Saw Ranking of Kings, and I saw an item I want. You might want it too.
Belt of Potions
Wondrous item, common
This brown leather belt hold a number of pouches that can hold different potions and in addition to the belt there is a small leather tube. As an action, a character can place as many potions as the character wants, up to 10, in the pouches or remove as many potions as they want as well. As a bonus action, a character can place the tube into a potion and run the tube under their clothing and armor. Once done, a character can as a free action consume a the potion the tube is in.
A small carved figure of a squire made from simple beadrock. Once per day, a character can say “attend me!”, and a phantasmal blurry squire will appear acting as your servant as per the spell unseen servant with the exception that servant is always visible buy shadowy, automatically follows you around, has an AC of 20. and lasts for 8 hours until dismissed or killed. Each morning you regain the use of the attentive squire.
Basics– TO THE SKY! Spelljammer: Adventures in Space is the latest setting for DnD that really encompasses all the other settings. Spelljammers are space ships that can travel between different systems and explore, so really the limits of this setting are the limits that you can steal and borrow from all the other DnD settings and your favorite fanfic of Star Trek. Let’s get into this one.
Mechanics or Crunch– This is a good book with some new mechanics, but not a ton of information. Overall space beyond a planet system is just empty and full of “air”, so you don’t need much. The spelljammers are fun ships, but the DnD isn’t really set up to do ship battles well. It’s not bad, but it’s simple and the system defaults to basic rules in the DMG for side combat for ship combat. There are new races, but not a ton beyond that. So if you want a lot of new crunch for your players, there isn’t that much here. Ships get a good rundown, which is needed, but don’t expect much as a player. There are monsters of the cosmos, which are absolutely needed, but for each system you need to grab that world’s/setting’s books and get monsters from there. This book adds decent materials for the GM, but not much for players. It doesn’t really expand the rules beyond the basics we’ve seen. 4/5
Theme or Fluff– I don’t hate the story here, but I’m left wanting more in a bad way. This setting is all about space and boldly going to new worlds. You do get the basics of that, but you don’t get a ton of new worlds beyond “Go grab your favorite other books and go there!” Again, it’s not bad, but it feels too loose to be helpful. I do think the adventure they give is awesome and will help GMs and players who are new to the setting get used to it. That “fish out of water” adventure that is included is going to be your best introduction to this setting. That said, after reading this book, I need more to really know what this setting is. 4/5
Execution– Can’t buy a PDF, but when there was an update it came out as a PDF. I can rent the book via DnD Beyond, but other than that, it’s physical only. What is in the book is a solid ok. Good spacing and text size and all the things I look for in a book, but it’s only in their proprietary app. I want to own my book, so you either buy a physical book or rent DnD beyond. And, while I love the adventure they give you, they don’t give you pregens at fifth level. Just include the pregens! I don’t want to make some for my players nor do some groups want to make some when the GM buys that book. I want to play ASAP and that would massively help those groups. It’s 2022 and you are behind the times. I am not pleased. 3.5/5
Summary– Spelljammer is a fun setting and book that just needs more. The mechanics here are ok, but there is not much for players and just enough for the GM to run a game beyond go to the DMG. The story is fun, but there isn’t much beyond go look at other stuff. The execution misses many marks that other companies are doing and it hurts my impression of the book. If you want some classic space and sorcery, this will be a fun book. If you don’t have an idea of what Spelljammer is then you still might not after reading this book. 76%
Casting Time:1 action Range:30 feet Components: V, S Duration: concentration, up to one minute
You attempt to enrage a humanoid you can see within range. It must make a Wisdom saving throw. If it fails the saving throw, it treats all creatures it can see as hostile until the spell ends. Each round at the start of its turn, it can attempt another Wisdom saving throw to end the spell.
Had an interesting idea that might work in the RPG as well.
Flask of Thought
Wondrous item, very rare
This flask carved of blue crystal sparkles even in pitch black darkness. Once per day, a character can drink the blue liquid from within and regain a spell slot of any level they desire. This liquid refreshes each morning at dawn.
I thought a bunch about this, and I think I have a new fun way to block!
When you are the subject of a melee attack, as a reaction you may make a melee attack. If your attack value equals or exceeds the attacker’s, the original attack misses you. Otherwise the original attack occurs as normal. A critical on your attack blocks the attack as well regardless of your total attack.