D&D Campaign Wiki

Player-facing notes and lore

Spelljammer

1. Player Rules

1.1. Space

  • Space is space. There is no air or gravity.

1.2. Gravity

  • There is no gravity in space.
  • All bodies larger than 30ft in diameter generate a gravitational pull equal to that of Earth's gravity.
    • For a celestial body, any creature or smaller object on the surface of the body is pulled toward the center.
    • The gravity field of a celestial body extends from its center to its outermost atmosphere at the edge of space

1.2.1. Intersecting Planes

  • When two gravity planes intersect, the origins of both gravities remain in effect, regardless of size, up to the point where they physically intersect
    • An object is under the influence of whichever gravity plane it is closest to.

1.2.2. Combat

  • Any attack roll or saving throw in an environment without gravity using Strength or Dexterity is made with disadvantage.
  • Missiles fired beyond a gravity field move unimpeded in a continuous direction until they come in contact with another object or creature.

1.3. Air

  • Celestial bodies larger than 1mi in diameter generate their own breathable atmosphere.
    • This atmosphere extends to the edge of space, a distance determined by the below table:
Celestial Size Class Celestial Diameter (Miles) Distance Above Surface (Miles)
A 1,000 1
B 10,000 10
C 100,000 100
D 1,000,000 1,000
  • A creature who leaves the air pocket of a celestial body can survive at most 3 rounds in the void of space.
    • Each round will require a successful Constitution save of DC 25 in order to take half of a base 6d12 damage.

1.4. Ships

1.4.1. Helms

  • The helm is located on every pilotable ship. It requires one player to remain in it's immediate (5ft) vicinity in order for the ship to remain maneuverable.

1.4.2. Movement

  • Travel speed is determined by helm and pilot -Generally, any other planet in the solar system is no more than 10d10 days journey away.
  • A ship in space or the atmosphere of a celestial object can move directly up, down, or backwards without changing the direction it faces.
    • The ship must come to a complete stop before it is able to ascend, descend, or move in reverse and the ship moves at half speed while moving in this way.