Tool Proficiencies
Navigator’s Tools (Spelljammer)
This set of instruments is used to navigate through Wildspace and the Phlogiston. A basic set cost 100 GP and can get much more expensive and ornate, but add no more effectiveness to the tools.
Proficiency with these tools allow the character to use charts to plot courses, and to find their location if they become lost. Plotting courses without proper charts but at disadvantage. The character with these tools and the proficiency may add their proficiency bonus to charting new routes, not getting lost, determining their location, or any other use of the the tools.
Cost: 100 GP +
Vehicles (Spelljammer)
This proficiency is necessary to work as a crew member aboard a Spelljammer vessel. It includes the use of rigging, sails, and other Spelljammer ship equipment used to maneuver the ship.
Characters with this tool proficiency begin at average crew status.
Shipwright Tools (Spelljammer: Wood, Metal, Stone, etc)
These tools are used for the construction and repair of certain types of ships, wood for wood ships, metal for metal ships, etc. Proficiency with each type of construction material is separate, however a character proficient with one type may use another type at disadvantage.
Cost: 125 GP each
Heavy Weapons Tools
Tools necessary for maintenance and repair of heavy weapons. These tools can be used on any type of heavy weapon typically mounted on a Spelljamming vessel.
Cost: 25 GP
Weapon Proficiencies
Firearms Proficiency
This covers the use of all personal firearms. Characters without this proficiency are at a disadvantage with these weapons, take twice as long to reload, and expand the critical failure range to 1-5. This all assumes the user knows how the weapon works. A character who has never spent any time with a firearm used would have no idea how to reload it, and a character who has never see one used would have no idea how to fire it.
Feats
Spelljammer
This feat allows the magic user to master the ability to use helms to move ships through Wildspace.
- May expend spell slots to temporarily increase SR. SR is increased by one for a number of rounds equal to the level of the spell slot. Only one may be active at a time.
- Gains advantage on exhaustion rolls for spelljamming.
Firearms Expert
- On a critical failure, roll a d20. On a result of 2-20, there is no critical failure.
- You do not suffer disadvantage for using firearms in melee.
- If you attack with a one handed weapon, you may use your bonus action to attack with a one handed firearm in your off hand.
Heavy Weapon Specialist (Catapult, Ballista, etc)
There is a separate heavy weapon specialist for each type of heavy weapon. This gives you specialization in all sizes of that type, light, medium and heavy catapults for example.
- May add your proficiency bonus to the to-hit roll of one weapon by working as a weapon crew.
- Reduces the number of required crew to man the weapon by 1 (minimum of 1).
- Gains proficiency with heavy weapons tools.
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