Aquatic Chariot Races
Light Chariots
75HP16AC
Speed 60
- Holds one rider
- The driver determines the Initiative for the entire Chariot
- Vehicle handling rolls will vary on stats used depending on the situation during the race
- Characters proficient in any vehicle (including land) may add their proficiency to their rolls to control the chariot
- Only offensive capabilities are the weapons carried by the rider
- All attacks made by the rider are made at disadvantage because they need to maintain a grip on the reins
- Drawn by 2 Giant Eels
- Eels are not armored
- Reins can be damaged. Each has 10HP and 15AC. All attacks are made with disadvantage against the reins. Any attack that misses by 5 or more against the reins hits one of the Eels instead.
- Chariot resists Slashing, Piercing and Bludgeoning damage from weapon attacks. Reins do not
- Chariot speed is halved when at 40HP or less
- Chariot speed is halved if there is only one Eel pulling it
Attacking with the Chariot
- Making a successful animal handling check, the driver can command an eel to attack an adjacent chariot
- Eels do not suffer disadvantage attacking reins of other chariots
Bladed Chariots
100HP18AC
Speed 40
- Holds one or two riders
- The driver determines the Initiative for the entire Chariot
- Vehicle handling rolls will vary on stats used depending on the situation during the race
- Characters proficient in any vehicle (including land) may add their proficiency to their rolls to control the chariot
- Vehicle handling rolls can be made to attack other chariots by the driver
- All attacks made by the driver with weapons other than the Chariot are made at disadvantage because they need to maintain a grip on the reins
- Drawn by 2 Giant Eels
- Eels are not armored
- Reins can be damaged. Each has 10HP and 15AC. All attacks are made with disadvantage against the reins. Any attack that misses by 5 or more against the reins hits one of the Eels instead.
- Chariot resists Slashing, Piercing and Bludgeoning damage from weapon attacks. Reins do not
- Chariot speed is halved when at 50HP or less
- Chariot speed is halved if there is only one Eel pulling it
- Has one carrier with 5 spare javelins or tridents
Attacking with the Chariot
3d10+(Attack Bonus)
- Deals double damage to structures and objects
- Making a successful animal handling check, the driver can command an eel to attack an adjacent chariot
- Eels do not suffer disadvantage attacking reins of other chariots
Armored Chariots
150HP22AC
Speed 30
- Holds two or three riders
- The driver determines the Initiative for the entire Chariot
- Vehicle handling rolls will vary on stats used depending on the situation during the race
- Characters proficient in any vehicle (including land) may add their proficiency to their rolls to control the chariot
- Vehicle handling rolls can be made to attack other chariots by the driver
- All attacks made by the driver with weapons other than the Chariot are made at disadvantage because they need to maintain a grip on the reins
- Drawn by 2 Giant Eels
- Eels are armored
- Reins can be damaged. Each has 20HP and 20AC. All attacks are made with disadvantage against the reins.
- Chariot resists Slashing, Piercing and Bludgeoning damage from weapon attacks, including reins
- Chariot speed is halved if there is only one Eel pulling it
- Has two carriers that hold 5 spare javelins or tridents each
2d8+(Attack Bonus)
- Deals double damage to structures and objects
- Making a successful animal handling check, the driver can command an eel to attack an adjacent chariot
- Eels do not suffer disadvantage attacking reins of other chariots
Chariot Race Mechanics and Rules
There are two types of races. One, the winner is determined by completing a set number of laps around the colosseum. The other is the last chariot team standing.Each turn consists of a Movement based on the Chariot’s movement speed, an Action and Bonus Action.
At the start of each turn, the Eels will move forward automatically for the Movevent. All characters in the Chariot may make Actions and Bonus actions at any point during that movement.
The Driver will need to make Vehicle handling checks on turns and for attacking with the Chariot’s weapons.
To make the Dash action, the Driver must make a successful Handle Animal check based on the Lead Eel’s cooperation DC.
All characters Riding but not Driving may use their Action and Bonus Action as regular, but must remain in the Chariot.
A character that falls out of a Chariot is no longer considered part of the race.
Characters may attack each other and other chariots.
Attacking the Eels, accidental or intentional, is an immediate disqualification. This means attacking the reins is a legal move, but if the Eel is injured as a result of the attempt, the Chariot team is disqualified.
Attacking the Eels is only considered if there is a loss of HP suffered. (Ex. Fear/Charm/Sleep effects are not considered Attacks)
A Chariot is taken out of the race when one or more situation occurs:
- The Chariot is reduced to 0HP
- Both Eels have been removed from their reins
- All occupants are unconscious or removed from the Chariot
- A competitor is disqualified for harming an eel
The Lead Eel is placed on the inside part of the track and is the base for the Handle Animal checks to make the Dash Action and to wrangle the team against adverse effects.
Successful Insight or Handle Animal checks outside of the race can tell you an Eel’s strengths and weaknesses in a race.
Personalities and rules
All Handle Animal checks with these Giant Eels have a base DC13. Their personality makes the DC higher or lower depending on the desired command.Aggressive: DC10 when commanding an attack
Brave: DC10 when Resisting mental effects
Swift: DC10 when commanding the Dash Action
Well-Trained: DC10 For any command, except with detrimental natures. DC13 remains instead.
Timid: DC16 when Resisting mental effects
Docile: DC16 when commanding an attack
Scarred: DC16 when commanding the Dash Action
Young: DC16 For any command, except with positive natures. DC13 remains instead.
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