leaves a Gravity Field without the
Fields similar to Earth’s gravity. Gravity on these ships is ability to move itself (such as an Incapacitated creature) will
drawn to a horizontal plane that extends from one side of the move in the same direction at the same speed it was moving
ship to the other, instead of the center of its field. A Gravity when it left the field until it collides with another object or
Plane extends the full diameter of a ship’s Gravity Field. While creature. A creature traveling faster than its Speed suffers
on the topside of a ship’s Gravity Plane, a creature would be falling damage when it collides with another object or creature
drawn to rest upon the ship’s deck. Alternatively, while on the as if it fell from a height equal to its traveling speed.
bottom side of the gravity plane, a creature would be drawn to
rest upon the bottom of the ship, as if standing upside down. Weightless Combat
The location of a ship’s Gravity Plane is different depending Combat in a weightless environment is difficult for creatures
on the ship. Some ships have their Gravity Plane located at used to fighting in normal gravity. Creatures unaccustomed to
the ship’s base or in the middle of the ship, while others are fighting in these conditions make Attacks and Concentration
somewhere in between. Checks with DisADV while in an environment without gravity.

6 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Character Survival Options Bead of Air
Wondrous Trinket

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.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 7


Ship Navigation
Vision Outside an Atmosphere Navigation Tools
A ship’s ability to see can vary greatly depending on whether While traveling through the Astral Plane, an Astral Jumper
the ship is within an atmosphere, in Voidspace, or in the ship’s helmsman can focus their thoughts to discern the direction
Astral Ocean. of a specified destination. The destination can be general,
such as the closest Astrobuoy, or it can be specific, such as the
location of a named Astral Sphere. However, they can’t discern
Voidspace Sightlines the safest or most traveled route to their destination, so most
In Voidspace, ships with a direct line of sight can see to the edge Astral Jumper ships use navigation tools to assist them with their
of the Astral Ocean, which allows them to see other vessels long journeys. Many items and objects can assist a helmsman in their
before they’re within weapons range. There are very few places a intersphere travels. The two most common and widely utilized
ship might hide in Voidspace from another vessel, but when they are Astral Charts and Astrobuoys.
do it’s usually behind a large Celestial Body such as an asteroid,
a moon, or a planet. Astral Jumper Helmsmen often use Astral
Charts to note the safest paths to travel.
Astral Chart
Wondrous Map

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.

8 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Astrobuoy Crashing
Huge Object A ship crashes if it moves into a space occupied by another
creature or object. When it does, it must make a DC 10
HP: 150
Constitution Save. Failure: The ship takes damage to its
AC: 20
hull based on the size of the creature or object it crashed into
EC: 10
(see Crash Damage table) and stops moving if the creature or
Immunities: Poison, Psychic
object it hits is 1 size smaller than it or larger. Success: It takes
Navigating the Astral Ocean can be difficult and straying half damage and keeps moving.
from a known course can lead to disaster. To help guide
A creature hit by the ship must make a Dexterity Save
Astral Jumper ships traveling through the Astral Ocean,
against the ship’s Strength Save DC. Objects hit by a ship
Astrobuoys are deployed along regularly patrolled routes
automatically fail this Save and are pushed to the nearest
between frequently traveled Astral Spheres. These devices act
unoccupied space. Failure: The creature takes Bludgeoning
as landmarks and grant a sense of safety to Astral Jumper ships
damage based on the size of the ship (see Ship Attributes).
that follow their path.
Success: It takes half damage.
Anchored Location: Once deployed, an Astrobuoy becomes
magically anchored in place to ensure it doesn’t drift from its
designated location. Magic protects an Astrobuoy from being Crash Damage Table
affected by the gravity field of passing Astral Jumper ships and
Standard Damage Class
Celestial Bodies.
Size Size
Astral Coordinates: When an Astral Jumper ship moves within Tiny --- ---
1mi of an Astrobuoy, the buoy magically alerts the helmsman
Small 1d20 ---
of its location. The helmsman can use an Action to request
information on notable locations, safe travel paths within Medium 2d20 ---
nearby Astral Spheres and Astral domains, or the locations of Large 4d20 ---
nearby Astrobuoys that are a part of the same travel path. Huge 8d20 Tiny
Communication Beacon: The helmsman of an Astral Jumper Gargantuan 15d20 Small
ship can use an Action to activate an Astrobuoy, causing it to --- 30d20 Medium
send out a distress message. This message can only be heard --- 50d20 Large
by helmsmen that are piloting Astral Jumper ships belonging --- 75d20 Huge
to the organization that deployed the Astrobuoy. Sending --- 100d20 Gargantuan
such a message will attract the attention of any such vessel
nearby, and is often used to thwart pirate attacks. Patrolling
ships exert heavy fines on ships that activate this function of Falling Overboard
an Astrobuoy without being in genuine distress.
Crew members aboard a ship involved in a crash that haven’t
Record Keeper: While an Astral Jumper ship is within 1mi of been given the Brace for Impact order (see Ship Actions) must
an Astrobuoy, the buoy records the ship’s activity including make a DC 10 Strength Save. Failure: A crew member not
its movements, visual appearance, and any sounds it makes. fully within the ship’s hull falls overboard (see Falling in a
These recordings can be accessed by any designated members Gravity Plane) while those below deck are Stunned until the
of the organization that deployed the Astrobuoy. end of their next turn.
Example: Members of an Elven military organization may
DC Tip: If you want to avoid making dozens of rolls for
allow any member of its military that’s of a certain rank or
the many crew members aboard the ship, you can use the
higher, such as Lieutenant, to view the recordings from any average success rate for the crew. Crew members are often
Astrobuoy deployed by its military. Commoners or Veterans. Commoners have a +0 bonus to
Strength Save, so roughly 1/2 of them would fail this Save.
Veterans have a +3 bonus to Strength Saves, so roughly 1/3rd
of them would fail this Save. Alternatively, you could roll 1
Check for every 5 or 10 crew members aboard a ship.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 9


Astral Jumper Ship Statistics
T here are many Astral Jumper ships in the cosmos,
built using many different materials with different
hulls, helms, weapons, and crews. There are a myriad
of systems, statistics, and features that comprise each vessel.
Size
Ship’s are very large vehicles, on a scale much larger than most
creatures. Ship’s have 2 size categories: their Standard Size and
their Class Size.
The diversity and options available to captains of these ships
is nearly endless.
Standard Size
A ship’s standard size category is helpful when adjudicating
Ship Components the interactions between the ship and most creatures or
Ship’s have several components: a Hull component, a Control objects. A ship’s standard size category can be determined
component, and a Movement component. Some ships have 1 using standard Creature Size rules. The Standard Size of most
or more Weapon components. ships is Gargantuan.
Hull: A ship’s hull is its basic frame, on which the other
components are mounted. The hull is the largest component Class Size
of a ship and makes up the majority of a ship’s cost. A ship’s class size category is helpful when adjudicating the
Control & Movement: A control component is used to direct interactions between the ship and another ship or Standard
and steer a ship, while a movement component propels the Sized Gargantuan creature. A ship’s Class Size is often
ship. In sea-faring vessels the control can be a rudder, and the referenced when it's involved in a Grapple or a Crash with
movement can be a set of sails or oars. In an Astral Jumper, such a ship or creature.
both the control and movement is provided by its Helm. Occupying a Space: In addition to their great size, ships often
Weapons: A ship armed for combat has 1 or more weapon have physical dimensions that occupy odd sized spaces. A ship
components. These are commonly land-based Siege might be twice as long as it is wide, requiring a similar sized
Weapons, but some advanced space-faring civilizations have space. A ship occupies a space according to the length of its
manufactured futuristic weaponry to mount on their vessels. keel and beam. A ship with a keel of 20ft and a beam of 10ft
occupies a 20ft by 10ft space. A ship can’t move into a space
that’s too small to accommodate it, and the ship crashes if it
Ship Attributes tries to do so (see Crashing).
The Ship Attributes table below shows examples for different Keel: The length of the ship from front to back (fore to aft).
ships of each size.
Beam: The length of the widest part of the ship from left to
right (port to starboard).

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

Huge 5 -5 +10 +0 +10 10 20 20 500

Gargantuan 6 -5 +15 -5 +15 5 20 25 1000

10 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Size Modifier Immunities apply only to its hull. A ship is immune to Poison
and Psychic damage, unless otherwise noted in its stat block.
A ship’s Size Modifier is used to determine the cost of installing
many optional components, such as a Naval Ram, Grappling Condition Immunities: A ship is immune to all Conditions
Apparatus, Wings, Legs, and other components. except Grappled, Invisible, and Restrained, unless otherwise
noted in its stat block.

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

Large 300 20 100 30 60,000


Ability Scores
Huge 480 32 160 48 96,000
A ship has Ability Scores just like a creature. Strength reflects
its size and weight, Dexterity reflects its maneuverability, and Gargantuan 720 48 240 72 144,000
Constitution reflects its durability and quality of construction.
A ship has Intelligence, Wisdom, and Charisma Scores of 0,
unless otherwise noted in its stat block. If a ship has a 0 in an
Ability Score, it automatically fails any Checks or Saves that
Ship Spaces
use that score. A Ship Space is a unique type of space used within ships. Every
Ship Space is a 5ft space with a height of 10ft, unless stated
otherwise in a ship’s description or statblock. This column
Defenses in the chart reflects the total number of 5ft spaces within the
Armor Class (AC): A ship’s AC equals 10 + its Dexterity ship, across all of its floors. The total number of Ship Spaces
Modifier + its Constitution Modifier. on a ship determines its Class Size. For example, the class size
of a ship with 300 Ship Spaces is Large. A ship can have a
Evasion Class (EC): A ship’s EC equals 10 + its Dexterity minimum or maximum number of Ship Spaces as determined
Modifier. Its EC can’t exceed its AC. by its Class Size as seen in the table below.
DC Tip: If you're not familiar with my EC/AC system, EC
works effectively the same as RAW AC does. Attacks below a Class Size Ship Spaces
ship's EC miss entirely. Attacks above its AC do full damage.
Min Avg Max
Attacks that fall in between those two values, or that are
equal to either, deal reduced damage equal to the ship's DR.
Tiny 4 12 20
Damage Reduction (DR): A ship’s DR equals its AC + its Small 21 60 120
Strength Modifier - 10. For example, a ship with an AC of
15 and a Strength Modifier of 5 would have a DR of 10 (15 + Medium 121 180 240
5 - 10 = 10).
Large 241 300 390
Hit Points (HP): A ship’s hull and each of its components has
its own HP. If a component is reduced to 0 HP it becomes Huge 391 480 600
unusable until its HP is restored to its maximum. If a ship’s
hull is reduced to 0 HP it becomes Wrecked. A ship’s hull Gargantuan 601 720 900
fractures upon being Wrecked and its Speed becomes 0 until
its HP is restored to its maximum. Neither a ship’s hull nor its
Beyond Gargantuan: Any ship larger than 900 spaces is
components have Hit Dice. See the Damage & Injuries section
considered a space ark, and should be treated as a mobile city
for rules on repairing a ship.
rather than a ship. A space ark can function identically to a
Immunities, Resistances, and Vulnerabilities: All ships have ship, taking special Ship Actions with ship officers, weapons,
resistance to damage from Attacks that are not made by and ship components, but is so colossal it would dwarf most
Siege Weapons. A ship’s Vulnerabilities, Resistances, and spacefaring vessels.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 11


Creature Capacity Cargo Capacity
These 2 numbers indicate the minimum number of crew This indicates the maximum amount of cargo a ship can carry.
needed to operate the ship and the maximum number of Cargo is measured in tons, so a ship with a cargo capacity of
creatures that the ship can support without overloading its 1 can carry a maximum of 1 ton (2,000lbs) of weight. A ship’s
air envelope. Cargo Capacity equals its total number of Ship Spaces divided
by 10 (minimum of 1).
Maximum Capacity Encumbrance: If a ship’s cargo exceeds its capacity, the ship’s
A ship’s maximum creature capacity represents the total helm can't move it and its Speed becomes 0.
number of Medium or smaller creatures it can support at a
time. If the number of creatures onboard ever exceeds this
number, the ship’s helm is considered Overloaded and fails to
Hull Cost
maintain its envelope of Fresh Air. The air onboard a ship The cost of a ship’s hull doesn’t include any other components,
with an Overloaded helm is considered Foul Air until the such as its helm or weapons. While these components are
number of creatures on the ship falls within its maximum often purchased with a ship, they have their own costs that
Creature Capacity. If the total number of creatures is equal to need to be accounted for in addition to that of the ship’s hull.
or greater than twice the ship’s maximum Creature Capacity,
the air onboard is considered Deadly Air.
Determining Maximum Capacity: The maximum number of
Medium creatures an Astral Jumper ship can support is equal
to its total number of Ship Spaces, divided by 3 (rounded
up). For example, a ship with 300 Ship Spaces can support
100 Medium or smaller creatures. A Large or larger creature
requires as much air as 1 Medium creature for every 5ft
space it occupies (a Large creature counts as 4, Huge is 9, and
Gargantuan is 16 or more).

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.

DC Tip: If your PCs want to arm their ship with excessive


amounts of weapons, you might increase the ship’s minimum
crew needed to support the additional weaponry. For
example, a Mangonel requires a crew of 5 to operate, so a
ship with 2 Mangonels installed on it could require 10 more
creatures than normal.

12 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Ship Sheet

Air Envelope Radius Speed Class Size Size Modifier


Ship Name

Captain
Str Mod Dex Mod Con Mod AC EC
First Mate

Helmsman

Shipwright Int Mod Wis Mod Cha Mod DR HP


Surgeon

Cook

Officers

Immunities, Resistance and Vulnerabilities

Creature Capacity Cargo Capacity

Minimum Crew Ship Spaces


Crew

Loyalty Score Demeanor Weapons

Hull Type

Hull Bonuses

Helm Type

Helm Bonuses Weapons Upgrades Cargo

© 2022 The Dungeon Coach


www.thedungeoncoach.com

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 13


Building A Ship
W hen building your own ship, you need to
consider the total volume of space on the ship,
the number of floors on the ship, the layout of
each floor, and the type of components the ship will possess
(hull, helm, and siege weapons).

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.

14 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Stone Hull Helm Helm Cost (gp)
The ship’s hull is constructed of 2in thick stone. These ships Arcane (Major) 15,000
are common in many dwarven militaries where large ships are Arcane (Minor) 7,500
carved from hollowed out asteroids. A ship made from stone Artifice 15,000
gains the following properties:
Clockwork 7,500
• +3 bonus to its DR.
• Resistance to Lightning damage. Clockwork Device 500

Life Drain 10,000


Metallic Hull Linked 10,000
The ship’s hull is constructed of 1in thick steel. Ships built
from steel are rare outside of large, organized military fleets, Psionic 10,000
such as elven navies. Such ships cost 50% more to build. A ship
made from steel gains the following properties:
• -2 penalty to its Speed (minimum of 1).
• +5 bonus to its DR. Create Arcane Helm
• Resistance to Bludgeoning damage.
5th-level, Transmutation
Casting Time: 1 minute
Ship Helms Range: Touch
An Astral Jumper Helm is a chair, bench, or other sitting Components: V, S, M (a chair)
device that’s stationed on an Astral Jumper ship. These Duration: 24 hours
extraordinary devices come in many shapes and sizes, and
often appear as well-decorated, ornate thrones. A pilot can You transform a chair or seat you touch into an Arcane Helm
sit upon an Astral Jumper Helm to move and steer the ship suitable for powering an Astral Jumping ship. The Arcane
it’s stationed to. Some ships have multiple Helms, which can Helm this spell creates is a Minor Helm. The chair reverts
serve to increase the speed of the ship, or to simply act as to a mundane object once the spell ends. You can create a
backup Helms in the event the primary Helm is destroyed or permanent Arcane Helm by casting this spell on the same
an enemy has taken command of the ship’s bridge. Most helms seat-like object every day for 1 year.
draw power from its pilot (a spellcaster or psionic creature) At Higher Levels: When you cast this spell using a spell slot of
to propel and maneuver a ship, however some use clockwork 9th level, you create a Major Helm instead.
devices or trapped creatures as an alternative energy source.
All Ship Helms share these properties and features:
Attunement: As an Action, you can sit upon the helm and
Arcane Helm
attune to it. Your attunement ends the moment you’re This ornate chair is designed to propel and maneuver a
unseated from the helm. ship through space. The helm is either a Minor or Major
Ship Air Envelope: The helm is the source of the ship’s air Arcane Helm.
envelope. This envelope extends out from the edges of the Spellbound Attunement: A spellcaster must attune to this helm
hull in all directions for a distance equal in length to the vessel. for it to control the ship’s movement. While attuned to the
Ship Gravity Field: The helm generates an artificial gravity helm, the spellcaster can’t expend any of its spell slots.
field similar to earth’s gravity while the ship is in a weightless Sailing Speed: A Minor Arcane Helm has a maximum speed
environment. Creatures and objects that fall overboard bob in mph equal to 1 + the level of your highest unexpended
in a gravity plane that extends out from the main deck for a spell slot. A Major Arcane Helm has a maximum speed in
distance equal in length to the vessel's beam. mph equal to your Prof. Bonus + the level of your highest
Maneuvering a Ship: You can use a helm to maneuver a ship unexpended spell slot.
in a similar manner as a seafaring ship. See the Ship Actions Helmsight: Whenever you like, you can see what's happening
sections to learn more about maneuvering a ship. on and around the vessel as though you were standing in a
Propelling a Ship: You can use a helm to propel a ship across or location of your choice aboard it.
through water and other liquids. Each helm has a sailing Speed
as mentioned in its description, and moves 10 times faster
through air. Astral Jumpers moving through Voidspace travel
at a maximum speed of 100 million mph, and 100 billion mph
through the Astral Ocean. These immense speeds are disabled
whenever the ship comes within 1mi of an object weighing 1
ton or more, forcing it to use its sailing or flying speed.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 15


Artifice Helm Life Drain Helm
Most commonly found in Dwarven ships, an Artifice Helm is These helms drain the life force of a trapped creature to
powered by the creative workings of the creatures using it. You convert it into motive force. You can maneuver the ship in a
can maneuver the ship in a similar manner as a seafaring ship. similar manner as a seafaring ship.
Attunement: A creature must be attuned to this helm for it to Sailing Speed: The helm has a maximum speed in mph equal
control the ship’s movement. to the total Hit Dice of all creatures trapped within its Life
Sailing Speed: The helm has a maximum speed of 5 mph (45ft Engine, divided by 2 (rounded down), up to a maximum of 10
per turn) for every 100 creatures working in the forge, up to a miles per hour (90ft per turn).
maximum of 20 mph. Helmsight: Whenever you like, you can see what's happening
Strong Haul: The helm increases the ship’s Cargo Capacity by on and around the vessel as though you were standing in a
an amount equal to the total number of creatures working in location of your choice aboard it.
the forge, divided by 10 (rounded down). Life Engine: The Life Drain Helm is powered by a connected
Self Repair: At the end of every hour, the helm restores an Life Engine that resides nearby. The Life Engine consists
amount of HP to itself, or the hull of the ship it’s stationed to, of a cage that can store 1 or more creatures. The size of the
equal to the total number of creatures working in the forge, cage varies depending on the size of the ship the Life Drain
divided by 10 (rounded down). Helm powers. A creature trapped within the Life Engine is
Incapacitated, Restrained, and its maximum HP is reduced by
1d12 every 24 hours it spends in the cage. A creature dies if
Clockwork Helm its maximum HP is reduced to 0 while within the Life Engine.
Most commonly found in Gnomish ships, Clockwork Helms
are full of complicated bits of machinery and unnecessary Linked Helm
gears and levers that would seem unusual in a normal Astral
Jumper ship. A Clockwork Helm doesn’t require magical Linked Helms are specific to the race they were created for,
power to operate, but instead requires energy generated by and can be connected to other Linked Helms on the same
adding clockwork devices that produce movement. You can ship. You can maneuver the ship in a similar manner as a
maneuver the ship in a similar manner as a seafaring ship. seafaring ship.

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.

16 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Ship Weapons Trebuchet
5,000gp
Ship weapons are often modified versions of land-based
Siege Weapons. Most ships employ a combination of ranged Trebuchets are catapults that can throw whatever is loaded
weapons as well as having a ram installed on the prow into it. If fired in the gravity field of a celestial object the payload
(pointed front that cuts through water) of the ship. All Siege moves in a high arc so that it can hit targets behind cover.
Weapons share the following traits, unless otherwise noted in Actions Required (5): 2 to Load, 2 to Aim, and 1 to Fire.
its stat block.
Stone: Ranged Weapon Attack 300/1,200ft Range, +7 to hit
Immunities, Resistances, and Vulnerabilities: A Siege Weapon (can’t hit targets within 60ft of it), 8d10 Bludgeoning damage.
is immune to Poison and Psychic damage.
Condition Immunities: A Siege Weapon is immune to all Ballista
conditions except Grappled, Invisible, and Restrained. 1,000gp
A ballista resembles a massive crossbow that fires large bolts.
Arming a Ship Typically crafted from wood and metal, these deadly weapons
are designed to puncture barriers or attach grappling hooks to
There are 3 things to consider when choosing a weapon: the opposing vessels.
placement of the weapon, storing its ammunition, and the
Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
crew required to operate the weapon.
Bolt: Ranged Weapon Attack 120/480ft Range, +6 to hit, 3d10
Weapon Location: Take note of the size of a weapon when
Piercing damage.
selecting it. Astral Jumper ships have physical layouts similar
to seafaring ships that traditionally deploy Siege Weapons.
Feel free to place the weapon anywhere you can find room Arbalest
for it with a clear path to supply any required ammunition. 1,500gp
Creatures can move through the space of a Siege Weapon as if An arbalest is a massive crossbow, a variation of the
it were difficult terrain. ballista with a steel prod that allows it to generate a large
Storing Ammunition: Aside from some magical and futuristic amount of force.
weapons, storing the ammunition needed to fire a Siege Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
Weapon requires a lot of space. It’s wise to limit the number Bolt: Ranged Weapon Attack 200/800ft Range, +8 to hit (can’t
of Siege Weapons you station on a ship to an amount that can hit targets within 60ft of it), 5d10 Piercing damage.
be reasonably supplied by its cargo hold. The storage space
for the ammunition should equal the size of the siege weapon.
Cannon
Crew Operated Weapon: Siege Weapons usually require several 7,000gp
Actions to be taken before they can be fired. This normally
A cannon is an object used to propel heavy projectiles through
involves: loading the weapon with ammunition, aiming
the use of gunpowder or other explosives.
the weapon, and firing the weapon. Some Siege Weapons
require 3 Actions to load, aim, and fire, while others require Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
5 Actions. A fully manned crew can perform these Actions in Cannonball: Ranged Weapon Attack 600/2,400ft Range, +6 to
a single turn, by spending 1 Action each. When choosing the hit, 8d10 Bludgeoning damage.
number of Siege Weapons to station on the ship, keep in mind
the number of crew members that will be required to operate Harpoon Gun
the weapons. 7,000gp
A harpoon gun launches a projectile similar to a spear with
Renaissance Weapons large hooks into a target.
Mangonel Actions Required (3): 1 to Load, 1 to Aim, and 1 to Fire.
2,500gp Harpoon: Ranged Weapon Attack 120/480ft Range, +8 to hit,
A mangonel is a variant catapult and typically hurls heavy 2d10 Piercing damage and the target is Grappled (escape DC
objects using a weight and lever arm. If fired in the gravity 16). Until the Grapple ends, the target's Speed is halved, and it
field of a celestial object the payload moves in a high arc so can't move farther away from the harpoon gun. The weapon’s
that it can hit targets behind cover. crew can use 1 Action to pull the Grappled target up to 30ft
toward it. The harpoon gun can’t be fired again while a target
Actions Required (5): 2 to Load, 2 to Aim, and 1 to Fire.
is Grappled by it.
Stone: Ranged Weapon Attack 200/800ft Range, +5 to hit
(can’t hit targets within 60ft of it), 5d10 Bludgeoning damage.

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Fantasy Weapons Futuristic Weapons
Iron Cyclone Proton Cannon
2,000gp (20gp per Saw) Proton cannons are powered by miniature stars embedded
Iron cyclones are intricate ballistae that fire massive spinning within their fusion core. The energy discharged by the weapon
saws. They’re designed to carve through the hulls and masts of is from controlled solar flares spurned by the weapon’s internal
ships, rendering them useless and simultaneously slaughtering mechanisms when it’s set to fire. The weapon requires no
their crews. ammunition to fire, but requires a short pause between shots.

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.

18 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Siege Weapons Table
Weapon Size Actions Attack Save AC HP Range (ft) Damage Special Cost (gp)
Mod DC
Renaissance
Mangonel L 5 +5 - 15 100 200/280 5d10 Can’t hit targets within 60ft. 2,500
Bludgeoning
Trebuchet H 5 +7 - 15 150 300/1200 8d10 Can’t hit targets within 60ft. 5,000
Bludgeoning
Ballista L 3 +6 - 15 50 120/480 3d10 - 1,000
Piercing
Arbalist L 3 +8 - 15 75 200/800 5d10 Can’t hit targets within 60ft. 1,500
Piercing
Cannon L 3 +6 - 19 75 600/2400 8d10 - 7,000
Bludgeoning
Harpoon Gun L 3 +8 - 15 50 120/480 2d10 Target is Grappled on a hit. Until it ends, the 7,000
Piercing target’s speed is halved, and it can’t move away
from the attacking vehicle.

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

Proton M 3 - Con 15 14 50 120 4d8 Radiant Half damage on success. 10,000


Cannon

Void Beam L 3 - Dex 15 14 50 120 2d12 Sustained damage. +1d12 damage per turn. 10,000
Necrotic

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 19


Ship Upgrades Wings
Cost: Ship’s maximum HP x its Size Modifier x 10
The cost of installing the upgrade is listed in the upgrade’s
HP: equals 20 percent of ship’s HP (minimum of 50)
description, and the time required for the installation depends
on the type of component being upgraded. If the work is ever The ship gains 2 large wings that grant it a +5 bonus to its Speed.
interrupted it can continue where it was left off once work is ready They can take the appearance of wings from a bat, a bird, an insect,
to begin again. or some other winged creature.
Hull: Installing a hull upgrade requires 1d4 weeks of work while
Legs
the ship is docked.
Cost: Ship’s maximum HP x its Size Modifier x 5
Helm: Installing a helm upgrade requires 1 day of work while the HP: equals 5 percent of ship’s HP (minimum of 10 per leg)
helm isn’t being used. If the helm is capable of attunement, it can’t
The ship gains 4 legs that allow it to dock on land, but not on
be attuned to while it's being upgraded.
water. They can take the appearance of legs from an insect, an
Weapon: Installing a weapon upgrade requires 1 day of work. arachnid, or some other legged creature. Alternatively, they could
Until the upgrade is completed or abandoned, the weapon is resemble the landing wheels of a plane or legs of a table.
unable to fire.
Flippers
Hull Upgrades Cost: Ship’s maximum HP x its Size Modifier x 10
HP: equals 5 percent of ship’s HP (minimum of 10 per flipper)
A ship can only ever gain 1 hull upgrade. In some cases, an upgrade
The ship gains 4 flippers that allow it to dock on land or water.
also provides a benefit to the ship's other components. All hull
They can take the appearance of flippers from a fish, whale, turtle,
upgrades share the following statistics unless otherwise stated:
or some other flippered creature. Alternatively, they can take
Immunities: Hull upgrades are immune to Poison and Psychic the appearance of tentacles from a cephalopod, such as a squid
damage and to all Conditions except for Grappled, Invisible, or an octopus.
and Restrained.
Defenses: Hull upgrades share the AC, EC, and DR values of the Submersible Enclosure
ship on which they’re installed. Cost: Ship’s maximum HP x its Size Modifier x 10
Installation Cost: The cost of installing a hull upgrade is listed in the Using a series of interlocking plates, the hull of the ship becomes
description of each upgrade. For example, the cost of installing a able to submerge itself in water without risk of hull rupture from
Figurehead on a Medium Class Size ship with 150 HP is 4,500gp intense underwater pressure.
(150 (maximum HP) x 3 (Size Modifier) x 10).
Keeper of the Watch
Figurehead Cost: Ship’s maximum HP x its Size Modifier x 10
Cost: Ship’s maximum HP x its Size Modifier x 10 Rare material from alien creatures is molded into the ship’s railings
HP: equals 10 percent of ship’s HP (minimum of 20) that grant the ship’s Helmsman ADV on Perception Checks and
Figureheads help sailors overcome their superstitious nature and the ability to see Invisible creatures.
fears. The ship’s crew has ADV on Checks and Saves made to resist
or end the Frightened condition. Durable Hull
Cost: Ship’s maximum HP x its Size Modifier x 10
Naval Ram The DR of the ship’s hull increases by 5, up to a maximum of 30.
Cost: Ship’s maximum HP x its Size Modifier x 10
HP: equals 20 percent of ship’s HP (minimum of 50) Warded Hull
The ship has ADV on all Saves made as a result of crashing into a Cost: Ship’s maximum HP x its Size Modifier x 15
creature or an object. Any damage it takes from the crash is applied A master artificer can magically ward a ship’s hull to make it more
to the naval ram rather than to the ship. These benefits don't apply resilient. The ship’s hull gains an amount of Temp HP equal to
if another vessel crashes into the ship. half its maximum HP (rounded down). The Temp HP granted by
this hull upgrade replenishes after being docked without taking
Grappling Apparatus damage for at least 24 hours.
Cost: Ship’s maximum HP x its Size Modifier x 10
HP: equals 20 percent of ship’s HP (minimum of 50)
A Grappling Apparatus can be a series of large movable arms,
fleshy tentacles, a net, or other mechanism that can latch onto an
enemy ship. When a ship with a Grappling Apparatus crashes into
another ship or creature that’s the same size as the ship or smaller,
the target is Grappled instead of taking damage (escape DC 16). If
the target is the same size as the ship, the ship’s Speed becomes 0
until the Grapple ends. The ship’s Helmsman can use a Ship Action
to release a Grappled target.

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Helm Upgrades Weapon Upgrades
The following upgrades can apply to any helm stationed The following upgrades can apply to any weapon stationed
aboard a ship. aboard a ship. A component can only gain the benefits of
1 upgrade. The Enhanced Artillery upgrade doesn’t count
Astral Presence toward this limit.
Cost: Ship’s maximum HP x its Size Modifier x 5
A Helmsman piloting a helm with this upgrade can use a Ship Deathwalker Projectiles
Action to manifest a spectral form of themselves anywhere on Cost: 5,000gp
the ship. Their spectral form shares their game statistics, but Necromancy festers within this weapon, forming into hateful
has 1 HP and its appearance is a ghostly reflection of itself. If spirits upon impact. When this weapon hits a creature or
the Helmsman is capable of casting spells, it can do so as if it object, it deals an extra 1d4 Necrotic damage. Additionally, the
was standing in its spectral form’s space. It can cast spells in necrotic energy from the attack forms into 1d4 Zombies or
this way even if it’s attuned to an Arcane Helm. The spectral Skeletons that appear within 5ft of the target. These creatures
form lasts until it’s reduced to 0 HP or targeted by Dispel Magic are obedient to the ship’s Captain, share their Initiative, and
or a similar effect. (unless commanded otherwise) attack the nearest enemy
creature that they can see or hear.
Planeshift Helm
Cost: Ship’s maximum HP x its Size Modifier x 10 Enhanced Artillery
The ship’s helm gains an upgrade that attunes it to a specific Either using magic or engineering, a skilled artillerist imbues
plane of existence. As a Ship Action, the ship’s Helmsman can a Siege Weapon with more accurate and more destructive
teleport the ship to the target plane as if the ship and its crew strikes. The Siege Weapon gains a bonus to its Attacks and
were subjected to Plane Shift. Alternatively, this Ship Action damage as determined by the quality of the work.
can be used again to return the ship and its crew to the plane • Greater: +1 bonus (500gp)
it teleported from. Once this property is used twice it can’t be • Superior: +2 bonus (1,000gp)
used again until 24 hours have passed. • Masterwork: +3 bonus (1,500gp)

Rift Vault Elemental Rounds


Cost: Ship’s maximum HP x its Size Modifier x 10 Cost: 1,500gp
This helm upgrade allows a ship to quickly engage or The weapon channels devastating bursts of elemental energy
disengage in battle. As a Ship Action, the ship’s Helmsman into each strike. Attacks made using the weapon deal an
can teleport the ship and all friendly creatures within its Ship additional 2d6 Acid, Cold, Fire, Lightning, or Thunder
Air Envelope up to 1mi away. The destination must be visible damage. The damage type is chosen when the upgrade is
or otherwise known to the Helmsman. Hostile creatures applied to the weapon.
within the Ship Air Envelope are not teleported with the ship.
Once this property is used it can’t be used again until 24 hours Freezing Burst
have passed. Cost: 5,000gp
Projectiles fired by this weapon become incredibly icy.
Creatures within 10ft of the target of an Attack made by this
weapon must make a DC 14 Constitution Save. Failure: The
creature becomes Petrified for 1 minute as ice covers its body.
It can repeat the Save at the end of each of its turns.

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.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 21


Officers & Crew
A good crew is the lifeblood of a vessel. A ship
can’t sail without a crew, and a crew can’t sail without
a ship. They are cosmically interlinked. A proper,
capable crew will make voyages pleasant for you and terrible
Captain (Commanding Officer)
The Captain issues orders and directs other senior crew. The
Captain is in command of the ship. They command the ship’s
other senior officers, handle relations with other ships, and
for your enemies.
have final say in all shipboard decisions.
Captain Checks: A creature uses Charisma when making
Officer Stations a Captain Check, and has ADV on the Check if they have
The operation of a ship and the management of its crew proficiency with Intimidation or Persuasion. Here are a few
demand certain key roles be fulfilled. In large military and example Captain Checks:
commercial fleets these roles are filled by trained officers. • Handle relations with other ships. Failure: The other ship’s
Alternatively, in smaller or less organized ships and fleets, Captain becomes offended by something you say, your
these roles may be filled by happenstance, and a person may demeanor, or your appearance.
fulfill multiple roles at once. Players that want to be involved • Manage a new crew for the first time. Failure: The crew
in the operation of their ship can choose to fulfill one of the fails to heed one of your commands as a Captain, such as a
officer roles listed below. Players that would rather focus on Captain’s Ship Action.
the destination than the voyage could instead hire or delegate • Stopping a mutiny. Failure: The crew turns violent and
these responsibilities to NPCs. begins to riot.
A creature can occupy up to 3 officer stations at once, but only
1 creature can occupy a specific officer station at a time. All
officers can take unique Actions while aboard their ship (see Cook (Chef Officer)
Ship Actions). Ships can exist and operate fairly well without A ship's Cook works with the rations onboard to prepare
a surgeon, but every ship must have an acting-Captain aboard hearty meals and feed their crew. A skilled cook can keep
at all times. If the Captain leaves the vessel, this duty normally the crew's morale high, while a poor one decreases a crew's
falls to the First Mate, but can be delegated to any officer. performance.
Acting-Captains can take any Ship Action tied to that station
Cook Checks: A creature uses Intelligence or Wisdom when
until the Captain returns aboard.
making a Cook Check (its choice), and has ADV on the Check
DC Tip: A crew of 3 might have 1 creature occupy the Captain if they have proficiency with and access to Brewer’s Supplies
and Helmsman stations while a 2nd creature occupies or Cook’s Utensils. Here are a few example Cook Checks:
the First Mate and Shipwright stations and a 3rd creature • The crew has gone a long time with few rations. Failure:
occupies the Surgeon and Cook stations.
The crew gains 1 level of Exhaustion as they suffer from
Whenever something goes wrong or there’s a complication starvation.
aboard the ship, the GM might call for an Officer Check, • The cook is preparing food using new ingredients. Failure:
such as a Captain Check or Cook Check. Whichever creature 1d4 crew members exhibit an allergic reaction and become
is filling that role must make the Check. A ship without a injured.
creature stationed to a position automatically fails any Check
required from that Officer. There are a few recommended
reasons to make an Officer Check listed under each role
alongside a failure result.

22 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


First Mate (First Officer) • Attach an upgrade or component to the ship. Failure: The
effort fails and injures 1d4 crew members.
The First Mate is second in command to the Captain of the • Repair a ship that’s Heavily Damaged or worse. Failure:
ship. They assist the Captain in supervising, managing, and The ship fails to regain enough HP from the attempt to
disciplining the crew. When the Captain leaves the ship, the change its damage condition.
First Mate takes command of the crew and vessel until the • Put out an onboard fire. Failure: The fire continues to rage
Captain returns. or begins to spread.
First Mate Checks: A creature uses Charisma when making a
First Mate Check, and has ADV on the Check if they have
proficiency with Intimidation or Persuasion. Here are a few Surgeon (Medical Officer)
example First Mate Checks: The ship's Surgeon is responsible for maintaining the health
• The First Mate leads crew members to board a hostile ship of the ship’s officers and crew. They lead all efforts to heal
while outgunned. Failure: The crew ignores the order to injured crew, treat onboard plagues, and sanitize the ship.
board the enemy ship out of fear. Surgeon Checks: A creature uses Intelligence or Wisdom when
• The First Mate leads a scouting party to explore a derelict making a Surgeon Check (its choice), and has ADV on the
ship or an unknown or dangerous Celestial Body. Failure: Check if they have proficiency with Medicine or Herbalism
The crew gets separated as some panic or get lost. Kit. Here are a few example Surgeon Checks:
• The ship’s Captain is away, and the First Mate is performing
• Treat an onboard plague. Failure: The Surgeon becomes
Captain’s duties. Failure: The crew fails to heed one of the
infected.
First Mate’s commands as a Captain, such as a Captain’s
• Treat more than 10 injured crew members at once. Failure:
Ship Action.
The effort struggles and only 10 injured crew members are
healed.
Helmsman (Navigation Officer)
The Helmsman is in charge of navigating and piloting the ship Crew Members
through the known and unknown. This station is appointed
Like traditional naval ships, Real Jumper ships require a crew
to, more often than not, the most able-bodied mage aboard an
to load and unload cargo, to operate its weapons, and to make
Astral Jumping ship. This role is required for the ship to move
repairs as needed. The operations of some ships only require
throughout Voidspace and the Astral Ocean.
a handful of crew, but most ships require dozens or even
Helmsman Check: A creature uses Dexterity or Wisdom when hundreds of crew members to operate properly.
making a Helmsman Check (its choice), and has ADV on the
Check if they have proficiency with Space Vehicles. Here are a
few example Helmsman Checks: Deckhand
• Navigating through uncharted territory. Failure: The A ship needs a competent crew to properly operate it. The
Helmsman falls off course. best crews consist of members who’ve spent a lifetime serving
• Piloting the ship in dangerous areas. Failure: The ship is aboard vessels traveling the Astral Ocean. Commoners usually
spotted or hit by an enemy. fill this role.
• Piloting the ship with a damaged helm. Failure: Until Deckhand Checks: The crew uses Strength when making a
the end of the next turn, the ship loses propulsion as its Deckhand Check, and has ADV on the Check if at least half of
Speed becomes 0, the ship’s air envelope loses integrity the crew has proficiency with Space Vehicles. Here are a few
and disappears, the ship’s gravity ceases to function, or any example Deckhand Checks:
combination of these.
• The crew transports a heavy object. Failure: The crew
drops the object and 1d4 crew members are injured.
Shipwright (Engineering Officer) • When you have too few crew to tend the ship. Failure: The
crew fails to heed a command from one of its officers, such
The Shipwright is an experienced engineer, capable of
as from a Ship Action, completely disregarding the order.
designing, constructing, and repairing all components of a
ship. They are responsible for maintaining the structure of a
ship and leading all maintenance and repair efforts. They are
aware of the logistical needs of all systems aboard the ship,
and manage the supply counts of inventory stored in the
ship’s cargo hold.
Shipwright Checks: A creature uses Intelligence when making
a Shipwright Check, and has ADV on the Check if they have
proficiency with Carpenter’s Tools or Tinker’s Tools. Here
are a few example Shipwright Checks:

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 23


Soldier Building Loyalty
Ships are often attacked while traveling through Voidspace. A crew can become distrustful of its Captain, or downright
Soldiers operate a ship’s Siege Weapons and defend the hostile, if treated poorly, taken for granted, or put in danger
ship when boarded by the enemy. Soldiers typically have too often without proper rewards and payment. A GM might
proficiency with Space Vehicles and Athletics. Guards usually call for a Bonding Check outside of strenuous situations when
fill this role, but some well staffed ships might use Veterans. a Captain or other Officer attempts to bond with their crew
Soldier Checks: The crew uses Strength when making a Soldier or commits a social misstep that would impact their opinion
Check, and has ADV on the Check if at least half of the crew of the Officers.
has proficiency with Athletics and Space Vehicles. Here are a Making a Bonding Check: Roll 2d6 and consult the Demeanor
few example Soldier Checks: Table below. Each result comes along with an increase or
• The ship has been boarded by a hostile force. Failure: The decrease in the crew’s Loyalty as you either succeed to inspire
enemy force makes their way to the command deck and the them or sow doubt within their minds. These two columns
ship’s officers. represent immediate consequences (Results) and long
• You fire a new weapon for the first time. Failure: 1d4 crew term ramifications of the success or failure (Loyalty Score
members are injured as the weapon misfires. Adjustment). Bonding Checks might be accompanied by a
modifier determined by the GM (usually Charisma).

Crew Loyalty Loyalty Check Modifiers


Each crew has a set amount of loyalty and love for their Overwhelmingly positive gestures and acts of kindness above
Captain and fellow crew members represented by a Loyalty and beyond what is expected of Officers might add a +1 to a
Score of 1 to 100. Newly acquired crews have a Loyalty Score +5 to the Officer’s Bonding Check. Negative actions or other
of 1, unless otherwise stated or determined by the GM. If a offensive situations might incur similar, negative modifiers.
crew’s Loyalty Score ever drops below 1, it becomes neutral
to the Captain, who must make a Mutiny Check each day at DC Tip: These modifiers account for the unlikely event that
Dawn until its Loyalty Score is returned to 1 or more. giving the crew a day off would result in a mutiny or other
heavily negative result. GM’s should use them as a means of
DC Tip: If you want to get really into this system, you can raising the floor or lowering the ceiling possible to a level that
choose to have certain bonuses, Actions, and other rewards feels appropriate to the situation and transpiring events.
unlock at different Loyalty Scores to reward your player’s
engagement with its crew. Similarly, very low Loyalty Scores
could result in hostility and an inability to command them
effectively, granting DisADV on Officer Checks.

24 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Demeanor Table Leveraging Loyalty
The effects, boons, and penalties listed in the Demeanor Table The GM might call for a Loyalty Check whenever a dramatic
last for 24hrs or until the crew is reconciled with or has their or intense moment takes place that requires a significant
loyalty shaken (GM discretion). amount of convincing or motivating on the part of the Officers
or Captain. Loyalty Checks should only be called for when
asking a crew to act in ways they normally wouldn't. This can
2d6 Demeanor Result Loyalty be asking them to partake in an extremely risky, potentially
Score suicidal, course of action, risking their own lives for the sake
Adjustment of others, or putting the goals and conclusions of the Officers
before their own. The frequency of Loyalty Checks is left up
2 Hostile Officers automatically fail all Officer -1d12
Checks and the acting-Captain must to GM discretion, but even a crew with a Loyalty Score of 1
immediately make a Mutiny Check. will follow basic everyday commands without the need of a
3 Rebellious Officers have DisADV on all Officer -1d10 Loyalty Check.
Checks. Making a Loyalty Check: The acting-Captain rolls a d100. If
4 Uninspired Crew members gain DisADV on all -1d8 the result is equal to or lower than the crew’s Loyalty Score,
Attacks, Checks, and Saves. the crew acts as commanded. A result higher than the crew’s
5 Apathetic Crew members suffer a 1d4 penalty -1d6 Loyalty Score can have a series of outcomes based on the
to all Attacks, Checks, and Saves. severity of failure.
6 Distracted Crew members suffer a -1 to -1d4
penalty to all Attacks, Checks, and
• Less than 10 over: The crew refuses to take part in the course
Saves. of action requested.
• 10 to 20 over: The crew refuses and the acting-Captain must
7 Neutral The relationship remains 0
unstrained, but also isn’t bolstered. make a Bonding Check, ignoring results of 8 or more.
• More than 20 over: The crew refuses, the acting-Captain
8 Focused Crew members gain a +1 bonus to +1d4
all Attacks, Checks, and Saves. must make a Bonding Check with a -5 penalty.
9 Motivated Crew members gain a 1d4 bonus to +1d6 DC Tip: If you’d rather not have the crew refuse to act, you
all Attacks, Checks, and Saves.
can instead have them comply regardless of the Loyalty
10 Inspired Crew members gain ADV on all +1d8 Check. The penalty for a result of “Less than 10 over” is
Attacks, Checks, and Saves. changed to “The crew gains the Distracted result from the
11 Devoted Officers have ADV on all Officer +1d10 Demeanor Table for 24hrs”.
Checks.
12 Zealous Officers automatically succeed on +1d12
all Officer Checks, and the acting-
Captain can’t be forced to make a
Mutiny Check.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 25


Ship Combat
C ombat on a ship can involve many creatures,
weapon systems, and vessels. Using normal Combat
Rules for battles involving ships can be difficult to
track, time consuming, and diminish the impact PCs have on
requires 3 creatures to operate it. Depending on the number of
creatures operating a Siege Weapon, it’s considered Manned,
Illmanned, or Unmanned.
Manned: A Siege Weapon operated by a number of creatures
the battle’s outcome. This section provides alternative rules equal to the number of Actions it takes to load, aim, and fire
for ship combat that provides special actions that ship officers the weapon is considered Manned. A Siege Weapon can
can take to have a meaningful impact on the outcome of a only fire once per round, regardless of the number of crew
ship battle. members manning it, and its crew won’t fire unless given the
Fire at Will order or Focus Fire order by the ship’s Captain
Distances or First Mate.

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.

Note: Siege weapons that can’t hit a target within 60ft


Firing Check
(such as Mangonels, Trebuchets, and Arbalests) are Roll a die with a number of sides equal to the number of
ineffective within boarding range. creatures needed to operate that weapon. If the result is
higher than the number of creatures operating the weapon,
Short Range: Most encounters occur within short range where the weapon fails to fire. A crew that fails to fire a weapon has
ships can employ all their weapons while avoiding being ADV on their next Firing Check with that weapon.
boarded or crashing. A ship’s target must be within 600ft to
be within short range. Example: A Mangonel requires 5 creatures to load, aim, and
fire the weapon. If the Mangonel is Ilmanned, roll a d5 when
Long Range: Ship combat within long range is most useful making a Firing Check. Alternatively, a Ballista requires 3
when engaging an enemy that lacks any long-range weapons creatures to load, aim, and fire, so you would roll a d3 instead.
to return fire. A ship’s target must be within 1,200ft to be
within long range. DC Tip: When rolling an odd numbered die, you can roll a die
Beyond Range: Ships within extreme range are at a distance with twice as many faces and divide the result by 2 (rounded
up). Alternatively, you can roll an even sided die that’s 1 size
too far to target each other with attacks. These ships can see
larger and reroll the rolls with the highest number (if you
each other with line of sight, but are much too far apart to need to roll a d5, just roll a d6 instead and reroll any 6s).
engage in combat. A ship’s target is beyond range when it’s
farther than 1,200ft.

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

26 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Ship Actions Combat Actions
Each officer on the ship can perform 1 Ship Action on the ship’s Battle Stations
turn. If a Ship Action has any prerequisites, a ship officer can only Prerequisites: Captain
take that Ship Action if they meet its prerequisites.
You shout orders to the crew, commanding them to man the ship’s
siege weapons and prepare for combat. You can choose a number
Commanding the Crew of crew members to assist with this command, assigning them to
the various Siege Weapons stationed on the ship.
If a Ship Action is used to command the ship’s crew to perform
certain tasks, the officer giving the orders can choose how many Cease Fire
crew members to assign to that command. Crew members assigned Prerequisites: Captain
to a specific task can’t be commanded to perform a different task You order the crew to immediately stop firing all weapons.
until the start of the ship’s next turn. A ship officer can’t take a
Ship Action to require crew members to perform a task if all the Evasive Maneuvers
ship’s crew members are already assigned to other tasks. Prerequisites: Helmsman

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.

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Mitigation Actions
Adjust Course
Prerequisites: Captain, First Mate, or Shipwright
You assist the Helmsman in keeping the ship out of harm's
way by providing acute navigational information. The ship
gains ADV on its next Dexterity Save it makes before the end
of its next turn.

Brace for Impact


Prerequisites: Captain, First Mate, or Shipwright
You shout orders to your crew, warning them to take hold
and secure themselves to the ship. Until the start of the ship’s
next turn, your crew doesn’t fall overboard if the ship crashes.

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.

Triage the Wounded


Prerequisites: Surgeon
You shout commands to the crew, ordering them to tend
to the wounded and helping them to their feet. For every 2
uninjured crew members assisting with this command, you
heal 1 injured crew member, allowing them to return to duty.

28 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Damage & Injuries
E xploring the cosmos in an Astral Jumper can be
very dangerous, and more often than not the ship may
suffer damage from conflicts with hostile creatures,
pirates, or raiders. When the ship’s hull, helm, or weapons
Hull Breach
A hull that takes 30 or more damage from a single Attack
becomes breached at the area of impact. The diameter of the
breach is equal to the diameter of the impact.
take damage, the ship will require repairs. Depending on the
severity of the damage, repairs can occur while on a voyage,
while docked in an outpost or city, or may require a complete
overhaul at a shipyard.
Damaged Helms
If the ship’s helm is destroyed and it doesn't have another
stationed aboard it, the ship's Speed becomes 0 as it loses the
Sustaining Damage ability to propel itself, its gravity ceases to function, and its air
Depending on the damage taken, the ship’s hull may be envelope loses its integrity and disappears.
classified as having taken cosmetic, minor, heavy, or critical
damage. More severe damage levels replace earlier ones.
Cosmetic Damage: If the ship’s HP is less than 90% of its HP
Ship Repairs
There are a few different methods to restore HP to a damaged
maximum, the damage is considered Cosmetic Damage.
ship. A ship with a designated Shipwright can command its
It may have a few scratches or burn marks, but the damage
crew using the Damage Control order to make repairs to a
would be difficult to discern between weapons fire and typical
ship shortly after it takes damage (see Ship Actions). Repairing
spacefaring hazards.
a ship this way is hasty and has its limitations. To fully repair
Minor Damage: If the ship’s HP is less than 75% of its HP a ship, it must be docked so the damage can be repaired using
maximum, the damage is considered Minor Damage. The the proper materials in the right way.
damage may require a few days to repair, but generally
wouldn’t draw much attention.
Heavy Damage: If the ship’s HP is less than 50% of its HP
Docked Repairs
maximum, the damage is considered Heavy Damage. The hull Repairs can be made to a damaged ship component while it’s
will show clear signs of damage (large dents and scorch marks docked. The ship regains an amount of HP equal to the number
on the hull). The damage may require a few weeks to repair. of laborers that work on it each day. Every 1 HP restored in
Critical Damage: If the ship’s HP is less than 25% of its HP this way costs 20gp in materials and labor. For example, 100
maximum, the damage is considered Critical Damage. There laborers could restore 100 HP to a ship’s hull in a single day at
may be large holes in the hull, scorch marks everywhere, and the cost of 2,000gp.
will draw a lot of attention when docked. The damage may DC Tip: If 1 HP per laborer per day doesn’t feel right for the
require a few months to repair. pace of your game, you can increase this number to 2, 5, or
Wrecked: A ship that’s reduced to 0 HP is considered wrecked even 10. Alternatively, you can make dozens or even hundreds
and can’t be repaired unless at a shipyard capable of building of mechanics available to your PCs in a shipyard. The speed
new ships. Such a shipyard can rebuild the ship from the at which ships are repaired has a lot to do with your world
and the pace of your table’s play. Individual shipyards might
bottom-up at a price that’s 75% the cost of purchasing a new
even have their own values as some of them employ more
ship of the same kind. proficient mechanics.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 29


Magical Repairs Surviving Injuries
A spellcaster can also repair a ship component by expending a The Captain makes 1 Death Save for all injured crew members
spell slot of 1st-level or higher to cast Mending and restore an at the start of the ship's turn. Failure: The injured crew
amount of HP equal to 1d8 + its Spellcasting Ability Modifier. members die. Success: The injured crew members become
However, a ship component can only be repaired this way stable. The Captain doesn’t make a Death Save for stable crew
once per day, per caster. members, unless they become injured again.
Example 1: If there are 2 spellcasters that can cast Mending, each DC Tip: If you prefer to have crew members acting on their
one can cast the spell once to restore HP to a ship component, own initiative, separate from the ship’s initiative as outlined
but they will both have to wait 24 hours to restore HP to that above, you can have the Captain roll this Death Save at
same component again. the start of the crew’s turn, the Captain’s turn, or at some
designated initiative value (generally 20 or before all other
Example 2: A spellcaster can use Mending to repair various
initiatives).
components on a ship once each, so they can repair the
ship’s hull once, the ship’s helm once, and each of the ship’s
weapons once.
Healing Injured Crew
Injured crew members can be healed by uninjured crew
Artificers Repairs members that are following the Triage the Wounded order
An Artificer can use Mending to repair the same ship component
(see Ship Actions). Alternatively, any effect that restores HP
twice before needing to wait 24 hours to do so again.
to an injured crew member also allows them to return to duty.
Example 1: If a ship’s crew has 5 injured crew members, the
Crew Injuries ship’s Surgeon can give the Triage the Wounded order as a
When a ship is hit by an Attack or effect that deals more damage Ship Action. If the Surgeon commands at least 10 available
than its DR value, the ship’s crew suffer injuries. Injured crew crew members to assist with this order, all 5 of the injured
are Incapacitated with a Speed of 0 until they’re healed. crew members are healed.
Example 2: If a cleric aboard a ship casts Mass Cure Wounds or
Prayer of Healing, any injured crew members affected by the
Determining Crew Injuries spell can immediately return to duty.
When a ship takes damage equal to or greater than its DR, a
number of crew members equal to the damage taken, divided
by 5 (minimum of 1) becomes injured.
Example: If a ship with a DR of 20 takes 15 damage, none of
its crew becomes injured. However, if a ship with a DR of 20
takes 40 damage, 8 of the ship’s crew members become injured.

30 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


Glossary Impaired: An Impaired creature has DisADV on Attacks,
Checks, and Saves that use Strength, Dexterity, or
Constitution.
Rules & Shorthands Overwhelmed X: An Overwhelmed creature suffers a penalty
of X on all Attacks, Checks, and Saves that it makes.
ADV & DisADV: Shorthand for Advantage and Disadvantage. Resist X: Each instance of damage of the specified type is
Bonus Level Up Perks: Extra features given to PCs when they reduced by an amount equal to X.
level up or at specific story beats. • Physical Resist: Bludgeoning, Piercing, and Slashing damage.
Glancing Blow: An Attack that exactly hits the AC of a creature. • Elemental Resist: Acid, Cold, Fire, Lightning, and Thunder
Glancing Blows deal half damage. damage.
Glancing Blow AC: A creature has 2 numbers that represent • Erosion Resist: Acid, Poison, and Necrotic damage.
its AC range. Any Attack that lands on or between these • Cosmic Resist: Radiant and Necrotic damage.
numbers is a Glancing Blow. • Spell Resist: Damage from spells.
HP: Hit Points • Magic Resist: Damage from spells and other magical effects.
Prof. Bonus: Proficiency Bonus • Complete Resist: All types of damage.
Skill Challenge: A challenge set up in rounds that has players
make Checks each round, attempting to reach a specified Staggered: A Staggered creature becomes Vulnerable to all
number of successes before 3 failures. Each Check is made damage for 1 round.
using the same predetermined DC. Each round, PCs take Weakened Ability X: A Weakened creature suffers a penalty
turns choosing a skill they’d like to attempt. Once a PC makes of X on Attacks, Checks, and Saves it makes with the
a Check, they can’t make that same Check again on their next affected Ability.
turn and their allies can’t do so until the start of the next round.
Skill Challenge (1 Round): A Skill Challenge shortened to 1 Magic Items
round, where each participant makes 1 Check and the result is Dynamic Item
determined by the combined number of successes vs failures An item with hidden or untapped power that grows
of the group. with its wielder, from Dormant to Awakened, and
Checks & Saves Awakened to Exalted.
[Ability] Save DC: 8 + [Ability Modifier] + Prof. Bonus. Ascension Process: The process by which a Dynamic Item
Concentration Check: Con Save made to maintain ascends to its next state of power. This process can require
Concentration. completing milestones or quests, using the item a certain
Death Save: A death saving throw. number of times, or completing the suggested requirements
Spell Check: d20 + Spellcasting Ability Modifier + Prof. Bonus. listed in the item’s description (GM’s discretion).
Spellcasting Ability Check: d20 + Spellcasting Ability Modifier. Item Power
Wondrous: These magic items have negligible power and offer
Conditions little benefit in combat. These can be awarded in any quantity
Bleeding: A Bleeding creature suffers 1d4 Necrotic damage at desired with only minor effects on game balance.
the start of each of its turns until it regains at least 1 HP. A Heroic: These magic items offer considerable power, and are
creature can use its Action to make a DC 10 Medicine Check. prized rewards in the right hands.
Success: It removes the Bleeding condition from itself or Legendary: The magic items offer unparalleled power, and
another creature it can touch. can impact the power hierarchy of the game.
Bloodied: A creature below 1/2 its HP maximum is considered Monsters
Bloodied. A creature below 1/4 its HP maximum is considered Apex Actions: A monster with Apex Actions takes an additional
Well-Bloodied. Action at the start of the listed rounds of combat or at other
Dazed: A Dazed creature has DisADV on Attacks, Checks, and specified times. These Apex Actions are in addition to its
Saves that use Intelligence, Wisdom, or Charisma. normal Action, Bonus Action, and Reaction.
Defense: Certain effects can alter a creature’s AC by Lair Actions: On initiative count 20 (losing initiative ties), a
strengthening or weakening its defenses against attackers. monster can take a Lair Action to cause 1 of the effects listed.
Defense is measured in levels and can be negative. An effect It can’t use the same Lair Action 2 rounds in a row, unless
can increase or decrease a creature’s Defense by one or more stated otherwise.
levels, as specified in the effect's description. Legendary Resistances: A defense or unique ability that a
• Level 2: Fortified (+5 AC) Legendary creature can use a set amount of times.
• Level 1: Protected (+2 AC) Multiattack (x): A creature can Attack (x) number of times on
• Level 0: Normal its turn. Some Attacks cost more than 1 Attack. An Attack’s
• Level -1: Unprotected (-2 AC) cost is listed after its name in parentheses.
• Level -2: Exposed (-5 AC) Spellcasting: A monster’s Spellcasting Ability Modifier is
Doomed X: When a Doomed creature is reduced to 0 HP, followed by its Spell Attack Bonus and Spell Save DC.
it immediately fails a number of Death Saves equal to its
Doomed level. A creature’s Doomed levels reset to 0 when it
finishes a Long Rest.

Traveler's Guide To the Astral Plane | THE DUNGEON COACH 31


Website Hello from the dungeons!
https://www.thedungeoncoach.com Thanks for checking this resource out, I hope
it brings some interesting flavor to your table,
either for one of your players or as inspiration for
an NPC in your games.
YouTube Channel
If you like this, I’ve got a ton of other resources
https://www.youtube.com/thedungeoncoach that you’re gonna love. I publish a monthly
resource on my Patreon that is full of ready to use,
outside of the box ideas for your games. You can
Patreon also find all of my previously published resources
https://www.patreon.com/thedungeoncoach on my website, including my book “Alkander’s
Almanac of All Things”.

So come and check out our stuff and let me help


Discord you take your game to the next level!!
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--The Dungeon Coach

32 Traveler's Guide To the Astral Plane | THE DUNGEON COACH


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