From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles.
All vehicles have the following properties:
- Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.
- Size and Armor Class: Just like creatures, vehicles have size categories and each has an AC that determines how difficult it is to hit with attacks.
- Hit Points: When a vehicle is reduced to 0 or fewer hit points it is destroyed. In addition, when a vehicle is reduced to 50% of its total hit points, it suffers a malfunction and must roll on Table: Malfunction.
- Speed: Vehicles are listed with their move- ment speed, as well as their journey speed for traveling long distances.
• Crew: Many vehicles only require a single crewman as a driver, but larger vehicles may require even dozens of people to properly operate. Drivers cannot perform actions using a vehicle unless the minimum crew requirement is met.
• Immunities: As objects, vehicles are immune to poison and psychic damage. They are also immune to the blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, and unconscious conditions, as well as any other effect that would result from failing a Wisdom, Intelligence, or Charisma saving throw.
• Havens: A vehicle acts as a haven if it provides accommodation and shelter from the elements. At the Narrator’s discretion, the environment may not be suitable for it to act as a haven.
Unlike creatures, all vehicles have a “front”, in many situations this facing will dictate the way the vehicle moves.
Driver
In order to move, all vehicles require a driver.
*Story: 4.24 A5E Vehicle Driver
Saving Throws
Unlike most objects, vehicles must make Strength, Dexterity, and Constitution saving throws as if they were creatures against effects that would call for them. All vehicles have a Strength and Constitution score based on their size (see below). A driven vehicle has a Dexterity score equal to its driver’s Dexterity score (a vehicle without a driver has a Dexterity of 0).
Size
The size of a vehicle determines many of a vehi- cle’s properties:
Strength, Constitution, and Carrying Capacity. A vehicle’s Strength, Constitution, and carrying capacity are determined by its size.
• Large: A Large vehicle has a Strength and Constitution score of 14 (+2), can carry up to 3 passengers along with the driver, up to 40 Supply, and up to 10 bulky items in addition to 2,000 lbs. of carrying capacity.
• Huge: A Huge vehicle has a Strength and Constitution score of 18 (+4), can carry up to 6 passengers along with the driver, up to 80 Supply, and up to 20 bulky items in addition to 4,000 lbs. of carrying capacity.
• Gargantuan: A Gargantuan vehicle has a Strength and Constitution score of 22 (+6), can carry a number of additional passengers equal to the minimum required crew, up to 800 Supply, and up to 200 bulky items in addition to 40,000 lbs. of carrying capacity.
Vehicles
*Story: 4.1f Vehicles
*Story: 4.21 A5E Land Vehicles
*Story: 4.22 A5E Water Vehicles
*Story: 4.23 A5E Air Vehicles
Siege Weaponry
*Story: 4.27 A5E Siege Weaponry
Repairing Vehicles
Repairing damaged or malfunctioning vehicles requires a tool check against the DC listed for the vehicle’s primary material as shown on the Materials table. During a long rest you can make one check, ending any malfunctions it currently has on a success and restoring hit points equal to the result of your check. Alternatively you can hire someone to repair your vehicle for you (which is an automatic success and typically costs 1/5th of the vehicle’s total cost).