Otherworldly Patron: The Spelljammer
The Spelljammer is a sentient living ship that is large enough to carry an entire city resting atop its gliding manta pectoral fins. The Spelljammer gives birth to Smalljammers and seeds the cosmos with Ultimate Helms. The spelljammer’s mind and its desires are alien to the whims of mortals. Some believe it is a god-like being or that a god will be born from it someday. The living creatures that live on the Spelljammer never leave. The Spelljammer can sense life wherever it travels and seeks out powerful beings to protect itself.
The Spelljammer travels across the stars using its own sentience to propel it across the vastness of the material plane and beyond. The living beings within the ship have developed an insatiable thirst for knowledge of the Spheres and the realms.
Within the last 700 years The Spelljammer has been granting magical power to those it finds worthy. Instead of waiting for a Captain to take their place the Spelljammer would cultivate the most worthy by creating the Pact of the Helm. As the Warlock grows in power so does the The Helm and the Warlocks bond to The Spelljammer.
The Spelljammer Expanded Spell List
1st level Charm Person, Color Spray
2nd level Enhance Ability, Mirror Image
3rd level Dispel Magic, Melf’s Minute Meteors
4th level Dimension Door, Sickening Radiance
5th level Mislead, Teleportation Circle
At first level your presence becomes exotic and alluring to those around you. As an action you can cause each creature that you can see within 30 feet of you to make a wisdom saving throw against your warlock spell dc. The creatures that fail their saving throws become charmed by you.
Pact of the Helm
Prerequisite: Pact of the Helm can only be taken by Warlocks with The Spelljammer Patron.
At 3rd level, The Spelljammer Warlock can take Pact of the Helm. They recieve a Helmsmark Tattoo . A mystical tattoo that grows and bestows powerful eldritch invocations to them. It may be a tiny unnoticeable mark no bigger than a small rune or a large intricate pattern. The Helmsmark may glow while you cast magic or even move of its own accord across your body. Many Spelljammer warlocks Pact helms look like stylized knotted versions of Spelljammers .
Helmsmark Pact Boon
You gain the following benefits from The Helmsmark Pact Boon:
- As a bonus action, you can automatically attune to a Spelljamming helm if no one is already attuned to it.
- When operating Spelljamming vehicles you can roll 1d4 and add it to an ability check, attack roll, or saving throw.
- You are proficient in the use of Spelljamming vehicles.
At 6th level, you learn how to manipulate the radiant energy of starlight. You create an aura of radiant light in a 30 foot radius that does 1d4 radiant damage to creatures and objects within the radius that fail a dexterity saving throw DC 13. Additionally, creatures and objects are lined in radiant light and get pushed back 10 feet if they are not secured the the ground. Objects and affected creatures glow with dim light up to 1 minute. Invisible objects and affected creatures do not gain advantage for the duration. You regain this ability after a short or long rest.
Herald of the Void
At 10nth level you no longer need air to breathe, and you also gain resistance to cold and psychic damage.
Hailing Space Vessel
At 14th level, You can summon the nearest Spelljammer ( Dm’s Choice of ship) to the plane you’re on. You use a bonus action to teleport your allies on board the ship and have the Spelljammer drop you where you last took a short rest. Alternatively , you can use an action to hit a creature with an attack. On a hit, You can teleport the creature into space restrained and tied to an magical tether behind a Spelljammer ship. The Spelljammer ship drags the tethered creature through space debri and asteroids for 1 minute. The target returns to its last location and takes 1d10 bludgeoning damage and 1d10 piercing damage.
Locate Spelljammer Helm
Prerequisite: Pact of the Helm
Your Helmsmark allows you to cast the locate object spell in regards to Spelljamming helms. The range of the spell is doubled. Your helmsmark will tingle ,itch, and glow when you come near a spelljamming helm.
Prerequisite: Level 7, Pact of the Helm
Your Helmsmark allows you to attempt to take command of and operate any spelljammer you are standing on from any point on the ship. Spellcasters operating the Spelljammers must make a Charisma Saving throw against your spell DC or you take control by automatically attuning to the ships Spelljamming helm. You can’t control two Spelljammers at the same time.