DUMB DECISION TTRPG · Library

Setting a DC
DifficultyDCDifficultyDC
Very easy5Hard20
Easy10Very hard25
Moderate15Nearly impossible30
Skills and Associated Abilities
SkillAbilitySkillAbility
AcrobaticsDexterityMedicineWisdom
Animal HandlingWisdomNatureIntelligence
ArcanaIntelligencePerceptionWisdom
AthleticsStrengthPerformanceCharisma
DeceptionCharismaPersuasionCharisma
HistoryIntelligenceReligionIntelligence
InsightWisdomSleight of HandDexterity
IntimidationCharismaStealthDexterity
InvestigationIntelligenceSurvivalWisdom

Suffocating

You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum of 30 seconds).

If you run out of breath or you're choking, you can survive for a number of rounds equal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.

Weightlessness

In any location where gravity is not present, the following rules apply:

Impeded Melee

When making a melee attack with a weapon, a creature that doesn't have a flying or swimming speed (either naturally or provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.

Movement

A creature can use an action to push off something heavier than itself and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.

Astral Encounters

You can generate a random encounter on the Astral Plane by rolling on either the Wildspace Encounters table or the Astral Sea Encounters table, as appropriate, or by choosing an encounter you like. If the encounter is with a spelljamming ship, you can roll on the Ship Encounters to determine the ship and its crew, or you can create a ship encounter of your own (see the Astral Adventurer's Guide for 2).

Creatures marked with an asterisk (*) appear in this book; the rest are described in the Monster Manual. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster.

If a Humanoid has no specified race, it can be of any race you choose.

Initial Attitude

To randomly determine the initial attitude of the creatures encountered, make the attitude roll called for in an encounter table entry, then refer to the appropriate line of the Initial Attitude table.

Initial Attitude
Attitude Roll TotalInitial Attitude
4 or lowerHostile
5–8Indifferent
9 or higherFriendly
Wildspace Encounters
d100Wildspace EncounterAttitude Roll
01–031d4 chwinga astronauts,* each mounted on 1 space guppy*1d6 + 4
041 cosmic horror* (30 percent chance it is asleep)1d6
051 esthetic* piloted by 1 reigar*†1d12
06–071 eye monger*1d6
08–111 feyr*1d6
12–131 giant octopus that has a flying speed of 60 feet and doesn't need to breathe air1d10
14–171d6 jammer leeches*1d8
18–231d4 kindori*1d6 + 3
24–251 kindori* with 1 druid† living in a hut on its back2d6 + 3
261 kraken that has a flying speed of 60 feet and doesn't need to breathe air1d6
271 lunar dragon* (your choice of young, adult, or ancient)1d10
28–35A tavern or inn built on an asteroid, with docks where ships can berth
36–391d6 murder comets*1d6
40–441d4 brown scavvers*1d8
45–481 night scavver* and 2d6 gray scavvers*1d8
49–501 void scavver*1d6
51–52A shipwreck that might still have treasure or creatures aboard it (choose a ship from 2 of the Astral Adventurer's Guide)
53–541 solar dragon* (your choice of young, adult, or ancient)2d6
55–591d6 space eels*1d10
601 starlight apparition*2d6 + 2
61–643d6 stirges that don't need to breathe air1d6
65–701d6 will-o'-wisps1d10
71–001 spelljamming ship (roll on the 0)
Astral Sea Encounters
d100Astral Sea EncounterAttitude Roll
01–021 aartuk starhorror*† and 2d4 aartuk weedlings*1d12
03–091 archmage† using the astral projection spell1d10 + 3
10–111 braxat*1d8
121 cosmic horror* (70 percent chance it is asleep)1d6
13–151d4 devas† on a divine errand1d12 + 3
16–281 githyanki knight† and 1d6 githyanki warriors1d10
29–311 githyanki knight† mounted on a young red dragon1d8
321 githzerai zerth† being hunted by githyanki1d6 + 6
33–381d4 kindori*1d6 + 3
391 mercane*† and 1 beholder bodyguard1d8 + 4
401 neh-thalggu*† looking for a portal to the Far Realm1d10
41–421 pentadrone1d6 + 3
43–441 planetar† from a nearby astral dominion1d12 + 3
45–472d4 psurlons*†1d8
48–50Gargantuan floating crystal obelisk of mysterious origin
51–524d4 quadrones1d6 + 3
531 monodrone that has gone rogue2d6 + 3
54–561d4 gray slaadi† in Humanoid form1d10
57–581 green slaad1d12
59–633d6 gray scavvers*1d8
641 solar† watching over a dead god that drifts nearby1d12 + 3
65–661 solar dragon* (your choice of young, adult, or ancient)2d6
671 starlight apparition*2d6 + 2
68–701d8 unicorns galloping merrily across the Astral Sea1d6 + 6
71–001 spelljamming ship (roll on the Ship Encounters table)
Ship Encounters
d100Ship EncounterAttitude Roll
01–07Bombard Leviathan, captained by Myrtle Hunt (giff warlord*) and crewed by 8 giff shipmates* and 3 mages1d10 + 2
08–16Damselfly ship Voidwinder, captained by Krig Kalu (hadozee explorer*) and crewed by 1 drow† and 7 hadozee shipmates*2d6 + 3
17–23Flying fish ship Horizon, captained by Thaal Vod (renegade mind flayer arcanist†) and crewed by 9 plasmoid warriors*1d12
24–31Hammerhead ship Jander Sunstar, captained by Veluna Valderak (vampirate captain*) and crewed by 13 vampirates* and 1 priest1d12
32–36Lamprey ship Astral Prize, crewed by 15 psurlon ringers,*† including Captain Uscath1d12
37–39Living ship Eldervine, captained by Queth (aartuk elder*) and crewed by 2 aartuk starhorrors,*† 8 aartuk weedlings,* and Eldervine (treant)1d10
40–45Nautiloid Neurophage, crewed by 4 mind flayers† and 16 kuo-toa, with 1d6 grells and 1d6 intellect devourers as passengers1d6
46–50Nightspider Malevolence, captained by Yeshk (neogi void hunter*†) and crewed by 24 neogi pirates* and 5 umber hulks1d6
51–55Scorpion ship Claws of Huraj, captained by Huraj (hobgoblin captain) and crewed by 1 bugbear (first mate), 8 hobgoblins, and 2 hobgoblin priests1d12
56–61Shrike ship Fedifensor, captained by Yaj (githyanki xenomancer*†) and crewed by 10 githyanki buccaneers*†1d12
62–66Space galleon Eleventh, captained by Xorpha Eleven-Eyes (beholder) and crewed by 1 spectator (first mate), 3 cult fanatics,† and 16 cultists1d12
67–72Space galleon Great Kindori, captained by Mystan the Mighty (djinni†) and crewed by 1 invisible stalker (first mate), 1 couatl,† 17 aarakocra, and 1 rug of smothering2d6 + 2
73–78Squid ship Syken's Reach, captained by the pirate Arviglas Syken (human bandit captain) and crewed by 1 cambion† (Syken's daughter, Tenebra) and 11 thugs1d12
79–84Star moth Apex, captained by Xaleen (astral elf commander*†) and crewed by 11 astral elf warriors* and 1 astral elf aristocrat*†1d12
85–90Turtle ship Snorkel, captained by Shelby Norkel (gnome mage†) and crewed by 15 autognomes*1d10 + 3
91–94Tyrant ship Doomdreamer, crewed by 2d4 + 2 beholders1d8
95–00Wasp ship Adventure, abandoned and adrift (25 percent chance that its spelljamming helm is still aboard)

Ship-to-Ship Starting Distance

At the start of an engagement, the DM decides how far a ship is from its enemies. Three possibilities are provided in the Starting Encounter Distance table. The shorter the distance, the less time crews have to load weapons and make other preparations.

DistanceNotes
250 feetLong range for ballistae, mangonels, shortbows, longbows, light crossbows, and heavy crossbows
500 feetLong range for longbows and mangonels; beyond the range of ballistae and crossbows
1,000 feetBeyond the range of most ranged weapons

Crashing

When a spelljamming ship crashes into a creature or an object that could reasonably damage it, both the ship and the creature or object it struck take bludgeoning damage based on the size of the struck object, as shown in the table below.

Size of Creature or Object StruckBludgeoning Damage
Large4d10
Huge8d10
Gargantuan16d10

If the ship runs into something that doesn't have hit points (such as a planet or a moon), apply the damage only to the ship. The ship stops after crashing into a Gargantuan or immovable creature or object; otherwise, the ship can continue moving if it has any movement left, and whatever it struck moves to the nearest unoccupied space that isn't in the ship's path.

Shipboard Tasks

During the uneventful part of a voyage, the captain of a spelljamming ship can put crew members to work in several ways. If a character is looking for a job to do, or if a captain wants to keep a character busy, roll on the Shipboard Tasks table to determine what needs to be done. The time it takes to complete a task is at least 1 hour, and certain tasks might take longer at your discretion.

Shipboard Tasks
d12Task
1Scrape barnacles off the hull.
2Scrub pots and dishes in the galley.
3Chop vegetables in the galley.
4Swab the deck or sweep the cargo hold.
5Update the ship's navigational charts, which requires cartographer's tools.
6Repair the captain's favorite pair of boots, which requires cobbler's tools. (A mending spell also does the trick.)
7Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A mending spell also does the trick.)
8Compose a new chantey, which requires a musical instrument.
9Entertain the crew with tall tales or gossip.
10Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A mending spell also does the trick.)
11Teach the captain the basics of a language they don't already know.
12Prepare a tasty dinner for the captain's table, which requires cook's utensils.

Ship Quirks

Roll on the Ship Quirks table if you want to add a bit of "personality" to a ship.

Ship Quirks
d10Quirk
1A chatty but harmless spirit haunts the cargo hold.
2The excessive creaking of the hull echoes throughout the ship.
3Any creature that removes itself from the ship's spelljamming helm receives a startling but harmless magical shock.
4The ship's companionways are smaller than those found in most other similar vessels.
5The ship makes a groaning sound in what seems like defiance whenever it comes to a stop.
6The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors.
7The ship's air envelope has a salty, briny smell.
8Bulkheads throughout the ship have lines of poetry scrawled on them.
9Unattended tools often go missing, only to reappear 1d4 hours later in another part of the ship.
10A creature seated in the ship's spelljamming helm hears faint spacefaring chanteys in its mind except when the ship is under attack.

Ship Cargo

To randomly determine what's in the cargo hold of a spelljamming ship, roll 1d6 times on the Cheap Cargo table and 1d4-1 times on the Expensive Cargo table. A duplicate result indicates that the ship has more of the same cargo.

If a cargo container is locked, at least one crew member (typically the captain) has the key to it. A character can try to unlock a container using thieves' tools, doing so with a successful DC 20 Dexterity check.

Cheap Cargo
d12Cargo
1Trunk containing ten outfits of traveler's clothes (2 gp each)
2Crate containing one hundred bars of soap (2 cp each)
3Twenty ballista bolts (5 gp each)
4Coop containing fifty live chickens (2 cp each)
5Crate containing twenty wheels of cheese (5 sp each)
6Locked cage containing one friendly Beast of your choice
7Ten 40-gallon barrels of fresh water
8Ten crates, each containing fifty days of rations (25 gp per crate)
9Locked cage containing one hostile Beast of your choice
10Chest containing fifty vials of perfume (2 gp each)
11Crate containing fifty loaves of bread (2 cp each)
12Ten 40-gallon barrels of ale (4 gp each)
Expensive Cargo
d12Cargo
1Crate containing fifty blank spellbooks (50 gp each)
2Crate containing one hundred 1-ounce bottles of ink (10 gp each) and one thousand sheets of parchment (1 sp each)
3Crate containing twenty potions of healing, flasks of alchemist's fire, or vials of antitoxin (50 gp each)
4Crate containing one hundred bottles of exquisite wine (25 gp each)
5Set of exquisitely crafted furniture (2,500 gp)
6Locked trunk containing five unloaded pistols (250 gp each) and a box of 100 bullets
7Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)
8Locked trunk containing ten bombs (150 gp each; see "9" in the Dungeon Master's Guide)
9Crate containing one hundred fireworks (25 gp each)
10Crate containing five unloaded muskets (500 gp each) and a box of 100 bullets
11Locked case containing five spyglasses (1,000 gp each)
12Ten 20-pound kegs of gunpowder (250 gp each; see "9" in the Dungeon Master's Guide)