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Otherworldly Patron: The Spelljammer
The Spelljammer is a sentient living ship that is large enough to carry an entire city resting upon its gliding wings. 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 is ever traveling across the stars using sentience to propel itself across the vastness of the material plane. The living beings within the ship have developed an insatiable thirst for knowledge of the Spheres and the realms.
Within the last 200 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 bestowing eldritch power to warlocks. As the warlock grows in power, so does their bond to 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 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 Spelljammer Warlocks.
At 3rd level The Spelljammer Warlock can take Pact of the Helm they are branded with a Helmsmark, which is 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 Warlock pact helms look like stylized knotted versions of Spelljammers.
Helmsmark Pact Boon
When you make a Dexterity(Acrobatics) or Strength (Strength) check or an ability check involving an operation or maintaining Water, Air, and Spelljamming vehicles, you can roll 1d6 and add it to your check or saving throw.
Additionally you can intuitively operate a Spelljammer, air, or water vehicle and are considered proficient in their use.
At 6th level, you learn how to manipulate radiant energy of starlight. You create an aura of radiant energy for 1 minute in a 30-foot radius that does an additional 1d4 extra radiant damage on attacks that hit hostile creatures within the aura. Additionally, every object and creature within the 30 foot radius that fails a dexterity saving throw is lined in light. Objects and affected creatures glow with dim light for 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 10th level, you no longer need air to breath, and you gain resistance to necrotic and psychic damage.
Hailing Space Vessel
At 14th level, you can summon the nearest Spelljammer into the orbit of the material plane you are on. You can either use a bonus action to teleport your allies aboard and have the Spelljammer drop you all where you last took a short rest – or if you hit a creature with an attack, the Spelljammer can teleport the creature aboard and perform strange examinations and mental interrogations that cause it to takes 4d10 piercing damage and 4d10 psychic damage when it is returned at the end of your next turn.
Prerequisite: Pact of the Helm
Your Helmsmark allows you to cast the Locate Object spell to locate Spelljamming helms specifically. 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 take command of and operate any vehicle you are standing on from any point of the vehicle. You gain advantage on all checks against sentient vehicles or current operators of vessels.
Pact of the Chain
Your familiar may look like an alien creature from Wildspace or a species from one of the many other spheres. The creatures base statistics must fit the current warlock’s familiar list for Pact of the Chain. You flavor the familiar cosmetically to fit the Spelljammer warlock theme.
Example: A squirrel on the material plane looks like a regular squirrel but a squirrel from another sphere looks like it has purple fur, four arms, three eyes, and two tails.
Pact of the Blade
Your blade may be Glassteel or a rare alloy forged from a rogue star. The material used to describe your sword is cosmetic flavoring and provides no additional advantages in combat, unless the DM allows it, besides what the Pact of the Blade provides.
Pact of the Tome
Your Book of Shadows may be an ancient star chart that unveils that orients itself to your position within the Sphere or your captain’s log of all your encounters and the strange wonders you face.
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Otherworldly Patron: The Spelljammer is unofficial fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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