List of Spelljammer Ship Modifications

Ship weapons, sails, and other modules have 10 hull points. A module reduced to 0 hull points is disabled until it is repaired by the boatswain. It takes a week to complete an upgrade or install a module.

## Ship Weapons

### Arcane Amplifier

The arcane amplifier is a unique module in that it must be installed in a medium or large hardpoint rather than using up cargo space. In place of that hardpoint, this cannon allows a spellcaster to amplify offensive evocation spells to mega scale as mega spells. To use the arcane amplifier, you must be a spellcaster and you must be in the Gunner bridge crew role.

To use the arcane amplifier, you must first use your action or bonus action to expend a 1st-level spell slot to charge it. If the amplifier is not used before the end of your next turn, it discharges harmlessly and must be charged again. If you cast an evocation spell into the charged amplifier, you can choose a ship or mega creature instead of a creature as the target for the spell. The spell must have a duration of instantaneous and a range of 5 feet or greater. The DM can decide if a spell is inappropriate to be magnified by the amplifier.

The arcane amplifier transforms the spell into a mega spell, and is subject to all the normal limitations of mega spells. Its range and the dimensions of its spell effects are multiplied by 100. Also the spell deals mega damage instead of normal damage.

## Ship Modules

Modules are sizable upgrades to a ship, usually sizable enough that they actually take up space. Installing these consume a portion of a ship’s cargo storage. Cargo storage can’t go below 0.

### Hardpoint

*Ship module*

Hardpoints represent the number of slots available for siege weaponry onboard your spelljammer, as well as their facing. There are 3 sizes of hardpoints that can exist on a spelljammer: small, medium, and large. A ship-mounted weapon can fit on a hardpoint of the same size or greater. When a weapon is installed on a hardpoint, it is affixed to one of four areas of the ship: the front (Bow), the back (Stern), the left (Port), or the right (Starboard). A weapon can be affixed in any direction, but the weapon can only fire in that direction. Some weapons, such as the Ballista, can be installed without being affixed, which allows it to be fired in any direction.

### ANCHOR

*Ship module*

Ship module Shaped exactly like its seafaring counterpart, this anchor can be lowered down from a ship to land, creating a magical field to keep the wildjammer afloat even if a Helmsman isn’t at the helm powering it.

### ARCANE FONT

*Ship module, requires Wildjammer Helm*

This device is another creation by the Arcane to add value to using their helms over others. When installed, this device is attached to a ship’s hull and has a magical connection to the ship’s Wildjammer Helm. As a ship sails, it gathers residual magical energy from the aether and phlogiston. A creature can activate this as an action. When they do, the device casts the Automatic Helm spell at 3rd level. Once this device has been activated, it can’t be used again for 24 hours.

### ASTROLABE

Ship module

This large illusion generated can be affixed to a ship inside of a dark room. When within a crystal sphere, it can be activated to generate an illusory representation of nearly celestial bodies in a 3-dimensional image. It displays their orbital paths, rotations, and current locations relative to your ship. Unfortunately, it can’t pick up particularly small celestial bodies. All checks to navigate wildspace made within an astrolabe automatically succeed. Although not on the market, it is said there are versions of the Astrolabe that work in the phlogiston to show nearby crystal spheres should you get lost. Unfortunately, they are rare to find.

### BRIG

Ship module

For whatever reason, a ship might have need of a space where they can lock people up. This room is designed to comfortably contain up to 5 medium creatures with a reasonable assurance against their escape. The details of the room and the security on it are decided at module installation. If this module is disabled, anyone in the brig is freed to move about the ship as normal.

### CHAMELEON ORB

Ship module

The chameleon orb is a large, room-sized orb covered in arcane runes that builds up residual magical energy during a ship’s travels through wildspace which it can use to create a convincing illusion while landed. Anyone aboard a ship can activate the chameleon orb. When activated, it generates an illusion of the surrounding landscape, hiding the ship from the sight of those outside of where the air bubble would be. A creature can make a DC 20 Intelligence (Investigation) check to attempt to see through the illusion. This illusion can persist for up to a month before deactivating. Unfortunately, the illusion ends early if a Helmsman attunes to the ship’s elm, as the magic of the helm disrupts the chameleon orb.

### FIGHTER BAY

*Ship module, requires a ship of Sloop size or larger*

This fighter bay can store one fighter-sized ship for use by a Fighter Helmsman.

### INVISIBILITY AMPLIFIER

Ship module

The invisibility amplifier is another in the amplifier family of ship modules, taking the form of a pair of large gems embedded on opposite ends of the hull. When a creature casts the Invisibility spell, they can touch the ship and have the spell amplified to mega scale. Until the spell ends, everything inside of the ship’s air bubble is invisible to anyone outside of it. The spell ends early if anyone aboard the ship makes a Ship Weapon Attack, casts a mega spell, or if the ship moves more than 500 feet in a turn.

### JETTISON

*Ship module*

A jettison is a sectioned off portion of a ship’s cargo hold, usually at the aft section of the ship. When filled with trash and debris, any bridge crew officer can use an action to release it behind the ship. This functions as a physical version of the Jettison spell, cast at 2nd level. Once you use this feature, you can’t use it again until you refill the jettison with debris and trash. The cargo storage of the debris and trash is included in the installation of the jettison. If you choose to store valuables in the jettison, it can hold up to 2 tons of cargo. Be wary, if a jettison is disabled, everything stored inside spills out into wildspace.

### LIFEBOATS

Ship module

These specialized pods are enchanted to hone in on the nearest planet-sized celestial body with air and fall onto it. If there is no valid target, the lifeboat drifts aimlessly through wildspace, conserving air for those inside for up to a month. Lifeboats are reinforced enough that they can protect the occupants from most damage, and they are small enough that ship weapons lack the precision to hit them. They are too small to have a wildjammer helm or to travel at jamming speeds. Once the lifeboat lands on a planet or runs out of its month of air, it is disabled and becomes inoperable. Each lifeboat takes up 1 ton of cargo space and can carry 5 medium creatures to safety. You can install as many lifeboats as you need.

### Landing Gears

Ship module

You can now safely land the ship on the ground without a spelljammer dock.

### PASSAGE DEVICE

Ship module, requires a Wildjammer Helm

A passage device is an arcanomechanical invention by the Arcane designed to help sell Wildjammer Helms. The device collects residual magical energy during travel which can be accessed by the Helmsman to cast the Create Portal spell once every 24 hours, but it can only be used on ships with a Wildjammer Helm. This added convenience in bypassing the threshold of a crystal sphere has helped to make the Wildjammer Helm.

### PLANE SHIFT AMPLIFIER

Ship module, requires a ship with an attuned Helmsman

Another in the amplifier line, this module is a pair of planar attuned gems affixed to the hull of your ship which can resonate with and amplify the power of the Plane Shift spell. When a creature casts the Plane Shift spell, they can touch the ship with their tuning fork and have the spell amplified to mega scale. The spell now transports the ship along with everything and everyone aboard it to the destination of the spell. This amplification doesn’t work unless there is a Helmsman actively attuned to the helm. If this spell is cast on a ship with an unwilling Helmsman, they must succeed on a Charisma saving throw against the spell save DC of the caster to resist the effect.

### PORTAL LOCATOR

Ship module

Much like the Passage Device, the Portal Locator was built by the Arcane to help ships get in and out of spheres more easily. Unlike the Passage Device, the Portal Locator isn’t limited to just ships with a Wildjammer Helm. When activated by the Helmsman as an action, this instrument casts the Locate Portal spell and provides the information back to the Helmsman.

### SUBMERGIBLE

Ship module

The ship may now float on the water as if a seafaring vessel. Gaining a swim speed equal to its fly speed. Additionally, the ship may be sealed and completely submerged underwater. While under water only modifications with the helm property may be operated. The ship has also been outfitted with internal sealable doors, so any damage sustained by the hull does not cause the entire ship to flood.

### SENDING CHAMBER

Ship module

A Sending Chamberis a room in the ship with a special sending orb installed. This crystal clear orb allows for long distance communication between ships with a Sending Chamber without the limitations of Sending. This has become an essential tool for many wildjammers. A creature can activate this orb as an action, sending a magical link to the Sending Chamber of another ship with which they are familiar. This link can reach across the spheres, but not between planes. When this link is sent, both orbs become cloudy and the Helmsman of each ship becomes aware of the attempted link. Nothing is conveyed between the link until either the Helmsman or a creature in the Sending Chamber of the destination ship accepts the link. When the link is established, either Helmsman and any creature touching either orb may project their mind into a shared mental space. While in this shared space, the creature’s body is incapacitated and they are not aware of or able to act aboard their ship. Until they leave, they can speak with anyone else in the shared space, as well as project their thoughts and memories into the space around them. If all creatures on one side disengage, the link is severed and the creatures of the other side return to their bodies safely.

### WORKSHOP

Ship module

Whether the workshop is a fully functioning forge, a room full of tools and lumber for a carpenter, or bolts of cloth and threads for a tailor, this room provides anything an artisan would need. Someone with an artisan tool proficiency can make use of this workshop to work on projects during travel.

## Spelljammer Upgrades

Upgrades are extra features you can get added to your ship to make it function more efficiently. You can add each upgrade once unless specified otherwise.

 Assult Port
 Enchanted Hull
 Helm Link
 Reinforced Bulwark

### ASSAULT PORT

Module upgrade, requires a Fighter Bay module

A Fighter Helmsman can deploy from Fighter Bays as a bonus action instead of as an action.

### Hardpoint, Turreted

*Hardpoint upgrade, requires a ship hardpoint*

One of your wildjammer's hardpoints has a turret platform added to it. When a Gunner uses a weapon mounted on this hardpoint, they can use a bonus action to turn the hardpoint to change the facing of the mounted weapon. You can choose this upgrade more than once, applying it to a different hardpoint.

### ENCHANTED HULL

*Hull upgrade*

Your ship’s hull is enchanted to be stronger, making it better able to shrug off attacks. Your ship’s AC is increased by 1.

HELM LINK

Helm upgrade, requires a helm

Your ship’s helm can be linked to the helm of another willing wildjammer. When either ship accelerates to jamming speeds, the other is carried along. Your wildjammer must be able to have a helm to accept this upgrade.

REINFORCED BULWARK

Hull upgrade

The ship’s internal reinforcements are fine tuned with the help of the Boatswain. Your ship’s bulwark points increase by 8.

## Sail Modules

Although not every spelljamming ship has sails *per se*, each ship has some similar kind of rigging to help maneuver the ship. A ship can have only one Fore Mantle Module equipped at a time.

 Aethersails
 Gliding Sails

### Adaptable Sails

*Sails upgrade, requires a ship of Sloop size or larger*

Your ship's speed drag is reduced by 1.

### Aethersails

*Sails upgrade, requires a ship of Sloop size or larger*

These specialized sails are designed to pick up on the movements in the aether to aid in moving a ship. If your ship's drag is greater than 0, you can expend a movement point to turn again immediately after you turn. If your ship's drag is equal to 0, you can turn twice for only 1 movement point.

### Gliding Sails

*Sails upgrade, requires a ship of Sloop size or larger*

Your ship's speed is increased by 1 movement point.

## Hull Modifier

Many ships are designed with a modifier that further adjusts the hull’s statistics. This is optional and is usually only be applied at ship construction. Adding one of these options during ship construction increases the cost of the hull by 10%. Adding one of these options after ship construction costs 20% of the hull's cost. A ship can have at most one hull modifier.

### Aetherdynamic Hull

The hull of this ship is infused with a small amount of aether, making it glide much more easily while sailing in wildspace. Unfortunately, this increased speed does make it harder to turn quickly. This ship’s speed is increased by 1 movement point, but its drag is increased by 1.

### Dense Hull

Through the use of transmutation magic, the material used in the construction of this ship is more dense than it would normally be. While this does slow down the ship, the hull becomes more defensible. This ship’s AC is increased by 1, but its speed is reduced by 1 movement point.

### Maneuverable Rigging

This ship is enhanced with specialized rigging making it exceptionally easy to handle. This allows the crew to make faster turns, but the rigging interferes with the sails and creates a drag, reducing overall speed. This ship’s drag is decreased by 1, but its speed is reduced by 1 movement point.

### Thickened Hull

This hull is thickened, taking up more space and making it harder to turn, but in exchange provides a considerable jump in defense. This ship’s AC is increased by 2, but its cargo storage is reduced by 20% of its total and its drag is increased by 1.

### Versatile Design

This ship is designed with a sleek hull and adaptable rigging system that make it particularly maneuverable, but at the cost of durability. This ship’s drag is decreased by 1, but it loses 1 AC.

## Fore Mantle Modules

Every spelljammer is created with a heavily reinforced mount on the front of the ship called a fore mantle. A ship can have only one Fore Mantle Module equipped at a time.

 Grappling Ram
 Grappler Arms
 Couatl Figurehead
 Displacer Beast Figurehead

### Ram

*Fore mantle ship module*

This large ram is affixed to the front of a ship is built to absorb the backlash from colliding with another ship. While this ram is equipped, when the Helmsman takes the Collide bridge crew action and hits, the damage dice this ship takes is reduced to d4s.

### Grappling Ram

*Fore mantle ship module*

Unlike the a normal ram, a grappling ram isn’t built for absorbing damage from a forward collision. Instead, it is designed for grappling another ship so the boarding party can get aboard quickly and easily. While this ram is equipped, when the Helmsman takes the Collide bridge crew action and hits, both ships are immediately in a ship grapple (escape DC 13).

### Grappler Arms

*Fore mantle ship weapon, Frigate-sized (1x1) or larger*

These fore mantle attachment is a set of manipulators that extend out from the front half of the ship. In lieu of colliding with an enemy ship, the Helmsman can use these manipulators to bludgeon or grapple a ship or mega creature. When the Helmsman takes the Collide bridge crew action while at the Helm of a ship with these arms, the Helmsman instead moves the ship up to half its speed within its cone of movement and makes a special ship weapon attack using their spellcasting ability modifier instead of their Strength or Dexterity against a ship or mega creature within 500 feet. The Helmsman is considered proficient with this weapon. On hit, these arms deal 2d10 mega bludgeoning damage.

Instead of attacking with these arms, the Helmsman may attempt to grapple a ship or mega creature. The Helmsman makes an Athletics check using their spellcasting ability modifier contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). If the target is a ship with a Helmsman, that Helmsman may use their spellcasting ability modifier instead of Strength or Dexterity for this contested check. The target of the grapple must be no more than one size larger than your ship, and it must be within 500 feet of your ship.

### Dragon Figurehead

*Fore mantle ship module*

The shape of a dragon’s upper body is affixed to the front of the ship, just below the bowsprit (if any). This dragon’s head gathers up residual magical power from the aether that it can release as a breath weapon. As an action, you can have the figurehead breath fire in a 3,000-foot cone ahead of the ship. Each ships or mega creatures in the area must make a Dexterity saving throw against the Helmsman’s spell save DC. On a failure, they take 28 (8d6) mega fire damage and can’t regain bulwark points until the end of your next turn. On a success, they take half damage and can regain bulwark points as normal. Once this ability has been activated, it can’t be used again for 1 hour.

### Couatl Figurehead

*Fore mantle ship module*

A serpentine couatl with rainbow wings is affixed to the front of the ship, just below the bowsprit (if any). This couatl gathers up residual magical power from the aether that it can use to shield the ship. As an action, you can unleash the power of the figurehead to give the ship temporary hit points equal to 4d4 + your spellcasting ability modifier. Once this ability has been activated, it can’t be used again for 24 hours.

### Displacer Beast Figurehead

*Fore mantle ship module*

The image of a displacer beast with its tentacles out to its sides is affixed to the front of the ship, just below the bowsprit (if any). The displacer beast gathers up residual magical power from the aether that it can use to defend the ship. As an action, you can activate the figurehead, which creates magical illusions of your ship nearby its actual location. This causes attack rolls against your ship to have disadvantage. If your ship is hit by an attack, this effect is disrupted until the end of your next turn. This effect is also disrupted if your ship is destroyed or grappled by another ship. This effect lasts for 1 minute or until you dismiss it (no action required). Once this ability has been activated, it can’t be used again for 1 hour.