Defenses. The vehicle has a damage threshold of 10, and a mishap threshold of 20.
Helm. While the vehicle’s engine is on, the driver can propel the vehicle up to its speed or bring it to a dead stop. While the vehicle is moving, the driver can steer it along any course. If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it.
A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the vehicle's ability scores.
Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.
Bonus Actions. A creature driving the vehicle can use a bonus action to perform one of the following:
- Start the vehicle’s engine or shut it off.
- Cause the vehicle to take the Dash or Disengage action while the vehicle's engine is running.
Description
- The vehicle takes damage from a single source equal to or greater than its mishap threshold.
- The vehicle fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5.
- If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below).
Mishaps
| D20 | Mishap |
|---|---|
| 1 | Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends. Repair DC 15 (Dex) |
| 2-4 |
Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends.
Repair DC 15 (Str)
|
| 5-7 |
Popped Tire. The vehicle's speed decreases by 30 feet until this mishap ends.
Repair DC 15 (Str)
|
| 8-10 |
Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs.
Repair DC 20 (Str)
|
| 11-13 |
Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke.
Repair DC 15 (Dex)
|
| 14-16 |
Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends.
Repair DC 15 (Str)
|
| 17-19 |
Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage.
Repair DC 20 (Dex)
|
| 20 | Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage. |
- When a vehicle reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down.
- The only way to remove the effects of exhaustion on a vehicle is to repair it.
- The creature can't operate the vehicle's helm or one of its weapon stations while making repairs.
- The creature must be within reach of the damaged area in need of repair.
- The creature must have the right tools for the job (smith's tools or tinker's tools, for example).
- End a Mishap. A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired.
- Remove Exhaustion. If the sedan has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.
- Restore Hit Points. If the motorbike has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.
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