The Star Rail
Armor Class: 20 (Mythtril)
Cargo: 150 tons
Hit Points: 300
Crew: 12
Damage Threshold: 20
Keel/Beam: 140 ft./30 ft.
Speed: fly 70 ft. (8 mph)
Cost: 50,000 gp
2 Ballistae (Crew: 3 Each)
Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Giant Cannon (Crew: 4)
Armor Class: 19
Hit Points: 250
Cost: — (cannon), 1,000 gp (giant cannon ball)
It takes 3 actions to load the enormous cannon and 1 action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 88 (16d10) bludgeoning damage.
Ammo
Crew
Upgrades
Mythril plate
Lounge with Shart board and Boom-Boom hole
Ward Generator with heightened shields
Spell-Jamming helm with barrier
Psychic sails
Automaton bay with Elite Upgrades ( Helmed Horror )
Golden embossing and flickering neon name dedication
“Blue Vale” plane shift module
S.P.U.D.D.
Spelljammer Plane-shifting Ultra-conscious Dream Device
Planar Travel
Can only have one tuning fork installed at a time.
Takes an hour for the device to attune to a new tuning fork's specific resonance.
Follows rules for "Plane Shift"
You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire, and you appear in or near that destination.
The DM rolls 5d%. The result is the number of miles from the intended destination. (Borrowing a 3.5e rule)
EXCEPTION: Cannot be used to go to a teleportation circle because of the size of the ship.
Material Plane World Travel
Requires a magic item or willing creature from the destination world.
Can be used to either scry into the other world or to travel there.
If scrying...
Can only see visions of the other world, no sound or other senses.
Can't communicate with creatures in the other world.
The vision lasts up to 6 hours and is not stable. After starting at the destination, it can and will jump randomly to different locations on the world.
If traveling...
Takes 6 hours to build up the energy required for transport. During that time, visions of the world can be seen.
If a magic item is used, it is consumed in the process.
If a creature is used, they must remain tethered to the device for the duration and take 3 levels of exhaustion upon completion of travel.
Follows rules for "Dream of the Blue Veil"
You must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
Other Can also act as a teleport circle target for the Teleport spell.