AC: 12
Speed/Maneuverability: 4,000ft/ 135°
Hull Size: Schooner (1x1), length 65ft
Tonnage: 20
Hull Points/Bulwark Points: 92/14
Hull Material: Thin Wood
Cargo Hold Capacity: 10 (6 free)
Crew (Min/Max): 6/20
Days of Air: 2000
Helm: Wildjammer Helm (Minor)
Wildjammer Helm (Minor): Wondrous item, artifact (requires attunement by a creature with spellcasting or pact magic), Minor:100,000gp
An ornamental throne covered in Arcane runes.
Quick Attunement. A spellcaster can immediately attune to this Helm instead of taking 30 minutes by expending a 2nd level spell slot.
Unattunement Backlash. When a Helmsman breaks attunement with the helm without waiting 30 minutes, the Helmsman is unable to cast spells using spell slots for 1d4 rounds.
Modifiers: Aetherdynamic Hull
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 500 ft., but its maneuverability is reduced by -45° .
Modules: Workshop (Tinker's tools) [4 tons]
Workshop: 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. Each workshop is built to fit a single tool proficiency.
Features: Evasive, Ride the Aether
Evasive: When the Helmsman takes Evasive Maneuvers, this ship can immediately move 500 feet in any direction.
Ride the Aether (3/Day): As a bonus action, the Helmsman can have this ship's movement speed doubled until the start of the Helmsman’s next turn.
Hardpoints: 3 (2 small, 1 medium)
Small: Light Ballistae (x2) Medium: 12-Pounder Long Gun (x1)
Weapon Type - Size - Cost - Damage - Properties
Light Ballista - Small - 1,000gp - 2d4 mega piercing - Ammunition, (2,500/7,500 ft.), crew 1
12-Pounder Long Gun - Medium - 4,000gp - 3d8 mega bludgeoning - Ammunition,(5,000/15,000 ft.), fixed, loading, backfire 2, crew 4
Interior Rooms
Captain's Quarters
1 full bed, desk, chest
Forward hallway
Hatch/ladder to upper deck
Galley and Mess Hall
Basic kitchenette and tight seating arrangement
Main hallway
Privy and washroom
Toilet, sink, shower
Crew Quarters
Each room contains a small bed, a small chest, and a small table
Cargo Hold (with workshop)
Cargo hold with 10 tons of storage space. 4 is currently taken by a tinker's workshop with benches around the perimeter of the room with various tools and supplies
Hatch/ladder to bridge
Bridge
Contains a large meeting desk, the spelljamming helm, and a mysterious figure...?
Hatch/ladder to cargo hold
Main Deck
2 masts, open deck with a 12-pounder long gun mounted facing forward
Upper Deck (Weapon Platform)
2 light ballistae, able to aim in any direction. Any target in the direction of the front of the ship has partial cover as the masts and sails interupt the line of sight.