D&D: How to Get Around in Wildspace
If space is the final frontier, what does that make D&D’s Wildspace? With this handy advice, you’ll get on swimmingly in the void.
In space, nobody can hear you scream. But in Wildspace in D&D? Turns out they totally can. At least right up until they can’t.
There’s only so much air in Wildspace, after all. Don’t worry! We’re here to help you survive in the harshest conditions, while also looking at a preview for the Wildspace rules for D&D’s upcoming campaign setting Spelljammer: Adventures in space.
D&D in Space, Wildspace
First of all, you have to understand that Wildspace is different. Unlike regular space, where you can’t breathe, in Wildspace, you can breathe just fine. For about a minute.
In Wildspace, some areas, like the planet’s atmospheres and certain asteroids, have breathable air. If you happen to leave an area chock full of air to one without? You carry an envelope of breathable air with you.
Spelljamming ships carry a large envelope of air that lasts quite a while, but even if you get tossed overboard, you carry an envelope of about one minute of fresh air with you.
If you don’t need to breathe, say you’re a Warforged, for example, then obviously that’s fine. Certain subclass features might eliminate the need to breathe. But you might also find a creature like a Gadabout.
Gadabouts, pictured above, are gentle, winged creatures that float in Wildspace. They have learned to exist symbiotically with Wildspace travelers. They wrap their branches around a Humanoid and can generate an indefinite envelope of air.
Can’t find one? Well, magic items might help you. A decanter of air might be of use. Or if you can somehow bring along a tank of water to stick your head in and have access to the water breathing spell, you could probably get around that by being technically correct.
After all, technically the water breathing spell lets you breathe water and says nothing whatsoever about that water needing to have air in it.
Moving in Wildspace
Wildspace is a tricky business for many reasons though. Even being aboard a Spelljamming ship won’t keep you safe. Because you might end up in a place with little to no gravity.
And in Wildspace, that’s pretty likely. This spells trouble for your D&D character, since in Wildspace if you don’t have a swimming or flying speed you’ll have a disadvantage on melee attacks.
Obviously, a flying speed is ideal, since you can move around as you like and fight. But even a swimming speed (which the Giff have), means you can fight normally with most melee weapons.
Lunch! In!! Space!!!
Finally, you’ll have to be cautious in Wildspace, because food can be a problem.
Not an impossibility, though. And for those of you who pick up Outlander, which lets you just always find food and shelter, good news! Wildspace is far from barren. It’s lousy with creatures. Like delicious space fish, giant space hamsters, and astral dreadnoughts.
Might want to be careful about that last one, though.
Happy Adventuring