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Spelljammer: Adventures in Space

Wildspacer

Ability Scores:

Feat: Tough

Skill Proficiencies: Athletics, Survival

Tool Proficiency: Navigator’s tools, vehicles (space)

Equipment: A belaying pin (club), a set of traveler’s clothes, a grappling hook, 50 feet of hempen rope, and a pouch containing 10 gp

Languages:

You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your early years on the crew of a spelljamming ship, performing helpful chores such as swabbing the deck, loading and offloading cargo, and scraping barnacles off the hull.
Whatever your history, life in Wildspace has toughened you so well that you are as brave as a miniature giant space hamster when it comes to facing the terrors and other challenges of the airless night.

Features

  • Close Encounter
  • You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you.
    Encounter Creatures

  • Wildspace Adaptation
  • You learned how to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls.
    WEIGHTLESSNESS
    In any location where gravity isn’t 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.

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