Crushing wheels. The car can move through the space of any Medium or smaller creature. When it does, the creatures must succeed on a DC 13 Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone. If the creature was already prone, it takes and extra 2d10 bludgeoning damage. This trait can’t be used against a particular creature more than once each turn.
Prone Deficiency. If the car rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Helm (Requires 1 Crew and grants ¾ cover). Drive and steer the car.
Engine On/Off. The driver can turn the vehicle's engine on or shut it off.
Dash. For each encounter, the car may use the Dash action 5 times. Each additional Dash runs the risk of damaging the vehicle and requires a successful 15 Constitution Save. A failed save results in a role on the Mishaps table.
Disengage. The car may take the disengage action.
Juke. If the car is able to move, the driver can use its reaction to grant the car advantage on a Dexterity saving throw.
Description
CREATURE CAPACITY
Creature capacity describes how many creatures can ride the vehicle comfortably. More creatures can fit by squeezing or by clinging to the outside. Clingers must make Dexterity checks to stay attached when in combat.
Creature Capacity: 5 Medium creatures
Cargo Capacity: 500 lb.
ABILITY SCORES
Strength determines size and weight, Dexterity represents handling and maneuverability, Constitution reflects durability and quality of construction. For each encounter, a vehicle may use the Dash action 3 times plus its Constitution modifier. Each additional Dash runs the risk of damaging the vehicle.
HIT POINTS
A vehicle’s hit points can be restored by making repairs. When a vehicle drops to 0 hit points, it is damaged beyond repair.
Hit Points: 80
DAMAGE THRESHOLD
Vehicles have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes damage equal or greater than its threshold. Any less is considered superficial and doesn’t reduce hit points.
Damage threshold: 10
MISHAP THRESHOLD
If a vehicle takes damage from a single source equal or greater than its mishap threshold, it must roll on the Mishaps table.
Mishap threshold: 20
HELM
The helm is a chair with wheel, levers, pedals, and other controls. A driver proficient with land vehicles can and its proficiency bonus to ability checks and saving throws.
Drive. The driver can use an action to propel the vehicle up to its speed or bring it to a dead stop. While moving the driver can steer it along any course.
Bonus Action. The driver can do one of the following:
- Start the vehicle's engine or shut it off.
- Take the Dash or Disengage action.
REPAIRS
A creature can attempt to make repairs to the vehicle with the right tools, even while on the move
Mishaps
Roll on the Mishaps table when one of the following occurs to a vehicle:
- The vehicle suffers a critical hit.
- The vehicle takes an amount of damage from a single attack or effect equal to or greater than its mishap threshold value.
- A risky or difficult maneuver is attempted with the vehicle (at the DM’s discretion).
Mishaps
|
d20 |
Effect |
Repair DC |
|
1 |
Engine explosion! The vehicle’s engine bursts into flame, dealing 6d6 fire damage to the vehicle and creatures embarked on the vehicle or within 10 feet of it. The vehicle immediately moves double its speed in a straight line. Until a repair is made, the vehicle takes 2d6 fire damage at the start of each of its turns. |
20 (STR) |
|
2 |
Steering mechanism locked! The vehicle cannot make turns, and automatically fails Dexterity checks and saving throws until a repair is made. |
15 (STR) |
|
3 |
We’re leaking gas! The vehicle’s speed is reduced by half until a repair is made. |
15 (DEX) |
|
4-6 |
Weapons destroyed! DM determines which weapon is no longer operational. |
- |
|
7-8 |
Caustic smoke! Thick smoke spews out from the vehicle to engulf the creature occupying the helm. The creature takes 5 (2d4) acid damage. If its eyes are exposed, it is blinded until the end of its next turn. |
- |
|
9-10 |
Engine shriek! The vehicle lets out a high-pitch scream. All creatures within 60 feet of the vehicle must succeed on a DC 15 Intelligence save or take 14 (3d6) thunder damage. |
- |
|
11-12 |
Damaged wheel! The vehicle’s speed is reduced by 15 feet. The vehicle has disadvantage on Dexterity checks and saving throws until a repair is made. |
15 (DEX) |
|
13-15 |
Skid! The vehicle has disadvantage on all Dexterity checks and saving throws for 1 round. |
- |
|
16-19 |
Armor failure! The vehicle’s AC is reduced by 2 until the armor is repaired. |
10 (STR) |
|
20 |
Flip! The vehicle jerks to one side, and rolls. All embarked creatures must succeed on a DC 20 Dexterity (Acrobatics) check or fall from the vehicle. Roll any die. On an even result, the vehicle lands back on its wheels. On an odd result, the vehicle lands on its back and requires a successful Strength (Athletics) check made as an action to be righted. |
20 (STR) |
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