Vehicles & Piloting

Vehicle Basics

Opportunity Attacks

Vehicles provoke opportunity attacks as normal. When a vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach.

Action Stations

A vehicle doesn't have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle's various functions.

A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station unless otherwise stated.

A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.

Mishaps

Roll on the Mishaps table when one of the following occurs to a vehicle:

If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle.

Repairs

When a vehicle is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:

Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below.

End a Mishap
A creature can use its action to make an ability check based on the nature of the mishap, 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 Fatigue
If the vehicle has one or more levels of fatigue, 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 fatigue level decreases by 1. If the check fails, the vehicle's fatigue level remains unchanged, though the repair can be attempted again using the same replacement parts.

Restore Hit Points
If the vehicle 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.

Crashing

When a vehicle crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the vehicle comes to a sudden stop and takes 1d6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the vehicles damage threshold, the vehicle takes no damage from the crash. Regardless of whether or not the vehicle takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Crashing into Creatures

A vehicle can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).

A vehicle that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the vehicle has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Understanding Vehicle Statblocks

Creature and Cargo Capacity

Creature capacity describes how many creatures can ride the vehicle comfortably. Twice as many creatures can fit by squeezing or by clinging to the outside of the vehicle.

Cargo capacity specifies how much cargo the vehicle can carry. Action stations and creature capacity does not count towards this weight, though creature in excess to its normal capacity do. Increase this capacity by 200 pounds for each space of unused creature capacity.

Ability Scores

A vehicle has the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle's Constitution reflects its durability and quality of construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma unless the vehicle is sentient. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score (though very few effects that target these ability scores have any effect on a vehicle). A vehicle without a driver also automatically fails Dexterity saving throws.

The sum of the average vehicle's Strength, Dexterity, and Constitution scores is usually 46, with no score being below 10, and no score being above 20.

Armor Class

Each vehicle has an Armor Class equal to 10 + its Strength modifier + its Dexterity modifier + its Constitution modifier. While the vehicle is not moving, attack rolls made against it have advantage.

Hit Points

Each vehicle has hit points based on its size, make, and model. When a vehicle is reduced to 0 or fewer hit points it is destroyed.

A medium or large vehicle has an average of 30 hit points, a Huge vehicle has 60 hit points, and a Gargantuan vehicle has 120 hit points.

Damage Threshold

Vehicles often 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 an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle's damage threshold is considered superficial and doesn't reduce the vehicle's hit points.

Most vehicles have a damage threshold of 10, though Large and smaller vehicles may have lower damage thresholds.

Mishap Threshold

If a vehicle takes damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table.

Mishap thresholds are usually equal to twice the vehicle's damage threshold.

Speed

A vehicle's speed is based on its size and the way it traverses. Medium and Large vehicles usually have a base speed of 60 feet, Huge vehicles have a base speed of 50 feet, and Gargantuan vehicles have a base speed of 40 feet.

Flying speeds are usually equal to twice the base speed of a vehicle. Climb and swim speeds usually equal to the base speed, and burrow speeds are usually equal to half the vehicle's ground speed.

Action Station

Each vehicle has a certain number of action stations on it. These stations can be filled with weapons, tools, or other utilities.

Vehicle Actions

The following actions can be taken while aboard a vehicle by using your own Action.

Drive

While the vehicle has access to its mode of locomotion, the driver can use an action to propel the vehicle up to its speed. While the vehicle is moving, the driver can steer it up to 90 degrees (one full turn) in any direction. If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine'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.

Stop

The vehicle comes to a complete stop. If the vehicle moved more than its movement speed since its last turn, it must move straight forward half its movement speed before stopping. The driver can make a DC 15 Dexterity saving throw to turn the vehicle up to 90 degrees (one full turn) while doing so.

Use Action Station

Many stations have actions which can be used while the station is occupied, like firing a weapon or operating a crane. The action's effects are detailed in the station's description.

Vehicle Bonus Actions

The following bonus actions can be taken while aboard a vehicle by using your own Bonus Action.

Ignition

You activate or deactivate the vehicles engine, if it has one.

Maneuver

The vehicle takes the Dash or Disengage action. The driver may also turn the vehicle up to an additional 180 degrees (two full turns) during its movement.

Vehicle Reactions

The following bonus actions can be taken while aboard a vehicle by using your own Bonus Action.

Juke

If the vehicle is able to move, and it has a Dexterity score of at least 14, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.