TAS Source Material for CC
TAS Source Material for CC
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Table Of Contents
Intro: Braving New Frontiers I see you
Terminology
Using This Guide
Spacefaring Campaigns
Character Options
Backgrounds
Races
Weapons
Currency Conversion
Table Of Contents 3
Backgrounds crew of a spelljamming ship, performing helpful chores
The Following Backgrounds will be available for such as swabbing the deck, loading and offloading
selection, in addition to those listed throughout the six cargo, and scraping barnacles off the hull.
core guidebooks. Whatever your history, life in Wildspace has
toughened you so well that you are as brave as a
Astral Drifter miniature giant space hamster when it comes to facing
the terrors and other challenges of the airless night.
For longer than you can remember, you have traversed Skill Proficiences: Athletics, Survial
the Astral Sea. There, you experienced firsthand the Tool Proficiencies: Navigator’s tools, vehicles (space)
wonders of the Silver Void: you stopped aging and no Equipment: A belaying pin (club), a set of traveler’s
longer felt hunger or thirst. Driven by wanderlust, you clothes, a grappling hook, 50 feet of hempen rope, and a
drifted from one part of the Astral Sea to another, like a puch containing 10 gp.
mote of dust on the wind. You have lost count of the
decades that have passed since you arrived here. Feature: Wildspace Adaptation
In your travels, you have camped on the petrified You gain the Tough feat (see below). In addition, you
hulks of dead gods and narrowly escaped the psychic learned how to adapt to zero gravity. Being weightless
winds that sweep across the Astral Sea while also doesn’t give you disadvantage on any of your melee
avoiding prolonged contact with the plane’s most attack rolls.
dangerous denizens. Feat: Tough
Skill Proficiencies: Insight, Religion
Languages: Two of your choice Your hit point maximum increases by an amount equal
Equipment: A set of traveler’s clothes, a diary, an ink to twice your level when you gain this feat. Whenever
pen, a bottle of ink, and a puch containing 10GP. you gain a level thereafter, your hit point maximum
increases by an additional 2 hit points.
Longevity
You are 20d6 years older than you look, because you
have spent that much time in the Astral Sea without
aging.
Feature: Divine Contact
You gain the Magic Initiate feat from the Player’s
Handbook and must choose cleric for this feat. (See
Below)
In the Astral Sea, you crossed paths with a wandering
deity. The encounter was brief and nonviolent, yet it
made a lasting impression on you. This deity saw fit to
share one secret or obscure bit of cosmic lore with you.
Work with your DM to determine the details of this
knowledge and its impact on the campaign.
Feat: Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or
wizard. You learn two cantrips of your choice from that
class’s spell list.
In addition, choose one 1st-level spell to learn from
that same list. Using this feat, you can cast the spell
once at its lowest level, and you must finish a long rest
before you can cast it in this way again.
Your spellcasting ability for these spells depends on
the class you chose: Charisma for bard, sorcerer, or
warlock; Wisdom for cleric or druid; or Intelligence for
wizard.
Wildspacer
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
Races
Braksun you find money or sell an item in exchange for money,
A hardy race, their most defining features are their tusk you are able to find or negotiate more money equal to
- like protrusions and horns, as well as their small eyes. 1d4 per character level.
Most are a fair shade of green, though some boast a
light shade of purple of blue. The Braksun tongue is
most comprised of grunts and gutteral exclamations.
Most have an affinity for violence, and are skilled with
all manner of weapons.
Braksun Traits
Ability Score Increase. Your strength score raises by 2,
and your constitution raises by 1.
Size. Braksun are taller and heavier than humans,
standing over 6 feet tall and averaging a weight of over
200 pounds. Your size is medium
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common
and Braksun.
Firearm Proficiency. You are proficient with both
simple and martial firearms by right of your heritage.
Vicious Brawler. Whenever you make a melee
weapon or melee unarmed attack and miss your target,
you instead do 1 point of damage of the type specified
by your weapon, either bludgeoning, piercing, or
slashing.
Valliant. You have advantage on saving throws
against being frightened.
Marjai
A race short in stature, roughly half the size of an adult
human. The Marjai look strikingly human, with the only
thing telling them apart being their deep red skin and
black eyes. Despite what some might consider an
intimidating outward appearance, most marjai tend to
be friendly and well mannered, lending themselves to be
shrewd diplomats and great merchants.
Marjai Traits
Ability Score Inscrease. Your charisma increases by 2,
and your wisdom increases by 1.
Size. Marjai are roughly half the size of an adult
human, and average at around 80 pounds. Your size is
medium.
Speed Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common,
Marjai, and two other languages of your choice.
Marjai Disposition. As part of your marjai heritage,
you gain proficiency with Charisma (Persuasion) and
Wisdom (Insight) skills.
Additionally, you have advantage on saving throws
against being charmed, and magic can’t put you to
sleep.
Art of the deal. Whenever money can be made or
found, you always seem to find a bit more. Whenever
Weapons
his page exclusively deals with weapons Additionally, more weapons may be added as they
T
found in the traveler’s of the Astral Sea appear in the campaign. The intent of this guide is to
campaign. Not everything located in the show available options at level 1, not all possible gear
portion will be relevant to every campaign. throughout the entirety of the campaign.
ranged weapons will also have that extended to simple
Weapon Categories firearms, and chracters with martial ranged weapons
For the sake of simplicity, firearms will be divided into proficiency will have that extended to martial firearms.
simple and martial categories, just like other types of If your character does not have a ranged weapon
weapons. Characters that are proficient with simple proficiency, you would need to seek training to add a
weapon proficiency to your character.
Weapons
Name Cost Damage Weight Properties
Simple Ranged Firearms
Photon Pistol 270 gp 2d6 fire 2 lb. Ammunition, Range (40/120), Light, Reload (15 Shots)
OW Pistol 450 gp 3d6 piercing 2 lb. Ammunition, Range (50/150), Light, Reload (18 Shots)
Shriller 150 gp 4d6 psychic 1 lb. Thrown, Range (20/60)
Martial Ranged Firearms
Burst Rifle 540 gp 3d8 fire 8 lb. Ammunition, Range (100/300) , Reload (30 shots), two-handed
OW Rifle 750 gp 3d10 piercing 8 lb. Ammunition, Range (80/240) , Reload (5 shots), two-handed
Antimatter Rifle 1,200 gp 6d8 force 20 lb. Ammunition, range (120/360), loading, two-handed