Spelljammer Vessels

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The defining feature of Spelljammer as a setting is, of course, the vast array of magical vessels that are used to travel through Wildspace and the Phlogiston/Astral Plane. On this page, /tg/ aims to list the basics of each and every single one of those fantastical space-sailing ships. For the magical engines that power them, see the Spelljammer Helm page.

Ship Stats

Built By: who manufactures it
Used Primarily By: how uses it most often, the people that are not piss poor pcs that latches onto the first direct they find.
Tonnage: as Spelljammers Helms has a maximum weight limit, tonnage often indicates the size of the ship.
Ship Type: breaks up tonnage into 6 size grades of ships:
Flitters are the smallest, under 6 tons, and usually equipped with a rudder of propulsion instead of a helm, used in any role a speedboat could fill. Quick, cheap, but fragile and needs another ship to get anywhere before running out of air. Used for small-scale landings, boarding actions, and escape boats.
Shuttles (10-20 tons) in between Flitters and Small ships. Usually are connected with a large source of air that is a flagship, space station, or moon-sized object, but the helm allows it to operate further away than a Flitter. Used as patrol boats or transport things that a dingy can't hold.
Small ships (20-30 tons)
Medium ships (40-50 tons).
Now needing a Greater Spelljammer Helm.
Heavy ships (60-80 tons)
Fleet Flagship (80-100 tons).
Hull Points: damage before the ship stops working,
Crew: the practical minimum or reasonable maximum crew needed to run the ship
Maneuverability Class: Ship ability to turn rated A to G.
Power Type: what helms are typically used
Weapons: Typical ship armaments
Keel/Beam: ship dimensions by Length and Width.

Ships

USS Constitution, (Old Ironsides)

Built By: United States Navy
Used Primarily By: United State's navy
Ship Type: frigate
Tonnage (IRL): 1,576
Cargo Capacity Tonnage: N/A
Crew: 450
Landing: N/A
Hull Armor: Heavy Wooden Plating
Power Type: Sail
Keel/Beam: 175 Ft(waterline)/43 ft
Weapons: 52 Cannons
Cost: 300,000 Dollars (18 century)

We list Constitution as a point of reference so you can better get a sense of the scale of these ships. If you compare the stats Old Ironside's is in the right ball park in terms of volume in terms of keel and beam, but is much, much, MUCH heavier. Spell jammer explains this by putting a cap on how much mass Spelljammer Helm can move about. Even so you might argue that it's unfair to compare an 18th century ship to Spell Jammer's, and while Old Ironside's is a heavy ship, even the 237 ton's of a large 16th century oared galley is overwhelming to a Spell Jammer. The presumed reason why the size is so comparably limited is that it avoids turning every single large space ship into it's own mega dungeon, with four deck's and at least 175 feet (at the water line so it's actually a little bigger) per deck, Old Ironside could play host to multi-hour dungeon crawl all on her own. In any case: if your in a Spell Jammer and see a ship flying Old Glory from the top mast, stay clear or your in for a 26 gun paddling.

Angelship

Built By: Kobold
Used Primarily By: Kobolds
Ship Type: Medium Ship
Tonnage (2e): 33
Cargo Capacity Tonnage: 21
Crew: 8/33, 12/66 if manned by small creatures
Landing: Land
Hull Armor: Thick Wood
Power Type(2e): Minor helm
Keel/Beam: 130 ft./135 ft.
Weapons: 2 Medium Ballistae, 1 Blunt Ram, 1 Medium Catapult
Cost: 33,000 gp

Created by Kobolds and strangely doesn't have a draconic-related name. They are as big and just as wide as a Grounder's Galley. Were the main kobold vessel before the Elven Imperial Fleet destroyed most of them and their presence in wild space. Used more by merchants, but Rumored a few kobold warships are still prowling, painted black, cloaked in invisibly magic, and dubbed "Night Angels".

Antlership

Built By: Unknown
Used Primarily By: Undead
Ship Type: Small, Medium, Large, or Flagship
Tonnage: 50-100
Hull Points: 50-100
Crew: 5/10/50-100
Manueverability Class: E
Landing: Can't Land
Armor Rating:
Saves As: Bone
Power Type: Major Helm
Ship's Rating:
Standard Armaments: 2 Light Catapults (360 degrees), 2 Rams
Cargo: 25-50 tons
Keel/Beam Length: 45ft. by 250ft.
Cost: 75,000 to 150,000 gp

Crafted from what is believed to be antlers of massive yet unknown creatures. As who made the ships is also unknown, we have few leads. Given Antlers grow over time, we have many different sizes of Antlership ranging from small ship tonnage to flagship wight. Given the shape it's probably some kind of giant space moose.

The ship likes to ram into other ships. the Antlership does have a problem in the form of having a single exposed deck, leaving the Spelljammer and helm (not to mention the crew) exposed. The proposed solution is to have a bunch of crew sitting in fake Spelljammer helms to confuse the enemy. (still don't fix the crew's weakness to fireballs).

Argosy

Built By: Gravs
Used Primarily By: Gravs
Ship Type: Flagship+
Tonnage: 150 tons
Hull Points: 150
Crew: 55/200
Manueverability Class: D
Landing - Land: Yes
Landing - Water: No
Armor Rating: 0
Saves As: Stone
Power Type: Grav Helm
Ship's Rating: As per helmsman
Standard Armaments: 2 Heavy ballistae, 2 Medium ballistae
Cargo: 100 tons
Keel/Beam: 175 ft/ 175 ft
Cost: 300,00 GP

Ships made by the Dwarf-like mining race with Gravity powers. With the exception of a flattened side for purpose of safe landing, the Argosy looks like an airless asteroid, with armaments and even the air pocket hidden inside the shell, which is weird given how air works in Spelljammer. Gravs like don't want to draw attention to themselves as they do their job as space miners but will draw the Keened eyed that notices an moving object with a gravity plane but no air envelope. (you still have to chance it by holding your breath to investigate and probably have to fight what's inside to do so).

Barge of Ptah (Battle Barge)

Built By: Humans worshipers of Ptah
Used Primarily By: Humans
Ship Type: Large ship
Tonnage: 60 tons
Hull Points: 60
Crew: 24/60
Manueverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 8
Saves As: Thin Wood
Power Type: Major Helf
Ship's Rating:
Standard Armaments: 6 Medium ballistae, 4 Medium catapults, 2 Medium jettisons
Cargo: 40 tons
Keel/Beam: 145 ft. by 60ft.
Cost: 60,000 gp

Since the earliest recorded memory of Spelljamming humans, made by the worshipers of Ptah, god of travels, as mobile temples, and were used to defend fellow humans against orc, ogre, kobold, and goblin attacks (earning the moniker Battle Barge). Despite being a ship built for battle and spreading Ptah blessings, the temple ships got wealthy from tithes, making them targets for pirates. Although the enemies it was built to combat were well known for swarming tactics on the ground, guess the Barge only had to deal with one or two ramshackle ships as this ship was too slow to deal with the pirate swarms. The majority of Barge of Ptah has now been looted and set adrift, with only a few continuing their mission for Ptah.

Battlewagon

Built By: Scro
Used Primarily By: Scro
Ship Type: Large Warship
Tonnage: 80
Hull Points: 80
Crew: 40/160
Manueverability Class: E
Landing - Land: No
Landing - Water: No
Armor Rating: 3
Saves As: Metal
Power Type: Major helm
Ship's Rating: 2
Standard Armaments: 4 Turret-mounted bombards, 1 alchemy fire projector, 6 Medium ballistae, 8 Medium catapults, Blunt Ram
Cargo: 20 tons
Keel/Beam: 150ft./50ft.
Cost: 240,000 gp

A powerful boar-shaped battleship, a symbol of the Scro picking up the pieces of their spacefaring orc ancestors and then face punching down all other wildspacers back down to their home worlds with the spiky bits, starting with the elves and their smug navy. They mean business when they named their six current Battlewagons: Decapitator, Conflagrator, Devastator, Euiscerator, Mutilator, and Defenestrator.

Blade/Arrow

Built By: Goblins, Kobolds
Used Primarily By: Goblins, Kobolds, Humans, giff & gnomes for weapons testing
Ship Type: Flitter
Tonnage: 2
Hull Points: 2
Crew: 1/2
Manueverability Class: A
Landing - Land: No (Yes if equipt with wooden runners)
Landing - Water: No
Armor Rating: 4
Saves As: Metal (Blade)
Power Type: Lifejammer helm or death helm
Ship's Rating: As per victim
Standard Armaments: 1 Alchemy Fire projector, 1 Piercing Ram
Cargo: 1/2 ton
Keel/Beam: 20ft. by 20ft.
Cost: 6,000 gp

Goblin Blades are small, short-range attack ships which was an improvement on the armorless Kobold Arrow. Kobolds used to kamikaze or on suicidal raids, with many buried in the dirt on many worlds.

Bloatfly

Built By: Lizardfolk
Used Primarily By: Lizardfolk
Ship Type: Medium ship
Tonnage: 48
Hull Points: 48
Crew: 6/40
Manueverability Class: E
Landing - Land: No
Landing - Water: No
Armor Rating: 6
Saves As: Metal
Power Type: Furnace (15%); minor helm (85%)
Ship's Rating: 2 (Furnace) or as per helmsman
Standard Armaments: 18 twin-mounted Medium ballistae
Cargo: 6 tons plus 36 tons dedicated to egg-tubes
Keel/Beam: 155 ft. by 55 ft.
Cost: 144,000 GP

A lizardfolk ship created with the most state-of-the-art and well-armed ship for the primary purpose of ensuring their eggs can orbit as close to fire worlds, so the next generation will sock up those sun rays and become bigger and smarter.

For protection, its covered by 18 twin-mounted ballistae turrets. Though created as flying incubator, all that firepower is useful in conquering planets.

Bolaship

Built By: Gnomes
Used Primarily By: Gnomes (who else?)
Ship Type: Small ship
Tonnage: 25
Hull Points: 25
Crew: 10/25
Manueverability Class: D
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 5
Saves As: Thick wood
Power Type: Bolawhip (special)
Ship's Rating: Special (maximum 6)
Standard Armaments: 1 Bolawhip, 2 Light ballistae
Cargo: 12.5 tons
Keel/Beam: 12 ft. by 15 ft.

With up to 12 gnomes peddling as hard as they can, they cause the whips in front of the ship to produce could be surmised a weird physics reaction between centrifugal/centripetal forces and Wildspace gravity planes which somehow allows this hideous conglomeration of superfluous gadgets that passes for a gnomish ship move faster the speed of light like a spelljammer helm.

Catamaran

Built By: Humans
Used Primarily By: Humans
Ship Type: Flitter/escape vessel
Tonnage: 1 ton
Hull Points: 1
Crew: 2/1
Manueverability Class: B
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 9
Saves As: Thin Wood
Power Type: Non-magical helm
Ship's Rating: 4
Standard Armaments: None
Cargo: None
Keel/Beam: 25 ft. by 10 ft.

Like a real-life Catamaran, More or less a big windsurf board with hydroplanes. Not in in the improvised ship section given this is probably considered too advanced for fantasy settings and this thing is absurdly fast for a ship of this size. Often used for a joy rides in low planetary orbit or as an escape vessel. This speed comes from its sail which requires the crew to lean hard to turn it. Destroying the sail is easy but at that point, if your hit the ship is destroyed.

Citadel

Built By: Dwarves
Used Primarily By: Dwarves
Tonnage: 300 tons (and up), Larger Citadel are 700+ tons
Hull Points: 300
Crew: 100/300
Manueverability Class: E
Landing - Land: No
Landing - Water: No
Armor Rating: 0
Saves As: Stone
Power Type: Forge
Ship's Rating: 1-3
Standard Armaments: 1·4 Heavy catapults (360°), 2-8 Medium catapults (360°), 3-12 Light catapults (360°), 3 heavy jettisons (360°)
Cargo: 150 tons
Keel/Beam Length: 250ft. by 200ft.
Cost: 100,000-600,000 gp

When you think a ship for space Dwarves, this is what you imagine. and this is just the smaller ship Dwarves commonly use.

A Citadel is powered by the things Dwarves like to do. It's a Mine, Forge, and flying fortress all in one. Using their unique Forge helms, dwarves power their ship though the act of smithing. This unique form of fuel requires a ton of raw materials which is why all Citadels are created from hollowed-out mineral rich asteroids. Eventuality all the vains will run dry and the inhabitants must scout out a new asteroid with other spelljammers.

the Largest Citadels have an SR of 1 and are unable to go warpspeed, so slow it takes them 1 year to travel between two planets. so they usually just sit still.

Corbina

Built By: Aarakocra
Used Primarily By: Aarakocra
Ship Type: Flitter
Tonnage: 5
Hull Points: 5
Crew: 1/5
Manueverability Class: D
Landing - Land: Yes
Landing - Water: No
Armor Rating: 9
Saves As: Thin Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman + 1
Standard Armaments: 1 Light ballista or 1 Medium ballista, or 1 Light jettison
Cargo: 2.5 tons
Keel/Beam Length: 60 ft. by 50 ft.
Cost: 2,500 gp

Made by the space Aarakocra, it's a biplane but uses a sail and spelljammer helm instead of a propeller. The ship also boosts the Ship's Rating by +1, making it fast at a cheaper price.

The downside is that it still operates under the wright brothers' Biplane model, requiring 300 feet of flat runway to be lifted off the ground (despite having a helm), the upgraded Maneuverability Class is caped at B, and the ship wings can't support any additional armor plating.

Deathglory

Built By: Gnomes
Used Primarily By: Gnomes
Ship Type: Large ship
Tonnage: 70
Hull Points: 70
Crew: 18/70
Manueverability Class: D
Landing - Land: No
Landing - Water: Maybe (leaks badly!)
Armor Rating: 6
Saves As: metal
Power Type: Gnomish major helm
Ship's Rating: As helmsman -1 (due to spell reflector)
Standard Armaments: 2 Medium ballistae, 2 Medium catapults, 1 Medium jettison, 2 Tangle line guns, 2 Water cannons
Cargo: 35 tons
Keel/Beam Length: 80 ft. by 55' (85' including outriggers)

the follow-up to the dreadnever-class ship, and this time it works! these armed to the teeth, A top-heavy warship when Gnomes get sick with pirates. Often found escorting gnomish merchant ships to protect fools ignorant from the horrors of gnomish engineering.

Great Bombard/Bombard

Built By: Giff
Used Primarily By: Giff
Ship Type: Medium Warship
Tonnage: 40-50
Hull Points: 40-50
Crew: 20/40 medium-sized creature, or 10 Giff (2e), 12 (5e)
Manueverability Class: E
Landing - Land: No
Landing - Water: Yes
Armor Rating: 6
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 2 light Ballistae, 1 Giant Cannon, Blunt Ram
Cargo: 20 (2e), 150 or 10 if max on fourteen giant cannonball
Keel/Beam: 140-155 ft. by 20-30 ft.
Cost: 100,000gp (with the Giant Cannon costing 60,000 gp) (2e), 50,000gp with cannon included (5e) but cannonballs are 1,000gp each!!

Known as Great Bombards or just Bombards, they are ships built around a massive cannon that bring a tear of joy to any Giff each time they get to fire one of the massive cannonballs that cost 1000gp each. You could have bought an Emerald or a spyglass for that much money, or one-and-half for plate armor.

If a captain Giff doesn't have that much Dough, they could instead invest in an armor-plated bow Ram at maneuverability cost to just ram the enemy. And may the gods help the sod if that Giff captain dose have the ammunition as they are getting in "danger close".

Damselfly Ship

Built By: Humans
Used Primarily By: Humans
Ship Type:: Shuttle
Tonnage: 10 tons
Hull Points: 10
Crew: 2/10
Manueverability Class: D
Landing - Land: Yes
Landing - Water: No
Armor Rating: 4
Saves As: Metal
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 1 Heavy weapon, 1 Mangonel(5e)
Cargo: 5 tons
Keel/Beam Length: 100 ft. by 20 ft.
Cost: 30,000 gp, 20,000 gp (5e)

An upgrade on the Dragonfly. This second generation replaces wood with metal and encloses the decks. The main weapon is on the top deck, with some retrofitted with it being in the aft deck.

Its speed and defense make it popular with everyone, from couriers, Explorers to hermits evading taxes, from Military command ships to pirates and smugglers.

Like any popular car boatflyingboat, you will see many people pimping out their Damselflies and organizing races to see who is the radius driversailer around.

Dragonfly Ship

Built By: Humans
Used Primarily By: Humans, elves
Ship Type: Shuttle
Tonnage: 10
Hull Points: 10
Crew: 3/10
Manueverability Class: C
Landing - Land: Yes
Landing - Water: No
Armor Rating: C
Saves As: Thin Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 1 Light ballista or 1 Light catapult
Cargo: 5 tons
Keel/Beam Length: 100 ft. by 20 ft.
Cost: 5,000 gp

The predecessor of the Damselfly. Cheap, Highly maneuverable, but fragile. Your sacrificing the Damselflys armor and enclosed decks for a better Maneuverability Class and being a cheapskate. Some may put plating on a Dragonfly because they can't afford a Damselfly.

Mages like them as they have enough space for their lab experiments; no one can interrupt them when deep in Wildspace/Phlagistan/Astral Plane, and have a speedy getaway boat if they do.

The Firefly variant is just a Suisidle Dragonfly that replaces the Armaments to load it to the brim with explosives or Alcamy Fire. The helmsman may or may not be given a working Wreckboat or scroll/Magic item to get their asses out before they crash into a larger enemy ship.

Dragonship

Built By: Shou Lung humans of Toril
Used Primarily By: Shou Lung humans of Toril
Ship Type: Medium ship
Tonnage: 45
Hull Points: 45
Crew: 20/45
Maneuverability Class: D
Landing - Land: No
Landing - Water: Yes
Armor Rating: 5-6
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 2 Medium or 3 Large Weapons, optional Ram
Cargo: 20 tons
Keel/Beam Length: 150ft. by 20ft.
Cost: 45,000 - 60,000 gold pieces

Resembling a strange combination between a dhow and a sculpture of an Oriental Dragon, the dragonship is a spelljammer designed by Chinese and Japanese-flavored human nations as a true spelljamming ship, as opposed to just sticking a Helm in a dhow. Dragonships are particularly common around Torilspace because both the Wa and their rivals, the Shou, make extensive use of them; the fact that they're not Wa-exclusive is why this entry is up here and not down in the Wa Fleet section of this page, despite their extensive use of dragonships.

Dragonships that prefer devoting their cargo space and Armaments to bombards and Alcemic fire projectors are known as Flaming Dragons, Which are a favorite among Shou Lung captains. Unfortunately because of how much Spelljammer and the D&D system in general tries to discourage the wide use of explosives, this preference for Flaming Dragons is the leading contributor to second-hand Dragonships not in widespread circulation.

Dolphin, Battle

Built By: Human
Used Primarily By: Any race
Ship Type: Medium Ship
Tonnage: 50 tons (70 with Shuttle)
Hull Points: 70
Crew: 12/70
Manueverability Class: D
Landing - Land: No
Landing - Water: Shuttle only
Armor Rating: 5
Saves As: Thick Wood
Power Type: Major helm
Ship's Rating: As per helmsman
Standard Armaments: 2 Medium catapults
Cargo: 35 tons
Keel/Beam Length: 250 ft. by 30 ft.
Cost: 70,000 gp

A recent invention, This wooden Enterprise D, is fully enclosed and comes with a detachable Shuttle at the top. The Shuttle also needs a jammer Helm so have to fork over the extra cash or work out a way to share.

There is also the Narwhal variant which replaces the window on the lower bridge with a piercing ram (guess what it looks like).

Dolphin,Shuttle

Built By: Humans
Used Primarily By: Any race
Ship Type: Small Ship
Tonnage: 20
Hull Points: 20
Crew: 4/20
Manueverability Class: C
Landing - Land: No
Landing - Water: Yes
Armor Rating: 6
Saves As: Thin wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: None
Cargo: 15 tons
Keel/Beam Length: 40 ft. by 15 ft.
Cost: 10,000 gp

Galleon-like ship designed for planetary lands as a Battle Dolphin can't land and is too inauspicious.

Eagle Ship

Built By: Aarakocra
Used Primarily By: Aarakocra
Ship Type: Small Ship
Tonnage: 35
Hull Points: 35
Crew: 8/35
Manueverability Class: C
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 6
Saves As: Thick wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman + 1
Standard Armaments: 2 Heavy jettison, 2 Medium ballistae, 1 Light catapult (360°)
Cargo: 18 tons
Keel/Beam Length: 150ft. by 50ft.

A recent creation from the Aarakocra, applying aerodynamics to shipbuilding, with wings maneuverable like a bird, this ship has a +1 Ship's Rating.

The ship is designed for long exploration, thus low crew requirements. It's designed for running instead of direct fights; thus, the two Heavy jettison for the fools that chases them.

Eel Ship

Built By: Early humans or insectoid race?
Used Primarily By: humans
Ship Type: Small Ship
Tonnage: 20
Hull Points: 20
Crew: 4/20
Manueverability Class: C
Landing - Land: No
Landing - Water: Yes
Armor Rating: 6
Saves As: Thin Wood
Power Type: Furnace (15%); major or minor helm (85%)
Ship's Rating: 2 (Furnace) or as per helmsman
Standard Armaments: 1 Medium ballista (F), 1 Medium catapult (A)
Cargo: 8 tons
Keel/Beam Length: 110 ft. by 15 ft.
Cost: 10,000gp

A Precursor to the Lamprey. Crud but still popular today with the PDF, pirates strapped for cash or for sneaking in a commando team.

The origins are mysterious, theorized to be from early humans, thri-kreen ancestors, a highly intelligent race of giant wasps, or whatever the Psurlon were before transforming into worm-men.

Tradesman (Fish Ship)/Flying Fish Ship (5e)

Built By: Humans
Used Primarily By: All Races
Ship Type: Small Ship
Tonnage: 25 tons
Hull Points: 25
Crew: 10/25
Manueverability Class: D
Landing - Land: No
Landing - Water: No
Armor Rating: 5
Saves As: Thick wook
Power Type: Major or minor helm
Ship's Rating: as per helmsman
Standard Armaments: 1 Light catapult (F), 1 Medium ballista (APS)
Cargo: 13 tons
Keel/Beam: 120 ft/ 30 ft
Cost: 25,000gp (2e)/20,000 gp (5e)

Most common Spelljammer ship, often being a party's first real Spelljammer ship. It is the most wildly used for merchants doing quick buying-and-selling systems hoping. Despite being a popular merchant ship, They couldn't land, limiting trade to spacefaring and flying ports. They only have light defenses but are often escorted by warships, especially ones owned by multiple trade guilds (Helms can be rare and expensive, (especially if you piss off a mercane) with some planet's luck just to own one).

Like any popular ship, it's only a matter of time before a crew goes bandit or is used to expand a cutthroat fleet. The Light Cruiser Variant slaps more armour and weapons on the Tradesman, sacrificing Maneuverability Class from a D to an E but boosting the Armor Rating to 4 and upping the armaments to 3 medium-sized weapon mounts.

Flying Pyramid

Built By: Human followers of Ptah?
Used Primarily By: Undead humans
Ship Type: Large ship
Tonnage: 90
Hull Points: 90
Crew: 6/90
Manueverability Class: F
Landing - Land: Maybe (40%)
Landing - Water: No
Armor Rating: 1
Saves As: Stone
Power Type: Death helm or furnace (90% have both, 10% lack a furnace)
Ship's Rating: 2 (Furnace) or as per victim
Standard Armaments: 10 Heavy ballistae, 10 Heavy jettisons
Cargo: 26 tons
Keel/Beam Length: 80ft. by 80ft.
Cost: 180,000 gp

Being space Egyptians, the followers of Ptah and other Egyptian-espy gods, of course, made triangular stone monuments and then attached a space engine to them. Of course, they fell out of use long ago, repurposed by humans and undead (likely captained by a Lord Mummy) as a planetary defense craft or a raiding fortress. Some dwarves use them to transport them to the next asteroid after the old Citadel ship is spent. Like many big ships, they keep Wreckboats or Flitters in hidden behind stone walls in case the Pyramid sinking in space.

Hammerhead Ship

Built By: Humans, Lizardfolk
Used Primarily By: Humans, Lizardfolk, Elves
Ship Type: Large ship
Tonnage: 60 tons
Hull Points: 60
Crew: 24/60
Manueverability Class: D
Landing - Land: No
Landing - Water: Yes
Armor Rating: 6
Saves As: Hard Wood
Power Type: Major Helm or Minor Helm
Ship's Rating: As for spelljammer
Standard Armaments: 1 Heavy Catapults, 1 Heavy Catapults (360°), 1 Heavy Ballista (360°), 1 Blunt Ram
Cargo: 30 tons
Keel/Beam Length: 250 ft. by 25 ft.
Cost: 50,000-60,000 gold pieces

One of the more common jammer models, Hammerheads are popular with both traders and pirates for their comfortably solid size, carrying capacity, and armament values.

There is also the Heavy version that replaces the armor with Metal, making them good at destroying smaller ships in thier way at the cost of being easily out maneuvered.

Iambus

Built By: Arcane
Used Primarily By: Bardic humans
Ship Type: Small Ship
Tonnage: 35 tons
Hull Points: 35
Crew: 4/35
Manueverability Class: D
Landing - Land: No
Landing - Water: Yes
Armor Rating: 5
Saves As: Thick Wood
Power Type: Bardic helm
Ship's Rating: As per Bard helmsman
Standard Armaments: 3 Light ballistae (1-FP, 1-FS, l-APS), 1 Heavy ballista (F)
Cargo: 17.5 tons
Keel/Beam: 180 ft./ 20ft.
Cost: 35,000 GP

A ship is usually shaped like a giant musical instrument. No surprise that they are custom ordered built by mercane to be powered by a bard's musical skills. To make the ship go, you have to know how to play the integrated instrument acting as the Bardic helm. Being a self-powered flying acoustic stag, people aboard all heal twice as fast, making for a decent medical jammer, but at the detriment of the crew always being surprised at the start of combat when being attacked.

Junk

Built By:
Used Primarily By:
Tonnage:
Hull Points:
Crew:
Manueverability Class:
Landing - Land:
Landing - Water:
Armor Rating:
Saves As:
Power Type:
Ship's Rating:
Standard Armaments:
Cargo:
Keel Length:
Beam Length:

Klicklikak

Built By:
Used Primarily By:
Tonnage:
Hull Points:
Crew:
Manueverability Class:
Landing - Land:
Landing - Water:
Armor Rating:
Saves As:
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Ship's Rating:
Standard Armaments:
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Keel Length:
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Lamprey Ship

Built By:
Used Primarily By:
Tonnage:
Hull Points:
Crew:
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Leaf-Ship

Built By: Thri-kreen
Used Primarily By: Thri-kreen
Ship Type: Large Ship
Tonnage: 70
Hull Points: 70
Crew: 20/65
Manueverability Class: D
Landing - Land: No
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Armor Rating: 6
Saves As: Ceramic
Power Type: Crystal Throne
Ship's Rating: 4
Standard Armaments: 1 Heavy Catapult, Heavy bellistae
Cargo: 30 tons
Keel/Beam Length: 250 ft. by 40 ft.
Cost: 280,000 gp

Made of living crystal-like elven ships, usually having a translucent green or yellow. the ship can also have up to four Thorn-Ships docked on it.

Mammoth

Built By: Ogres
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Mantis

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Living Ship

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Mosquito

Built By: Humans
Used Primarily By: All races
Ship Type: Flitter
Tonnage: 6 tons
Hull Points: 6
Crew: 1/6
Manueverability Class: C
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 5
Saves As: Thin wood
Power Type: Major or Minor Helm
Ship's Rating: As for helmsman
Standard Armaments: None
Cargo: 3 tons
Keel Length: 100'
Beam Length: 15'

Along with the Elven Flitter the Mosquito is one of smallest commonly used ships, this is a great benefit to it as it's designed to be maned by a single person as a personal landing craft or shuttle. It's small size and excellent maneuverability also make it prime stealth ship with a few easy modifications. Speaking of mods there are a few different variations of the Mosquito. These are the adformention stealth model, the Gnat which is a light weight variation, a domed version for creatures sensitive to light, and makeship bomb made by filling the ship with greek fire.

Porcupine Ship (Spine-Ship)

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Quad of Thay

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Scalpel Ship

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Scorpion Ship

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Shrike Ship

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Sidewheeler

Built By: Tinker Gnomes
Used Primarily By: Tinker Gnomes, Dohwar, Idiots
Ship Type: Small ship
Tonnage: 30 tons
Hull Points: 30
Crew: 20/30 (or 40/60 tinker gnomes)
Maneuverability Class: E
Landing - Land: 50% likely
Landing - Water: 50% likely
Armor Rating: 7
Saves As: Metal
Power Type: Non-magical or gnomish helm
Ship's Rating: 2 or as per gnomish helmsman
Standard Armaments: None
Cargo: 15 tons
Keel/Beam Length: 120 ft. by 25 ft.
Cost: 40,000 to 90,000 gp (only idiots and other Tinker Gnomes pay that much in real money)

Sidewheelers, named for their tendency to have massive paddlewheels on their sides that somehow convert the frantic peddling of Giant Space Hamsters into motive force, are the creation of the Tinker Gnomes of Krynn. That right there is all the warning you need if you're at all familiar with the dreaded Minoi. For the unfamiliar, the Minoi are an entire race of bungling inventors who build oversized, overly intricate contraptions that never work right, with the level of "go wrong" varying from "collapse into a heap of junk" to "violently explode". Referred to as "the ship of the desperate", only the most gullible, foolish, demented, or lacking in options of non-Minoi will have anything to do with them, and most intelligent creatures will avoid them like the plague. Even Illithids and Neogi think twice before trying to plunder a Sidewheeler. Such is the ramshackle and shoddy nature of Sidewheeler construction that there is a 50% chance when the vessel attempts to land that it will crash, explode, fall apart, or otherwise be rendered inoperable upon touching down. Non-Minoi gnomes have been known to become space pirates solely to hunt down and destroy Sidewheelers as a blemish on the good name of the gnomish race.

Skeleton Ship (Boneship)

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Skiff

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Space Leviathan

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Space Galleon

A Galleon but built by people living in Wildspace and the Astral Sea. Praised for its ability to land at sea and sail incognito as an ordinary Galleon because it is one (with the inclusion of the ability to fly faster than the speed of light, and other additional upgrades relating to related space sailing)

Galleon, Spacesea Giant

Built By: Spacesea Giant
Used Primarily By: Spacesea Giant
Cost: 120,00 gp
Ship Type: Large ship
Tonnage: 60
Hull Points: 60
Crew: 11/20 Giants
Manueverability Class: E
Landing - made of stone but floats on Water
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Power Type: Major helm
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Standard Armaments: 3 Heavy ballistae, 11-20 Giants throwing boulders (360°)
Cargo: 30 tons
Keel/Beam Length: 200 ft./50 ft.

Owned by Spacesea Giants how like rocks. Will have Elders on board to use magic to turn rock into filling cement.

Squid Ship

Built By: Humans
Used Primarily By: Humans, Lizardfolk
Ship Type: Medium ship
Tonnage: 45 tons
Hull Points: 45
Crew: 12/45
Manueverability Class: D
Landing - Land: No
Landing - Water: Yes
Armor Rating: 5
Saves As: Thick Wood
Power Type: Major Helm, Minor Helm
Ship's Rating: As for spelljammer
Standard Armaments: 1 Heavy Catapult (Crew 5), 2 Medium Ballistae (Crew 2 Each), Piercing/Grappling Ram
Cargo: 23 tons
Keel Length: 250'
Beam Length: 25'
Cost: 45,000 gold pieces

One of the common model jammers, squid ships are amongst the workhorses of Wildspace. They may not carry as much as their hammerhead cousins, but their stylized triple-rams and twin ballistae mean they can deliver a sharp, painful lesson to those who try and rob them... of course, pirates like to take advantage of that "built for ramming" design, too. They tend to be unpopular with those who have bad experiences with illithid nautiloids, though.

Stoneship

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Swan Ship

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Thorn-Ship

Built By: Thri-kreen
Used Primarily By: Thri-kreen
Tonnage: 3
Hull Points: 3
Crew: 1/6
Manueverability Class: B
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 7
Saves As: Ceramic
Power Type: Crystal throne
Ship's Rating: 3
Standard Armaments: 1 Light ballista, 1 Alchemist Fire projector
Cargo: 2 tons
Keel/Beam Length: 50 ft. by 10 ft.
Cost: 12,000 gp

Fast attack fighter of the Thri-kreen, utilizing agility in place of low armor. They screen of the bipper Leaf ship. Also improved missiles because of all the Alchemist Fire.

Triop

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Turtle Ship (Battle Boat)

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Unity Ship

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Uspo, Dohwar

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Vagabond

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Vipership (Darkviper)

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Wasp Ship

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Whaleship

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Whelk

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Wraith

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Wreckboat

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Xebec

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Yacht

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Yawl

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Yawl Wagon

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Zoocraft (Ark; Gardenship)

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Improvised Ships

As the creation of the Spelljamming Helm handles all of the hard parts about space travel (well, other than those parts covered by the Prime Material operating under more "rule of cool" physics than we do), this means that creating a vessel to sail through Wildspace and the Phlogiston is a lot simpler than building a rocket ship in, say, Star Trek or Star Wars. The earliest spelljammers were, in fact, literally just regular ships outfitted with a Helm and then launched off into space, and to this day taking a normal sea-faring vessel and sticking a Helm on it is the cheapest, simplest way to get spaceborne. After all, you can buy a sea-ship at any coastal community, whereas a custom-made space-ship is usually only going to be made by space-based communities or governmental powers.

That said, being the el cheapo option means that these "uplifted ship" spelljammers come with some pretty severe drawbacks. They tend to be very slow and very awkward to fly compared to their space-built counterparts, and many are also ill-equipped for long-range voyages, since they weren't built with the necessity of sustaining an air envelope in mind. Add to it that "professional" spacefarers tend to look down on somebody flying one of these "improvised" jammers and in general, most people will look to trade up to a superior model when and if they can.

Caravel

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: shuttle
Tonnage: 10 tons
Hull Points: 10
Crew: 8/10
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 9
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 1 Large Weapon, 1 Medium ballista (360°}
Cargo: 5 tons
Keel/Beam: 70 ft./20ft.
Cost: 10,000 gold pieces

On the seas, caravels are versatile cargo carriers. In Wildspace? Not so much. They're cheap and easily handled by a small team, yeah, but that's largely all you can say about them positively. Jamming caravels tend to be sailed by either adventurer bands or the desperate.

Cargo Barge

Built By: Humans
Used Primarily By: Humans, mind flayers, neogi
Ship Type: Small ship
Tonnage: 25 tons
Hull Points: 25
Crew: None
Manueverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 8
Saves As: Thick Wood
Power Type: None•; 15% have minor helm back-up •100% of mind flayer craft are fitted with series helms.
Ship's Rating: None or as per helmsman
Standard Armaments: None
Cargo: 20 tons
Keel/Beam: 40 ft./20ft.
Cost: 25,000 gp

Small ships that only job is to hold cargo and be Towed by other Spelljammers. Hold trade goods or transport slaves. neogi also likes using them as rams. Barges also increase the Spelljammer's air pocket size, so explorers get a lot more air before cutting them free when they become deadweight.

Clipper

Built By: Humans
Used Primarily By: Giff
Ship Type: Large Ship
Tonnage: 65 tons
Hull Points: 65
Crew: 18/65
Manueverability Class: E
Landing - Land: No (you can still try at risk to your hull's wellbeing)
Landing - Water: Yes
Armor Rating: 4
Saves As: Metal (hull) or Wood (deck)
Power Type: Major helm
Ship's Rating: As per helmsman -1
Standard Armaments: 26 Bombards
Cargo: 23 Tons (usually used primarily for smokepowder, helmseekers, and alchemist fire)
Keel/Beam Length: 260 ft by 40 ft.
Cost: 95,000 gp.

One of the fastest ships on the water, including 3 sailing masts, but less than effective in space. Groundling humans quickly switched over, but Being British, the Giff adored the craft. Despite being based on the age of sails, a Giff-owned Clipper is the only ship in the game where a full complement of Cannon, given Giff love of gunpowder out weighted the risk of exploding in the Phlogiston, or rolling Missfire on one of your cannons.

Giff Clippers often travel in groups of at least 2. As a battle tactic, the crew often lets other ships not familiar with the Giff get close enough for a boarding action, thinking the ship is unarmed, only to fire all its broad side cannons. People fall for this as bringing a flammable weapon into the Phlogiston was a death wish in 2e, and the D&D is dominated by a community that bemons any complicated technical invention that is not made of wood and pullies in their settings unless it's rare or unreliable.

Never be in the range of a Clippers broadside.

Coaster

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: Shuttle
Tonnage: 10
Hull Points: 10
Crew: 8/10
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 9
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman -1
Standard Armaments: 1 Large Weapon
Cargo: 5 tons
Keel/Beam: 60 ft./20ft.
Cost: 5,000 to 10,000 gold pieces

The cheaper, nastier cousin of the caravel, Coasters are intended to be used purely for coastal trading, hugging close to shore and sailing short distances at a time; they handle like a pregnant ogre, and that's at sea... you have to be really desperate (or miserably cheap) to take one of these out to Wildspace. They're so ill-suited for space travel that they actually suffer a -1 penalty to their Ship Rating because of how badly they handle!

Cog

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: Small ship
Tonnage: 20
Hull Points: 20
Crew: 10/20
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 9
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman - 1
Standard Armaments: None
Cargo: 10 tons
Keel/Beam: 90ft./20ft.
Cost: 10,000 to 20,000 gp

Bigger than caravels, cogs are popular merchant ships for sea-sailing, and in a pinch, can make passable cargo-haulers in Wildspace... but their poor maneuverability and lack of armament makes them easy picking for space pirates, so any merchant with common sense puts their coppers towards something better.

Drakkar

Built By: Viking groundling humans
Used Primarily By: Viking groundling humans
Ship Type: Shuttle
Tonnage: 10
Hull Points: 10
Crew: 20/10
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 7
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 1 Large Weapon
Cargo:
Keel/Beam: 100ft./20ft.
Cost: 10,000 to 25,000 gold pieces

A variant of the longship built and used by the raiders of Viking-esque cultures, drakkars make poor jammers even by the standards of "uplifted" sea ships, because they require more crew to function effectively than the air envelope they generate can safely support. As a result, drakkar-jammers are normally used as short-ranged vessels, rarely leaving the confines of their home planet unless it's to raid, say, a moon or the twin in a binary planet structure or something like that. Theoretically, a much larger jammer could carry drakkars as scouting ships, but that's a poor use of funds, to say the least.

Dromond

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: Shuttle
Tonnage: 16
Hull Points: 16
Crew: 10/16
Maneuverability Class: E
Landing - Land: No
Landing - Water: Yes
Armor Rating: 9
Saves As: Thin Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 3 Large Weapons, Piercing Ram
Cargo: 8 tons
Keel/Beam: 175ft./15ft.
Cost: 8,000 to 15,000 gold pieces

Comparatively large, relatively fast, and agile even in Wildspace, decently armed and surprisingly cheap all things considered, the dromond is actually a fairly decent jammer for an uplifted sailing ship. The one drawback is that it might as well be made of cobwebs compared to some of the nastier monsters and ships out there in the Phlogiston, so whilst it can make a decent choice for fledgling star voyages, upgrading as soon as possible should always be on your mind.

Great Galley

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: Small ship
Tonnage: 20 tons
Hull Points: 20
Crew: 15/20
Manueverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 7
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman - 1
Standard Armaments: 3 Large Weapons, Piercing Ram
Cargo: 10 tons
Keel/Beam: 130ft./20ft.
Cost: 20,000 to 30,000 gold pieces

Part of the oft-mocked selection of "uplifted sea-ship" jammers, Great Galleys are usually sent into Wildspace as early experiments by nations with fledgling spelljamming programs. Their reliance on manual propulsion by rowers, whether freemen or slaves, doesn't translate well, and means they tend to quickly exhaust their air envelopes. Theoretically, some magocracies might achieve better results with galleys crewed by golem or undead rowers, but the general consensus is that there are simply better choices for a jammer out there.

Galleon

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: Medium ship
Tonnage: 40
Hull Points: 40
Crew: 20/40
Maneuverability Class: E
Landing - Land: No
Landing - Water: Yes
Armor Rating: 7
Saves As: Thick Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 3 Large Weapons or 1 light Catapult, 2 Medium Ballistae
Cargo: 20 tons
Keel/Beam: 130ft./30ft.
Cost: 40,000 to 50,000 GP, 30,000 GP (5e)

Being usually one of the most advanced kinds of sailing ships on the worlds of the Prime Material, galleons adapt to being spelljammers with surprisingly good results; if you absolutely have to take a regular sailing ship into Wildspace, the galleon is probably your best choice. Relatively maneuverable and well-armed, but with good cargo capacity, uplifted galleons are often the primary jammer of choice for groundling nations stretching out into space.

Longship

Built By: Groundling humans
Used Primarily By: Groundling humans
Ship Type: Flitter
Tonnage: 4
Hull Points: 4
Crew: 4/12
Maneuverability Class: E
Landing - Land: No
Landing - Water: Yes
Armor Rating: 8
Saves As: Thin Wood
Power Type: Major or minor helm
Ship's Rating: As per helmsman
Standard Armaments: 1 Large Weapon
Cargo: 2 tons
Keel/Beam Length: 75 ft. by 15 ft.

Longships are primarily converted into spelljammers by adventurer bands, who appreciate the small size and minimal crew requirements of the vessel. However, that same small size makes them only useful for relatively short, quick journeys; an extended voyage can easily turn fatal as the air envelope fouls with waste-breath very quickly.

Elven Imperial Fleet

The ships of the Elf Imperial Navy are highly distinctive amongst other spelljammers, in that they are grown, not built. Each elf ship begins its life as a magical plant indigenous to both Wildspace and the Phlogiston called a Starfly Plant, which literally flies through space as part of its lifecycle. Elves seek out the fruits of these plants and use their magic to carefully sculpt and shape the embryonic space-tree, warping the seed into a distinct shape and creating a living ship. Whilst these ships are famously quick and agile compared to their manufactured counterparts, they are much more space-dependent than other spelljammers; many elf-jammers are incapable of landing on anything other than an air-world or a spacestation.

Armada

Built By: Elves
Used Primarily By: Elves
Ship Type: Flagship
Tonnage: 100 tons
Hull Points: 100
Crew: 40/100
Manueverability Class: D
Landing - Land: No
Landing - Water: No
Armor Rating: 5
Saves As: Ceramic
Power Type: Major helm
Ship's Rating:
Standard Armaments: 6 Heavy catapults, 6 Heavy ballistae, 2 Heavy jettisons, 3 Bombards
Cargo: 50 tons
Keel/Beam: 300ft./30ft.
Cost: 400,000 gp

The largest ship in the elven fleet. Far so than their other ships, it's the death penalty if a non-elf nation owns one. The wings have been stiffened so the upper portion can be used as landing pads, having 40 Flitter ships parked

Armada, Monarch Class

Built By: Elves (obsolete design)
Used Primarily By: Elves, Drow
Ship Type: flagship
Tonnage: 100 tons
Hull Points: 100
Crew: 40/100
Manueverability Class: D
Landing - Land: No
Landing - Water: No
Armor Rating: 4
Saves As: Ceramic
Power Type: Major helm
Ship's Rating:
Standard Armaments: 2 Heavy catapults, 4 Heavy ballistae, 2 Heavy jettisons, 2 Bombards
Cargo: 50 tons
Keel/Beam: 300ft./50ft.
Cost: 400,000 gp

A rare ship with only 6 made by the fleet before the Unhuman Wars, as a precursor to the Armada. Like the Armada, they are also a carrier for Flitters. They are painted orange. Wings are not organic unlike most elven ships, so they can't regrow when broken.

Man-o-War(2e)/Star Moth(5e)

Built By: Elves
Used Primarily By: Elves
Ship Type: Large ship
Tonnage: 60
Hull Points: 60
Crew: 10/60, 13 (5e)
Maneuverability Class: C
Landing - Land: No (2e), yes (5e)
Landing - Water: No (2e), yes (5e)
Armor Rating: 7
Saves As: Ceramic
Power Type: Major helm
Ship's Rating: As per helmsman
Standard Armaments: 4 Large Weapons; 2 medium Ballista and 1 medium Mangonel, 1 medium jettison
Cargo: 30 tons
Keel/Beam: 200ft./20ft.
Cost: 100,000 to 240,000 gold pieces (2e), 40,000 gp (5e)

The second largest of after Armadas. being organic like most elven ship, it regrows and can be easily repaired by grafting wood and stone, and the crystal winds need constant pruning and shaping else it overgrows into unusable shapes.

In absence of the Elven Imperial Fleet in 5e, the ship was renamed to the Star Moth, and is the main vessesl The Astral Elves, who also don't like it when other people use their ships. A improvement from Star Moth to Man-o-War was gaining the Flitter's ability to land on the ground and water despite the acquired wing shape. (guess astral elves are less hung up about the possibility grounding will steal the helm).

Archaic man-o-war

Built By: Elves
Used Primarily By: Elves
Ship Type: Large ship
Tonnage: 50
Hull Points: 50
Crew: 10/50
Maneuverability Class: D
Landing - Land: No
Landing - Water: No
Armor Rating: 8
Saves As: Ceramic
Power Type: Major helm
Ship's Rating: As per helmsman
Standard Armaments: 2 medium Ballista and 1 medium Mangonel
Cargo: 30 tons
Keel/Beam: 175ft./20ft.

A older version of the man-o-war. Smaller and less well-armed then modern craft.

Flitter

Built By: Elves
Used Primarily By: Elves
Ship Type: Flitter
Tonnage: 1
Hull Points: 1
Crew: 1
Maneuverability Class: B
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 8
Saves As: Ceramic
Power Type: Major or Minor Helm
Ship's Rating: As for helmsman
Standard Armaments: None
Cargo: 1/2 ton
Keel Length: 20'
Beam Length: 5'
Cost: 10,000 gold pieces

The smallest ship in the Imperial Navy, the Flitter is a one-man (well, one-elf) vessel that is largely used as a support ship to the other, larger ships in the fleet. Most aren't equipped with jamming helms at all, but instead are deployed when in an air envelope as gliders, typically to carry elves from a "mother ship" to another vessel or down onto the surface of a planet.

Radiant Ship

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Mind Flayer Ships

Because of speculated time travel shenanigans, the ships popular with mind flayers during 2e were Spelljammer, originally created as a joint effort with humans as a way to deal with raiders while still sitting in the spectator seats as the Unhuman Wars raged. Though still known as brain-eating enslavers, mind flayers of wild space could be more trustworthy and allowed to make port in more places than a niogie or thier grounding counterparts. Ships have a cephalopod theme, with a shell-like command center to shield from sunlight and a large wooden spike ram carved in the shape of twisting tentacles.

When 3e rolled around, Mind Flayers leaned heavier and more overtly into thier Cosmic Horror themes, now being the last survivors of a collapsed empire in a far future alternate timeline. It was not until 5e that Mind Flayer ships were mentioned again, with only the Nautiloid as an example, but another could be extrapolated. looks like the ships of 2e were further evolved, now relics of another age, the textures look too alien to be normal wood, and the wood tentacle carvings were replaced with real tentacles.

Cuttle Command

Built By: Humans, mind flayers
Used Primarily By: Human wizards
Tonnage: 100
Hull Points: 100
Crew: 30/100
Manueverability Class: E
Landing - Land: Yes
Landing - Water: No
Armor Rating: 8
Saves As: Thick wood
Power Type: Major helm
Ship's Rating: As per helmsman
Standard Armaments: 4 Heavy ballistae, 2 Heavy catapults, 1 Heavy jettison
Cargo: 50 tons
Keel/Beam Length: 120 ft. (high) by Variable
Cost: 100,000 gp

A ship of the Humans/mind flayers alliance during the Unhuman Wars. This ten-story-tall flying tower was mostly used by humans as mobile command base.

Despite breaking most common sense in terms of Spelljammer warship-building doctrines, those wizards just couldn't feel safe unless their workplace was tower-shaped. As a result, despite its big imposing numbers, it has glaring design flaws when you call your shoots.

Because the gravity plane is determined by the longest length on the ship, large weapon platforms needed to be placed on 4 out of 8 spindly tentacles so the plane goes through Cuttlefishe's eyes. At least the weapons crew can drift to the gun emplacements from the main body, but gods forbid you to get knocked off when the makeshift safety line you had to invent (because the makers didn't think of that when designing this ship) gets cut. And also forbid that the enemy starts aiming at those tentacles, causing everyone to slam into a wall and having to navigate the now horizontal spiral staircases.

Nautiloid

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Dreadnought

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Octopus (Tailgunner)

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Beholder Fleet

Beholders, being simultaneously one of the most magical races in Wildspace and also one of the weirdest shapes, don't have a lot of use for conventional ships. So, instead, they came up with their own take on spelljammers, using their natural spells such as disintegration and telekinesis to mold asteroids into shapes where a specialized breed of beholder-kin called the Orbus can propel them and their crews through the void. Although they also buy ships custom-built to their specifications from the Mercane, too. Beholder ships are very rare, largely because beholders are xenophobic to an extent that even the Imperium of Man would look at them and go "Dude, you guys need to chill", so beholder nations are small and fractious. Still, beholder ships are literally some of the most heavily armed vessels in all of Wildspace by simple virtue of having multiple beholders working together.

Theoretically, nothing could stop another race from using one of these ships if they somehow captured it as booty, or even installing an Orbus into their own ship to use as a spelljamming helm, but this is very unlikely in practice. Firstly, beholder ships are regarded with about the same dread and loathing as neogi and illithid ships. Secondly, you've got to actually take the damn ship off of its beholder crew, which is just... good luck! Finally, the beholders are determined to keep the orbii to themselves, so they will kill the little buggers if it looks like they might actually risk losing them.

Tyrant Scout Ship

Built By: Mercane, Beholders
Used Primarily By: Beholders
Tonnage: 13
Hull Points: 13
Crew: 8/10 (total weapon crew: 2)
Maneuverability Class: B
Landing - Land: No
Landing - Water: No
Armor Rating: 2
Saves As: Stone
Power Type: Orbus
Ship's Rating: 2
Standard Armaments: Special
Cargo: 5 tons
Keel Length: 120'
Beam Length: 90'

The Tyrant Scout Ship is a small vessel used by beholders for scouting, exploration, and other missions where they don't want to risk a Hive Mother in person or it's just not important enough to warrant a major display of force. Crewed by half a dozen beholders and powered by two orbii, the Scout lacks the Tyrant's communal beam blaster circuit weapon, but can still draw raw magical energy from two dedicated beholders and convert it into powerful bolts of force, described as resembling Magic Missiles on steroids. Physically, Tyrant Scouts are as wildly divergent in shape as Tyrants, they're just smaller.

Tyrant Ship

Built By: Mercane, Beholders
Used Primarily By: Beholders
Tonnage: 23
Hull Points: 69
Crew: 15/23
Maneuverability Class: C
Landing - Land: No
Landing - Water: No
Armor Rating: 0
Saves As: Stone
Power Type: Orbus
Ship's Rating: 1-6
Standard Armaments: Beholder Circuit
Cargo: 11 tons
Keel Length: Varies
Beam Length: Varies

Much like how the beholders are literally a race of mutants where virtually no two individuals are exactly alike, so too are their Tyrant Ships wildly divergent in form. Each "beholder nation" under the reigns of its Hive Mother creates its own personalized, custom-tailored Tyrant Ship, which the mercanes love because it gives them more excuses to ramp up the price (to a degree, they're not stupid). Regardless of its custom jobs, however, Tyrant Ships all share the same basic structure - a concave "shell" indented with small pockets to serve as resting places for individual beholders with their tentacles down. Whilst they usually don't bother with the catapults and ballistae that other races arm themselves with, they more than make up for it with the fact that they carry the combined offensive power of up to two dozen beholders in one place. In fact, so long as the "queen" beholder is alive, the collected beholders can actually turn the entire ship into a focusing lens, allowing them to effectively blast out super-sized versions of their eyestalk spells across space. That's right, move over Great Bombard; the beholders are packing motherfucking laser cannons!

All Tyrant ships carry 1 Hive Mother class beholder, 1d6 Orbii for propulsion, and a number of beholder crewmen. If a Tyrant ship is planning an invasion, it will also field various "Abomination" class beholders, though purely space-based missions will see Abominations either as a minority or entirely absent, due to their inability to contribute to the Beholder Circuit that provides both offensive and motive boosts to the ship.

Two known variants of Tyrant ships exist; Rammers feature a built-in piercing ram and always carry Abominations, being primarily raiders and ship-to-ship combatants, whilst Alliance Ships extend the cargo hold (sometimes by literally welding a second spelljammer to the Tyrant ship) and house an increased crew of non-beholders, either Charmed slaves or a tentative alliance.

Combatting a Tyrant is possible, and best done at long range; their magical attacks are powerful, but comparatively short ranged. Of course, even when you destroy the ship, you still have to worry about the pissed off survivors flying over to you under their own power.

Drow

Of course, the other spider-themed ships are lolth worshipers. The carapace is a mix of rock, precious metals, and radioactive a radiant substance, making it super tough. As neogi are the few spider?-thing-creatures that don't worship lolth but mostly because they look ugly, Space drow Spend the majority of time bothering them instead of thier usual sworn enemies like the Elven Imperial Fleet. They Spent soo much time raiding neogi that they taught the emotionless neogi the concept of fear and imprinted a violent allergic reaction and ancestral phobia of the Jade Spider ship in Umber Hulks.

So focused are drow on Raiding neogi that humans attack drow ships on sight because of shared animal theming with neogi (instead of the ussaly reason to attack drow on sight).

Jade Spider

Built By: Drow
Used Primarily By: Drow
Ship Type: Small ship
Tonnage: 20 tons
Hull Points: 20
Crew: 7/10
Manueverability Class: B
Landing - Land: Yes
Landing - Water: No
Armor Rating: 0 (hull), 2 (legs), -2 (drill assembly)
Saves As: Best of Ceramic or Metal
Power Type: Radiant helm (55%); lifejammer (45%)
Ship's Rating: As per helmsman or victim
Standard Armaments: 1 Adamantine drill (F), 1 Grappling ram (F)
Cargo: 10 tons
Keel/Beam: 40'/ 20'
Cost: 150,000 gp

Only the entrance hatch is on the underside, which is also where the boarding drill is stored. They are Boarding Torpedos a Jade Spider Command carries a dozen.

Jade Spider Commandship

Built By: Drow
Used Primarily By: Drow
Ship Type: Fleet ship
Tonnage: 100 tons
Hull Points: 100
Crew: 20/100
Manueverability Class: F
Landing - Land: Yes
Landing - Water: No
Armor Rating: 0
Saves As: Best of Ceramic or Metal
Power Type: Radiant helm
Ship's Rating: As per helmsman
Standard Armaments: 1 Adamantine Drill (F), 1 Grappling/piercing ram (F)
Cargo: 50 tons
Kee/Beam: 180'/150'
Cost: 1,000,000 gp

Bigger Jade Spider that carries the smaller Jade Spiders. The interior is cave-like, with upside-down buildings just to make the crew feel at home. Like the Jade Spider, the Commandship's only means of attack is to grab with its legs and use its bigger Adamantine boarding drill with no projectile options unless the backup mages want to throw hands fireballs.

Neogi Fleet

The Neogi are, hands down, the most hated race in Wildspace, to the point that the mercane refuse to deal with them and even the dohwar are hesitant to do so. As a result, they had to build their own spelljammers, and being a race that looks like giant spiders, they naturally came up with a spider-motif for their ships. They also invented their own sick take on Spelljammer Helms in the form of the Lifejammer and Deathjammer, because they are evil, evil little bastards. Neogi ships can theoretically be captured and reused, but since any spelljamming nation with any sense has a "Kill It On Sight!" mandate out for Neogi ships, nobody with any sense would try.

Deathspider(2e)/Nightspider(5e)

Built By: Neogi
Used Primarily By: Neogi
Ship Type: Flagship
Tonnage: 100
Hull Points: 100
Crew: 30/100, 25 (5e)
Manueverability Class: E
Landing - Land: No
Landing - Water: No
Armor Rating: 5
Saves As: Crystal(2e)/ metal (5e)
Power Type: Major Helm
Ship's Rating:
Standard Armaments: 1 Heavy catapult, 1 Heavy jettison, 4 Heavy ballistae
Cargo: 50 tons
Keel/Beam: 175 ft. (excluding legs)/ 50 ft.
Cost: 500,000 gp, 50,000gp (5e)

Largest standard ship in wild space and pride and joy of the neogi fleet. Associated so much with Neogi, they will be attacked on sight, tempting to steal but hassle when dealing with other Vessels. The ship can also carry up to 16 Urchins or one Mindspider in the abdomen. You think the legs are so you can land the dame thing so living cargo could be herded into the abdomen, but they just snap off. Assume the legs are either for show or to hang nets to catch some astral winds and for astral fishing.

Black Widow

a warship variant, designed only deliver "retribution and punishment of the recalcitrant", instead of trade. Tripled the number of catapults and ballistae with Alchamy fire projectors and bombards. The crew size required also increases, but that doesn't matter for the oxygen supply ad the neogi will eat the dead weight after the fighting its done.

Leech

Built By: Neogi
Used Primarily By: Neogi
Ship Type: Small ship
Tonnage: 20
Hull Points: 20
Crew: 2/20
Maneuverability Class: B (alone) or D (when mounted)
Landing - Land: No
Landing - Water: No
Armor Rating: 9
Saves As: Metal
Power Type: Lifejammer
Ship's Rating: As per victim
Standard Armaments: 1 Light catapult
Cargo: 10 tons
Keel/Beam Length: 50 ft. by 30 ft.
Cost: 60,000-300,000 gp

A "parasitic" spelljammer, the Leech is little more than a Lifejammer helm fitted in a dome mounted to eight grappling legs, making it resemble a giant artificial tick. Leeches are used to subvert spacefaring beasts into living ships; they attach themselves to Gargantuan or bigger creatures capable of flight, if not spaceflight, and then paralyze them thanks to the venom coating the grappling limbs. The paralyzed creature is then helpless to stop the pilot from "steering" them through space, whilst also draining the beast's lifeforce for fuel. Leeches are usually found attached to krajen, kindori or dragons.

The leech was initially used to run dispatches between neogi outposts, until a concerted assault by the elven fleet forced them to abandon the practice. The leech remained in use, however, and was typically used by rebel groups, rogue neogi and other unscrupulous individuals who needed to get somewhere quickly and did not want to take a ship.

Newly constructed leeches have begun appearing in the Known Spheres, and are used by the neogi and other evil creatures, both for communication and for smuggling. Neogi diplomats from a half-dozen spheres claim that they are not responsible, though they suggest that their less-moral kin may be tempted.

Some particularly desperate or depraved individuals, both neogi and non-neogi, have turned these ships into kamikaze weapons by filling them full of explosives or flammable substances like Alchemist's Fire.

Urchin

Built By: Neogi
Used Primarily By: Neogi
Ship Type: Flitter
Tonnage: 3 tons
Hull Points: 3
Crew: 1/2
Manueverability Class: C
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 9
Saves As: Thin Wood
Power Type: Lifejammer
Ship's Rating: As per victim
Standard Armaments: Piercing rams (360°}
Cargo: 1.5 tons
Keel/Beam Length: 5' radius (21' including spikes)
Cost: 1,500 gp

The neogi answer to the elven Flitter, the Urchin is a small, one-man ship that basically looks like a giant ball covered in spikes, which is deployed as a kind of self-propelled mine.

There are two major variants of the Urchin; the Gob takes an Urchin and stuffs it full of flammables and explosives to emphasize the "space mine" aspect - these are usually deployed to drift through Wildspace, but may be outfitted with a Charmed pilot as a kamikaze vessel. Gobs are extremely hazardous to transport, so the job is given to the least important captain of a neogi fleet. In contrast, the Snowflake, a moniker gained from its protectively capped spines and distinctive white paintjob, is used as a short-ranged messenger on the rare occasions neogi feel like being diplomatic.

Mindspider

Built By: Neogi
Used Primarily By: Neogi
Ship Type: Medium Ship
Tonnage: 40
Hull Points: 40
Crew: 3/40
Manueverability Class: C
Landing - Land: No
Landing - Water: No
Armor Rating: 4
Saves As: Metal
Power Type: Lifejammer
Ship's Rating: As per victim
Standard Armaments: 2 Medium catapults, 1 Medium jettison, Piercing/grappling ram (fwrd), Piercing ram (Aft)
Cargo: 20 tons
Keel/Beam Length: 40 ft. (excluding rams) by 15 ft.
Cost: 120,000 gp

A relatively recent innovation, considered just as deadly as the Deathspider, gave its lighter, faster, more maneuverable, and stronger armor despite its smaller size and lighter armament.

They are used in stealth missions and as command ships of the fleet owner because everyone thinks they will be in a Deathspider.

A modified version is the Broodship Lander. While the neogi as a whole are seemingly unwilling to design ships to conduct ground invasions (though they are fine with commandeering the ships of other races, especially for illegal trafficking), there is a movement to create a kind of "generation ship." Tentatively named the Broodship Lander, the basic idea is to take a Mindspider, fill it full of neogi eggs/hatchlings, and then set it into planetary orbit in hopes that it will eventually fall to the ground without killing all of the younglings aboard. Thus, when the survivors grow up, you have a neogi population that forcefully overcame their aversion to living on a planet.

Vodoni Fleet

Introduced in the module SJA4: Under the Dark Fist, the Vodoni are a malevolent, powerful and expansionistic spelljamming empire that already has control over a dozen known crystal spheres when they become known to the residents of Knownspace. This history of successful spacefaring conquest, and isolation from the major races of Knownspace, has led to the Vodoni developing their own personal fleet of uniquely designed ships, which aren't seen in any other hands.

Hunter-Killer (Vodoni Assassin)

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Nightwolf (Vodoni Scout)

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Werewolf (Vodoni Butcher)

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Vodoni Diamond (Unique)

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Wa Fleet

One of the little things about Spelljammer that its fans don't like to talk about much is that the Forgotten Realms was an inordinately prominent part of it. One of the ways this manifested was that the Grand Admiral of the Elven Imperial Navy was from Toril. Another was that the Toril nation of Wa was a thriving spelljamming faction, maintaining a large fleet with multiple unique models of spelljammer... which is kind of a surprise since Kara-Tur had largely been presented as a fairly Low Fantasy part of the Realms... Probably the big reason the Wa Fleet exists is that their distinctive Chinese/Japanese aesthetic makes a good excuse for fairly unique-looking spelljammers.

Born out of terror after seeing the Shou Lung and Elven fleet, Wa's emperor got a 140-person group together, and they produced the Tsunami and Locust ship after a decade of R&D, only to all die a month later in a "freak" alchemy Fire accident. Wa has an intimidation and secrecy policy with fleet power focused on a few Goliath-sized ships supported by a cloud of tiny speedboats with a death wish, and to also have half the entire fleet must be in the air at all time while the other half is hidden across secret cave hangers. The emperor would like to keep his fleet a secret from rival nations but hard, given the Tsunami, a ship more at home in Dreadfleet, to not draw addition when rolling up to the obscure port of Akkaido. Be warned while making a pit stop at Wa, under the emperor's order, if you leave your ship, they will kill you on the spot.

The Wa fleet is particularly notable for using its own unique take on the Spelljammer Helm, the blatantly obvious Ki-Helm.

Foxship

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Locust

Cost: 375 to 500 gp to 1,500(typo or black-market prices?)
Ship Type: Flitter
Tonnage: 3/4
Hull Points: 1 (8 normal pc hp)
Crew: 2/3
Manueverability Class: A
Landing - Land and Water
Armor Rating: 4
Saves As: Light Wood
Power Type: Rudder of Propulsion
Ship's Rating: 6
Standard Armaments: 1 Light Catapult (aft) or Light ballista (Foward)
Cargo: 750 pounds of Greek/Alcamy fire, ammunition, or one passenger
Keel/Beam: 14 ft/4 ft.

Basically a two-man starfighter, but a cheap speedboat, maybe a WWII Japaness dogfighter is a better comparison. As the same suggests, they move fast, they die in one hit, roll a nat 1 on your attack roll and the ship snaps in half and crushes you to death, and they swarm like crazy. For each Tsunami ship, it is escorted by at least 20 Locusts.

Tsunami

Cost: 600,000 gp
Ship Type: Flagship+
Tonnage: 200
Hull Points: 200
Crew: 75/200/300(at full plague capacity)
Manueverability Class: C
Landing - Land
Armor Rating: 2
Saves As: Metal
Power Type: Ki-helm
Ship's Rating: As per helmsmen
Standard Armaments: 3 Medium Jettisons, 6 Bombards, 12 Heavy Ballistae, 10 Heavy Catapults
Cargo: 100
Keel/Beam Length: 950 ft./70ft.

Described as a massive aquatic centipede or remorhaz, having flexible segments that allow it to move like a sea serpent. It's the largest Human ship ever constructed, coming at just a 150 feet longer then the USA's Iowa class battle ship, with 6 are known to exist (plus 2 off the records if taking writer misconception as cannon). Interestingly enough six Iowa battleship were built with two more laid down but never built an Amazing reference if intentional. A tsunami carries a full "plague" of 36 Locust ships, stored in the Tsunami's legs. The leg hatches can aslo be users to let the ship crawl on land but this is mainly used to run the ship to safety when attacked while grounded. It is illuminated by magic lights and a garden to recycle air. Because of the size, it needs a lot of people with levels in Weeaboo Fightan Magic classes to keep the Ki-helm at full capacity.

Astral Ship

Not official spelljammers, but as the setting was retired until 5e and now Wildspace is now a part of the astral plane, the following ships invented during the intermediate time could be retroactively included, though they were designed to operate just fine on the Astral sea without a helm.

Astral Ship were first Invented and heavily used by the githyanki to get around and carriry thier large halls of loot through Astral plane quickly rather than using their Intelligence score fly speed. Was originally designed in 4e to only work in the astral plane, but now you can fly one anywhere.

Astral Skiff

Built By: githyanki
Used Primarily By: githyanki
Crew: 3
Cost: 13,000 gp (4e)
speed: 15 miles per hour
Keel/Beam Length: 30 ft. by 10ft.

Can carry 12 passengers plus 3 crew.

Githyanki uses them to patrol in the Astral Plane and for quick raids on the Material Plane.

Astral Clipper

Built By: Astral Sea Inhabitants
Used Primarily By: Astral Sea Inhabitants
Crew: 5
Cost: 21,000 gp (4e)
speed: 90 ft per round. (10 mph)
Cargo: 30 Tons
Keel/Beam Length: 50 ft. by 20ft.

A 4e invention for their Astral Sea. Don't need a spelljammer helm, but the difference in edition lore makes it debatable if it would work fine in Wildspace.

Astral Schooner

Built By: Astral Sea Inhabitants
Used Primarily By: Astral Sea Inhabitants
Crew: 7
Cost: 85,000 gp (4e)
speed: 80 ft per round. (9 mph)
Cargo: 50 Tons
Keel/Beam Length: 50 ft. by 20ft.

like the Astral Clipper, but with the same dimension except for height. With less speed and higher cargo capacity

Astral Brig

Built By: githyanki
Used Primarily By: githyanki
Crew: 5
Cost: _
speed: 12 miles per hour
Standard Armaments: 2 Medium Ballistae
Keel/Beam Length: 90 ft. by 30ft.

standard githyanki military vessel and can transport up to sixty passengers.

Planar Raider

Built By: githyanki
Used Primarily By: githyanki
Crew: 10
Cost:
speed: 12 miles per hour
Standard Armaments: 3 Medium Ballistae, 1 medium Mangonel
Keel/Beam Length: 120 ft. by 40ft.

The Largest ship the githyanki have that they use as a mobile HQ. Can carry 100 passengers. It's more or less a Galleon but with extra volume, Letting it fit that one extra Ballista.

Dominion Ships

Not a specific kind of Astral ship, but rather a special upgrade/breed of ships in 4e. The point of a Dominion ship is so a god can imbue a portion of their power into a ship as to extend the range of their Astral Domain, allowing a god to resurrect a crew/exalted/Petitioner that dies outside their reach back inside their Astral Domain, as long as they die within 100 ft of the ship. So basically there mobile respawn points.

obviously, each god produced its own style of Dominion Ships, and ships captured by an enemy lose their resurrection powers. Its also a preface that like most things in this tier of divine magic items and preference for low numbers in official D&D Lore even when dealing with the infinite, Even a group of Greater gods in the setting Usesly can only own a fluctuating number of five to twelve Dominion ship in their entire fleet (As fast as a divine ship can be made, PCs have a habit of destroying them faster).

Example Fleets:

Arvandor: Like an elf, made to for speed.

Bane: Being a conquer, his ships are built as troop transports, Sacrificing speed to have more troops to disgorge during invasions and boarding actions.

Mount Celestia: craft was made from a joint 4e alliance between Moradin, Kord, and Bahamut. Combining Kord's love of storms, and Bahamut's desire to have purchases that dragons can roost on, leaving Moradin to figure out how to make a practical ship. As expected of the Head of the dwarven pantheon this is a tough and swift ship, but unfortunately even though being the afterlife of most dwarven crafters, paladins have a habit of being just as reckless as any chaotically aligned person So numbers fluxulat a lot.

Hestavar: during 4e, Erathis wanted to unite the then shattered outer planes back into one single whole. Hestavar possessed one of the largest fleets to do so. The main perk of having Pelor on the team is having a beacon to help guide Hestavar ships through the chaotic sea born from the collective unconscious.

The Nine Hells: As Asmodeus prefers to use devils that don't need the Dominion Ship's restricting powers to do his dirty work over regular exalted mortals (plus he would have very few mortal or petitioners as dead soul sent in hell all turn into lemure when they first enter). He keeps up to six hellships which he uses purely for intimidation, the ship powered by screaming deaths by the continuously resurrected dammed makes a point.

Gruumsh: Like the orks, Gruumsh's ships are held together with ducktape and prayers, unfortunately, his don't have that same WAAAGH belief or Mekboyz that Gork and Gork gift to their followers. All is expected of Gruumsh’s ramshackle dominion ship is expected to take a one-way crash into their intended destination. Like any Ork, If it doesn't fall apart in the first fight, crash it into more fight until it can fight no more (even using the wooden planks and pointy bits as weapons).

Tiamat: Wished she got as many bigger ships to have her dragon roost on like her brother Bahamut does but have to settle with small stealth ships. Unique power to double the area of a dragons breath weapon.

Zehir: Small and fast ship despite Zehir wishing they were bigger. Can sacrifice one of Zehir chosen crew members to repair the ship.

Unique

These are the ships that have no counterparts anywhere; they are one-of-a-kind, custom made, not mass-produced like the rest of the jammers on this page!

Batship

Built By: Sarelk (presume his last name was Skyansdanya)
Used By: Burnayette Skyansdanya
Tonnage: 45
Hull Points: 45
Crew: 1/45
Maneuverability Class: based on helmsman's Dexterity score
Landing - Land: Yes
Landing - Water: No
Armor Rating: 3
Saves As: Best of Metal and Crystal
Power Type: Unique
Ship's Rating: 4
Standard Armaments: 4 Light ballistae, Quasi-breath weapon ( 17 die fireball), 2 Claw attacks, 1 Bite attack, 1 Grappling-hook tail
Cargo: 23 tons
Keel/Beam Length: 180 ft. by 30 ft. (150 ft. wingspan)
Cost: 225,000 gp

Created by Sarelk, a magic user reportedly as strong or greater than Elminster (let that sink in). He likely built it because he had No sense of right or wrong.

He apparently created some kind of bat-dragon-mech-ship, with a flight mode and a combat mode were it rights it self and its gravity plane to use its back claws and belly combat deck. It also has a special Spelljaming cube helm that suppresses the helmsman's bodily sense to make the ship feel truly an extension of their body beyond just pins and needles feeling (though it is still a sensory deprivation experience unless your fighting something). Unfortunately for Sarelk, his wife Burnayette Skyansdanya accidentally wished herself into the cube helm, out of embarrassment she then ran away from their home crystal sphere. She now suffers from Madness after 700 years of being induced by isolation and sensory deprivation, she now attacks ships in Realmspace for the last 200+ years despite being lawful good, likely just to feel sensation again.

the cube helm is cursed to make its current helmsman live forever while inside and prevents them from taking potential life-ending actions. Only the wish spell can allow the helmsman to escape.

Despite being a wizard with power compared to Elminster, Sarelk after chasing her for the last 900+ years, is trying to divses a nonlethal way to retrieve his wife, probably understanding the lengths a wish spell will twist words to screw you over.

Fighting the Batship is also not an easy task as its essentially like fighting a ancient dragon with wings that reflect spells back at their casters. A nastier thing is that you must save against being charmed for each step you make on the ship else you become part of the batship's crew if there is an opening.

Hummingbird

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Golden Warrior

Built By: Humans, lizard men, gnomes, various others
Used Primarily By: Amazing Mandar
Tonnage: 40
Hull Points: 40
Crew: 12/30
Maneuverability Class: D
Landing - Land: Yes
Landing - Water: No
Armor Rating: 7
Saves As: Thin Wood
Power Type: Major helm
Ship's Rating: By helmsman
Standard Armaments: 1 Medium catapult, Piercing ram
Cargo: 12 tons
Keel/Beam Length: 150 ft. by 20 ft.

A cobbled-together ship owned by the stag magician and regular magician Amazing Mandar. The ship is where he performs his shows. Says something about a man that carves the mast of his ship to be his face but with a long nose like a narwhal tusk.

Quentin's Libraria

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Spelljammer

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The namesake vessel of the Spelljammer setting, the original, the defining model. The biggest flying ship known in all of Wildspace, THE Spelljammer is a living machine big enough to house an entire city in its depths, and with the ability to open permanent portals between the Phlogiston and the Crystal Spheres. It wanders Wildspace as it sees fit, and whilst its origins are a mystery, it seems to serve as a kind of natural custodian of space - its travels, in a very real sense, create the spacelanes that allow the different Spheres to freely access each other for spelljamming trade and communication. THE Spelljammer is so alive it even propagates, "giving birth" to smaller replicas of itself called, simply, "Smalljammers". These in turn can grow up to become as big as their parent, though there only ever seems to be one true Spelljammer at a time.

THE Spelljammer's powerful magics give it some surprisingly nasty abilities. Firstly, it spontaneously generates living constructs called "Shivaks" to undertake its care and maintenance. Secondly, it forms a powerful telepathic bond with its Captain, giving them authority over the ship... though that authority will be negated if THE Spelljammer decides the Captain's orders endanger its freedom. Lastly, THE Spelljammer's air envelope is permeated with magical pheromones, which ultimately charm anyone who visits it; they become subconsciously enthralled with the ship, refusing to leave and feeling compelled to keep it safe and healthy. They still plot and fight and scheme amongst each other, but they turn as a collective against any external threat.

THE Spelljammer basically looks like a giant manta ray with a city on its back.

Smalljammer

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The infant form of THE Spelljammer, Smalljammers seek out worthy individuals to bond with as their Captains before retreating into deep Wildspace, hoping to one day grow into full adults.